Welcome to The Seven Assassins!
An RP set in the vast cityscape of Greater Holem. It is a story of magic, crime and (as the title suggests) assassins.
Well, that was a draining info dump. BUT WAIT, there's MORE!
The Actual thread will be as follows:
Several Ambassadors are being killed off, all with suspicious notes placed near their place of death, pointing towards haunting clues of where the assassins will strike next. They are known as the Seven Assassins, and we're tasked with bringing together a team and hunting them down.
For example, here are two examples of mine:
Oh, almost forgot the starting areas, these will be where your character may be at the start of the RP:
Shrewn Marketplace, a bustling hub of life in the southern centre of the city.
The Southron Bridge, Great Holem's lifeline to the continent of Sul.
Port Neven, a large shipping area where new immigrants and goods disembark for the city.
If you have questions feel free to ask
UPDATE: The deadline for new character sheets will be the 27th of September.
Unless new sheets are submitted over the next few days though, the RP can begin earlier with the existing sheets.
An RP set in the vast cityscape of Greater Holem. It is a story of magic, crime and (as the title suggests) assassins.
The Year is 8th Era, 427. The Known world stretches from the Sandy Sea in the south, to the freezing Northpoint in the north. Across the Sapphire Ocean lies the tropical Grand Frontier, while to the west, is a mysterious place commonly known as the Beastlands.
Greater Holem is an island state in what is commonly considered the centre of the Known World, resting itself upon several large islands in the Great Bay, sandwiched between the City States of Sul, The Strip Kingdoms to the west, the Elven states in the north above it, the Titan River streaming to the east, towards floodlands known as The Grange.
Great Holem is situated slap bang in the middle of all of these states, and as such it is a centre of commerce and immigration the world over.
400 years ago, many leaders of the Great Bay formed the Greater Bay Conglomerate of Kingdoms, dominions, Municipalities, Principalities, City States and Sovereign States. (Most merely refer to it as The Bay Alliance), and since then it has only grown in size and power.
The reason for this alliance was mainly trade and security based, as most smaller states were tired of being invaded, while many larger kingdoms joined believing that they could usurp power there from sheer presence alone.
Regardless, Greater Holem was made the Seat of power for the Conglomerate. A group of representatives from all corners of The Bay who vote and argue on laws passed in the area.
In general, politics is a hodgepodge of loopholes and compromises. For instance, prostitution is legal, but only in 9 of the city's 25 zones because democracy.
Also duels aren't legal, but fine print only included Flame manipulation, swords, daggers and Lightning.
Leading to an explosion in new forms of weaponry and magic.
Greater Holem is an island state in what is commonly considered the centre of the Known World, resting itself upon several large islands in the Great Bay, sandwiched between the City States of Sul, The Strip Kingdoms to the west, the Elven states in the north above it, the Titan River streaming to the east, towards floodlands known as The Grange.
Great Holem is situated slap bang in the middle of all of these states, and as such it is a centre of commerce and immigration the world over.
400 years ago, many leaders of the Great Bay formed the Greater Bay Conglomerate of Kingdoms, dominions, Municipalities, Principalities, City States and Sovereign States. (Most merely refer to it as The Bay Alliance), and since then it has only grown in size and power.
The reason for this alliance was mainly trade and security based, as most smaller states were tired of being invaded, while many larger kingdoms joined believing that they could usurp power there from sheer presence alone.
Regardless, Greater Holem was made the Seat of power for the Conglomerate. A group of representatives from all corners of The Bay who vote and argue on laws passed in the area.
In general, politics is a hodgepodge of loopholes and compromises. For instance, prostitution is legal, but only in 9 of the city's 25 zones because democracy.
Also duels aren't legal, but fine print only included Flame manipulation, swords, daggers and Lightning.
Leading to an explosion in new forms of weaponry and magic.
Well, that was a draining info dump. BUT WAIT, there's MORE!
Races: Humans, Elves (Snow, Cave-dwellers, Dark, Marshland, regular(high)), Centaurs, Dwarfs(~4ft), Sentient birds (~4 ft), others in minority (if you have a good one, submit. No dragons, they're somewhere else)
Landscape Greater Holem is BIG. Roughly 10 KM in diameter latitudinally and 20-25 KM longitudinally, the city ranges from 6 story tall capital buildings to one room shanty towns. Greenery is a commodity and what little there is is in government sanctioned 'Plant zones' or on the lands of wealthy who have room to spare.
There are 3 large bridges connecting the city to land, and each are about 30 miles long. A marvel of science and technology made only possible through the combined efforts of all member states.
Large 2 story bridges are present across the city because of how crowded the ground level can be, but again, these would be reserved for more wealthy citizens, and would usually connect to government buildings.
Weather would be around 20 degrees on average and nighttime would rarely dip below freezing.
Culture/ People Humans are arguably the more diverse of the races living here. of the 25 states that make up the Bay Alliance, Humans are at least 1/3 of those present. The culture would range from late- medievel north European, to almost antiquitean values from certain groups (ancient Greco-Roman) with some modern language thrown in.
