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sphagetti man Vice Captain
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Posted: Fri Mar 06, 2009 6:49 am
Profiles: How to: Gaia name: Name: Age sad You are roughly the same mentally at Twenty five years old as someone with Alzheimers. so be warned) Faction: Alpha,Beta,Gamma or Delta. Bio: Skills sad Pick two or three things such as running or hunting that you excel at as this character) Personality: Weapons: Only the wandering guard have guns. These are specially maintained revolvers that are handed down with each generation. These are Family Heirlooms and treated as such. Other:
Alright here go. character's are divided into four separate groups.They are as follows:
Alphas: The smallest numbered group. Alphas are raised as administrators and politicians. They control much of the government within City and also tend to be arrogant due to this. Many live elegant lives and have some the best clothes and luxuries in the City.
Betas: The middle group Betas are merchants by tradition and live upon the peers that surround City's river front. They stand apart form the others and work to provide entertainment and luxury in these hard times. They have also developed a unique culture and dress in a manner of style to Turkish and Arabic peoples though they are a mixed lot.
Gammas: The laborers and standing military. Gammas are only outnumbered by Deltas. Though they are the source of much of many of the finer things within the city they are treated as a lower class by Alphas. Betas consider them neutral and little more than business partners. Amongst the Gammas are the remnants of the original police force now called the wandering guard. These individuals taken from all walks of life patrol the city and only answer to the Wandering Guard that are taken from the Alphas finest.
Deltas: The largest and worst treated group. The deltas have expanded out of City and live as Rural traders and farmers. Raising and harvesting crops. Deltas are also the farthest ranging and have little fear of the vast forest that surrounds City. They recognize that Humans must learn to live with Terra and have moved to explore these vast tracts of land.
You must be human but, there is a possible option. Certain individuals known as Gaunts. Do occur within City. They are physically weaker than many but, Tend to be near geniuses and able to grasp complex concepts with a single glance. However this has an added side effect. Their senses are hyper acute. Hearing and sight can be painful at times and has forced them to live in near darkness and silence.
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Posted: Fri Mar 06, 2009 7:57 am
Skills: Skills are the natural abilities someone excels at. This can be as simple as being an original writer or as dashing as a brave warrior who never backs down. Here's a list of skills that are common:
Running: You run faster than the average person.
Tracking: You can follow a person over long distances by studying the tracks they leave behind.
Melee: You are skilled melee fighter. Weather it's your hands a sword or your bare fists you can strike harder and faster than any person around.
Ranged: You can hit things from afar with ease. Give you a bow and you can take down a Yower if you can get the jump on it.
Handler: You are skilled at working with animals. Whether it's a great tillrtle or screeter you seem better able to work with them than people.
Diplomat: You are skilled at working people. Give you the stand and you can make them dance and laugh to your hearts content.
Bargainer: You can talk down someone to actually make them lose money or give you more than expected returns. Your a charmer where it matters and live to get money.
Scrounger: Why pay when you can find it? You naturally know how to squeeze every bit of use out of something. You can find things that with a little work easily replace the broken parts of machines or can possibly be new clothes.
Stealthy: You're a sneak. You blend into the background or are barely heard as you stalk a wild animal in the Wood. You live to see not to be seen.
Spotter: You have naturally keen eyes. You can pick out a single face from many or spot something moving in the Wood where no one would.
Listener: Your ears are trained to the slightest sound. You can hear a branch break in the wood or hear a conservation in a crowded room.
Muscle: Through years of hard work you have grown strong tough. You can easily lift your weight and move about. You don't tire easily either. You can work for hours without so much as feeling tired or hungry.
Brainy: You are a brilliant mind. You can look at a book for a few minutes and grasp details rapidly. You tend to be less than brilliant at social aspects though and have trouble relating to people.
Appraisal: Taught from a young age the ever important concepts of value and worth you can look at an object and see its name and purpose. Its usage, though, can not be found this way.
