Feb. 13th, 2019

Setting

Feb. 13th, 2019 11:56 am
northcliffpass: (Default)

World


Maireglenne, the isle of light


Maireglenne (pr. mare-GLENN-eh), an island kingdom approximately the size of Iceland, situated in a remote northern sea where, from the black sands and rocky cliffs overlooking the waves it is not at all uncommon to witness breaching whales and glacial peaks. Autumn and winter brings howling gales off the sea, but in the spring and summer those same winds are a warm and temperate blessing.

The kingdom gains its moniker, the Isle of Light, from two sources: its extremely long days during the summer months, and as the birthplace of a religion that has come to span the known world, the Path of Light. It is easier to dwell on faith and this good fortune from the gods, rather than to acknowledge Maireglenne’s other name during the long, bitter nights of winter—the Isle of Darkness.

Some notes: Maireglenne is not a major player on the international political stage, despite being the birthplace of the world’s most significant religion. The Unification--the several century-long civil war amongst the duchies as the dukes and duchesses fought for control over the island--has scarred the land as well as the collective psyche of the population. Those who are privileged enough to be educated (namely the clergy and the titled nobility) view the great political games of the larger, more influential nations as a blasphemous provocation of the gods’ wrath.

Geography


It’s probable that Maireglenne is the highest point of a larger land mass that was engulfed by the sea at the end of a lengthy ice age. Glaciers carved deep fjords into the northernmost coastal duchies; these waters remain bitterly cold, but offer good fishing and are nurseries for the sea whales and their young calves.

The most easily accessible and habitable land on the island is along its coastal waters; in the south, the black sands of the beaches slowly give way to grassy prairies. The western and eastern shorelines are both dominated by dangerous rocky protrusions that make finding save harbour difficult without a reliable navigational chart. The middle of the island is dominated by a craggy mountain range, and a single active volcano that is prone to oozing an alarming quantity of lava from time to time. The peculiar combination of the mountain range, volcano, and moisture from the seas has created an odd climate anomaly; near the city of Cliffside, there has grown and flourished a deep forest.

Trade routes between duchies are by land or by boat; braving the westernmost shoreline is a risky proposition, as the winds off the sea are galeforce. A talented seaman might brave the journey, but most would rather not take the risk, and will elect to transport goods via caravan.

The Duchies


Maireglenne is composed of five duchies:
  • The Fjords in the north; its miserably cold and sparsely populated capitol is Griston, which is also the seat of the Duke of the Fjords
  • Cliffside, the centre-most duchy situated amongst the craggy mountains and near the volcano, Gods’ Reach.
  • Southsea, which shares a border with Cliffside, and is the most densely populated of the duchies; the capitol city of Fairport is the seat of the crown, and the Archbishop of the Path of Light.
  • Woodsedge, the easternmost duchy; its most famous landmark is the now deserted ruin of the city Turn, which travelers do their best to avoid.
  • Black Rock, the westernmost duchy, named for the shitty black crags that pass for a western coastline.


    Northcliff Pass


    The epicenter of your characters’ world, whether they like it or not. Located on a pilgrimage path, and near enough to the larger township of Northcliff, life is hard and opportunities are few. Life in the village revolves around the ecclesiastical calendar, which determines which gods hold sway during a given season (and therefore which saints should be prayed to most fervently)--and also what social events to look forward to.



  • Rules

    Feb. 13th, 2019 11:58 am
    northcliffpass: (Default)

    Rules


    This game is currently invite only. While we're stoked you'd like to join us, please send this account a PM first before submitting your dossier.

