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March 13, 2008, 03:55 AM
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#1 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Information about Imperia
Hello All. This is the Information of Imperia page where you can find all the info you need in one handy place. This space will contain the rules for Imperia, a detailed information page for the city, locations you might want to visit and more. At the moment I am trying to overhaul all the old information on the city forum and get it up to date and accurate. Please do not spam this thread, there is an OOC page where you can discuss things out of character. If I am missing something here, or you have something you would like added just PM me!
-Dignitas.
Last edited by Dignitas; May 28, 2008 at 10:22 AM.
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March 13, 2008, 04:19 AM
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#2 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Section One-Rules and Things
Ok guys, lets go ahead and get this out of the way. I'm not one whose much for rules myself but unfortunately there need to be a set of guidelines in play for the good of all Imperians. So pretty much these are things that you'll find anywhere on the boards such as times tamping, posting at the city gates and so forth. Also here are some items that are specifically Imperia related as well as general information about playing in Imperia. Let me know if you have any questions!
I. Imperia is a dangerous place.
Unlike many of the cities in the Empire, the dark city by the bay is not a place for the most. Over the era's the city has been shaped by crime and is now a very dangerous (if not life threating) place to be. Specifically after darkening. The moderators for Imperia will be reflecting this; so be aware. From pirates, criminals to necromancers the city and its inhabitants will not shy away from trying to hurt or kill you should your actions warrant it.
However, the flip side to this is that Imperia is home to some crafts and skills that are otherwise impossible to come by in other cities. Anything from pirate swashbuckling to raising the dead Imperia is a place where its risk is equaled only by its rewards and opportunities. So it has a little of everything. Of course there are some bastions of light fighting the others even in this vile den of evil, should you choose to join and battle the forces of darkness here.
II. Post in the City gates when you arrive AND leave.
We moderators need to know when someone is in the city and when they aren't. To that end we have constructed a city gate thread and this is where you can let us know when you arrive and leave. This is a serious part of the rules and I hope all take heed to abide by it. If I see you posting in the city when you haven't posted in the city gates first, surprises will have a way of finding you.
III. Timestamping.
Although perhaps a little confusing at first time-stamping is a great tool and I encourage everyone to use it. It allows you to play your PC in different places and times at once thus unlocking your character to multi-task and achieve more. If you are having trouble timestamping or figuring out a timestamp you can always PM myself, or any other staff member and we will more the glad to assist you.
Don't let timestamps discourage your writing, if you are having trouble with it go ahead and post and make an OOC note that says you've pm'ed me and we've talked about it. (that is, assuming you have or shortly thereafter WILL pm me and talk to me about it!)
IV. Keep OOC to the OOC boards.
Its important for many reasons to keep OOC chatter to the OOC board. After all, thats we make them! Any OOC comments about the thread itself (such as: "ooc: self modded" or "ooc: approved by Dignitas") are fine, but other then that please PM or put it in the OOC forum.
V. Do not mix OOC knowledge with your character.
One thing that I, both as a player and staff member can't stand is when people take advantage of knowing something OOC and apply it in game for gain. Role playing is a game first and foremost, so don't ruin the game for others by taking advantage of the system. If you have any questions or doubts as to what you are doing please contact myself first before posting it. It is better to be safe then sorry as violators of this will be severely punished in Imperia. You have been warned.
VI. Play nice
This is a game. Your pc might loathe and despise another pc, but remember the difference between ooc and ic. OOC is not a place to rant or discredit other members of Aelyria. I take this very seriously.
VII. Contact Me!
If you have any questions, comments, concerns, feedback, or ideas you want to share please do! I want to hear from you in order to make Imperia the best it can be and only you can help me do that.
Last edited by Dignitas; March 13, 2008 at 05:21 AM.
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March 13, 2008, 05:10 AM
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#3 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Overview of Imperia
I. Abstract.
Imperia, the dark city by the bay. Imperia is the Sultanate of Arakmats most north eastern city and its current capitol. The major port city for the Sultanate, Imperia is a grandoise city of cobbled street and stone buildings housing together an all told 187,000 souls. Located on the North Sea, Imperia one of the closest Imperial cities to the Western border, being only behind Arakmat and Atlantia. The city is known for its foggy weather and overall gloomy atmosphere. Gangs and shady business are notorius in the city and it is commonly said anything can be learned or bought in Imperia for a price.
