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What's that? You're in prison? Oh no! Well, it's a good thing prison is known for it's friendly atmosphere! So a life sentence shouldn't be too bad...

Welcome to Seven Hills Prison, in the sleepy town of Seven Hills, Nebraska. The prison holds roughly one hundred and fifty happy inmates. Of course, it has contraband, semi-corrupt guards, and gangs. You know, why don't we just take you on a tour...

The Prisoners

Ah, the prisoners. There are exactly 148 (not including you, of course). Most are in for murder, burglary, and "tax evasion." 93 are male and 55 are female.

Remember, each prisoner is a snowflake! Even you. Don't believe me? This looks like a job for... character sheet!



The Guards

There are 37 guards, 24 male and 13 female. This includes the Warden, known simply as... "The Warden." Or Joe. Joe works too. The Warden is immune to corruption.

Some are corrupt and will do certain things in return for favors and money. The guards are stationed at different areas of the prison and handle different tasks. Different gangs also have different connections with different guards. Some might even be on a specific gang's pay roll. "So how do I know which guards are corrupt and which ones aren't?" Simple! You find out by asking prisoners.

The only other staff members are the three medical personnel working in the medical area.

The Contraband

Contraband can be acquired from six sources. These include one of the corrupt guards and a member from each of the five gangs within the prison. Contraband consists of commodities, weapons, drugs, and other things that you probably shouldn't have. If you are caught with contraband by the wrong guards or prisoners, you could face serious consequences.

The Architecture

There are eight main areas of the prison.

1. The cells, where you sleep with a random cell mate.
2. The "field," where you socialize with other inmates and exercise.
3. The cafeteria, where you eat food.
4. The work areas, where you do a job (if you have one).
5. Solitary, or the over glorified time out corner.
6. The visiting area, where you can see your friends and family.
7. The showers, where you go to clean off after dinner each day.
8. The medical area, where you only go if you have been injured.

Males are separated from the females, but they can see each other through the gates when they go to the field and when eating in the cafeteria. They can also run into each other during free time.

The Gangs

There are five gangs. Not every prisoner is affiliated with a gang, but many are. With the exception of the Emerald Coyotes, the gangs all can have both male and female prisoners.

1. The Eagles are a group of about five former military veterans. More of a club than a gang, The Eagles only allow ex-military to join. They are essentially the Switzerland group of the prison, and offer contraband to anyone willing to pay, regardless of their motives. Although there are only five of them, crossing them is dangerous for the other gangs, as it would likely result in a major loss in respect.

2. The Brown Knives are a group of about twenty five inmates. They are in a rivalry with the Tigers and Cobra Tooth. The Brown Knives are led by Paul McKinney, who fairly professional and dignified. A true gentleman. Their goal is simple- control of the prison. They are less aggressive than the other two gangs, and often aren't involved in killings. They are often able to smuggle in commodities, but you need some sort of relationship with the Brown Knives in order to deal with them. Although small, they are quite organized, making them a difficult opponent for the Cobra Tooth Gang.

3. The Cobra Tooth Gang is led by Eli Collins. The forty-five members of this gang are rough, stereotypical prisoners. They are the biggest gang, and often threaten the Brown Knives and Tigers. Their contraband is a tad more diverse than the contraband offered by the Eagles and is available for lower prices. But purchasing their contraband almost always requires a membership.

4. The Tiger Gang is more of a cult than a gang. Members must go through a... peculiar... initiation process. The twenty five members of this gang are the most skilled fighters and often the most deadly. It is led by Tin Ling, who has killed countless people and was a former drug lord. It is definitely the best source of contraband weapons, but you need a relationship with the group first. They like to maintain their hold on the prison, but never challenge the other gangs in order to increase their powers, making the Cobra Tooth Gang and Brown Knives more likely to focus on undermining each other than the Tiger Gang. They typically only increase influence by recruiting and providing contraband weapons in exchange for favors.

5. The Emerald Coyotes are an all female gang. With fifteen members, it is the smallest, yet among the females of the prison, it is fairly important. It's size doesn't prevent it from remaining influential and ruthless. Members of this gang aren't particularly concerned with control outside of the female inmates, and really on seek control in that aspect.

The Goal

So what's the point of this? What are you trying to do? For some characters, the goal is survival. For others, escape. Some seek total control of the gangs and prison. It really depends on you and the character you choose to create. In order to "win" this RP, you must achieve that goal.

