Introduction
A rather small country adjacent to the sea, Albion holds many, long kept secrets and hidden dangers. The landscape varies drasticly depending on which point of the map you happen to be focusing on, to the north are the Drake's back mountain ranges covered in thick snowy forests, to the east are grassy plains and many small villages, southeast lies Darkwood forest, within are many unspeakable horrors, dispite this there are a few villages and towns that thrive in this place. The West holds the Silver Coast, a mildly tropical area of beaches and fishing towns, further west is Mirror Edge island, named thus because the near edge of the island looks as if it was attached to the mainland at one time. Here one can find many mineral filled caves, often mined by the islanders and shipped to the mainland for sale. In the south lies a small desert with no permanent dwellings, most who live here are nomadic and only stop moving to rest or trade. In the center of all of this, one can find the royal city of Goldmire, the center of the map, the center of trade, and the center of government in Albion.
King Richard IV rules fairly over the lands of Albion, and Mirror Edge island which is considered part of the country, and has thwarted the last few invasions by neighboring countries. Invasion however, is small compared to the threats that lie within Albion itself, Dragons, a corrupt Senate, Undead, Organized crime, and dangerous and costly trade routes just to name a few. Overwhelmed, the King tried all of his options, including sending his own men to deal with the various problems, but nothing worked. Some of the citizens saw this and thought thier ruler had given up, others looked at it as a profitable situation, namely The Swords for Hire Adventurers Guild.
Towns and Imporant Areas
Drake's Back Mountains- These ranges got thier name due to the large amount of Dragons who nest at the foot of the mountains here.
Mount Miron: One of the smaller mountains in the north, at its summit is the city Miron's Hold.
Miron's Hold: Protected by the height of the mountain it sits on, the small city is comprised of mostly dwarf folk and it constantly snows here.
Mirror Edge Island- A large island to the west of the mainland, covered in thick tropical trees and white sand beaches.
Edge Port: A small village on the eastern side of the island, consists of well built huts and docks, mostly used for trade with the mainlands.
Niem: A poor ship building town on the northern coast of the island, home to many fisherman, and a small group of ship builders.
Darkwood Forest- A evil and largely forsaken place, said to be home to half cat, half man, monsters that prey on travellers.
Dusk Town: A rather large village resting in the thick center of Darkwood, because of the dense trees blocking the sunlight, the sun never shines here.
Goldmire- The royal city and seat of King Richard, in the center of the city sits the castle. Much of Albions crime takes place here under the noses of the King and Senate.
Goldmire Castle: A tower in the middle of the city, and home to King Richard.
Hall of the Senate: A small but elegant building near the castle where the Kings advisors meet.
Market District: where much of the trade in the city goes on, The Swords for Hire guild house is also located here.
Slums: Crime filled area home to much of the cities poor and homeless.
Uptown: Suburbs for the wealthy and noble citizens of Goldmire.
Southern Desert- An inhospitable area for most, this small desret is home only to the hardy nomad tribes.
Iron Bone Tribe: An aggresive group of Orcs, Humans, Goblins, and Elves who dispise other desert tribes, but have been known to take in lost outsiders and help them find thier way home.
Night Bird Tribe: An Elusive group known to steal from travellers who come to close the desert, mostly consisting of Goblins and Drow.
Green Flame Tribe: A mysterious group of mages living on the far side of the desert who practice their magics in secret, most of their tribe consists of Ogres, Nymphs, and Brey.
The Silver Coast- Beautiful beaches resting just outside the wet forests, here is where most of Albions fish markets get thier products.
Fiero: A peaceful town of fishermen and musicians, many believe the ocean acts as a muse for the musicians and help them write thier music, very open to travellers.
FreeWind Port: A Large village located directly on the shore, thats centered on trade with Mirror Edge, and other surrounding countries.
The Great Plain- A sparse flat area of thick tall grass, most of the land here is used for farming, and most of the crops here go to the Goldmire markets.