II. Location in Arakmat.
Imperia is as far out of the way as cities in the Empire get. It edges out Arakmat at the Westernmost civilised gathering of races in Aelyria, and only the prison isle of Terramarique, Ruberium, and Paxia is further North laterally. Imperia is hidden in a secluded corner of the Province of Arakmat on the edge of the North Sea. While too far North for the encroaching deserts, Imperia lies even beyond the verdant green of Sil'rosia in a rolling scrubland. The geography surrounding Imperia is at this time completely unsuitable for agriculture, with the proximity to the chilly Northern Seas meaning that the soil is saltier than normal. Only tough, hardy plants and grasses manage to dot the landscape around the city of fog and rain.
III. Weather
The constant bad weather makes for a very bleak, depressing city. The sea breezes eat into metalwork leaving a patina of rust and encroaching decay all over the city unless treated, and while the stone work in the city is mostly new it is assured to be covered with the lichen that grows in the damp area. In the summer time the temperature soars, with a heatwave of hot air coming from the southern Desert of Arakmat. This coupled with the nearby sea allows for a humidity that is often annoying if not downright stifling.
With the north winds coming off the sea unabated and unchallenged, the Docks area are often swept of their belongings on windy days less those goods are tied down. Generally, throughout any given Era, the climate of Imperia is very mild and temperate, as the hot winds from the Arakmat Desert mingled with the cold winds from the Northern Sea. The summer is a long and warm, while the winter is short, cool and rainy. So it is not surprise that the preferred clothing is that which will promote coolness. The city is constantly engulfed in a drizzle, creating fog and haze that can at times severely limit visibility.
IV. Approaching Imperia
Imperia can only be accessed from two directions - by passing through Sil'rosia and its surrounding forests to the South or from the Northern Seas. The city's western face looks directly onto the Xet Alliance, and no right-minded Aelyrian would ever set foot there. Both routes are perilous, and generally only the steeled of will and talented of blade will travel without escort. The route from the South is plagued with bandit clans and wandering gangs, barbarians who will hold no conviction against robbing, raping and killing all that cross their paths. However, coming by sea presents problems also, namely that of pirates. Imperia is known as a safe-haven for the rogues and corsairs of the ocean, and most merchant and transport ships enter the city with caution or heavy defence. Also, once one arrives in Imperia itself, should one take the sea-route, the twin elementalist towers are said to provide protection against any who would attack the city itself.
V. Architecture
The general populace of Imperia favors the flat, box-shape type of housing without peaked roofs. They are usually constructed of gray slate stone and most have hardwooded ceilings that jut over all four sides of the dwelling to offer the most protection from the constant drizzle. A lucky few can afford proper masoned houses, while the very rich live in grand estates that provide stark contrast to most, in layout, of the city's architecture. However all of Imperia is styled in a sort of Gothic, Baroque style that is as detailed as it is grand.
Those that can spare the crowns often indulge in structural elegance and extravaganza, so throughout the districts of the nobles and the wealthy one would see an abundance of arches, pillars, domes and additional stories. However, it's not just the mansions of the upper class that dominate the city in size - close to the industrial center of Imperia (the Docks) are a plethora of multi-tiered warehouses that store all manner of imports and exports both legal and dubious. The flat-roofed buildings here are colloquially known as the "theives' highway" for their off-the-street transport routes they offer to those of suspicious intent.
VI. Ambiance.
It is said that Imperia is the dark city by the bay. And for all its worth, the city reflects this greatly. Inside the towering city walls, on the narrow cobbled streets, and in the shady markets of the city it can be felt that there is a danger here. During the brightening candlemarks various street vendors hawk their wares in the Plaza of Angels district while the steady and veteran dock workers repair their ships and set to sea with an array of dirty jokes and stories about their feats from the night prior. As you walk the streets during th brightening you can almost hear the cheers and cries of the spectators in the Westgate Arena on the west end of the city while the temple bells begin their toll for the small group of faithful in the Temple district on the mid-east end of the city. Bustling as only the Capitol of the Sultanate can be, its streets are a hive of activity. From the non-dangerous sly fast-talking pickpockets to the honest tradesmen going to work, the brightening here are busy and unworried.