****In this world society basically collapsed and started over and this is what's going on thousands of years LATER. So you can imagine at least a few words today could survive, even if they don't know what a 'trainwreck' is.
Technology The technology is early renaissance while other is proper high fantasy. Trebuchets and crossbows are just beginning to find use, and proper drainage and aqueducts are present in many cities. The nobility in general will only fix something if its broken, so if one part of the city is using 200 year old waterways that still function they live and let live.
Economy Much of it is naval trading based. Any food or goods the city recieves are from the mainland (thus the bridges). Luckily though the island plays host to about 1/2 of the Bay's nobility, so employment's practically a non-issue. There are also a large percentage of hired muscle and mercenaries in the City because, well, Greater Holem is where the money's at
Landscape Greater Holem is BIG. Roughly 10 KM in diameter latitudinally and 20-25 KM longitudinally, the city ranges from 6 story tall capital buildings to one room shanty towns. Greenery is a commodity and what little there is is in government sanctioned 'Plant zones' or on the lands of wealthy who have room to spare.
There are 3 large bridges connecting the city to land, and each are about 30 miles long. A marvel of science and technology made only possible through the combined efforts of all member states.
Large 2 story bridges are present across the city because of how crowded the ground level can be, but again, these would be reserved for more wealthy citizens, and would usually connect to government buildings.
Weather would be around 20 degrees on average and nighttime would rarely dip below freezing.
Culture/ People Humans are arguably the more diverse of the races living here. of the 25 states that make up the Bay Alliance, Humans are at least 1/3 of those present. The culture would range from late- medievel north European, to almost antiquitean values from certain groups (ancient Greco-Roman) with some modern language thrown in.
****In this world society basically collapsed and started over and this is what's going on thousands of years LATER. So you can imagine at least a few words today could survive, even if they don't know what a 'trainwreck' is.
Technology The technology is early renaissance while other is proper high fantasy. Trebuchets and crossbows are just beginning to find use, and proper drainage and aqueducts are present in many cities. The nobility in general will only fix something if its broken, so if one part of the city is using 200 year old waterways that still function they live and let live.
Economy Much of it is naval trading based. Any food or goods the city recieves are from the mainland (thus the bridges). Luckily though the island plays host to about 1/2 of the Bay's nobility, so employment's practically a non-issue. There are also a large percentage of hired muscle and mercenaries in the City because, well, Greater Holem is where the money's at
Weapons include much of your standard fare of maces, swords, daggers and bows. However a few new weapons have come on the scene due to immigration. Among them include circular gauntlets with sharpen edges, used from sharp blows and cutting at an enemy, as well as anything else you can imagine.
Magic is tricky though, you have your magic that heals people from (non-fatal) wounds, and magic used for illusion and whatnot. But the main offensive ones can be divided into 6 forms:
Flame: holding your hands close to your body, one can shoot bolts or just spray a target with fire. Its quite common and as such the first thing many other magic users learn is to combat it.
Plant: Using vines and branches to bend at an opponent, this is usually done with a sword so you can trap something in one spot before landing a killing blow on someone.
Ice: Easily the most versatile of the 6, as water can be found anywhere, Ice is commonly used by taking moisture from the air or ground, freezing it, and then hurling the frozen shards at a target.
Lightning: Dangerous and fast, whoever's using this needs a steady hand. More advanced users can fly around using Lightning, but this can be very tiring.
Ground: Must have a foot on the ground to do it (so you must stop when attacking), but you are controlling the thing at your feet so its a good trade-off. Typically used to raise the user up to a higher point than an opponent, or just used to wreak havoc and prevent an enemy from getting near you
Air Shooting little gusts of wind at enemies may sound useless, but Masters are capable of forming vacuum pockets, and can be used to suffocate a foe.
More are being discovered as time goes on, but these are currently the 6 most popular forms of offensive magic.
Magic is tricky though, you have your magic that heals people from (non-fatal) wounds, and magic used for illusion and whatnot. But the main offensive ones can be divided into 6 forms:
Flame: holding your hands close to your body, one can shoot bolts or just spray a target with fire. Its quite common and as such the first thing many other magic users learn is to combat it.
Plant: Using vines and branches to bend at an opponent, this is usually done with a sword so you can trap something in one spot before landing a killing blow on someone.
Ice: Easily the most versatile of the 6, as water can be found anywhere, Ice is commonly used by taking moisture from the air or ground, freezing it, and then hurling the frozen shards at a target.
Lightning: Dangerous and fast, whoever's using this needs a steady hand. More advanced users can fly around using Lightning, but this can be very tiring.
Ground: Must have a foot on the ground to do it (so you must stop when attacking), but you are controlling the thing at your feet so its a good trade-off. Typically used to raise the user up to a higher point than an opponent, or just used to wreak havoc and prevent an enemy from getting near you
Air Shooting little gusts of wind at enemies may sound useless, but Masters are capable of forming vacuum pockets, and can be used to suffocate a foe.