Birch Town- A small town on the edges of Darkwood, here most of the crops of Albion are grown, feeding almost half of the population with its harvest.
Brightvale- A small hamlet of primarily Mer hunters. A common place for tavellers to stop and rest during long journeys.
Swords for Hire
Founded ten years ago in the midst of Albions turmoil, Swords for Hire presented an effective solution to the countries problem, gather skilled help for specific tasks and provide aid, for a fee of course. Many other competitors arose at that time, but none shared thier effectivness, and were quickly forgotten, and Swords for Hire became the monopoly of the friendly mercenary guild market. Because They had no competitors left, the guild eventually dropped thier prices and made thier services avalible to the more common folk. Over these 10 years, Swords for Hire has crushed underground criminal operations, smashed Dragon nests, and provided a peace-keeping presence at multiple foriegn negotiations at the side of King Richard himself. Few know anything about how the group operates from the inside, but it is known that all one has to do to enter is apply, and give a demonstraition of your skill, if they see potential, then you will be accepted into the organization.
Guild Structure
The buisness side of the whole operation works by contracts submitted by the guilds various clients, once submitted the guild estimates the value of the contract by difficulty of the task, the amount of time required to complete the task, and the amount of guild members needed to complete the task. If the client accepts the price then the contracted is ranked, F,D,C,B,A, or S, based on difficulty alone, F being the lowest rank and S being the highest, and given to only the most skilled of the guild members, the higher the rank, the more the guild member is paid.
All members of the guild begin at F rank, and advance by completeing contracts. When a Member is suited for advancement is at the descretion of the Guildmasters, when contracts of the members current level are no longer a challenge, then it is time for the guild member to advance.
Some specific Contracts require the help of a guild member of a specific skill, for this reason, guild members are classified by thier style of combat. Any and all guild members that use magic are classified as mages, but the line between rouge and warrior is a little less black and white, an example of this would be two archers wearing the same equipment and holding the same bow are equal, but one archer favors speed and general skill over concealment and stealth, this one is a warrior, and the one who prefers to avoid a toe to toe conflict for the perfect strike is the rouge. This applies to any and all, a swordsman could just as well be a rouge as a man baring twin daggers could be a warrior.
Rank Titles
Scrapper- F
Thug- D
Brawler- C
Warrior- B
Hero-A
Champion- S
Races of Albion
Man- Persistant and hardy, Man has been known to achieve great feats in his relativly short life span.
Human: Fast and well rounded, Humans have been known to fit well in many different areas but are masters of none.
Dwarf: Strong and stocky, these small folk have been known to produce many skilled warriors.
Brey: Frail but intelligent, where the Brey lack strength and skill, they hold a gift for magic that is unmatched in the world of men.
Mer- Know by elusive beauty and a gift for magic, Mer have long been protectors of nature in Albion.
Elf: Tall and fair, the Elves have a long history as hunters and are capable warriors with the ability to handle a wide variety of weapons.
Drow: Dark and nimble, often refered to as Dark Elves, the Drow have long been known for their skill with stealth and are arguably the best rouges in albion.
Nymph: Beautiful and skilled mages, these folks have an innate ability with magic, particularly the elemental sort as Nymphs have a stong affinity to nature.
Beast- Strong and quick, The warlike Beast kind are respected for thier skill as warriors and for thier unmatched craftsmen and blacksmiths.
Orc: Huge and brutish, certainly a sight to behold on the battlefield, the Orcs unmatched strength has long been respected in Albion.
Ogre: A Magical folk, most Orges practice the difficult and exclusive shaman magics of shapeshifting and lightning based spells.
Goblin: Quick and deceptive, Goblins have a reputation as theives and pickpockets, but some rise beyond this and thier unnatural speed makes them skilled rouges and warriors.