The Routine

This is a typical day in the prison:

1- Wake up
2- Breakfast
3- Exercise in "The Field"
4- Go to job or free time (NOTE: you start out with no job)
5- Lunch
6- Visiting hours or free time
7- Free time
8- Dinner
9- Showers
10- Sleep

The Jobs

There are a few jobs available. These can be a source of money which can be used to be contraband and other items. They can also be a valuable way of getting specific items. The jobs include, but are not limited to a job as the prison's janitor, mail deliverer, launderer, and gardener.

Some jobs will be available for you early on. Available jobs will be posted on a board you can view during free time. There may be temporary jobs that you only do one time, like a chore that you can help out with.
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Dwarven-Human Alliance





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Three things:

1) We really need to figure out how to combine these worlds. People seem to like the portal idea, but I want to see how you guys think that should work out.

2) Here, answer this.

http://www.strawpoll.me/11878936

3) Country Sheet Sample (This is just a very rough draft and an example of information that would be included. Obviously, you wouldn't make a country this ridiculous, but I wanted to make sure I didn't copy something people already had in mind):

Country/ Organization/ Group Name: The Koalaminican Republic

Modern Countries it includes or spawns in: Dominican Republic, Australia, Central Canada

Type of Gov't: Constitutional Representative Anarchy

History: Thanks to an a vote passed recently by congress, the country is forced to do nothing but the Macarena for eternity. Not magically added to the country.

Resources & Wealth: Leads the world in doorknob exports. Relatively poor.

Military Might: Has an elite team of fighters known as the power rangers and no nukes (I don't think every country should be guaranteed nukes).

Relationships: Can't stand Russia. Has alliance with the Bolivian Kaleidoscope Overlords of Eastern Wales. But only on Thursday.

Important Leaders: Bob Ross, influential governor

Religion, Language, and Culture: Everyone speaks via Morse Code with low clicking noises. 83% of the population is a pastafarian. On Fridays, members of this society are unable to verbally communicate.

Other details:
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The following is an excerpt from Sir Francis Bacon's (Yes, that Sir Francis Bacon) "An Introduction to the World of Fantasy, Vol. 1: The ABCs of Fantasy" published in 1973, fourteen years before his death.

The following is merely an introduction to a world of magic, fantasy, and, recently, commerce. Instead of giving you general information about magic and trying to start from the beginning, I have constructed this simple alphabetical guide for the reader to familiarize themselves with the basics of the world of magic. Hopefully, you will be familiar with many of these through word of mouth, so I attempt to leave races, information about magic, and other details that conform to stereotypes out of this list. Of course, I have included mostly detail about the economical aspects of these worlds, as these are often undervalued within our rumors.

If you still find yourself confused (which I imagine you likely will, even after reading this), I urge you to continue reading, or purchase volumes two and three of my series.

You may also ask SpookySquid, your GM.

A- Allocated Non-Human and Magical Zones- ANMZs are the areas of the world where magical beings and events are allowed to take place. Typically referred to as "Magical Zones, they are categorized into one of two major groups. There are Assumed Magical Zones and Legal Magical Zones. The Legal ANMZs are places set aside specifically by the International Magical Affairs Group, or IMAG. Assumed Magical Zones are areas where magical creatures are kept or magic is practiced without IMAG's permission or support. Depending on the Assumed Magical Zone, IMAG may step in and prevent the actions from taking place. A popular example is when a group of unicorn ranchers began raising stock dangerously close to Cairo, Egypt. Some Assumed Magical places are even recognized as places where magic often takes place, but will not receive financial support from IMAG, such as many of the small groups of magical settlers outside of the main Legal Magical Zone within Antarctica.

B- Botany- A popular form of magical revenue often not considered is botany. Botany is grueling and difficult, but mostly due to the presences of IMAG's restrictions. H. L. T'shouk's The World of Magical Botany describes 178 different types of magical plants. Of which, only 41 are legal to sell without a permit, and only 34 can be sold with a permit or license. The rest are completely illegal. The magical plants that are legal are often refined into potion ingredients or can be used for other purposes of a mostly harmless variety.

C-
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Exploration, Inc.

