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Nightshade Eld
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I'd be willing to make some kind of very large animal that could do the carrying. Maybe something with really long legs or wings. Maybe both.
word count: 27
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
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Kyin
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The Rusty Spoon

Owner: Treena Guidred (Who doesn't exist)
Age/Race/Gender: 0 arcs/None/Hypothetically Female
Skills: None

This 'tavern' is more of a stockpile of booze that the thieves' guild (Gaja'Moor) members put together in a ramshackle building. The owner is only real on the lease for the establishment, they figure if it is ever investigated they can get a member or pay a prostitute to stand in for the fake Treena Guidred. Several members of Gaja'Moor often come here as a meeting place for social gatherings as well as to get inebriated in order to forget either the warrants that are likely on their heads or any number of life's other woes. Furthermore this building has a vault underneath it that is known to those in Gaja'Moor and very few others.

You couldn't call The Rusty Spoon a front for the thieves' guild, that implies that it is working business, it is not. if an outsider does happen to show up there are a few things that happen. Firstly, one of the more intimidating members mans the bar. Second, when asked about the price of most anything the answer becomes exorbitant, sometimes 25 golden nels a glass, sometimes 50, and sometimes the answer is just "Don't bother, you don't have enough cash," Lastly, if you are dumb and rich enough not to leave, you are greeted with a tapping noise, stemming from the bartender tapping on a sign that says "We maintain the right to deny service to anyone for any reason." If that doesn't work the offender is generally shown through the door and onto the street fairly roughly.

*Noth and I are planning on doing a write-up for the thieves' guild too at some point
word count: 300
Furthermore, I am of the opinion that Carthage should be destroyed!
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Maltruism
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Whoa, whoa!

Gonna have to throw up an obstacle here.
While there is nothing wrong with the concept of a brotherhood within the Underground (hell, my own "Etzos City Map/The Underground" lore suggests such a thing), they are not a thieves' guild, technically.

There is already a Thieves Guild in Etzos. Found in the "Factions and NPCs" entry, it is called "The Fence", and its headquarters is at the brothel, "The Curley Hare". You do not want to cross them. They are a global organization.

As long as the Underground element remains underground, there will be no issue. But the moment they try to present themselves as the thieves' guild of Etzos, there will be trouble.

But by all means, feel free to write up your specs for this underground faction. I am not saying it can not exist, they just need to know their place...
...and keep it. :twisted:
word count: 150
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Niv
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Name: The Verdmaw
Image
Quick Facts: Fearsome looking winged beasts.
Height: Ranging from 30 to 36 Inches
Width: Approx. 50 inch wingspan fully grown
Weight: Approx. 8 Kilograms fully grown


Appearance: A strange creature with the wooly torso and tail of a canine. It has large bat-like wings instead of fore legs and sharp talons on the ends of their hind legs. The head has a draconic shape with a shell that resembles a skull over the muzzle with jagged teeth like spikes along the lower edge. Exposed green skin can be seen on the face and on the cat like ears that sit under the curved black horns on its head. The males have a bright green stripe of fur along its chest.

Habitat: Verdmaw typically make their nests in mountains but use forested areas as their hunting grounds. The nests are out in the open but there is usually at least one parent tending to it to protect it from danger.

Lifespan and Development: Despite their wooly appearance, Verdmaw lay light emerald green eggs with black speckles and come in small batches of 1 or 3 at a time. They take approximately a season to hatch and The pups come out hairless for the first cycle of their life. They are dependent on their parents until their hair and horns grow in, afterwards they set out on their own to start their own nests. They live for 8 years in the wild, but nearly double that if domesticated.

Domestication and Training: The eggs are taken from the nest and incubated by animal trainers. If this early warmth is maintained, the verdmaw will not develop such thick fur. If they are also subjected to a regimen of appropriate exercises, they can carry considerable weight for their size. This includes members of the Tunawa race.

Diet: Verdmaw’s diet consists of small vermin and birds that can fit into their talons. They hunt for a meal at least once per trial and typically capture their prey by silently sweeping down snatching them from the ground.

Temperament: Wild Verdmaw’s typically avoid humans but will defend their nests aggressively and fiercely if one comes to close to their young. Domesticated Verdmaw make intelligent and loving pets despite their intimidating appearance. Unfortunately they can become very protective of the ones they bond with. It is advised to trim their nails for the safety of others and are not recommended for children.

Abilities: Flying, Night vision, hard shell on their heads and excellent eye sight.

Price: They are sold for 50gn as simple pets, but adults trained and conditioned to serve as mounts go for 100gn, when they can be found.

Credit: Niv
word count: 450
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Kasoria
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The Speckled Jim


Owner: Bangun Vorund
Manager/Operator: Jacen Warren
Skills: Business Management - 55, Socialization - 48, Brewing - 40, Coooking - 25
Other NPCs: Nancy, Mildred, Xania, and Roxy (all serving wenches and cooks)
Something of a South Side institution, the Speckled Jim got it's name from the pet duck its first owner once had. Apparently he got his own stool at the bar and an open tab... until he died of alcohol poisoning at roughly the turn of the century. Never one to waste resources or opportunity, Old Arthur cooked Jim up and served him to his guests, "like he would have wanted". The name's been the same ever since, and even crime lord Bangun Vorund wouldn't have dared to change it when he took ownership of the tavern a dozen or more arcs ago.