However, after darkening the city takes on a more sinister tone. The streets become deserted and locals close their shutters and lock their doors. The lights seem to dim by their own as shadows extend. Wary guardsmen bravely walk in groups with bright torches down the streets on constant look out for thieves and vagabonds. While a robber runs quickly with sured footing over the Thieves Highway above the cobbled streets, making good with their nights loot. Every once in a while one can hear a scuffle outside, or perhaps the warning barks of a guard dog. Make no mistake about it, Imperia is the dark city by the bay for good reason.
Orignially credit for some content goes to Fox. Updated and expanded by Dignitas.
Last edited by Dignitas; March 13, 2008 at 05:23 AM.
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March 13, 2008, 06:06 AM
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#4 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Detailed City Information
I. Population
The population of Imperia is varied and many. However, due to the nature of the city and its environment usually only the "eviler" of the races choose to inhabit the city. Many races such as the light elves are rare. It should also be noted that historically the city has held a grudge against the elven kind, treating many with suspicion due to feuds with Silrosia in the past.
Total Population: 189,000 (correct Autumn Era XIV)
Racial Breakdown:
- 40% Human
- 25% Katta
- 15% Elf (90% of which are Vysstichi)
- 10% Dorin
- 10% Other
II. Taxation
Although the Imperian Revenue Service (IRS) has been closed since the event of the meteors no other taxation services for the city has popped up as of yet. Currently all citizens are taxed nothing, even though the people there have obligations to pay if requested to. Historically all income up to 15,000 crowns has been taxed at a 15% rate. All incomes over 15,000 have been taxed at 25% in the past. For the purpose of taxation the term income refers to anything that is earned with city confines or profits from exported or imported goods.
III. Trade and Resources
The city of Imperia has unique features available to it, despite the harsh environment, that allows for varying important and exports. One example is the famous Arakmatian wine which is known the Empire over as one of the best. Currently Imperia has no formal trade agreements with other cities although there is a trade depot in the city that carries goods to other cites in the Sultanate and sells them.
Exports: Stone, Ore, Glass, Lumber, Herbs,Fish, Whales, Exotic goods, Wine, Beer, Spices, Amber, Salt, Pottery, and Slaves.
Imports: Fresh water, Wheat, Livestock, Metal, and Agriculture.
IV. Entrances
There are two main entrances to Imperia, although rumor has it that there are secret entrances, unknown to any except the higher echelons of the criminal organizations of Imperia. Historically there was a third entrance open to the public on the West end of the city in the district now know as Westgate Arena. However this gate was closed shortly after it was opened due to raised fear for the Xet Alliance to the west. The gate was subsequently filled with stone and mortar. The current entrances into Imperia are:V. City Guard
Although Previously accepted as completely corrupt, the guards have come a long way under recent leadership changes in becoming a fully functioning and effective force. To be sure, pockets of corruption still flourish however that is now a minority, now that pay (including back pay) and raises have been offered to the guardsmen. Gaurds can be seen wearing generally dark blue, almost black tunics with black trousers. Atop their heads are red turbans. They usually carry a bludgeon, crossbow and darts, and occasionally a spear.
They break down as follows:
City Guard:
Total=325 Guards. Correct as of Autumn Era XIV. - 30 Various servants/cooks/scribes in the Headquarters of the guard
- 175 General patrolmen
- 67 Gatekeepers
- 59 Corporals
- 20 Sergeants
- 3 Captains
- 1 Master
These people work in the following places:
City Gates.
Street Patrols
Imperia Gaol.
Docks (almost no presence)
Personal Security Duties
Security Guarding for Nobility & Government Officials.
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March 16, 2008, 10:19 AM
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#5 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Major Characters
PC's names in bold.
I. Provincial Government:
Governor-Palacrisis D Jones
Lieutenant Governor-None Currently
Justicar-Dzrg
Senator-None Currently
II. City Government:
Thane-Archalen Andares
Vice Thane-None Currently
Prefect-None Currently
Senior Aedile-Eraisuithon Nan'tathren
Assistant Aedile-Rioshi
Chief Constable-None Currently
Deputy Constable-None Currently
III. Faction Leaders:
Imperial Suns: Unknown at this time
IV.Prominent Business Owners:
Westgate Arena owner-Rodriguez Emmanuel Deslates
Tattered Sails Tavern owner-Sakura
Notice: This page will update regularly, so keep an eye on it!
