/- The Legend -\
From its establishment centuries ago, the city had always carried with it a sense of security and stability. Walls were erected as towers rose above the streets to protect those who dwelled below. Architecture served both the guards in its usefulness and the people in its beauty, for the fortified city was not a prison but rather a bastion for those who have lost their way. The lands beyond the walls were trepid, and only the bravest or the maddest had the nerve to survive out there. Tales of wicked demons and vile murderers wafted through the streets like a bad smell. Rumors of ancient evils surfaced only to be written off as conjecture. For everyone else, they took their chances within the safety of Dimhaven.
Dimhaven... Such a naming was not done overnight. For those who inhabited the city, the name meant much more than safety and security... It meant hope. It meant that even though the nights were cruel, cold, and merciless in these trepid lands, there was always a bastion of hope within the walls, and it was always willing to overflow from the walls and spill out towards the countryside. The sense of that hope that would not die, or everlasting hope, combined with the assumption that life outside secure walls was dark gave birth to the city’s name: Dimhaven, the bastion of hope in dark days, the light in the darkness, and the white lining to a black existence. Those who wished to preserve the name took the right course of action, as did those who wished to preserve their own cities.
Every important city had an order of guards, the staple peacekeepers. Tasked with protecting the people as well as their property, the guards of the cities were fairly well-respected. Dressed in the colors of their cities and wielding weapons for protection, they were a prominent part of the century. Some cities were better off in terms of safety and security, and they had more money to invest with. Those who did quickly built themselves a sizable military force in order to better protect themselves. Militias grew in strength, new weaponry was designed, defenses were strengthened, and armies were created. Unfortunately, with such large forces it was only a matter of time before the cities of the Earth noticed each other and became nervous. They were anxious of attacks, of opportunistic men and women in power who would stop at nothing to further their own gains. To alleviate this tension, the only logical course of action would be to go to war. He who wished for peace must prepare for war...
It was in 724 FC (First Contact) that war ran rampant through the world, known to many as the War of Vindictus. Goaded by the desire to protect their well-being and simultaneously, actively seek out resources to further their own gains, the city of Dimhaven played an active part in the wars. Loyalty and allegiance was tied to the cities, for they were smaller than large-scale kingdoms, which were not established as a result of feelings of antipathy towards newcomers. While some cities did ally themselves with like-minded people, backstabbing and betrayal were exceptionally common. Regardless of the race, be it human, elf, or dwarf, if one belonged to a city, they fought for it. The wars waged across the lands, born out of fear and lust, for many years. In 746 FC, a new player emerged on the field, one that would put the forces of mortals to shame.
Lured by the senseless bloodshed of the mortal races, dark creatures and demonic apparitions rose from the depths of the earth. They looked at the world, looked to the cities, and looked at the people within them. Overcome by greed and rage at being confined to the depths of the earth for so long, the forces of evil washed over the lands. Cities, weakened by the wars, could only stand idly by as the creatures overrun their streets, tore down their walls, and killed their people. Scholars of the time remarked that had there not been senseless fighting born of fear, the attraction of the creatures would not come to be. With terror and a new enemy to fight, the mortal races were quickly thrown into disarray.
But not Dimhaven.
In 774 FC, a new force had been created to combat the demonic forces beneath the earth's crust. Established in Dimhaven, the Sol Knights existed to drive back the creatures of evil by means of a combined offensive. They were skilled fighters, survivors of the War of Vindictus, accurate bowmen, powerful magi. However, one city could not do much against the horde of evil. Other cities adopted the Sol Knights and sent their strongest and most courageous of knights to bolster the strength of the lines. The time to quarrel amongst each other was over. Enemies became allies as the Knights banded together to fight off the tide of evil creatures. Overcome by arrogance, the creatures were cut down and routed back into the abyss they crawled out of. Some speculated that the creatures were organized, but no leader had been found amongst the final battle. Twenty years later, the wars ended.
