Foreward:
Treminoligy Note: "Round" here is used to mean the duration of the event, which is likely to last for 2.5 to 3 hours.
There are four factions:
The City Guard
The Village of Cotswell
The Cultists of Baal
The Dyrlandic Raiders
There are also the Mountain Tribes, but they are little more than bandits.
What This Event Is:
How Roles Will Be Handled This Time:
Pre-Picked Roles:
Expositionary Text:
City Guard
Expositionary Text:
Village of Cotswell
Expositionary Text:
Cultists of Baal
Expositionary Text:
Dyrlandic Raiders
Commoner Roles (these are generally city-based):
Mountain Tribes: Bandit Roles
Note on KoSing:
KoSing is permissable in the case of obviously hostile factions (someone could reasonably expect a raider, cultist, or bandit to attack them) but the moment one idiot starts shooting everyone in the head, you can expect your faction to be recieving the same treatment for the rest of the round. We aren't going to be regulating this with the exception of the city and team-killing or spawnpoint griefing.
All-in-all we'd appreciate if you talked to most people you came across, especially unarmed people, but what your character would do in the situation is ultimately up to you- with great power comes great responsibility.
After the Great Rappage of the City, in which almost everyone was raped horribly and we hid inside of the wooden fortress that was the "village" for the rest of the event, the map (and subsequently the event) has undergone a critical redesign- please view this as "TJC 2.0," if you would. If you didn't like how the first event went, I can promise you things will be different for the better this time around. The village is more at-risk and the city is far more defencible.
Treminoligy Note: "Round" here is used to mean the duration of the event, which is likely to last for 2.5 to 3 hours.
There are four factions:
The City Guard
The Village of Cotswell
The Cultists of Baal
The Dyrlandic Raiders
There are also the Mountain Tribes, but they are little more than bandits.
What This Event Is:
This is a "simulation" RP; there is no objective outside of what you want to roleplay. The Jagged Coast is its own self-contained world and economy within which the players will explore, make their forunte, and meet their fate. Outside of the city it is advisable to move in armed groups because there are various malignent factions who may elect to kill, capture, or rob you blind in any given order.
How Roles Will Be Handled This Time:
First off, PM me and/or post in the thread if you want one of these soon, please. Don't want people squabbling over these later.
Roles aren't going to be assigned in a static fashion with the exception of faction leaders, commanders, and lieutenants/captains. Those roles and the caravan roles will recieve a moderate one-time stipend at round's start. Everyone else is going to have to work for their money and join up with a faction of their choosing in-game.
Roles aren't going to be assigned in a static fashion with the exception of faction leaders, commanders, and lieutenants/captains. Those roles and the caravan roles will recieve a moderate one-time stipend at round's start. Everyone else is going to have to work for their money and join up with a faction of their choosing in-game.
Pre-Picked Roles:
Expositionary Text:
An old and proud city, it stands as the capital of Jerucia; strife and poverty have brought sections of the city into disrepair, and the decedant upper city remains unmarred while the majority of the population live on the south side of a dividing river in slums and by the docks. The city holds many secretes, and damns those who would inhabit it and presume to not learn them least they be used against them.
The Jagged Coast's only concentration of arrable land is directly outside the city.
The City is heavily defended.
The Jagged Coast's only concentration of arrable land is directly outside the city.
The City is heavily defended.
King/Queen: Azrayel 40k
Spouse (optional): 10k
Heir (optional): Bricard 15k
Commander: Deus Irae 20k
Lieutenants (5): Olaf, SoupCan, 3 (other) Infanterie Lts picked by Deus 10k
Expositionary Text:
The small wooden village of Cotswell is situated in the middle of the map, near the iron mine, some silver veins, and woods. It is possible to build walls around Cotswell, but this will require co-operation and discipline on the part of the townsfolk.
Cotswell starts the round with little defences, but may construct up to moderate defences.
Cotswell starts the round with little defences, but may construct up to moderate defences.
Mayor: 15k (elected official, current encumbant: Le Fox; prospective opponents in the race PM me no later than Wednesday night/Thursday midday)
Constable: Isaiah (presuming a willingness to reprise his role) 10k + uniform armor and weaponry
Captains (2): Mikkel, 5k
Expositionary Text:
In the runied castle far to the East, shrouded in mystery, missery, and discord there lives a dark coven of cultists who perform heinous blood rites with human sacrifices. They have started their own society there, but it is not known if it will be possible to treat with them or if they will become a blindly hostile entity.
The ruined castle is highly defended, the only means of accessing the central citadel being the main portcullis or the construction of wooden ladders to cross the moat.
The ruined castle is highly defended, the only means of accessing the central citadel being the main portcullis or the construction of wooden ladders to cross the moat.
High Priest: 7.5k
Expositionary Text:
On a piney island off the Jagged Coast there sits a newly onstructed Meadhall of the Dyrlandic Raiders, a roving band of unwashed barbarians whom thurst for blood and yearn for glory.
Their island contains a trace amount of iron ore, pleanty of wood, and native grape vines.
The meadhall and landing being lightly and totally undefended, and are upgradeable to moderately and lightly defended (as always via the construction of wooden buildable props).
Their island contains a trace amount of iron ore, pleanty of wood, and native grape vines.
The meadhall and landing being lightly and totally undefended, and are upgradeable to moderately and lightly defended (as always via the construction of wooden buildable props).
Jarl: Moorehead (assuming he reprises his role) 20k
Captains (2): Legolan, 10k
note: those wishing to join the Raiders as any rank should be on a bit before the event starts so we can transport you to the island before the event goes live.
Commoner Roles (these are generally city-based):
Caravan Leader: 30k
Sloop Captain: 15k
Cog Captain: 15k
Mercenary Captain: 15k
Feel free to become a town crier, thief, or assassin (the latter two having hidden hideouts you can find) of your own accord or PM me about it; there just seems to reason to hand out/assign these roles as they'll recieve no additional funds.
Mountain Tribes: Bandit Roles
War Chief: 10k + 3 Steppe Horses
Lesser Chieftans (2): 5k + 1 Steppe Horse
Note on KoSing:
KoSing is permissable in the case of obviously hostile factions (someone could reasonably expect a raider, cultist, or bandit to attack them) but the moment one idiot starts shooting everyone in the head, you can expect your faction to be recieving the same treatment for the rest of the round. We aren't going to be regulating this with the exception of the city and team-killing or spawnpoint griefing.
All-in-all we'd appreciate if you talked to most people you came across, especially unarmed people, but what your character would do in the situation is ultimately up to you- with great power comes great responsibility.