Post by ADMIN RINSE on Jun 28, 2020 19:14:30 GMT
[googlefont=Roboto:400,700,800]
[newclass=.sesitetemp a]font-family:roboto;font-size:8pt;[/newclass]
[attr="class","sesitetemp"]
Welcome to Arafel! Nestled between a mostly-dormant volcano chain and the ocean, the geographical and cultural makeup of Arafel is certainly diverse. There are peaceful farmlands, beautiful towns, and filthy, crime-ridden cities where no one sleeps with their doors unlocked; isolated mountains, oceanside villages, dangerous cliffs, smoldering canyons, and haunted ruins. There's no lack of things to do and see and the region is rich with Pokemon to be caught and befriended. Most of the population, like the rest of the world, possess quirks: individual abilities and powers that manifest in a person at a young age. The era of superheroes and villains has passed though; the just and evil of the region are instead embodied by the police and the Guild: a massive crime organization that controls as much of the region as the ruling family does and aspires to one day rule the entirety of Arafel.
In Arafel, you're completely capable of living a peaceful life, getting caught up in chaos, or creating the chaos yourself. Battle your way through the gyms, the Elite Four, and claim the title of Champion! Be a scientist in the guild, cooking up new ways to terrorize the region, or a guild grunt who just revels in creating trouble. Stand up to and fight the Guild as a police officer! Or you could just take it easy! Be a civilian, a researcher, or a breeder on the ranches. The entire region is yours to do with what you will.
Note: There are Taxi stations in each city/town, where Flying Pokemon (majorly Corviknights and Noiverns) can take you between cities very quickly. Traveling through the Region is not difficult nor time-consuming.
North: A large chain of dormant volcanoes make up the northern border of Arafel. The higher you climb up the mountains, the colder it gets, and it is always snow-covered at the peaks. The mountain chain gradually descends the further west you go, until it warms, becomes rocky and treacherous, and then drops off in a sheer cliff to the west coast. The region contains two cities: Fal Dara and Aringill. Fal Dara is an expensive, culture-rich city known for their architects and engineers. Aringill is a more isolated city in the mountains, known for its hardy and resourceful townsfolk. The northern region also contains four Wild boards: the Whitebridge Cliffs (lvls 30-40), Luminous Caves (lvls 40-50), Snowy Peaks (lvls 10-20), and the Abandoned Factory (lvls 20-30); and also contains the Fairy and Flying gyms. The northern region is reputed as being resilient and self-reliant.
West: The western border of Arafel is the ocean coast and next to the coast is the large DeCarlo castle. The capital city of Amadicia surrounds the royal family grounds and is the most-populated city of Arafel as well as its heart of commerce. Stretching east from the the city, and making up most of the western region, is a large expanse of rich farmland, where ranchers and farmers grow most of Arafel's resources and food. Located between these farmlands and the river that separates the eastern and western regions, is the town of Saldea; home of the Police Headquarters. The western region contains Wild Boards: Golden Meadows (lvls 5-10), Andahar River (lvls 10-35), Dragontooth Cove (lvls 20-30), Kandor Woods (lvl 10-20); and also contains the Fighting and Steel gyms. The western region is reputed as being the most peaceful and safe part of Arafel.
East: Everything east of the Andahar River is considered the eastern region, and what separates Arafel from the next region to the East is a large expanse of inhospitable desert/canyons. The eastern region is reputed as being more dangerous and dark than the rest of the region, as the majority is under the influence of the Guild and its expansive puppet-strings. Caemlyn is the second-largest city in the region, and located there is the Guild Headquarters as well as the Fire gym. The smaller, sister-city of Tarabon is more or less ignored by the Guild and homes the Dragon gytm. This region contains five wild boards: Altara Woods (lvls 30-40), Old Ruins of Lugard (lvls 20-30), Outskirts/Canyons (lvls 30-40), Outskirts/Desert (lvls 40-50), and Smoldering Lake (lvls 10-35).