    If you have been invited:
  • Be cool
  • If we catch you being uncool you’ll get a talking to
  • If we catch you being uncool again you’ll get asked to leave
  • If you feel someone is being uncool or worry that you are being uncool, bring it to us
  • If you feel one of us is being uncool, say so before anything gets out of hand, to one or both of us

    "Being Cool" means:
  • Respect people’s boundaries
  • Putting up content warnings for stuff (use your common sense)
  • Delivering criticism constructively (aka in good faith); similarly, receiving constructive criticism without getting defensive

    If you don’t know what being uncool entails then you shouldn’t be here, but for the sake of clarity:
  • Bullyin’ or harassin’ other players
  • Godmodin’
  • Spotlight hoggin’
  • Disregardin’ other players’ boundaries
  • Anon comm malarkey
  • Cow tippin’
  • Startin’ shit OOC for no good reason
  • Actin’ a pissbaby

    This is for fun.
    If it isn’t fun you shouldn’t be here.
    Please don’t invite outside friends without running it by us first.

  • FAQ

    Feb. 13th, 2019 12:00 pm
    northcliffpass: (Default)

    FAQ



    Player characters


    Is there AC?

    There is no AC, but we will post a bi-monthly courtesy check-in. Failing to check in for two months in a row will result in a sweep, and your character’s role will be up for grabs.

    If I get swept, can I come back?

    Yes, but if your role was given away you’ll have to figure out something else, and will probably want to have an IC reason for the change/absence.

    What races can I play?

    At present, the only playable race in Northcliff Pass (and the only known sapient species) is human. They can resemble any real-world person of any ethnicity.

    Pets are also allowed as NPCs when attached to a human character, and should not have their own account.

    How many characters can I play?

    As many as you want, but try to keep it reasonable!

    What jobs are available?

    Here is the list of village roles and who occupies them.

    Can I play babies/children?

    Children are fine, but you’ll probably want babies to be NPCs attached to an adult character account. If you play a child and you have no concept of how real children speak or act, please… don’t. Badly played children will be sent to boarding school in Southsea and their players will be cast into the volcano.

    Can I play a violent/evil character?

    Yes, but make sure you pay careful attention to everyone’s permissions, and be prepared for the eventuality of getting caught.

    Can I BONE

    Follow your dreams, but please keep smut threads off the comm-- and hopefully you do not have to be told this, but no character under 16 or player under the age of consent in your locality can partake in a smut thread with any connection to this game.

    This is a hard and fast rule: if you’re found to be breaking it, all your characters will be swept and you will be banned.


    Setting


    What year is it?

    1315.

    How is the year broken up?

    The year is broken into the same twelve months as the real world, which are currently called by their same names (but we’ll let you know if the names change.)
    For the sake of coordination, IC months track in realtime.

    What is the money system?

    Probably based on some kind of fantasy gold standard. You are probably safe referring to money as "coin," "crowns," or "sovereigns" as you see fit. (“Silver” can be used as a stand-in for something under a crown, and “pence” for something under a silver.)

    What flora/fauna is in the region?

    There is no plant life on Mairgelenne that could not be found on Earth (yet, at least). Though there have been sightings of strange creatures here and there, every animal with which the townsfolk are familiar will be either domestic (cats, dogs, horses, etc) or wildlife of the kind one might encounter in northern Europe.

    Where are we?

    The roleplay takes place on an island kingdom named Maireglenne, in a village called Northcliff Pass.

    What religion do characters practice?

    The Path of Light and overall belief system is detailed here.

    What language does my character speak?

    The most commonly spoken language in Maireglenne is called "Glennich." There are a smattering of other minority languages and regional dialects around the country as well, but a couple additional ones that we can confirm are:

    - Hego, spoken by some smaller communities in Southsea
    - Norður, spoken as commonly as Glennich in the Fjords

    There are additional languages spoken by people from other parts of the world (e.g., Haguennot, Eirdh).

    Can my character use magic?

    See the above link for details on magic.




    northcliffpass: (sick beats)

    Character Creation Guide


    The following caps are in effect per player:
    One character born with The Vice*
    One character from off-island**


    When creating a character, the best approach is to read the available lore and think about what slot(s) you might like to fill on the list of jobs. Ideally, every played character in the setting has a job and/or a reason for being here-- the town’s resources are simply too scant to allow for too many wanderers and layabouts.