Most taverns in Etzos' Outer Perimeter can be relied on to have a sideline in whores, drugs, stolen goods, or skulky men who can otherwise provide such things, and the Speckled is no exception. But given its prestigious (fine, notorious) owner, the wares on sale are of better quality, and the security is always at attention. Vorund's ownership of the tavern may not be technically legal - you won't find a deed anywhere, that's for sure - but it's universally understood among the underworld that if you fuck around in there, you fuck with him.

Day manager Jacen brews his own stouts, ales and brandies in the basement, and his wife is perpetually slaving over a hot stove for food. A trio of wenches constantly circle, plying the customers with ale and food and winks and smiles. No better way to keep a man happy, after all. As is the case with Etzos licensing laws, the tavern is generally open most of the day, save for a few breaks where the staff sleep or change shifts and clean up. Of course, the night traffic is heavier, bawdier, and more lucrative, but anyone looking for a quiet meeting and a sedate lunch would do well to stop by the Speckled.
Here ya go, Mal! Got the brothel and the Spotted Sow coming up later. You need me to provide an exact address?
Last edited by Kasoria on Mon Aug 27, 2018 8:21 pm, edited 1 time in total. word count: 370

Appearance

  • Habitually dressed in boots, breeches, tunic, and cloak.
  • Long hair down to the shoulders, usually swept back or in a rough ponytail
  • Prefers a trimmed beard and mustache

Mutations

  • Star-shaped scar on each palm.
  • Air around him seems to thicken and become more turbulent the closer a person gets to him.
  • Pitch black eyes, from tear ducts to the pupils.
  • Arms from shoulder to palms appear as if heavy chains are wrapped around them.
  • Wisps of black smoke constantly drifts around his body, forming the rough outline of a cloak. The more agitated he becomes, the thicker the layers get.
    Note: the torch-motif medallion Kasoria wears negates the visible effects of this mutation.
  • Roughly circular pattern across breastbone, constantly transforming, and resettling
  • Sunken, closed eyes in the back of hands; they open when stared at
  • Skin takes on the tone and quality of whatever material he's just Transmuted
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Nightshade Eld
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Here goes nothing I suppose... Sorry Malty but without a doubt this is gonna need some edits :lol:
I wish I could have been a bit more creative and original, but I did, in fact, use the U.S. Constitution as my building blocks. Sue me. It's also shorter and not as cool looking, I tried. It's still a hot mess tho.

I am entirely open to adding, subtracting, or changing information. This is more or less a rough draft and I might lengthen some of the sections at a later date if there seems like there's a need. Again, this is just a basic something I threw together out of boredom and masochism. Looots of masochism.

Laws and Rules of Conduct for the Etzori People

Constitutional Articles of the Etzori People
Preamble
For the glory and the honor of the people of Etzos, as of its founding in the arc of 389, we the people swear to uphold the sanctity of our new city by offering a refuge against the tyranny of immortals and unlawful rulers. We will promote the unity of mankind and wellbeing of all those who come into our fold by ensuring an equality for men of all ages and backgrounds in which law will be ruled in fair favor of the righteous and just. Under the fair guidance of the High Marshall, we shall stand as paragons against all who wish to subjugate and abuse us. With that, we establish this Constitution of the Etzori people so that we may go forward with honorable justice.
Article. I. Legislation
Section 1 - Head of Legislation
All legislative and lawmaking power is to be vested within the High Marshall. The various powerful factions such as The Tower or The Citizen's Committee have full right to act as advisors, however, the true weight of lawmaking and approval of any laws passed by The Tower or The Citizen's Committee shall fall on the shoulders of the High Marshall.

At any time the High Marshall can veto a law purposed by the Tower or Citizen Committee. At any time the High Marshall can purpose a law to the Tower.

Section 2 - The Tower of Ministers

The members of Tower of Ministers shall be chosen based on the recommendations of the people, invitations may also be extended to those of higher standing such as those in ownership of large and important guilds or positions of power within the city. Every Arc towards the beginning of Ashan if any seats within the Tower are to be vacated then an election will be held. The first round of the election will be simply for nominations, the second round of elections will then be held for those with the highest number of nomination. The votes of existing tower members will be taken into higher account and hold more weight within the election. On extreme occasion, the High Marshall can pull a Right of Rank and personally assign someone to the position, however, the tower has the right to veto the assignment with a 3/4ths vote.

No person under the age of 25 shall hold membership of a Tower seat. No person lacking in citizenship shall hold membership of a Tower seat, and citizenship must be held for at least a single arc of time. Members of the Tower may lose their position and status if found guilty of various crimes. If a Tower member is suspected of such crimes then a meeting is held between all other Tower members. If a single member of the tower suspects that the member in question might be guilty then a trial held with the High Marshall presiding as judge and the rest of the members of the Tower presiding as the jury. If once again found guilty then the loss of status is immediate and a new election will be held. Furthur punishment may be aware befitting the crime.

Taxes are decided upon by the Tower as well as accounted for by various members of the tower. At any time a member of the Tower may purpose an amendment to current tax laws. If agreed upon by at least half of the members currently present then a debate shall begin.

The current Chief Advisor of the High Marshall shall be acting leader of the Tower. The Chief Advisor, however, shall have no vote unless the Tower is equally divided, in which case the Chief Advisor will vote at the discretion of the High Marshall. The Chief Advisor will have the right to suspend members of the Tower temporarily if their actions are deemed to be disruptive or dangerous. The Chief Advisor will be expected to keep the discussion on topic and make sure that things proceed smoothly. At any point, the Chief Advisor can call a discussion to break and move on to the next topic if the discussion seems to be unproductive.