Scent: Born and raised to look for a possible exploitation you can tell an animal's wellbeing by the smell it gives off.
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sphagetti man Vice Captain
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sphagetti man Vice Captain
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Posted: Fri Mar 06, 2009 7:59 am
Social aspects of city:
Early life: When a child is first born they are frequently given into the care of a local Hospice which the parent's are familiar with. These large multi-leveled story facilities have a live in staff that is trained to take care of young children, infants especially as well as deal with many common medical issues that occur in City such as broken bones and minor illness. For the next four years of life these children are taught and raised by the Hospice. When they reach the age of Four the Hospice begins assigning them to the four major divisions within City.
Placement: A City wide event placement-day as it has become known is when the hundreds of Four year old children that until recently had been living within the Hospices are assigned to various families. Traditionally 'married' couples of thirteen who until then had been living with one spouses parents are given the option to take a child or children based on standing. Certain four year olds however are not allowed to join a regular family. By this time candidates for the next generation of Wandering Guards are selected and held back as well as the new generation of live Hospice staff. Gaunts are also held back due to their unique limitations and abilities.
Wandering Guard: Those children that are picked for wandering guard are paired up and then sent to a corresponding pair that is currently serving. These children are chosen for complementary personalities and traits that make them able to work as a team as well as able to serve effectively as guard members. For the next two years they are raised by their surrogate parents. When they reach the age of six the next step of their training begins. One member of the guard from each part of City is selected to take their areas newest recruits within the Wood for one-week of survival training. This weeds out those that are not able to survive the Woods harsh environment and improvise on the move. Once the week is up these children are brought back to City and are declared new wandering guard. They finish out their training with their current family and once the age of thirteen become active members. and choose their own families.
Gaunts and Hospice workers: The other groups that are weeded out are selected based on several factors. Gaunts, are picked at birth. This is because they have a unique physical appearance. Gaunts tend to have gray or silver hair and oddly colored eyes. They also are normally anti-social due to the fact that loud noises tend to be painful for them. Bright lights also can be painful due to their uniquely sensitive eyes. As such they normally live within the hospice or amongst their own biological kin. Hospices members are chosen in a similar manner to guards. They tend to have extremely caring personalities and will help those in need. Older members will take them into the living quarters after placement day. They are raised in a communal lifestyle that allows them learn by apprenticeship and on the site training.
Marriage: At the age Thirteen the majority of City normally takes a spouse. The method of how varies between each district and their own set of Mores.
In Alpha couples are normally are made through prearranged agreements that benefit both sides. Political power is a normal excuse for them. A formal ceremony is held normally to indicate the occasion. These include decadent feasts and performances by actors and dancers.
Beta marriages are arranged through a form of mutual Dowry. Both families will pool a large sum of money and effectively buy their loved one. This is seen as a sign of trust and commitment. This dowry is used to commission a new home if need be or to throw a community wide feast to celebrate the occasion.
Gamma marriages are the least formal and often the strongest bonds. Gammas normally propose to each other and offer a small sum of money or a trinket of high quality. If taken a ceremony is planned out and organized by their respective families and a local Dining hall is asked to prepare a large feast and cordon off a section for the celebration which may last multiple days as the Gammas savor the moment.
Deltas marry for love but, they also tend to marry into the family. Delta families are large clan like groups that share land and supplies. Considering that Deltas encircle the entire City and are the largest group they tend to have Clans of several families in one area.
Children: (This is a social overview not my personal opinions) Children are something that many families long for. Many couples around the age of sixteen-eighteen normally have at least one child. Sadly many of these children never know their parents due to their severely shortened life-spans. Over the past two-hundred years this has become an accepted fact and many have turned to the Hospices for the purpose of child-rearing. Though still dealing with the changes many older families amongst the Deltas especially cling to a their children in the form of complex extended families. Many children live with pre-choosen Aunts, Uncles, sisters, and brothers after their parents fall to the illness.
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