More are being discovered as time goes on, but these are currently the 6 most popular forms of offensive magic.
The Actual thread will be as follows:
Several Ambassadors are being killed off, all with suspicious notes placed near their place of death, pointing towards haunting clues of where the assassins will strike next. They are known as the Seven Assassins, and we're tasked with bringing together a team and hunting them down.
Name:
Age:
Sex:
Race:
Profession: what your character did or does for a living.
Appearance: This includes skin color, hair and clothing choices. You may want to describe how the character presents themselves.
Personality: what they're like.
Biography: What your life as been like up until your character's introduction. A good biography establishes and supports your character's motivations.
Notes: Any extra details you may want to add.
Age:
Sex:
Race:
Profession: what your character did or does for a living.
Appearance: This includes skin color, hair and clothing choices. You may want to describe how the character presents themselves.
Personality: what they're like.
Biography: What your life as been like up until your character's introduction. A good biography establishes and supports your character's motivations.
Notes: Any extra details you may want to add.
For example, here are two examples of mine:
Name: Dareon Alexandre
Age: 29
Sex: Male
Race: Human
Profession: City Guard.
Appearance: Light skinned with brown eyes and short brown hair. Wears steel plated armour with a Crescent Moon emblasoned on it. Has a sword and a knowledge of Flame manipulation.
Personality: Adventurous and inquisitive. He considers a factor in his high rank to be his confindence and supposed charisma.
Biography: Born and raised in the Middle class district of Great Holem, Dareon knew that his family expected greatness from their second son. He was trained in the sword and shield ever since he was a young man, and personally trained himself in the Art of Fire.
At 19, He was made a guard to the Arnellian ambassador, and after saving him from a supposed coup, Dareon has been working in the Holem Internal Threats Commission ever since. A respectable and less dangerous job than before.
The recent news of dead ambassadors has landed right at his feet, and its up to him to assemble a force and to take down the Seven. So where better to start than in the city itself?
Age: 29
Sex: Male
Race: Human
Profession: City Guard.
Appearance: Light skinned with brown eyes and short brown hair. Wears steel plated armour with a Crescent Moon emblasoned on it. Has a sword and a knowledge of Flame manipulation.
Personality: Adventurous and inquisitive. He considers a factor in his high rank to be his confindence and supposed charisma.
Biography: Born and raised in the Middle class district of Great Holem, Dareon knew that his family expected greatness from their second son. He was trained in the sword and shield ever since he was a young man, and personally trained himself in the Art of Fire.
At 19, He was made a guard to the Arnellian ambassador, and after saving him from a supposed coup, Dareon has been working in the Holem Internal Threats Commission ever since. A respectable and less dangerous job than before.
The recent news of dead ambassadors has landed right at his feet, and its up to him to assemble a force and to take down the Seven. So where better to start than in the city itself?
Name: Telesse Fleetwood
Age: 24
Sex: Female
Race: Human
Profession: Trader.
Appearance: Olive skinned with brown eyes and long flowing black hair. Wears a light purple dress under a brown leather shirt. Has a small satchel full of her essentials. In general tries to maintain an air of confidence around her and attempts friendly banter with most people she meets.
Personality: Quiet and dignified, usually of a kind nature, but if she is being chastised for something she genuinely believes was right, then everything changes.
Biography: Born to a merchant house in the Strip, Telesse's future was always going to be in trading, and for better or for worse she's always had her family's support. At a small age she developed a skill for Plant magic, and while honing her skills, she was trained simultaneously for Ground Manipulation, as they 'went hand in hand' according to her mother. But that was years ago, and what good would THAT do her in the streets of Great Holem? Right now, Telesse's life consists of trading one week, sailing off for supplies the next, and so on.
Age: 24
Sex: Female
Race: Human
Profession: Trader.
Appearance: Olive skinned with brown eyes and long flowing black hair. Wears a light purple dress under a brown leather shirt. Has a small satchel full of her essentials. In general tries to maintain an air of confidence around her and attempts friendly banter with most people she meets.
Personality: Quiet and dignified, usually of a kind nature, but if she is being chastised for something she genuinely believes was right, then everything changes.
Biography: Born to a merchant house in the Strip, Telesse's future was always going to be in trading, and for better or for worse she's always had her family's support. At a small age she developed a skill for Plant magic, and while honing her skills, she was trained simultaneously for Ground Manipulation, as they 'went hand in hand' according to her mother. But that was years ago, and what good would THAT do her in the streets of Great Holem? Right now, Telesse's life consists of trading one week, sailing off for supplies the next, and so on.
Oh, almost forgot the starting areas, these will be where your character may be at the start of the RP:
Shrewn Marketplace, a bustling hub of life in the southern centre of the city.
The Southron Bridge, Great Holem's lifeline to the continent of Sul.
Port Neven, a large shipping area where new immigrants and goods disembark for the city.
If you have questions feel free to ask
UPDATE: The deadline for new character sheets will be the 27th of September.
Unless new sheets are submitted over the next few days though, the RP can begin earlier with the existing sheets.