At any point, the Tower can call into question certain laws for amendment, as well as offer amendments to laws purposed by the High Marshall. To go forward with amendments the Tower needs a 2/3rd vote in favor of the amendment for it to go through. If the Tower wishes to entirely veto a law purposed by the High Marshall, then they can have no dissenting opinion within the Tower. Similarly, if the Tower would like to revoke a previous amendment then they would need a 3/4ths majority in order for the amendment to be removed.

The tower will receive any laws purposed by the Citizen's Committee or the citizenry themselves. It is far easier to Veto law purposed by the Citizen's than by the High Marshall.

Section 3 - The Citizen's Committee

The Citizen's Committee shall be considered as both a part of the Tower and a separate entity entirely. The leader of the Committee shall always be treated as a member of the Tower no matter preexisting status or rank. The members of the Citizens' Committee shall be entirely chosen by the citizenry, a vote being held every 5 Arcs in Ashan around the same time a Tower election might be held. Tower members and the High Marshell shall both be banned from partaking in the election. Nominations are information and collected by the current presiding leaders of the Citizen's Committee. The current leader can be revoted in as many times as the populace deems fit, however, said leader can reject a nomination if they themselves see it to be fit. If the current Committee leader is voted out then similarly their seat in the Tower shall be lost and given to the new leader.

If the current leader is found to be unsatisfactory then citizens can petition to have an emergency vote. If more than 25% of the population signs the petition or openly show support for it then an emergency vote is held. The current leader is automatically nominated and the nomination is held open for approximately 10 trials and then a new vote is held. During this time the current leader is barred from acting as though they still hold the position. No person serving on the Committee may be under the age of 18. A member of the Committee must also be a citizen for at least a single arc.

The Citizen's Committee possesses the sole power to have a High Marshall removed from power. Under normal circumstance a High Marshall shall serve for life, however, if the citizens find the current High Marshall to be tyrannical or in direct disrespect of the current laws then it will be within their power to go to the Citizen's Committee. If the Citizen's Committee passes a judgment that the current High Marshall is disrespecting their duties, then a new election will be held immediately. Nominations are completely unrestricted an all votes are equal, as the new High Marshall should reflect the true wills of people. In order to pass judgment then the Committee must have under 5% dissenting opinion. Depending on the size of the council sometimes this means a rather large portion can disagree, and sometimes this means that no one can disagree.

While the number of seat in the Tower is a set number, the number of seats belonging to the Citizen's Committee is usually decided based on the population, outlying towns that belong to Etzos control are also taken into account and are given a seat on the Committee. This applies to any an all towns which fall into the territory of Etzos. Most towns will only ever have one seat due to a small size, but any town is given at least one seat on principal as long as they have enough people to call themselves 'town'.

Section 4 - Elections

During elections, all those who wish to vote must bring forth proof of their Citizenry as well as occupation. This is to ensure that for example members of the Tower do not vote in votes which they aren't supposed to be a part of. Elections stay open for at least 5 trials and elections are held in every major area, meaning that smaller towns belonging to the territory of Etzos will have a place to vote instead of having to travel. This is to ensure equality and fairness in the voting process, ensuring that there is equal representation for all potential territory and peoples of Etzos.
Article. II. Executive
Section 1 - The High Marshal

Executive powers shall be invested completely in the High Marshal. He shall serve for life or until due retirement, some conditions withstanding. He will work together with The Tower using them as advisors. After the death, retirement, or removal of a High Marshal, a vote shall be orchestrated and held following the rules and laws stated in the section head as Elections. To ensure the selection of a High Marshal truly desired by the people, any can be chosen for the position as long as they have a standing citizenship within the city of Etzos. They do not need to be naturally born or hold any prior powers within the city. Certain races and immortal followers may be banned from the position of High Marshal at the discretion of The Tower, however, this ruling can be disregarded at the pleasure of the citizenry if the proper voting procedures are held. High Marshals must meet or exceed the age of 25 arcs to be considered.

The High Marshal shall receive no compensation for serving, however, he will be given budgets, allowances, and housing for any of his various needs. These budgets may include things like luxuries or food. Budgets can be removed or added upon the lobbying of certain parties if there is believed to be an issue. There is no set amount of budgets. The High Marshal shall hold no other jobs while acting as High Marshal. Upon entering office each High Marshal shall write up an oath which acts as a set of vows to uphold to the people. Breaking one of these vows can be disastrous and good reason for removal.

Section 2 - Powers Over Military, Appointments, and Pardons

The High Marshal shall be known as the General Chief of War. With this title comes with the power to declare wars, treaties, and command both Military and Navy. Full control over The Guard will be allowed to the High Marshal who shall pick command of The Guard. It is required that the High Marshal take advice and counsel from The Tower, as well as allow for time to veto, when deciding on wars or treaties.
(Please make note of amendment 1, The Guard implies hold over the Black Guard as The Guard was both The Black Guard and the Old Guard prior to splitting into two separate entities. In accordance with this law commander of The Black Guard will still be chosen by the High Marshal. The position of Commander among the Old Guard comes with a Tower Seat, as such the commander shall be picked by the last commander of the Old Guard.)