Phoenix, United States. December 22nd, 2035.
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Manaus, Brazil. December 23rd, 2035
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The North Pole. December 24th, 2035
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Antsirabe, Madagascar. December 25th, 2035
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Cairo, Egypt. December 26th, 2035
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Atlantic Ocean, between Greenland and Iceland. December 28th, 2035
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Moscow, Russia. January 1st, 2036
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Alice Springs, Australia. January 4th, 2036
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These seemingly unrelated locations were all brought together by one similarity. On the dates listed, they would become home to the portals. The portals didn't spew out anything. The just shimmered in the sky, welcoming anyone or anything to enter. Scientists and governments explored and monitored these portals for four months before sending a team through the portal in Brazil. What they found was amazing. A dungeon, filled with riches, rare minerals, horrible monsters. The team left, and a second team was sent. This time, the dungeon was different, but it was still a dungeon, nonetheless. Two more teams were sent, one immediately after the other. They both saw different dungeons, but they both exited from the same location.

Soon, corporations and private companies began to make claims to these portals and compete for the items within it. You are the owner of such an organization. You, along with any business partners and relatives, have moved to one of the portals, in search of wealth. The RP begins as you settle down and hire your first employees...

Company Owners

As the owner of the company, you will be provided with a group of random employees from your GM that you can choose to hire. You may also decide to make specifications about who you'd be willing to hire: types of employees, certain skill sets you're looking for, what you're willing to pay these employees, etc.

There are three types of ways you can operate your company.

1- From your office- Sit back and relax as you send people to their deaths in order to make a profit. You'll have to deal with bloodthirsty competitors and even governments, but that's preferable to dragons... right? In addition, your business is frowned upon by some, so you may have to deal with rowdy protesters, who could endanger you and your offices.

2- Self-employed- Feel free to enter the portal as well. If you want something done right, do it yourself. This will result in more respect from your employees, but remember, these walks through the dungeons aren't picnics. You're putting your life on the line for a higher portion of the earnings.

3- With Technology- A mixture of the other two play styles. Instead of going in yourself, you'll send your customizable robot to watch over your crew and do your bidding. Remember, these robots may not collect a paycheck, but they're not cheap to make. Sure, your life isn't at risk, but your wallet is. However, the fact that you're will to pay to have this robot enter in order to keep your employees safe (or to keep your riches safe from your employees) is enough to make your employees respect you a bit more than a man who just sits comfortably in his office. The robots are upgradeable, customizable, and don't even come with a pesky U2 album that you can't delete.

When created your CS, you may include the specific goals of your company, information about the CEO (you), and select a play style. You will also include the wealth of your company.

Now, I know what you're thinking. "Why not just say I'm an extremely wealthy company?" Well, you can have as much as ONE HUNDRED BILLION (US) DOLLARS in the beginning (to put it in perspective, HP electronics makes a little over one hundred billion dollars a year). However, there are repercussions to having insane amounts of money. Big money means big target, so you're going to have some dangerous enemies. That company with a measly 900,000 dollars to play around with will have the advantage of seeming insignificant. They won't have any dangerous rivals for a while, and can figure out how things work. Sure, they're going to hire lower quality employees, but they can grow fast. Remember, there will be threats even outside of the dungeons.

Employees

On day 1 of the RP, all employers will be PMed five employee applications. You may review these and accept or deny them as you see fit. If you have enough money, you will receive some starting employees that you will have no control of, but everyone is entitled to 1-5 employees already on the payroll that they have the ability to customize. After every exploration, each company will receive three more applications (unless you request to receive less or more). Below is an example of what sort of information you would receive from your employee:

Name:
Nationality, Race, and Religion: If applicable. At first, you'll only be able to hire humans... but who knows... that may change.
Gender:
Languages Spoken:
Age:
Height & Weight:
History: This includes prior jobs and work experience. Anything that an employer would like to know. Is your employee an ex-con? A veteran? Things like that will be specified here.
Potential Roles: These are jobs that this potential employee could do. There are several things that an employee could do to help your company. These are listed below.
Wage: How much you'll have to pay your employee. They may ask for a specific amount of $ each time they enter the portal or a percentage of the revenue that you receive whenever they leave a dungeon. They may offer different wages depending on what role you want them to fill. They may also request specific treatment.
Limitations: Any issues you may run into if you employ this individual will be listed here. For example, they may not work well with people from a specific nationality.
Perks: Any upsides to hiring the employee will be listed here. Maybe they know an instrument and will boost the morale of the other members of the party.
Other: Any other significant information will be listed here.

Jobs
There are several jobs an employee may have be able to fill, and sometimes an employee can preform multiple. People with more skills will be paid more. There will be more jobs added as the RP continues, mostly because the other jobs I have in mind will be essentially useless when you are starting out.

Botanist: Help locate rare and fascinating plants, which can be sold for a good bit, or even used to help in future endeavors.