South: The ocean also serves as the southern border of Arafel. This region is reputed as being low-key and humble. The towns and villages are smaller, less technological, and generally quiet and peaceful. The fishing village of Falme provides the region with most of its fish and its self-sustained, traditional population are a strict, but welcoming, people. Their village is home to the Water gym. The city of Ebou Dar is a beautiful, culinary-renown place that contains the Research Lab and the Grass gym. The southern region contains six wild boards, as well as The Pokemon League, where trainers can challenge the Elite 4 and reigning Champion: South Beach & Docks (lvls 10-20), the Aryth Ocean (lvls 30-40), Deepwater Ruins (lvls 40-50), Shrieking Caves (lvls 10-20), Heart of Amaura (lvls 20-30), and Tar Valon Island (lvls 50-70). In the Heart of Amaura, after completing one cycle in a Wild thread, characters have the option of digging for a fossil or evolutionary stone.
The region of Arafel is ruled over by the DeCarlo family, whose long reign can be traced back to the region's establishment. Until just a couple centuries ago, the region was actually divided into two kingdoms; the DeCarlo family ruling the western half of Arafel, and the Elsweyr family ruling the eastern half.
The western kingdom benefited from its abundance of resources and farmland, and they faced little trouble from neighboring regions due to their vast ocean borders to the south and west, as well as their high, inhabitable cliffs to the north. Their technology advanced far more quickly than the eastern kingdom, who was largely preoccupied by skirmishes with nomadic desert people to the east (in what is now known as the Outskirts, but was once part of the eastern kingdom), and also the neighboring region's invading army from the northern mountains. These constant, military struggles picked the resources of the eastern region quite thin and the strict, militaristic reign of the Elsweyr family caused a steady and steep decline in the morale and contentedness of the kingdom's inhabitants.
Eventually, the Elsweyr family appealed to the DeCarlo family for aide, as their discontented people were starving and the struggle at their northern border had become rather bleak and disastrous. The DeCarlo family rose to strengthen the eastern kingdom's armies and help feed their people. They beat back the invading region's armies and established a strong, guarded border across the northern mountains. Afterward, when the DeCarlo family demanded the mountain land in payment, the Elsweyrs could hardly refuse, as they lacked the people and power to defend their new border or fight the western kingdom if a refusal led to blows. There was eventual peace, but high tensions remained between the Eastern and Western kingdoms as the Elsweyrs tried to catch up with the DeCarlos, but continued to struggle with their war-ravaged lands and discontented people.
Today, the history is simply told that eventually the two kingdoms came to an agreement to absolve into one. But the truth is a little nastier than that. In reality, through propaganda, the DeCarlos pit the restless and angry population of the Eastern Kingdom — who were once again hungry and hard-worked — against the Elsweyrs and fanned the flames of an uprising. The people rallied against their king and, when things turned into a bloody civil war, the DeCarlos rose (not openly) to assist. The ruling family was, quite quickly, driven into the outskirts by their own people, and the DeCarlos stepped forward to "liberate" the eastern Kingdom's population, absolving the Elsweyr's land into their own.
A century passed, and nowadays, the region's need for military has been greatly reduced. The Royal Guard is utilized for little more than the protection of the royal family and the guarding of the (now fairly quiet) northern border. Arafel has not felt any pressure from outside forces in a long, long time.
The Guild:
The eastern region of Arafel, what was once the kingdom of Elsweyr, grew into a place known for its crime and lawlessness, unable to be completely extinguished by the DeCarlos. And eventually, all crime was brought under one organization — the Guild. Supposedly, the Guild's uprising began with long-descendants of the Elsweyr family, but the truth of such rumors is unable to be confirmed. Nowadays, every illegal thing is owned by the Guild, and the Guild practically owns Caemlyn (police rarely try to enter the city anymore, for fear of being beaten or killed). There is no gambling ring, no trafficking operation, no brothel, that doesn't pay money to the Guild. Most legal ventures in Caemlyn, like inncoent Mom and Pop diners and stores, even pay the Guild for "protection". No one works above the Guild or without the Guild's consent. Those who try, are destroyed.
Such was the case in Lugard, the actual birthplace of the Guild. Lugard was a town, smaller than Tarabon, that stood up to the Guild. The crime bosses and gangs of the town refused to yield to Guild control, refused to share their profits, and the entire town was practically razed to the ground in-turn. This was in the early days of the Guild's establishment and was a show of power that cemented their authority today in Caemlyn.