Appointments of positions such as ambassadors, judges, and various other positions shall be left up to the High Marshal with the council of his Chief Advisor. The Chief Advisor of the High Marshal shall be chosen by the High Marshal and the High Marshal alone. The decision on Chief Advisor cannot be vetoed or argued by the council, however, if decided to be dangerous the Chief Advisor can be removed from his or her position within the tower, also taking away the title of Chief Advisor. The Chief Advisor must be a member of The Tower prior to becoming Chief Advisor.

The High Marshal shall have the power to pardon anyone of any crime. A criminal cannot be pardoned a second time for a crime of similar caliber and the High Marshal may be called into question if this becomes the case. The Tower has the power to veto any pardons with a high enough vote. Persistence on the part of the High Marshall will be called a draw, in which case a vote within the Citizen's Committee shall settle the debate.

Section 3 - Calling Meetings

At any time the High Marshall can call a meeting of The Tower or the Citizen's Committee. During these meeting, the High Marshal may give State of the City address and give calls for action on certain topics. Traditionally votes will be held with the consent of the meeting party. Typically these meetings are called twice a year depending on the state of the city. In extreme cases, a meeting between both Tower and Committee shall be called.

(Note with amendment one, the High Marshall can also call a meeting with the grand members of the Old Guard, similar rules apply.)

Section 4 - Disqualification

The Citizen's Committee shall hold power to remove the current High Marshall from power if he meets the conditions outlined in Section 3 of Article 1.
Article. III. Judiciary
Section 1 - Judicial Powers

Judicial powers shall be vested in the Court of Etzos. It is within their power to enforce the laws outlined by the High Marshall, agreed upon by The Towers, and vetted by The Citizen's Committee. Judges shall hold no bias and shall be properly compensated for their service and actions within the court. This compensation shall not be tampered with in amount and shall be approved of by The Tower. The High Marshal hold the right to sit in on any court and be the Acting Judge should the situation call for his presence.

[Section 2 - Trials[/b]

All trials shall be presided over by a single judge and jury of citizens ranging in number from 16 to 20. There shall always be an even number. If the jury is ever evenly split, the final vote will go to the judge. The trial of all crimes shall occur in this fashion. All citizens must serve jury duty unless they are deemed to be unfit for various reason. This can include certain types of jobs or relations where their judgment might be skewed. If a defendant or prosecutor cannot afford a lawyer they must act on their own behalf.

In some cases, it will be ruled or agreed upon that a case shall be settled at the next 10 trial games, in which case typical rules of the game apply.
Article. IV. Crime and Punishment
Section 1 - Treason

Treason is a crime that without a direct pardon from the High Marshal is always punishable by death. Treason is something not to be tolerated and it is defined by the purposeful betrayal of the City of Etzos by its own people.

Section 2 - Arson

The repercussions for most cases of Arson depend on damages. Small cases of Arson may result in becoming a Sentenced Worker while larger cases may result in banishment or even execution depending on the extent of the damages.

Section 3 - Thef

In most cases, theft is dealt with simply. If the criminal can pay from whatever was stolen then such is done, a light jail sentence is given to the thief unless they can also pay bail, and both parties part ways. Nothing more is typically said on the matter. However, if the price of whatever object has been stolen cannot be paid then the thief is expected to work as a Sentenced Worker for whoever they stole from until. This amount, however, can be doubled or even tripled at the discretion of the court and a jail sentence may still be given at the end.

In the case of grand theft, the thief shall be stripped of all their possessions in order to help pay back the victim and then banished. The circumstances of this banishment are highly dependent on the circumstances and amount of the theft. Grand Theft is to be defined as any amount more than 1000gn.

Section 4 - Murder and Assalt

Battery or more commonly know of as Assault is attacking another person for any kind of reason. Cases of Assault or Battery shall have punishments adjusted for the damage done to the victim as well as various factors such as incitation of the conflict or potential intoxication of either party.

3rd-degree murder or felony murders are deaths that are accidentally caused. While not the direct intention of the criminal, in the case of 3rd-degree reparations must be repaid even if it was not the intention of the criminal. Felony murder is a murder defined by being an accident but caused while the criminal is committing another felony. As such punishment may be reflectively steeper than a 3rd-degree murder charge.

2nd-degree murder or crimes of passion relies on the intent to kill someone without any prior planning. Punishments include life imprisonment, banishment, or execution depending on the severity of the crime.

1st-degree or capital murder is the most serious kind of murder and is completely intolerable within the city of Etzos. It is the premeditated killing of another person and shall be treated as such. Reparations shall be paid to the victim or the family and the criminal in question shall either be banished or executed by traditional Etzori means. Banishment may be supplemented with branding or the removal of body parts.

Section 5 - Rape

Rape is a crime as intolerable as 1st-degree murder. Reparations shall be paid to the victim or the family and the criminal in question shall either be banished or executed by traditional Etzori means. Banishment may be supplemented with branding or the removal of body parts.
Article. V. Slavery
Section 1 - Sentenced Workers and Debt Servants

Sentenced Worker is the title awarded those for the most part criminals whose crimes can be measured in material worth. A Sentence Worker shall work for their boss in order to pay off whatever damages or costs were caused by their crimes. Basic living standards must be upheld by the boss if the Sentenced Worker is to lose or not having a place of dwelling and as they'll no longer be making a wage food and necessities must be provided by the boss. These costs, however, will make the sentence longer as they're deducted from the total earned back while a Sentenced Worker.