Last edited by Dignitas; March 16, 2008 at 10:21 AM.
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March 16, 2008, 11:11 AM
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#6 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Socio-Economic Information
I. History
At the height of the Sylroysan an exiled guild of mages migrated north toward the edge of the current day Sultanate near the North Sea. Finding the land suitable for habitation and arrayed with natural tunnels and resources, the mage guild started construction on a tower there. This is today known as the Mages TowerEras passed and the guild prospered there. With the local land tamed and cultivated for life, the Sylroysan Elven Confederation setup a military fortress one Mille east of the tower and named it Ak’dar fortress. The fortress outpost and the tower mages grew friendly, and soon a small township grew between the structures as more and more people came to the newly cultivated area. The village grew in size so much that the tower and the fortress, including the small village itself became a single entity. Ak'dar Village was born.
Although not involved in the conflict, during the Elvish rebellions and the Sylrosyan-Imperial Conflict under King Constantine the village of Ak'dar was found and brought under Imperial control via annexation. With suspicion about further conflicts with the Sylrosyan Combine, Ak'dar fortress was hastily converted to an Imperial garrison. And if to further the shame of the Sylrosyan defeat, the Empire renamed Ak'dar Fortress to "Imperia", forever stating its direct allegiance to the Empire. A harbor was built to service Imperial warships near the sea, which gave rise to Imperias Docks District.
After the end of all conflict the docks were opened to civilians, and it wasn't long until Imperial settlers, mostly poor and un-educated peoples, came to Imperia to start new a life and find new fortunes.
II. Social Class System
As with anywhere in the Empire, class struggles and separate parts of society exist in Imperia. Between the tired and homeless of the Docks District to the haughty merchants who own business after business in the Plaza of Angels, Imperia has a varied class structure. Although widely disproportional at the base compared to the top, the class structure itself has had little change since first forming.
The lowest ring of society in Imperia is without a doubt the slaves. Although the slave class significantly reduced in Impeira during the slave revolts before and during the meteor shower, the city has now returned to its booming slave business. Lower then all others, these people are without any rights or incomes in Imperia; being completely dependent on their captors and owners. These people mostly populate the Westgate Arena district where the Slave Market lies. They can however, be found all throughout the city especially in the Noble district as those richer people of Imperia can usually afford the luxury of this commodity.
Above this, and only slightly, lies the homeless and vagabond. These citizens are often slaves in their own rights. Unable to ascend the class system that is already naturally difficult to transverse in Imperia; these souls can only beg or panhandle for their living. Usually un-educated and unable to perform work due to disability or lack of skill the homeless often fares worse then their counterparts in other cities. Imperians after all, are not noted for their generosity or kindness. Often seen grouped at the gates, Plaza of Angels or Temple and Graveyard districts this society in Imperia is noticeably larger and worse off then their fellow citizens of higher class.
Above the homeless and slave lay the thieves, common workers, and dock workers of Imperia. This is perhaps the largest sector of the cities society accounting for perhaps half of the population here. Despite their incomes they are not wealthy usually. Found throughout all races and districts of Imperia these are the mainstay of the city and indeed its lifeline. Usually with limited or poor education (and often of moderate or less skill) this section of the city society often spend their life in the middle class although they certainly are vertically able to ascend the circles of society.
The leap between the common workers of Imperia and the class above is great, although not impossible. The merchant class is the Imperian bourgeoisie. Often comprised of lesser nobles, wealthy merchants, and very successful thieves or gang leaders this is the class of privileges and opportunity in Imperia. Usually well trained in their skills or professions and very educated in their knowledge this is as far as most Imperians get concerning the class. Often the "upper crust" of society (excluding noble blood) these people usually inhabit the Plaza of Angels, or the Noble District. The odd military man will also be found here although they usually keep quarters in Ak'dar fortress. Able to be envied, but usually not completely hated, the people of this class often knows it is dangerous to be flashy or in their position in Imperia. Despite their grand balls and care free sporting events, the merchant class accounts for a very select few of Imperias citizens.