    If you’re unsure of your availability or are self-professed Known To Be Slow, you may want to consider playing a farmer, traveling merchant, or someone else who might feasibly be outside the town walls if/when events occur that you might miss. Not a requirement, just a suggestion!

    If you really want to play but are low on ideas, or if you have an idea but aren’t sure, hit us up and we can help you think of something! Making each character an inextricable part of the game’s story and atmosphere is part of the fun.

    If you make someone over 40 who’s been here their whole life or most of it, we have some extra details for you!

    If you're ready to jump in, head on over here!

    *The Vice is a naturally-occurring trait that, if not carefully suppressed, can lead to usage of magic and therefore heresy. Demonstrating one’s Vice is a crime punishable by anything from temporary imprisonment to public execution.
    People known to practice it are known as the Profane, and they don’t tend to last very long once their status is known.
    For more information on the magic system, click here.

    **The vast majority of Northcliff Pass’ citizens are from the region, and it would be great if this is reflected in player demographics; basically, try to be from somewhere on the island, if not from Cliffside/Northcliff Pass itself.
    Pilgrims and merchants can be exceptions to this trend, but the latter would need good reasons for coming here to stay.
    Information on the rest of the island can be found here.

    Joining

    Feb. 13th, 2019 12:09 pm
    northcliffpass: (owl)

    Joining


    Please note that this game is invite-only! We will not accept any dossiers submitted by people who haven't chatted with us about joining the game first.

    Before doing anything else, please read the Character Creation Guide!

    Then, copy this code into your character's journal and link to the page in a comment below. You can find examples here, here, and here.





    northcliffpass: (Default)
    this is the new regional bc I put all the town shit in the regional post, mea culpa
    northcliffpass: (Default)

    Town Locations




    image source

    Every major building has a backhouse. I’m not going to describe it and you’re probably not going to RP there, just know they exist and are hopefully maintained. (Hopefully.)

    The Hammer & Spoke is a ramshackle two-story building just over the bridge into town, with stone walls, a thatched roof, and the soot stains and patchy coloring that suggest it has seen its share of catastrophe.

    In contrast, the interior is warm and homey, smelling of food and wood smoke, lit by candles and constantly abuzz with the sounds of idle chatter.
    A bar along the left side faces an array of worn but well-loved tables and chairs, usually occupied by weary travelers or locals drinking and playing dice after a long day’s work. Rugs of fur and homespun wool lie about, and decorating the walls are various trinkets and trophies of hunts and gifts from visitors gone by.
    Menu items are the usual tavern fare: ale, wine, whiskey when they can get it, and whatever’s been simmering in the stew pot for the day, served with a piece of hard bread.

    Upstairs are three guest rooms, humble and small with straw beds and a single window each. A fourth bedroom belongs to the innkeeper.

    Outside is a small stable for travelers’ horses, watched over by a fat orange-and-white cat named Lord Sneak and his employee, the stablehand.

    Town Hall is situated at the highest point of the village. A wooden building with a belltower for calling meetings, it’s an imposing but familiar-- some might even say beloved-- sight. Within is a large room containing a podium and benches, and a stairway that leads to the Magistrate’s office and record storage on the second floor.
    Outside, in the summertime, lines of marigolds bloom along the walkway from its doors to the main road.

    The Magistrate’s House sits just down the hill from Town Hall, and although not unreasonably lavish, is still the largest property in town. It was once known to be full to the brim with Magistrate Emery Ward’s many children, but now contains only him, a single housekeeper, and his youngest daughter Philippa on the occasions when she is in the village.

    The Chapel is a clean, practical structure comprised of a single room for gathering and prayer. The walls are bedecked with imagery and offering tables for the five gods, with benches in a hexagonal pattern surrounding a similarly-shaped raised platform for a speaker.


    It is tended to by the Priesthood of the Path of Light, all of whose members reside in a small vicarage on the other side of the graveyard.

    The Vicarage consists of a single room that serves as both dormitory and visiting area for the local priest(s).