Debt Servants are those who though not necessarily criminals have acquired a massive debt for one reason or another and no longer have the ability to pay it off. Debt Servants may have the option for instead of working for a boss to instead work for the City.

Section 2 - Slaves Belonging to Noncitizens

Slaves belonging to Noncitizens who are passing through shall not be tampered with. This includes being injured, stolen, freed, or killed. If any of these things happen then the person in question must pay back the full price of the slave to the owner, however, no other punishments shall be allotted even for things such as battery or murder unless the owner of the slave decides to press charges.

Section 3 - Slaves Belonging to New Citizens

Upon becoming a citizen any slaves shall be relinquished and their status changed. Members of The Tower may meet with the prior owner to speak about the new status of the slaves. Depending on the judgment of The Tower members the former slaves may become Debt Servants or Sentenced Workers.
Article. VI. Amendments
Section 1 - Old Guard and Black Guard The Old Guard and the Black Guard shall be henceforth defined as two different powers. The Old Guard will become an independent powers, receiving a seat within the Tower and having its own voice. The Old Guard will help to serve in the collection, distribution, and assignment of taxes, allowing tax breaks for organizations that are officially recognized as nonprofit.
word count: 3474
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
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Kasoria
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Re: Players' Development Forum

Image
A few additional slang/colloquial terms I've been playing with as Kas.

"Oh'Pee" and "Comm'See" = Slang terms for the Outer Perimeter and Commerical Circle, respectively. Developed mainly to cut down on additional syllables in fast-paced conversation

(Note: these are almost entirely used by denizens of the Outer Perimeter. People in the Commercial and even Citadel areas may use them, but it's seen as an attempt at being cool and worldly despite never actually living that life)

"scratcher" = underworld term for a hired killer; when someone has an "itch", they call a scratcher

"Morty" = derogatory slang for any and all Immortals

"Until that day" = a somewhat universal and immortal Etzos expression; it's origins are long-lost, but it has come to be a blanket term for any two people who know they will see each other again (regardless of their feelings for each other), and (less well known) a way of saying "good luck". It's become so ubiquitous and ambiguous that it's as likely to be used by two friends wishing each other well until they are reunited, and two enemies who relish the day they finally get to kill one another. One thing it definitely is, however, is Etzosi

"To all your endeavors! May they fill your purse, woo your women, and speed your feet before the law takes their cut." = timeless commercial Etzos toast, obviously on the cynical side and thus likely originating from the Outer Perimeter. One person says the first sentence, and the other finishes it with the second


word count: 267

Appearance

  • Habitually dressed in boots, breeches, tunic, and cloak.
  • Long hair down to the shoulders, usually swept back or in a rough ponytail
  • Prefers a trimmed beard and mustache

Mutations

  • Star-shaped scar on each palm.
  • Air around him seems to thicken and become more turbulent the closer a person gets to him.
  • Pitch black eyes, from tear ducts to the pupils.
  • Arms from shoulder to palms appear as if heavy chains are wrapped around them.
  • Wisps of black smoke constantly drifts around his body, forming the rough outline of a cloak. The more agitated he becomes, the thicker the layers get.
    Note: the torch-motif medallion Kasoria wears negates the visible effects of this mutation.
  • Roughly circular pattern across breastbone, constantly transforming, and resettling
  • Sunken, closed eyes in the back of hands; they open when stared at
  • Skin takes on the tone and quality of whatever material he's just Transmuted
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Maltruism
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Re: Players' Development Forum


Etzos Lore Items
Approved by Maltruism

Kas, all those little slangs are approved. They will be found in the "Colloquialisms" topic.
The Speckled Jim is also approved. It is in "Outside the Box" (scroll down).
Niv. The Verdmaw was approved long ago, and is in the Fauna Directory, under "Mounts".
I hope you got the PBs for it back then. Of course, you're dead now, so it...*sniffle*...doesn't matter... :cry:
Night, Your "Laws and Rules of Conduct for the Etzori People" is glorious! It is most certainly approved. :D
Yes I may do a bit of tweaking, but it really needs no adjusting.
After all, interpretations of each item are subject to the whims of High Marshall Pahrn...which means Vuda....which means.....agendas! :twisted:
It is found in the "Crime" section of On The Surface, something everyone in Etzos should hopefully have read by now. 8-)
word count: 146
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Nightshade Eld
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Re: Players' Development Forum

You're lucky I get really bored during my intro law class.

If you do end up approving this, it's my own recommendation we make a subforum for the Academy like the other cities with academies have, but that's just my recommendation. I took a lot from them since obviously some of the info really doesn't need changing, but some things did need some tweaks. In particular, I took liberties with the 'institutes' and qualification requirements, as well as added a little Etzori spin. I did some of the things I did because I have a little real-world reasoning behind my choices.

When the new fortune update hits next cycle, some edits will need to be done but they shouldn't be too hard.