The final layer of the Imperian society is the Nobility. Despite being in a city of thieves and murderers, nobility (however small) does exist in Imperia. This is the class which has all doors open to them. Rich with crowns and influence, this waning group is usually found exclusively in the Nobles District. They are often very well educated, despite their lack of professional skills. Making the leap from the merchant class to the nobility is near impossible without a proven bloodline; but like everything in Imperia it can happen should one have the crowns for it. Several members of Imperia, in fact, have no noble blood but claim all the titles and power associated with it. Imperia is a city of crowns, not of truth after all. Often blatantly hated by other classes in Imperia; the Noble Class knows all too well the importance of security and bodyguards.
III. Economic Information
Although not as rich with crowns and resources as some eastern cities in the Empire, the Imperian City (and to a much greater point, the Imperian people) are both resourceful and innovative. Due to their location between the Desert of Arakmat and the North Sea; the city itself has little in natural resources to exploit. Of course, Imperia is a city of corruption as well. A very large portion of its economic strength is assumed to be drained into widespread corruption and criminality. Some have put this at a whole 5%-10& of the cities income, although this is debatable.
The main income for the city itself is its abundant sea based industry. Anything from whales to common crab is fished and exported from the waters off the coast. Of another serious note is the shipbuilding skill of Imperians. Often sold to other coastal cities these vessels are of significant income for the city and helps the economy greatly. The Docks district itself has significant resources devoted to this task. All the products made or harvested from the sea or the cities Docks district has kept Imperia afloat throughout hard times. However the city itself has of late not fully utilized the whole of the potential available to them in the sea.
Due to the sea, the natural land around the city often contains too much soil for agriculture. Despite constant rains, temperate airs, and long summers the salt concentration is simply too high for most plant based life. There are however, a small industry for Imperia despite these hardships. This is due to greater knowledge of foliage and an increased production of farms and better skilled farmers. Livestock is also a very hard item to raise in Imperia; due to the lack of good grazing areas. In truth, livestock and agriculture are non-points in Imperias industry; the city having to import more then it currently exports.
Some miscellaneous points of note are both the widespread gambling and slave trade of the city, as well as the raising manufacture capability. The gambling and slave trade are major factors in Imperias economic history; however in the past these profits have usually stayed inside the city itself. Westgate Arena and other betting halls often take large portions of visiting sailors monies. Also, the city has slowly but surely made progress in the manufacturing sector; although the impact from this remains to be seen.
Note: This section will be refined over time.
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March 16, 2008, 11:33 AM
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#7 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Map of Imperia
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May 22, 2008, 08:41 AM
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#8 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Custom Receivable Imperia Starting Packages
(C.R.I.S.P)
Imperia is a vibrant and diverse city, filled with every kind of person. As a player in Imperia you are able to take on one of these many roles as you start; helping you on your way to deeper character development. The items below may be used with GM approval and inserting the package into your mandatory C.I.R. If you have any questions please contact myself, or any other Imperia moderators.
About the Packages:
All packages start with a base value of 1300 crowns for C.R.I.S.P.
All packages come with rented residences.
First month's rent covered (deducted from package).
Moon curser- Basic Stealth (-800c)
- 1x black face mask, 1x sweeping black cloak (-100c)
- 1x Small obscure abode within city limits (rented at 150 per month)
- 1x set Form fitting dark clothes (included)
- 1x rusty black dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Gilt- Basic Lock picking (-800c)
- 1x cheap lock picking kit, 1x rusty crowbar (-100c)
- 1x small secure abode within city limits (rented at 150 per month.)
- 1x set many pocketed clothes (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Confector- Basic Forgery (-800c)
- 1x set of ink pots, parchment, leather book, and quills (-100c)
- 1x small abode within city limits (rented at 150 per month.)
- 1x set of ink resistant clothes (included)
- 1x rusty dagger (included)
- 5x Flasks of water (included)
- 5x Rations of Food (included)
- 1x Visa, 1x cheap quality false Visa (-150c)
- 250 Starting Crowns
Foyst- Basic Pickpocketing (-800c)
- 1x finger weights, 1x finger scissors, 1x pocketed cloak (-100c)
- 1x booby trapped abode within city limits (rented at 150 a month.)
- 1x set of lightweight clothes (included)
- 1x rusty dagger (included)
- 5x Flasks of water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Husher Boy
- Basic Grafting (-800c)
- 1x set rusty basic grafting utensils, 1x medicine kit w/supplies (-100c)
- 1x very small abode with operating room attached (rented at 200 a month.)