    A little stone building across the path from Town Hall, the Constabulary consists of a small office facing a single holding cell with a straw floor and iron bars. A back room serves as the armory and record storage, with a small cordoned-off area that doubles as the Captain’s living space (against all sensible recommendations). Just outside the door is an alarm bell, kept well-oiled and ever at the ready, much to the chagrin of the lower-ranking officers responsible for its upkeep.


    The Marketplace spans almost the entirety of the main road. The open-air food market occupies much of the walkable street, flanked by the brick-and-mortar shops that often contain second-floor homes for the wealthier vendors. Although several of the market stalls are owned and decorated by local farmers, most of them are occupied on a first-come, first-serve basis (which can definitely get ugly).
    Despite the miniscule size of Northcliff Pass, a surprising number of merchants will make the journey for the opportunity to hawk their wares to the pilgrims passing to and from Cliffside.



    Shops include:



    The Smithy, first building on the left and closest to the inn. An open workspace yawns in front where there might otherwise be a market stall, and on fair days business is conducted outdoors. Otherwise, past the anvils and racks of swords is a door leading to the office. Upstairs is the living quarters.

    The Apothecary and House of Healing, first on the right and closest to the Chapel. A small window by the door opens into a shop counter, where herbal medicines and ingredients can be purchased from the friendly, gap-toothed young man who makes them. Inside and past the shopfront lies the healer's residence, which doubles as an infirmary in times of need.
    Ever actually needing the healer is inadvisable; whatever the problem is, walking it off will prove less traumatic.

    Marlowe’s, a tidy little carpentry shop with beautifully embellished door and windowframes. The interior is both storefront and workshop, containing furniture made and detailed on commission. Upon entering, one will be greeted either with an amiable smile and a hello, or by a grunt and irritated stare, depending on which of the carpenters is doing the receiving. Either way, the final product will be worth it.


    The Northcliff Mine is the oldest part of the village, its path the smoothest and its secrets many. Being cut into the side of the mountain has allowed it to endure centuries of harrowing weather and natural disasters, although that has included several collapses and re-openings over the years. There is iron to be found there, for those willing to live at the mercy of its tunnels and their fickle construction.


    Private Residences are available in several places: the more well-to-do erect their freestanding homes on the street behind the Market, down the hill from the Magistrate’s house, and those with lesser means have taken to building their structures right up against the city walls.
    Among the Hill Road houses is the Watch Captain’s, although he is never found there these days.

    The City Walls emerge from the face of the mountain and are built in a circle around the main stretch of town, with creaky wooden doors that open to the north and south on the Pilgrim’s Path and east into the forest. They are at least a hundred years old, the stone crumbling in some places. At each gate, stone stairs lead to pathways above for the Watch to patrol and for rude kids to spit on people.


    Sands Creek is a mountain spring, runoff from the snowy peak of Northcliff. There’s a fair amount of freshwater life therein, but most fishing is done for leisure. The bridge leading out of town and the adjacent banks are good places to spend the day with a rod and reel, but venturing too close to the forest is inadvisable. It’s not especially sandy and thus was likely named for someone long ago, but whomever it was has been lost to the ages.

    Northcliff Wood, in the daytime, is as one would expect: tranquil, filled with birdsong, populated by an assortment of both coniferous and deciduous trees, abundant with herbs and flowers and game in the warm months.
    But linger after dark, or venture too far into the Deep Forest, and the insect songs turn eerie, shadows moving of their own accord, the moon filtering through skeletal branches when it shines at all.


    They say a spirit inhabits the forest, and does with wanderers as she please. Children vanish into the fog, adults speak of strange bones and bodiless footsteps; people go missing and reappear years later, forever changed, with eyes like ghosts.
    But the hunting’s pretty good, if you’re up for it.

    Town Map:





    Island Map:






    premise

    Welcome to Northcliff Pass, an OC-only roleplaying game that combines slice of life and fantasy/horror elements in a low medieval setting.

    Please note that our little game is invite-only, but the TDM is open to all. Curious, but not sure where to get started? Check out our Character Creation Guide, and our FAQ.