The Academy of Etzos


As one might guess, the ever proud Etzori do not play well with other cities. For this reason, the state-run Academy of Etzos is not part of the agreement between the academies of Scalvoris, Rynmere, and Viden. However, the standards in which they outline their requirements are just as stringent, if not tougher, in some cases due to their difference in subject focus. A qualification provided by the Etzos Academy is likely to be taken most seriously in Etzos. However, it can provide extra wage bonuses outside of Etzos, depending on the degree in question. More often than not, those possessing qualifications from the other three colleges will find well-paying work in Etzos, but they may be slightly less valued than an Etzori degree

For the Etzori people, education, be it primary, secondary, or tertiary is of no requirement. Often poor farmers and rock cutters will go their entire lives knowing nothing of education other than how to speak, and sometimes they might not even learn how to write. Education is mostly geared towards the powerful merchants, those who reside in the upper class and those who are already at the top of their craft looking to make themselves even better to gain more power. Because of this, Etzos offers a wide range of study. The staff of the academy is more than willing to help students however they can, offering up a multitude of ways to pay for their studies. This is an attempt to produce as many talented students as the older academies since the Academy of Etzos is a particularly new addition to Etzos. The Academy itself was shockingly pushed for by Vuda, but when you look deep enough there are obvious reasons for this.

In spite of the fact that not many Etzori would find things like Business and Math to be very useful, the Academy gets a lot of students coming in and out. A lot of the courses of study are designed for those with little prior education, relying entirely on the fact they're here to be craftsmen and creators. Other courses like Business or Diplomacy are designed entirely with the upper-class merchants and the foreign students in mind. The Etzori Academy does have to charge slightly more because of short access to students and other resources, but they make up for it with their course diversity and their access to more... hands-on activities.

Located directly inside of the Citadel, the Academy of Etzos is well-protected, with a rather substantial library and research fund, which is milked from the students every Cycle.

Institute Paths


Academic Studies

One of the largest fields of study for the fact it actually is popular, this is where the maths and sciences and the 'true' academia come into play. More often than not, those who fall into this study have the full intention of eventually moving to the Rynmere, Viden, or Scalvoris Academy, but for the time being, they've found themselves in Etzos and are making the most of it by getting some of their early requirements done. While not as wonderful as Viden in this right, the Academy of Etzos has it's own resources for those looking to do research into the higher sciences and maths. Etzos even has its own list of accomplishments academically and pushes the students in this institution as far as they can possibly go in hopes of keeping up with the rest. The main reason they did not enter into the partnership with the other academies is because the Etzori refuse to have immortal studies in their city.

Agricultural and Nature Studies

Etzos as a city has a lot of farmland, as well as farmers to work it. For those looking to better understand their lands, plants, animals and the logistics of profiting from them, this is the general field of study most go into. The city is known to give scholarships to local farmers and the children of local farmers in hopes of better crops. There are multiple different fields of study one can go into. More often than not, those who get lower level qualifications in Agriculture do no attempt to get higher levels of education, as most of them are farmers themselves who need to focus on their land instead of education. Those that do get higher levels of qualifications will most often own multiple farms and typically tell other farmers what to do, or on occasion, they might be researchers trying to study better farming practices.

Arts

The arts are perhaps one of the larger areas of studies due not just to popularity, but to the fact that all of what can be considered 'art' that isn't a 'performing art' is lumped into this one category. Anything from cosmetology to the creation of marble work statues can be considered a form of 'art'. Often times those in completely different fields of art will find each other in one another's classes due to a lack of art teachers combined with a minimum requirement of classes that need to be taken. That being said, a lot of freedom is provided to the students who wish to study on their own so to speak, and as long as students can provide undeniable proof of 'study' to the academy often times this can act as enough to meet the requirements.

Athletics and Outdoorsmanship

A rather interesting subject of study for those who don't immediately get scared off by the name. Athletics and Outdoorsmanship is a catch-all term for any physical skills that don't really fit into the typical ideals of the other categories of study. It had a rather odd assortment of classes from learning how to navigate to learning how to fight, but it's often viewed as the most lacking institution of all. The smallest classes combined with the fewest amount of interested teachers has led to a rather lacking program that has only started to dwindle as more funding gets cut for lack of interest. It's currently thought of as the next on the chopping block if funding ever needs another cut. It's generally considered better to get the help of someone working in the field of interest typically for a smaller cost.

Business

The most lucrative businesses in the city, no matter who they cater to, often have an owner who has taken at least one class of business at the Academy of Etzos. Presently the Academy boasts the best program in Business out of all existing academies in Idalos. Most of the businesses who operate in the inner city have a diploma of some sort hanging on the wall with one of the proud business owner's names placed upon it. There is the study of general business, though often times the students will pick something specific to go into, usually something related to whatever business they intend to or have opened already. Most commonly, those following the business path might decide to pick a double institute, in which case they will more often than not go down the path of Trade and Commerce Studies.

Diplomacy and Law

Those with the qualifications for this institute are usually looked upon far more favorably in regards to helping make and shape the laws in the city of Etzos. They have an easier time winning in a court of law and often have an easier time when elections for powerful positions within the city come around. When it comes to the law section of this course, more often than not the focus is on city laws, only branching out when the student gets towards much higher qualifications. Diplomacy and Law is one of the more difficult topics to get higher qualifications in since it starts to involve interaction with actual politics of the city, including dealing with the tower, which can often turn messy for those who are unprepared. Those looking to get a diploma or higher in this topic of study are encouraged to start making friend with those in the political scene as early as possible, for those who already have connections this tends to be a far easier task.