(( This is the part you'll be required to read. ))
Now, in 1478 FC, the Sol Knights are all but famous. Comprised of the three races and surviving members of the cities of the earth, their purpose had changed from the simple work of hunting down demons and other vile creatures. They exist now as peacekeepers, mediators, and skilled fighters; the elite. They are highly skilled in many fields, and, depending on their race, combat, strength, and magic. Every city had an order of them to protect their interests as well as those of others. Dimhaven, the location of the Sol Knights' establishment, became a center of power in the world. It is here that the best training is offered, and it is here that one may be allowed to try their hand at enlisting into the ranks of the prestigious order. While the wars against demonic evil had ended, Dimhaven knew full well that it was a wounded tiger licking its wounds. It would be biding its time before it tried again to snuff out the light in the world. Already rumors are abundant within the walls. There have been reports of strange happenings within caves and secluded areas, accounts of shady-looking individuals. These people are speculated to be a part of the Order of Yami, a dark order devoted to questionable practices in the drive to bring back the demons to the surface.
This is where you come in. Be you human, elf, or dwarf, you have been drawn to Dimhaven and its illustrious order of Knights. Are you a Sol Knight of Dimhaven, one who puts the safety and security of the people above all else? Or are you a part of something more sinister, a shrouded order devoted to summoning and controlling the evil forces of years past for selfish, malicious gain? Perhaps you are neither of these and are simply a mercenary or citizen in the city, eager to help yet unaligned and unbiased. For you, demons and righteousness are petty compared to the gold you could make, provided one of the orders hires you to do their bidding.
...And remember, just because you work for a people does not mean you are loyal to them...
/- The Allegiances / Classes -\
The Sol Knights (AKA Knights of Dimhaven) - Protectors of the weak and innocent, the Sol Knights are the stable white knights of the realm. They function as special agents and fighters in their time, conditioned to react quickly to high danger situations and rectify them accordingly. They are elite peacekeepers, and are routinely called in to deal with reports of the Order of Yami or any demonic/malicious threat. Swordsmen and warriors tend to busy themselves within the ranks with the occasional archer. Mages are uncommon and tend to be prioritized to deal with magical disturbances.
The Order of Yami - Guided by an unhealthy desire for the unknown and a lust for power, the Order of Yami's existence can be traced to one renegade mage's attempts to control the forces of evil for their own benefit. Those within the order exist to further their research of the arcane by taking unwilling test subjects from the cities or countryside. Their goals are simple: terrorize the populace by any means necessary to lure the evil out of the depths of the earth. Only then will their plans of controlling the malicious forces come to fruition. They are characterized as an immoral group of people united by their lust for power, their greed, and their wickedness. Mages who fear being ostracized tend to make their home in the order while disgraced warriors can be found within their ranks.
Mercenary Groups - Classified as sellswords and vagabonds, mercenaries are both hated and respected. Most exist to partake on an adventure while others simply kill for the gold. Because of their profession and tendency to not ask too many questions, it is likely that they will be employed by either the Sol Knights or the Order of Yami. Whoever holds the biggest bag of gold is the one to fight for, it seems. Act with honor or fight recklessly, it is your choice. As a mercenary, you're the boss, at least when it comes to shaping your own destiny. Take on jobs that interest you, but don't get emotionally involved. Or, go ahead and get attached. Whatever floats your boat, you [handsome / reliably predictable / suave] mercenary...
Citizen of Dimhaven - Allied to their values, their family, and the city of Dimhaven, the citizen is the main and plain muscle that drives the body of the city. They are skilled in many different fields, most of which do not involve combat but are related to it. Typically, the citizens are protected by the guards or the Sol Knights, and they make ripe pickings for the Order of Yami given their variableness and viability. While a citizen is commonly thought of as weak, there are many who are capable of protecting themselves. If you are to choose a citizen, know that no matter how skilled you may be or what resources you have, you will face obstacles by not being aligned with one of the other three groups. Whether or not you take this as a bad thing is up to you. Some people just want to watch the world burn from the sidelines.
/- Rules | Things to Know -\
1. You may have a maximum of TWO active characters. One must be your main character in which you will be playing with the most while the other is a purely supportive character.
2. When addressing another player, please follow this format. This allows the player to understand that he or she is being addressed much more quickly.
Code:
[b]Location - ((@PlayerName))[/b] [HR][/HR] [i]Body[/i]
4. Magic is only limited by your creativity, the mana pools of your character, and honor/fairness. If you want to rain hellfire down on a group of NPC baddies, feel free to do so if your character has the aptitude for it, but know that the mana requirement will be quite high. Using too many spells or big and taxing incantations will wind your character, forcing them into an exhausted state. When facing off against another player, make magic interesting and enjoyable as well as fair.