- 1x set of butchers clothings (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 200 Starting Crowns
Prig napper
- Basic Tracking (800c)
- 1x cheap snare net, 2x rope shackles, 1x logbook, 1x whistle (100c)
- 1x small hidden abode anywhere around Imperia (rented at 150 a month.)
- 1x trench coat and sun hat (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Black boxer
- Basic Law (-800c)
- 1x set of writing utensils, 1x copy of Annarian Code (-100c)
- 1x small abode within Imperia with small library attached (rented at 200.)
- 1x set of plain clothes including vest and pocket watch (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 200 Starting Crowns
Sharper
- Basic Politics (-800c)
- 1x set of basic writing utensils, 1x copy of AoI (-100c)
- 1x small abode within Government District of Imperia (rented at 150 a month.)
- 1x set of plain clothes with walking cane and riding cape (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 2x Minor political contacts (-100c)
- 150 Starting Crowns
Abram Curer
- Basic Medicine (-800c)
- 1x basic doctors kit with rusty tools, 1x small herb bag (-100c)
- 1x small abode in Imperia with small practicing room (rented at 200 a month.)
- 1x set of white plain clothes with clean rags (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 200 Starting Crowns
Autem Bawler
- Basic Theology (-800c)
- 1x medallion of chosen deity, 1x copy of chosen religious book (-100c)
- 1x small abode with small alter room within (rented at 200 a month.)
- 1x set of chosen religious robes (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 200 Starting Crowns
Ark ruffian
- Basic Seamanship (-800c)
- 1x very small ship that needs work to sail (-400c)
- No Residency (-0)
- 1x set of plainclothes including knitted cap and breeches (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 100 Starting Crowns
Highway man
- Basic Horse riding (-800c)
- 1x trained old land pacer horse (-200c)
- 1x small abode outside Imperia (rented at 150 a month.)
- 1x set of riding clothes including spurred boots and riding cloak (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 150 Starting Crowns
Autem mort- Basic Instrument (violin, drums, etc.) (-800c)
- 1x worn instrument, 1x case with begging sign and tin (-100c)
- 1x small abode in Plaza of Angels district (rented at 150 a month.)
- 1x set of loose plainclothes with wide brimmed hat (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Moss Man
- Basic Alchemy (-800c)
- 1x bag with cheap alchemy tools, 1x small stash of supplies (-100c)
- 1x small abode within Imperia with very small attached lab (rented at 200.)
- 1x set of flame retardant plainclothes including goggles (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 200 Starting Crowns
Whip Jack
- Basic Cutlass (-800c)
- 1x rusty cutlass; enclosed grip and whetstone lined scabbard (-100c)
- 1x small abode in Ak'dar Fortress district of Imperia (rented at 150 a month.)
- 1x set of loose clothing with bandanna and sash (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Amuser
- Basic Disguise (-800c)
- 1x makeup kit and putty and 1x kit of hair dye (-100c)
- 1x small abode with walk in closet & large floor mirror (rented at 200 a month.)
- 1x set of plain nondescript clothes (included)
- 1x rusty dagger (included)
- 5x Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 200 Starting Crowns
Ding Boy
- Basic Dagger (-800c)
- 1x rusty balanced dagger with quick release sheath (-100c)
- 1x small abode in the Temple district (rented at 150 a month.)
- 1x set of hooded tunics with short cape (included)
- 1x rusty secondary dagger (included)
- 5x Flask of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Ruffian
- Basic Sword and Shield (-800c)
- 1x rusty Dolce, 1x rusty small Buckler (-100c)
- 1x small abode in Westgate arena district (rented at 150 a month.)
- 1x set of marching sandals, 1x heavy cloth clothes (included)
- 1x rusty dagger (included)
- 5x Flask of water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Scrubland Wanderer
- Basic Crossbow (-800c)
- 1x rusty crossbow, 1x quiver of bolts, quick release bow cover (-100c)
- 1x small abode outside Imperian walls (rented at 150 a month.)