Entertainment and Performing Arts

For all the things that didn't get put into the 'arts' institution, this is where they end up. Things like singing, acting, music and comedy all end up lumped into this topic. Again, it shares similar problems to its sister topic, though it is a good deal more popular due to the fact that performers are more in demand than those who are familiar with the fine arts. It's easier to find a job as a singer than a painter since many places within Etzos are willing to bring such entertainment into bars and taverns for the sake of patrons. For those who are exceptional in this topic of study, it's possible to be personally acquainted with the more powerful people of Etzos, who often hire the more renowned performers for private functions.

Manufacturing

Those who could not find an apprenticeship but have the competence to learn most often find themselves here, learning their craft as best they can from those who wanted to learn but didn't want their own business. While at times not as good as a personal apprenticeship, at other times the education provided by the Academy can be better. Most of the more popular crafts around Etzos, like stone cutting, woodworking, forging, and gem cutting all have their own subfields of education within the institute; and often times discounts or scholarships are given to those with the intent of opening up shop in Etzos after they're done getting their qualifications. Locals are also more often than not given discounts.

Naval and Maritime

The newest category of all, this was initially going to be placed in the "Athletics and Outdoorsmanship" field. It was decided, however that being almost exclusively focused on land-based skills, the 'A&O' umbrella was not quite applicable. There are often overlaps of a number of skills that would seem to apply equally to both land and sea. However, the change of having to perform skills on a pitching deck, as opposed to solid ground, plus the added element of salt water effects on supplies and structures gave further cause for the separation of these two studies. It is primarily Etzos' recent drive to build a navy that prompted this new addition. Therein lie the differences between the subdivision of "Naval" and "Maritime" focus. The latter being a broad, business approach, and the former focusing more on military aspects. Prospective students enroll at the institute in Etzos, but the classes are conducted at a new facility in Foster's Landing.

Trade and Commerce Studies

Varying from the study of Business, Trade and Commerce focuses more on an international scale and hones in on the art of buying and selling materials and products. Logistics of transport, both over land and sea, as well as current trends and political changes in foreign cities are also crucial aspects of this study. This class does not keep you up to date on such things, but teaches the means to keep yourself up on them. Many a local businessman never realized how important this information was to his success. Because it was all around him every trial, it was taken for granted. But his attempts to get a foreign contract were often stymied by his lack of cultural sensibilities. Often business owners will dual path in trade to get the most out of their new knowledge. Many who go into this field begin tradings with foreign cities many distances away.

Study Of Arcana

If you come to the Academy and ask if they provide the study of the arcane and magic, the first answer you'll receive is a resounding no. However, those already belonging to Vuda's personnel and are aware of what's really going on behind the curtain may find a very different answer resting on their lips, though they'd never speak it out loud for fear of their lives. If you ever see a mage wandering around campus, he or she belongs to Vuda, and you are encouraged to ignore them. Turn the other way, pretend they don't exist, they're not there. There are no Arcane Studies. There is no hidden research going on. Be quiet an go back to your own books.


Qualifications


Before beginning studies, a student must first pick a course or multiple courses. This requires first picking an institute and then finding a sub-topic they'd like to focus on. For example, someone might decide to Letter in the Institute of Diplomacy and Law, but their subtopic might be Etzos Law and Politics or Etzori Criminal Laws. After this, a student may continue their studies for as long as they please. Students do have the option of getting a double qualification, studying two topics at the same time, however, this requires far more rigorous standards for the students and often times a much higher price. For those looking to get double qualifications, they must pay 1000gn a cycle instead of the typical 500 while also completing the extra requirements. Each level of qualification has it's own requirements if you intend to double path. It doesn't matter if you're doing a Letter and a Licentiate or two different letters at the same time, you need to do the double requirements for each. It is only possible to do two paths at the same time. For those who have already met the standards on Letter and Certification, much like with the other academies it is possible to test a test and skip these levels. For the first test you take, it's 100gn, every test thereafter will cost an extra 50gn.


Letter
Minimum of 25* pieces of Knowledge in the relevant topic.
Minimum 1 Cycle of study in Etzos.
Minimum of 1 thread relevant to your topic of study.
Double Path Requirements:
Minimum 27* pieces of Knowledge in the relevant topic
Minimum 1 Cycle of study in Etzos.
Minimum of 2 threads relevant to your topic of study.

Certificate
Minimum of 30* pieces of Knowledge in the relevant topic.
Minimum of 1 Cycle of further study in Etzos.
Minimum of 2 threads relevant to your topic of study.
Double Path Requirements:
Minimum of 33* piece of Knowledge in the relevant topic.
Minimum of 1 Cycle of further study in Etzos.
Minimum of 3 threads relevant to your topic of study.

Diploma
Minimum of 35* pieces of Knowledge in the relevant topic.
Minimum of 1 Cycle of further study in Etzos.
Minimum of 3 threads relevant to your topic of study.
Teaching of at least one class to lower-level students.
Double Path Requirements:
Minimum of 37* pieces of Knowledge in the relevant topic.
Minimum of 1 Cycle of further study in Etzos.
Minimum of 4 threads relevant to your topic of study.
Teaching of at least two classes to lower-level students.

Charter
Minimum of 40* pieces of Knowledge in the relevant topic.
Minimum of 1 Cycle of further study in Etzos.
Minimum of 4 threads relevant to your topic of study.
Teaching of at least two classes to lower-level students.
Moderated thread with a Prophet.
One self-moderated thread relating to the topic.
Double Path Requirements:
Minimum of 43* piece of Knowledge in the relevant topic.
Minimum of 3 seasons of further study in Etzos.
Minimum of 5 threads relevant to your topic of study.
Teaching of at least three classes to lower-level students.
Moderated thread with a Prophet.
Two self-moderated threads relating to the topic.