5. Good RP attracts attention. Play your character in the way you've always envisioned and respond to stimuli in a believable manner, once again decided by your character's personality and knowledge, and you may find yourself rewarded with curiosity from other players. When in fights, make them enjoyable. Consult other players before a fight to gather information and to reach a conclusion/victor. Act like a god with your magic and I will make you experience mortality. Just as planed.
6. If you wish to discuss the RP or to debate on an action with a few other players, please do it in the OOC board. OOC debates in the IC thread is not recommended, so bring it here.
7. If something doesn't go your way or you feel something is unfair, please notify one of the Game Masters. This includes things like if you wish to change your character or if you want your recent one die off.
8. Questions about armor and appearances? The Sol Knights (AKA Knights of Dimhaven) are not required to wear an official armor except for on official meetings and events. In situations like those, they will wear either this or this. Any other situation, i.e. most of the RP, a Sol Knight will be identified by a prominent insignia on an article of clothing, be it headgear, a cape, or armband. As for the Order of Yami, typical appearances will vary for obvious reasons. Let's just say white is not a well-respected or used color.
9. Rules are subject to change at any time.
/- Knight Ranks -\
Head Paladin - Elders in the order, these are the few that knights and paladins answer to. They are trusted military leaders, and their orders are to be followed to the letter. To ignore a direct order from them is to commit a heinous act of insubordination, punishable by death.
Paladin - Paladins are extinguished knights who have proven themselves in battle time and time again. Experienced with all sorts of problems, they know how to deal with dangerous situations of almost every kind. They possess remarkable skills and cunning, and are often found directing other knights like a sergeant or non-commissioned officer due to their seniority and reputation. Paladins are revered and highly respected, and are not taken lightly.
Knight - A professional fighting man or woman, who are expected to be self-sufficient from the proceeds of the fief, to support their family, arm themselves, pay their own taxes and duties, and keep up their appearance of gentility as a member of the noble (fighting) class.
Squire - As an apprentice man-at-arms the squire would serve as the knight’s personal servant, taking care of their master's armor, equipment and horse, and he/she was expected to follow his/her master into battle, attending to them if they fell in battle. In exchange for these services, the knight trained the squire in the use of arms, tactics, and the code of chivalry.
/- Locations and Areas of Dimhaven -\
Consult the crappy MSPaint map for a general idea of where things are, but don't follow it completely. Use your imagination and creativity to create areas and the like.
Church of the Gods - Built in the early days of Dimhaven, the Church of the Gods supplies the citizens with faith and hope, two things that are priceless in this world. While there is still a debate over religious views and whether or not there is more than one true god, the Church has accepted shrines and statues to the popular gods of the realm. Most, if not all, are benevolent deities. Those who come here usually come to pray or speak with religious officials, perhaps even meet with other citizens. There is also the possibility of musical performances happening here, although it is usually sacred. For secular music, one would have to find a tavern.
Industrial District - Dimhaven is renowned not only for its Sol Knights but for the walls that surround it. Made of carefully placed whitewashed stone and reinforced with interior metalwork, the walls are very, very durable. The metal for them has been provided by those in the industrial district. This area is to the northwest of the city, and one can usually find the air there to be hot and humid as a result of all the smelting, smithing, and metallurgy going on there. Manufactured goods are produced in this district, so it is safe to say that this area is both secluded and protected.
Commercial District - Specializing in selling fine goods and crafts to the populace, the commercial district is home to many well-established shops, taverns, and restaurants. This district is characterized by large two-story buildings placed close together, allowing easy passage via main streets but making it difficult and dangerous to traverse through alleyways. Traveling via this district's rooftops is frowned upon by the Sol Knights, yet the young rapscallions of Dimhaven continue to do so. Freerunners never change...
Residential District - This district contains the houses and homes of Dimhaven's residents, sometimes spiced up with the occasional inn. The buildings are spaced generously apart to allow a bit of security, but other than that, they are placed like suburban homes. Trees and foliage dot the area while beautiful cobblestone streets serve to guide citizens back to their homes. For noblemen or upperclassmen, their homes are placed close to the castle walls or Lunar Pond, a small and regal looking body of water to the southeast. It is hard to not find a residential district in Dimhaven, for there are more than one.
