Here are the settlments I've created thus-far. They are semi-subjective to update/edits. For example, several bits of NPC information will be plugged in later on. [color=Gold][u]Personal/GM Note[/u]:[/color] This 'Chapter' of the RP, will mostly take place around the settlements of, Moonbright-Village, Jin's Shack/Cabin, and Thalburn. [i](Along with any other player settlements created, if the creator so chooses!)[/i] [hider=Jin's Shack/Cabin] [u][b]Please note:[/b][/u] 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. [img]http://i.imgur.com/7Fr2krF.jpg?1[/img] [b]Name[/b]: Jin's Shack/Cabin [b]Human or Magi Settlement[/b]: Magi [b]Alignment[/b]: Neutral [b]Population[/b]: Thorp – One [i](at the moment)[/i] [b]Government[/b]: Anarchy – Not enough people live within this small area, Jin 'upholds' the law around there, due to it being his home. [b]Qualities[/b]: [u]Insular[/u]: Settlement is Isolated. Common for people to travel nearby this location without actually stumbling upon it. [b]Terrain[/b]: 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. [i](Except that of the village of 'Moonbright'.)[/i] A sizable lake is also located not far from the 'Shack'. Yet neither is visible from each-others location. [b]Dangers/Disadvantages[/b]: [u]Distance[/u]: Located several miles from any settlement, getting outside help or resources can be a difficult or 'long' task to complete. [u]Hunted[/u]: 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. [b]Imports/Exports[/b]: None, other than the services which Jin provides to passerby's as a guide or selling/trading animal goods. [i](Such as hides/tusks/fangs etc.)[/i] [b]Specialized Jobs[/b]: N/A due to size [b]Currency System[/b]: Barter and Trade [b]Notable NPCs[/b]: [url=http://www.roleplayerguild.com/posts/3964959]Jin 'Sin' Baal[/url] [b]Player-Character Origins[/b]: Owner of this shack is long gone/dead. So this section isn't really applicable. [b]Summery/Information[/b]: 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. [/hider] [hider=Moonbright Village] [u][b]Please note:[/b][/u] Closest settlement/area to where the GM's character will start. [i](Thus, west of Jin's Shack/Cabin)[/i] North-west of this location is Thalburn. Alike all of the settlements, Alfheim exists extremely far East. [img]http://i.imgur.com/NCB1kVO.jpg[/img] [b]Name[/b]: Moonbright [b]Human or Magi settlement[/b]: Mostly Humans, Magi are typically outcasted or 'shooed away' [b]Alignment[/b]: Lawful-Good [b]Population[/b]: Est. eighty to one-hundred citizens (Village) [b]Government[/b]: Anarchy/the citizens rule this small settlement. [b]Qualities[/b]: Rumor-mongering Citizens: Settlement's citizens are nosy and gossipy by fault. -very little happens in the settlement that no one knows about. [b]Terrain[/b]: Rolling hills [b]Dangers/Disadvantages[/b]: [u]Anarchy[/u]:Village is protected or law is enforced by the civilians, thus possesses no militia. Other than those who instructed themselves to be. [u]Hunted[/u]: Powerful/wild beasts and some threats of magi/mankind seek to cause harm upon this settlement or use it as a hunting ground. [b]Imports/Exports[/b]: An inn/tavern is the most 'business' structure within the place. [b]Specialized Jobs[/b]: Barkeep, Maid, Server/waiter/waitress, Self-proclaimed guard/peacekeeper [b]Currency System[/b]: Barter and trade [b]Notable NPCs[/b]: Tavern-Owner/Barkeep (Ron, Neutral, Male, Magi) [b]Player-Character Origins[/b]: [b]Summery/Information[/b]: 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. [/hider] [hider=Thalburn] [b]Name[/b]: Thalburn [img]http://i.imgur.com/4xuWxJh.jpg[/img] [b]Human or Magi Settlement[/b]: Human [b]Alignment[/b]: Lawful-evil [b]Population[/b]: Large-City: Est. 8k citizens [b]Government[/b]: [u]Overlord[/u]: The community's ruler is a single individual who either seized control or inherited command of the settlement. [b]Qualities[/b]: [list] [*][u]Attraction[/u]: 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'. [*][u][i](Semi)[/i]Prosperous[/u]:Despite the harsh taxing of the militia/government, this settlement is a decent hub for trade. Merchants and wealthy live extremely well. [*][u]Gambling[/u]: 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. [/list] [b]Terrain[/b]: 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. [b]Dangers/Disadvantages[/b]: [list] [*][u]Fascistic[/u]: 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. [*][u]Impoverished[/u]: Because of any number of factors, the settlement contains sections suffering great destitute. [/list] [b]Imports/Exports[/b]: A fire-arm/explosive manufacturing business, Weapon-smiths/Blacksmiths, Casino/Gambling attraction employee, [b]Specialized Jobs[/b]: Fire-arms/Explosives craftsman, Militia, Medic/Doctor, [b]Currency System[/b]: Barter & Trade, Thalburn Galleon. (Coin system) [b]Notable NPCs[/b]: Thalburn-King (Kain, Chaotic-Evil, Male, Human), [b]Player-Character Origins[/b]: [b]Summery/Information[/b]: 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. [/hider] [hider=Alfheim] [b][u]Please note[/u][/b]: 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. [img]http://i.imgur.com/49UCWQA.jpg?1[/img] [b]Name[/b]: Alfheim [i](More of a territory, or collection of towns.)[/i] [b]Human or Magi Settlement[/b]: Both, yet Magi populous is far larger than human. [b]Alignment[/b]: True Neutral [i](Civilians of all spectrum exist in Alfheim)[/i] [b]Population[/b]: Est. Two-Thousand inhabitants [i](Large Town)[/i] [b]Government[/b]: 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. [i](However, one guild cannot veto another guilds leader, unless under specific circumstance.) [/i] [b]Qualities[/b]: [list][*][u]Academic/Guild[/u]: This place hosts several academic and guild organizations. Enabling training/enlistment in any Institution. [i](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.)[/i] [*][u]Insular[/u]: 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. [*][u]Prosperous[/u]: 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'. [*][u]Notorious[/u]: Alfheim shows notoriety due to it's system of government, along with their use or active guilds which thrive within it's boarders. [/list] [b]Terrain[/b]: Plains, forest and one mountain exist in this territory/area. Capitol is a castle/fortress of sorts, whereas several villages exist around the area. [b]Dangers/Disadvantages[/b]: The stretch of 'wilds' between each 'minor town' or around the capitol causes dangerous beasts to roam [i](or even bandits)[/i] within this area. Though a good portion is kept 'in check' or 'monitored' from the militia or mercenaries guild within it. [b]Imports/Exports[/b]: 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. [b]Specialized Jobs[/b]: Alfheim Militia, Mercenary Guild-Member, Stonemason Guild-Member, Artisan Guild-Member, Agriculture Guild-Member. [b]Currency System[/b]: 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 [i](even then, some don't)[/i] utilize this system of currency. [b]Notable NPCs[/b]: [b]Player-Character Origins[/b]: [b]Summery/Information[/b]: 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. [i](Or things such as pie/food eating contests, or entertainment based events like plays or other types of games.)[/i] 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. [u]Guild Duel-Membership Information[/u]: 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.[/hider]