- Code: Select all
Guild Application
Name: [first and last if applicable]
Age: [preffered young adult]
Race and Sub-species: [if you are from another land and dont fit these catigories, please describe your people]
Height: [if above 7' you must supply yourself with personal equipment]
Weight: [if over 300lbs you must supply yourself with personal clothing]
Pin Photo below: [recent photos only]
Brief Personality Overview: [how do you interact with others]
Scars or Defining Features: [if applicable]
Weapons and Personal Equipment: [preffered weapons and armors]
Classification: [warrior, mage, rouge]
Criminal History: [if applies]
Brief Background: [an overview of your history]
View All »Arcs
Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.
There are no arcs in this roleplay.
View All » Create New » Quests
There are no quests in this roleplay.
Add Group » View All » 0 Factions to align with
Here's the current leaderboard.
There are no groups in this roleplay!
Game Master Controls
Welcome home, Promethean. Here, you can manage your universe.
Arcs
Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.
Add Quest » Quests
You can create Quests with various rewards, encouraging your players to engage with specific plot lines.
Add Setting » 1 Settings for your players to play in
Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.
Navigation
While not required, locations can be organized onto a map. More information soon!
Add Group » 0 Factions to align with
There are no groups in this roleplay!
Collectibles
By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.
Once an Item has been created, it can be spawned in the IC using /spawn Item Name
(case-sensitive, as usual) — this can be followed with /take Item Name
to retrieve the item into the current character's inventory.
Mobs
Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!
Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!
Current Mobs
No mobs have been created yet.
Spawns
Locations where Mobs and Items might appear.
Events
You can schedule events for your players to create notifications and schedule times for everyone to plan around.
The Forge
Use your INK to craft new artifacts in Swords for Hire. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.
Notable Items
No items have been created yet!
The Market
Buy, sell, and even craft your own items in this universe.
Market DataMarket conditions are Quick Buy (Items Most Recently Listed for Sale) |
Open Stores
View All » Add Character » 10 Characters to follow in this universe
Newest
Betimill Lenebock
"STEVEEEE!!!!"
Gavin Romulus
Buring Young Ambition
Gadren Vergas
Dwarven archer who mixes magic with his arrows
Clement Capricious
A tall, self-righteous man on a misguided mission.
Trending
Gadren Vergas
Dwarven archer who mixes magic with his arrows
Betimill Lenebock
"STEVEEEE!!!!"
Clement Capricious
A tall, self-righteous man on a misguided mission.
Gavin Romulus
Buring Young Ambition
Most Followed
Gadren Vergas
Dwarven archer who mixes magic with his arrows
Betimill Lenebock
"STEVEEEE!!!!"
Gavin Romulus
Buring Young Ambition
Clement Capricious
A tall, self-righteous man on a misguided mission.
View All » Places
Fullscreen Chat » Create Topic » Swords for Hire: Out of Character
Discussions
-
- Topics
- Replies
- Views
- Last post
-
-
Swords for Hire
1, 2by CombatWombat on Wed May 25, 2011 10:40 pm
- 25 Replies
- 1447 Views
- Last post by Mr. Nice Guy
on Sun Jun 26, 2011 9:33 am
-
Swords for Hire
Most recent OOC posts in Swords for Hire
Re: [OOC] Swords for Hire
Re: [OOC] Swords for Hire
Re: [OOC] Swords for Hire
Re: [OOC] Swords for Hire
If there are any issues let me know and I'll make the changes.
Re: [OOC] Swords for Hire
I still wanna be part of this tho don't kick me out :P
Re: [OOC] Swords for Hire
im still new to this site and the roleplay tab thing but i plan to kick this thing off soon
Bare with me, we'll be starting in no time :D
Re: [OOC] Swords for Hire
Re: [OOC] Swords for Hire
I'll send in a character sometime to tomorrow.
Re: [OOC] Swords for Hire
the way ive set the whole thing up, new characters can easily join the story line after we begin.. they just wont be the same rank as the rest of the original characters, depending on when they join
Re: [OOC] Swords for Hire
Re: [OOC] Swords for Hire
Orc for the WIN!
@Zol: yeah ill probably just start another ooc thread for important NPCs