Market - Different from the commercial district on account of size, the marketplace of Dimhaven is where most citizens procure the necessary goods for survival. Hunters, farmers, jewelers, craftsmen, and weavers tend to make their stalls in the marketplace, eager to sell their wares. The area is very busy at operational hours (8AM - 8PM), and it seems as if it receives more attention than the commercial area. However, both districts have their own charms, and this one is the feeling of a true community.
Stadium - While gladiator matches are extremely rare, the stadium of Dimhaven usually manages to attract a good amount of attention with jousting matches and mock battles. Because of the acoustics of the covered stadium, large-scale musical performances, plays, and operas tend to be shown in the building. When the stadium is not being used for entertainment, the Sol Knights employ its services to further train fledgling knights and squires.
Castle Valor - Protected by high walls, high towers, and supportive buildings at its base, Castle Valor is the jewel in Dimhaven's crown. With over a hundred beautifully decorated rooms and enough space to comfortably fit over five hundred men and women, the castle is a haven within a haven. The king and queen of Dimhaven make their home here and conduct business from within its walls. As for the Sol Knights, the castle is their base of operations. Meetings of high importance are held there while other facilities are offered in the surrounding buildings. The barracks for the knights is located near the castle within the inner walls, as are multiple other buildings like stables, armories, and workshops.
Harbor/Docks - This is where one will be most likely to find a boat as well as nautical goods. Fishermen and captains alike can be found in this area tending to their hauls and ships. Most of the fish that comes into Dimhaven comes from the southern seas, as does a variety of other goods. Most buildings in this district serve as warehouses, but the odd inn or tavern dedicated to seafaring men can be found here. Next to this area is the Rangers / Mercenaries Guild.
Rangers / Mercenaries Guild - Located in the harbor area, this building serves as the base of operations for many of the guilds in Dimhaven. Created as a sort of conference hall, the building supports many rooms dedicated to specific guilds. The most prominent guild is the Rangers of Dimhaven, which -probably- exists to scout and patrol the outer areas of Dimhaven, most likely the countryside and wilderness.
Bunyan's Folly - A large and extensive cave network to the northwest of Dimhaven, Bunyan's Folly is the only place for miles that goes deep into the crust of the earth. The entrance to the cave network is well-hidden by a rocky landscape and dangerously sharp crags. Because of the seclusion and the proximity to the depths of the earth, the Order of Yami's base of operations, or at least a branch devoted to Dimhaven and the areas around it, can be found within. The environment is perilous in Bunyan's Folly, but to those who have been accepted into the Order, falling to their deaths is the least of their worries. Instead, the low rumbling from the depths is.
/- Application Information -\
Please follow the guidelines for applications below. There should be genuine effort put into your applications before you post them into the thread. Do create a character that you will enjoy playing as.
Code:
[b]Name:[/b] ((Your username so people can recognize who is playing as who/what.)) [b]IC Name:[/b] ((The character you are going as, can be a male, female, or sentient creature.)) [b]Race:[/b] ((Either a human, elf, dwarf, or orc. They can be vampires, werewolves, or undead as well, although that WILL pose trouble.)) [b]Age:[/b] ((Are you a young one or an old fart?)) [b]Appearance:[/b] ((What do they look like? Be very descriptive. You may also have to post a picture of them ether with a link or post it on your Character Sheet so everyone knows how they look.)) [b]Allegiance/Affiliation:[/b] ((Sol Knights | Order of Yami | Personal Guild/Mercenary Group | Citizen)) [b]Power/Abilities/Magic:[/b] ((What can they do or what abilities do they possess?)) [b]Weapons and Equipment:[/b] ((What does your character carry on their person?)) [b]Weaknesses:[/b] ((What makes them fragile or causes them to be at a disadvantage? OPTIONAL)) [b]Personality:[/b] ((How are they like? Do they behave in a certain way or like doing particular activities?)) [b]Morality:[/b] ((Lawful Good? Chaotic Evil? True Neutral? What kind of person are they?)) [b]Biography:[/b] ((What is their history like? How did they come to be of what they are today?)) [b]Notes:[/b] ((This is where you let us know how you feel about the RP or your Schedule. If you are busy during certain hours or anything that is useful to our RP, put it down. Also, anything else you want us to know about your character you can put in too. It's pretty much whatever you'd like us to know about you or the character. OPTIONAL ))
/- Accepted Applicants -\
| Player Name | Character Name | Affiliation |
HONK HONK! This is an RP that is up for a GM to take! I'm too burdened by work to do much!
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