Licentiate
Minimum of 50* pieces of Knowledge in the relevant topic.
Minimum of 1 cycle of further study in Etzos.
Minimum of 6 threads relevant to your topic of study.
Moderated thread with a Prophet.
Teaching of at least three classes to lower-level students.
Two self-moderated threads relating to the topic.
Outline of a Thesis on the topic or something relevant to your field of study (i.e. opening a business, becoming a politician, etc.)
Double Path Requirements:
Minimum of 60* pieces of Knowledge in the relevant topic.
Minimum of 1 cycle of further study in Etzos.
Minimum of 8 threads relevant to your topic of study.
Moderated thread with a Prophet.
Teaching of at least five classes to lower-level students.
Three self-moderated threads relating to the topic.
Outline of a Theses on the topic and something relevant to your field of study (i.e. opening a business, becoming a politician, etc.)


If your education begins in Etzos then it may not be possible to transfer to the Academy of Viden, Rynmere, or Scalvoris since the requirements and the system are very different. If you are looking to change cities and want to continue your education, you are encouraged to contact a city prophet to ensure that your current level of education will transfer over.

Also, note. Getting higher level certifications requires less time in the Academy of Etzos, each level only takes a single season, but there are more requirements in order to meet. If you want to double path then you need to meet the set double path requirements for both degrees in order to balance out.

Academy Rules
OOC Rules
Please ensure you are comfortable with OOC and IC knowledge before beginning RP in the Academy.
Please remember to act in a manner that is both respectful and mature, respecting prophets and other players.
Tertiary Education is not free. Please ensure you are deducting fees properly as expressed in the payment and loans section.
Failure to complete required threads will not insinuate expulsion, however, you will not grow any closer to completing your current qualification goal and in addition, you will not get a refund and you will pay another fee the next cycle.
If your character cannot afford to pay fees but would like him/her to learn at the Academy then please PM the local Prophet, who will discuss your options with you.
Do not abuse the system. There's only so much knowledge you can cram into a single solo before things start to drag, make it easier on graders and more profitable for yourself and just split things up into multiple threads. It will serve you better in the long run anyway.

IC Rules
Nonstudents are limited in their Academy access, a fee being required to access certain portions and have no access to others. This rule does not apply to alumni who have the option of requesting a visitors pass. In exchange they must teach a certain number of classes for as long as they desire to stay, however, this gives them access to library resources as well as other resources practically for free.
There is no actual study of Arcana, we promise. Please stop harassing the Headmaster as it rather upsets Vuda and to see him upset is not a pleasant thing.
Study of dangerous topics is allowed, however, to put the lives of any other students in danger is highly prohibited and may result in expulsion depending on the severity of the crime.
Forgery of qualifications of any level is prohibited and is punishable by expulsion from the institution and, in extreme cases, the exile from the city.

Payment and Loans

Each cycle of study regardless of qualification level or area of study will be a 500gn fee.
Employees of the Academy can be offered discounts ranging from 50-100gn, according to their position in the Academy.
Those of extraordinary potential may be offered loans or even scholarships (this will be decided by in character achievements such as level or fame, seasons works in your particular field, and is entirely up to the discretion of active area mods).
These loans have a maximum value of 1000gn and are to be paid back in seasonally at 15% of the student's income. Scholarships do not need to be paid back.
If the debt hasn't been cleared within an arc, the debtor becomes a debt servant of the academy.
Those who wish to only attend the academy for a season or just a class or two while passing through only have to pay a small fee, variable to what they want to do.

Employment and Employees


The Academy of Etzos is often known to supply graduate students with jobs if they have yet to find a place in order to work. For those with the knowledge and wisdom, it can be very profitable as those with the skills are often paid extremely well. Movement through the ranks of the Academy's Intellectuals is competitive but highly encouraged.

Assistant Researcher
No required qualifications. Minimum of 15 skill points in Research.

Researcher
Minimum qualifications: Certificate.
Must be at least competent in Research

Associate Professor
Minimum qualifications: Diploma.
Must be at least competent in Teaching.

Professor
Minimum qualifications: Charter.
Must be at least expert in Research.
Must be at least expert in Teaching.

Dean of an Institute Path
One position per Institute (10 Positions)
Minimum of one Licentiate in the relevant subject of the Institute (condition can be lowered depending on desirable qualities).
Must be at least competent in Leadership (or related).
Must be at least master in Research.
Must be at least expert in Teaching.

Academy Headmaster
One position. Minimum qualifications: Licentiate and additional Charter in any subject.

Wage Bonuses


Currently under reconstruction due to the update hitting February.

If you get multiple qualifications for different subjects then it may stack, however, if you go up from a letter to certification this will not stack the bonus provided by certification on top of your letter, you will just receive the bonus for certification. This only stacks if both qualifications are related to your current job.

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Re: Players' Development Forum


Etzos Academy
Approved by Maltruism
Night,
I absolutely love this!
I added the Naval and Maritime, to support the notion of Etzos' push to build a navy.
I also changed the class list in the City Map, to match what you have here.
However, I specifically did not list the Arcane Study there, as casual inquiries would not reveal it.

I may do some tweaking to the requirements yet.
I am going to give this a page of its own.
We can add NPCs as we go.
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