Geologist: Helpful for finding materials that are rare and unique to dungeons. You can still find rare minerals without a geologist, it's just less likely.

Zoologist: Make valuable findings about any creatures stumbled upon in the dungeon. May discover marketable data or just learn things that will save the skins of the next guys that go into the dungeon.

Scavengers: AKA grunts. Mining, finding valuables, and carrying stuff. These guys are athletic, but not necessarily the best at combat.

Gunman: A skilled marksmen. You're going to have to pay more to arm him.

Hunter: Skilled at tracking prey, and bringing back valuable monsters.

Trapper: Like hunters, but are more likely to bring you back an monster alive.

Swordsman: "Swordsman" applies to anyone that favors a close ranged weapon. Why would you hire them? Because they're cheap, easy to arm, and abundant. Pretty much anyone can fill this role, so if someone is listed a swordsman, their skill as a swordsman will be specified.

Medical: Can cure wounds that come about as a result of dungeon exploration.

Intel: Essentially function as scouts. Light on their feet and observant.

Engineers: Can monitor the robot, if you take the technological approach. As the RP progresses, they will become more helpful.

Hound Master: Uses dogs or wolves to help within the dungeon.

Navigator: Helps the team traverse through the dungeon and essentially prevents them from becoming lost. Also will draw a map of the dungeon, which can be sold to researchers for some cash.

Insurance:

You may provide your employees with different insurance plans. In fact, it's all but impossible not to provide insurance. There are five different types of insurance you may buy.

Ace Insurance: The most expensive insurance. Excellent liability insurance, making you almost untouchable by the average lawsuit. Excellent worker's comp. is also provided, and will make you popular among employees, and you'll also be more likely to run into more skilled applicants. If you decide to stick with a more technological approach, this is a must for insuring your fancy toys. When they are destroyed when paying this insurance, you'll really only have to worry about the co-pay.

Club Insurance: Excellent property, data, and crime insurance. Liability insurance and workers compensation are also decent. If you plan to profit by selling data to researchers, or want to keep your base of operations safe, this is an excellent policy. This is a safe insurance plan, however, it is almost as expensive as Ace Insurance.

Diamond Insurance: Amazing liability insurance, even better than Ace's. In fact, the crime and property insurance even rival's Ace's insurance. So why are they cheaper? Well, the worker's comp is a little... alright, it's bad. But if you throw enough money at your doomed employees, things are sure to work themselves out. It's a tad cheaper than Club Insurance.

Heart Insurance: Workers compensation doesn't get any better than this. Liability insurance is lacking. If you're using this, the most important thing to you is the safety of your employees. If they die, you want them to be in good hands. You'll also find yourself attracting plenty of capable applicants. It may have weaker liability and criminal insurance, but how could anyone mess with a guy who has you financially covered if you meet a dreadful end within a dungeon? Plus, this is far cheaper than Ace and Club Insurance, and marginally cheaper than Diamond Insurance.

Spade Insurance: The cheapest insurance. Although better than nothing, if you're a big company and using this, then you're going to run into some serious issues. You use this if your employees aren't expecting much or are expecting to be paid a lot. This is perfect for small companies, who don't have to worry about major robberies, protesters, or opposition from entire governments.
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Insurance:

You may provide your employees with different insurance plans. In fact, it's all but impossible not to provide insurance. There are five different types of insurance you may buy.

Ace Insurance: The most expensive insurance. Excellent liability insurance, making you almost untouchable by the average lawsuit. Excellent worker's comp. is also provided, and will make you popular among employees, and you'll also be more likely to run into more skilled applicants. If you decide to stick with a more technological approach, this is a must for insuring your fancy toys. When they are destroyed when paying this insurance, you'll really only have to worry about the co-pay.

Club Insurance: Excellent property, data, and crime insurance. Liability insurance and workers compensation are also decent. If you plan to profit by selling data to researchers, or want to keep your base of operations safe, this is an excellent policy. This is a safe insurance plan, however, it is almost as expensive as Ace Insurance.

Diamond Insurance: Amazing liability insurance, even better than Ace's. In fact, the crime and property insurance even rival's Ace's insurance. So why are they cheaper? Well, the worker's comp is a little... alright, it's bad. But if you throw enough money at your doomed employees, things are sure to work themselves out. It's a tad cheaper than Club Insurance.

