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Fantasy Notitia Locorum

Fort Black:
Location: Central Albion, the very heart. Many roads are connected to it, and it is surrounded by a river and forests.
Information: Fort Black, called this way after it's creator: William Black is the old operating base of the Guild of Heroes in Albion and Gael. The Guildmaster used to reside in it, and many initiates came each year to be turned into Heroes. Now, it is merely an over glorified dungeon.
UPDATE:
The facilities and the Fort have been restored to condition and are now being maintained. The Guild is active once again.
Danger Rating: Safe

Bowerstone:
Location: Central Albion, nearly 14km south of Fort Black.
Information: The capital city of Albion and a thriving community, where one can find adventure, friendship, taverns, inns, shops and danger nearly all the time. Known as one of the oldest and biggest cities in Gael, and perhaps even Terra. It is a human city, where the Emperor of the Empire of Albion resides in.
Danger Rating: Safe

Fairfax City:
Location: Northern Albion, amongst the mountains.
Information: A highly fortified mountain city. The city tried to maintain independence from the King on many occasions through history, however, it always failed and is currently under the Emperor's banner.
Danger Rating: Nigh-Dangerless

Great Forest:
Location: Western and Central Albion.
Information: A huge jungle, spanning through kilometers of Albion's lands and an amazing, efficient source of wood. There are many dangers dwelling in these woods.
Danger Rating: Potentially Harmful

Dark Forest:
Location: Far southern Albion.
Information: A mysterious land full of secrets. The Dark Forest is intimidating and menacing, feared by even the bravest adventurers. Dark spirits and evil demons are said to roam these woods, trying to find poor, lost souls to feed on. Only the most daring adventurers go inside, even in big, armed groups, and only some returned to tell tales of the riches they have found. It is incredibly hard not to be intimidated by these trees. There is a feeling - That someone is watching.
Danger Rating: Nigh-Suicidal

Ubbin Falls
Location: Central Albion
Information: Small village liberated by the Guild. In thanks for saving them from the Cult of Turenval, the villagers stopped paying all optional tithes to the Empire of Albion and instead started to help maintain the Guild by directing said funds to Fort Black.
Danger Rating:
Nigh-Dangerless
 
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Currency System (Re-invented by Cosmo Cosmo , Re-re-invented by Birdsie Birdsie )

10 Copper Aquila = 1 Silver Legate
10 Silver Legates = 1 Gold Denar
5 Gold Denar = 1 Imperial Eagle

Average Imperial Legionnaire earns 15 Silver Legates each month.
A Guild Member (right now) earns 9 Silver Legates each month.
A beer is worth roughly 1 Copper Aquila.
 
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Astrid's Bar
Location:
Bowerstone.
Information: A really old historical bar and tavern that has a great reputation throughout the continent of Gael, especially known for the bartender 400 years ago, Astrid Hathaway. It is known for their sell of both great alcohol and potions, serving all who come in. Back in its day, it was the gathering place of Guild members, but now it has become both a place to find celebrity adventurers and knights, as well as a few tourists. From its wealth, the bar has become a show of grandeur while still making all feel welcome. The Master of the Bar and the Master of the Brew, titles handed down to the next set of owners, as well as the waiters and waitresses are all skilled with combat, ready to stop any fight.
Danger Rating: Safe

The Bar at Black
Location:
Fort Black - Lounge
Information: A newly built bar and furnished bar in Fort Black. Run by the Co-owners of Astrid's Bar, it serves every alcoholic and magical brew one can think of. Either Kristina or Deon will always be there.
 
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Void Ritual Report
Progress: 41.8%
Void Ritual Completion

Information:
- The being on the other side can enter people's dreams if no proper protection is in place. A dreamcatcher is good enough.
- The being on the other side can perform incursions to realspace in the form of short-term hallucinations if no proper protection is in place.
- The cultists must sacrifice mana to make progress, however, the most efficient source of it are souls. The more powerful a sacrifice is, the greater the progress will be.
Soul-Worth Calculations:
100 Units of Magical Energy* - 0.002%
Mortal Soul - 0.02%,
Mage's Soul - 0.1-0.8%,
Demon/Angel/Celestial - (Around) 1.25%,
Demigod - 33-66%.

*100 Units of Magical Energy is enough to power a very potent, enduring and long-lasting curse of bad luck.

Mage's Soul; the strength depends on quantity and quality of magic circuits that can hold and allow mana to flow through them, therefore more experienced mages make for better sacrifices.
Demons, Angels, and other celestial beings are worth around 1.25% of progress, however, it can be plus, or minus that depending on the role said being had in their hierarchy.
A Demigod is a living, walking well of magical energy, however, their actual worth depends on the quality of their divinity.
 
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