- 1x set of riding boots, chaps, and wide-brim hat (included)
- 1x rusty dagger (included)
- 5x Flasks of water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Pair of Eyes
- Basic Longbow (-800c)
- 1x rusty longbow, 1x quiver of arrows, 1x basic fletcher's kit (-100c)
- 1x small abode above street level in Imperia (rented at 150 a month.)
- 1x set of plain clothes with leg and arm bracers (included)
- 1x rusty dagger (included)
- 5X Flasks of Water (included)
- 5x Rations of Food (included)
- 1x Visa (included)
- 250 Starting Crowns
Last edited by Dignitas; May 22, 2008 at 08:51 AM.
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May 28, 2008, 10:21 AM
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#9 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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Travel Times
Travel Times and Distances
TRAVEL GUIDE.
This is an old copy of a document produced by certain members of the Imperial Suns for the previous government officials. The original is presumably on file at Jorun's House of Books.
Quote:
For those who plan on traveling from our wonderful city of Imperia nestled here on the northern edge of the Sultanate of Arakmat, our scouts and escorts have compiled a fairly complete listing of the shortest routes between points in the Aelyrian Empire. Please note – these routes involve only Empire roads and/or ferries. Of specific note:
1. Solace Isle includes passage from Paxia
2. La Quista and Castle Leaden require transportation from Medonia
3. Demios involves ocean travel from Tirisfal
4. Trident Isle is reached via Tirisfal
5. All of the Eunesian Isles (Terramarique, Tule, Olympia, and Ieffreon) embark from Jiems.
6. Visitors to Kestrel House depart the mainland at Lysandria
Of further possible interest is that not all locales will be welcoming of visitors; some not at all, others for select races. Please ensure your visa and personal information is up to date, and that you have done your research prior to arrival. We, the scouts of the Imperial Suns, cannot be held responsible for difficulties that may arise from a particular journey.
Locations and distances correspond to those found on the Map of the Empire, circa 10205 by the Imperial Cartographic Society, available at any Imperial document control point (Bibliotheca, Library, Aedile's Office, etc)
Distances listed are in the prevailing Imperial measure – milles.
One mille = 1000 paces.
Sultanate of Arakmat
000 Imperia
039 Silrosia
095 Kathis
109 Fort Zariu
143 Zenith
199 Arakmat
224 Nadir
United Arium Directorate
169 Nexus Prime
230 Mileswick
242 Paxia
286 Solace Isle*
330 Temple to Aetheria
391 Chesley Ruins
417 Dragmuir Tower
456 Vortex
520 Evile
Sodality of Carmelyn
515 Jiems
598 Diana
613 Ecclesia Cathedral
624 Kaldira
655 Arx Fidelitatis
666 Warsteed Downs
667 Priory
708 Kriskinstat
724 Archadoon
787 Carmena Ruins
866 Trysvale
879 Demios*
937 Jaedaxia
996 Trident Isle *
Administrate of Centripax
547 Riparia
588 Natura
641 Midpoint
654 Acumin
678 Primus Gaudeo
698 Zerdargia
Sovereignty of Enamoria
515 Castellano Keep
693 Medonia
741 Fortress Charisma
743 La Quista*
757 Starkville
767 Malice
766 Castle Leaden*
769 New Coldmoon
786 Arconis
810 Port Alyxandrya
812 Daltina
819 The Circle
Nesocratic Federation of Eunesia
480 Terramarique*
522 Ieffreon*
527 Olympia*
529 Chelseanna*
534 Secyclion*
541 Arios*
Lylles Kingdom of Lauryl
364 Lylles Palace
399 Mystique
434 Ethgan'tor
452 Zinn'Sunn
504 Mysty Marshes
637 Frigid River
681 High Peak
Principality of Prime
765 Abestat
817 Portshire
869 Candaceburg
905 Aelyria Prime
930 Pegasi Woods
960 Lysandria
1028 Kestrel House*
Confederation of Sherian
953 Narim
1029 Hiems
1043 Orckon
1044 Vers
1086 Daittern Ruins
1010 Narim Castellona
1128 Aestas
1137 Taralon
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Originally Compiled by AGM Nimbrethie and GD Fox
Updated and Reformatted by GM Dignitas
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June 23, 2008, 10:00 PM
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#10 (permalink)
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Retired
Join Date: Feb 2008
Location: Imperia
Posts: 290
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FYI: New and expanded Guide in progress.
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