Heart Insurance: Workers compensation doesn't get any better than this. Liability insurance is lacking. If you're using this, the most important thing to you is the safety of your employees. If they die, you want them to be in good hands. You'll also find yourself attracting plenty of capable applicants. It may have weaker liability and criminal insurance, but how could anyone mess with a guy who has you financially covered if you meet a dreadful end within a dungeon? Plus, this is far cheaper than Ace and Club Insurance, and marginally cheaper than Diamond Insurance.

Spade Insurance: The cheapest insurance. Although better than nothing, if you're a big company and using this, then you're going to run into some serious issues. You use this if your employees aren't expecting much or are expecting to be paid a lot. This is perfect for small companies, who don't have to worry about major robberies, protesters, or opposition from entire governments.
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So, every once in a while, I'm going to add a new feature, or there will be some sort of event that happens that introduces a new character or conflict.
Below is an example of one such instance. I will eventually copy and paste this into the actual RP.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Robert S. Field was checking his email when Lisa walked through the door. Robert quickly stood as he realized she was panting heavily and her arms were covered in blood.

Lisa was a photographer that he had sent with a team of seventeen others to enter the dungeon. She would take pictures within the dungeon in order to sell them. Robert also hoped to use some of the photos to increase his reputation.

After leaving the dungeon, she was supposed to talk with Alfred Banks, a trusted high school friend of his who operated as a sort of inspector. Robert and Al had been among the very first people to invest in portal and dungeon exploration. While Robert handled all of the paperwork, Al made sure people were properly equipped and were properly cleaned according to government regulations after leaving. She wouldn't come straight to Robert without full cleaning unless there was some major emergency.

"I already explained the situation to Al, he said... he said come right here."

Lisa picked up a small sack that Robert distributed to all of his employees before entrance into the dungeons. She spilled the contents onto Robert's desk. They were mostly food rations, odds and ends like that. He noticed that there was an interesting trinket in there, probably worth a decent amount of money, most likely thrown in her pack to conserve space in some of the heavier totes.

Lisa quickly grabbed her digital camera and began flipping through pictures on it. She finally got to one she wanted and brought it towards Robert.

"Lisa what's..." Robert began, baffled, but as soon as his eyes rested on the picture, all of his questions were answered.

The picture was that of a dungeon floor. There was blood seeping into the cracks of the stone and small pools of it were littered around the room. All seventeen of the people that had walked in with Lisa had died, there corpses present in this image. But not torn to shreds by some sort of monster. These were bullets.

There was a message, made out of the remains and blood of the dead: "Stop endangering the world."

"Who-" began Robert.

"Four men, they had these crazy guns. Said we needed to stop going to the dungeons. Or else we'd-" Lisa stumbled over the last words, and then burst into tears. Robert tried to comfort her, and then sent her back to Al to be cleaned up. Shaking, Robert retrieved his water bottle and took a swig.

Robert stared at the photograph, unsure of what to do. He knew that people opposed what he was doing, but he didn't realize people would go through such lengths to stop him. He wasn't even a particularly large company, just one of the earlier ones.

Eventually, Robert brought his clammy hands to his cell phone and made a call. He had to let someone know.

*NEW: Photographer Unlocked.
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All your life, you dreamed of becoming an adventurer. A powerful magician, a brave archer, a strong knight. Or perhaps not an adventurer, but at least a blacksmith or doctor. Maybe something practical in advertising. Heck, even retail wouldn't have been too bad. A cashier, even, would have done. Well, you attempted to become one of these. But you failed.

So, there you sit, doomed to be a farmer (at best) for the rest of your life, constantly bored. Then, you received a letter.

Dear _________,

I am The Flute Player. You may have heard tales of me, my great feats, my noble deeds. Many, I'm afraid, are far from true. However, I still preform dangerous task and need young, daring men and women such as yourself to help me as I age. You, along with some others, have been asked to meet me at Wind's Helmet by the end of the week in order to make arrangements for you to become my apprentices. I'm warning you, though. The task is difficult and dangerous. Bring any possessions you want with you.

Sincerely,

The Flute Player


The Flute Player? Incredible! The Flute Player is a legend! The bravest swordsmen, wizards, and mages you've met speak about him with fearful voices. However, what he does, exactly, is a mystery. Some claim he is simply a particularly skilled swordsman, who got his name for his flute playing hobby. However, many agree that he has learned some sort of odd magic that perplexes even the greatest of wizards. Reports speak of his ability to destroy and create towns full of people and goblins, how that, with the flick of his wrist, a giant's bones will become powder and the giant will melt through the ground.

You will have to travel from your home town to meet him at Wind's Helmet. A

Alright, alright, I suppose I should tell you a little bit about this magical world.
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