The Guild continues to strengthen their hand daily, and aspire to one day rule over all of Arafel. Their numbers, while not exactly known, are told to almost match the police force and Royal Guard combined.
There really is no set 'plot' of the site, other than the general skeleton-idea that the Guild exists, it is growing stronger, causes plenty of shenanigans across Arafel and is aspiring to one day overthrow the ruling family and rule the region entirely. There will be site events where big things happen, catalytic moves or events that could affect everyone and everyone will have the opportunity to partake in, but otherwise... I would consider Swallowing Embers to be more so driven by individual character plots. Your character has their own plots and plans, and I hope the largest part of Swallowing Embers will be what you choose to cook up between your characters and those of others. This place is what we make of it.
Any site wide events will be kept track of here, whether they be ongoing to complete.
So Arafel seems like a place you could call home? Great! The first thing you want to do is create an OCC account, then create a character account and hit the application station! Once your character is accepted, you'll want to create a PC and definitely link this to your character's mini-profile through its custom fields. I've compiled a handy list of handy links of other things you may want to take a look at.
★ Introduction: Welcome!
Welcome to Arafel! Nestled between a mostly-dormant volcano chain and the ocean, the geographical and cultural makeup of Arafel is certainly diverse. There are peaceful farmlands, beautiful towns, and filthy, crime-ridden cities where no one sleeps with their doors unlocked; isolated mountains, oceanside villages, dangerous cliffs, smoldering canyons, and haunted ruins. There's no lack of things to do and see and the region is rich with Pokemon to be caught and befriended. Most of the population, like the rest of the world, possess quirks: individual abilities and powers that manifest in a person at a young age. The era of superheroes and villains has passed though; the just and evil of the region are instead embodied by the police and the Guild: a massive crime organization that controls as much of the region as the ruling family does and aspires to one day rule the entirety of Arafel.
In Arafel, you're completely capable of living a peaceful life, getting caught up in chaos, or creating the chaos yourself. Battle your way through the gyms, the Elite Four, and claim the title of Champion! Be a scientist in the guild, cooking up new ways to terrorize the region, or a guild grunt who just revels in creating trouble. Stand up to and fight the Guild as a police officer! Or you could just take it easy! Be a civilian, a researcher, or a breeder on the ranches. The entire region is yours to do with what you will.
Swallowing Embers is a Pokemon roleplaying site with the addition of 'quirks' (inspired by BNHA/My Hero Academia). The site has a 100-word count minimum and accepts roleplayers of any level. There is a skeleton-plot for the site but we consider ourselves majorly character-driven. Arafel will be what we make of it — what you choose to cook up between your characters and others'.
★ Setting: Region Overview
Note: There are Taxi stations in each city/town, where Flying Pokemon (majorly Corviknights and Noiverns) can take you between cities very quickly. Traveling through the Region is not difficult nor time-consuming.
North: A large chain of dormant volcanoes make up the northern border of Arafel. The higher you climb up the mountains, the colder it gets, and it is always snow-covered at the peaks. The mountain chain gradually descends the further west you go, until it warms, becomes rocky and treacherous, and then drops off in a sheer cliff to the west coast. The region contains two cities: Fal Dara and Aringill. Fal Dara is an expensive, culture-rich city known for their architects and engineers. Aringill is a more isolated city in the mountains, known for its hardy and resourceful townsfolk. The northern region also contains four Wild boards: the Whitebridge Cliffs (lvls 30-40), Luminous Caves (lvls 40-50), Snowy Peaks (lvls 10-20), and the Abandoned Factory (lvls 20-30); and also contains the Fairy and Flying gyms. The northern region is reputed as being resilient and self-reliant.
West: The western border of Arafel is the ocean coast and next to the coast is the large DeCarlo castle. The capital city of Amadicia surrounds the royal family grounds and is the most-populated city of Arafel as well as its heart of commerce. Stretching east from the the city, and making up most of the western region, is a large expanse of rich farmland, where ranchers and farmers grow most of Arafel's resources and food. Located between these farmlands and the river that separates the eastern and western regions, is the town of Saldea; home of the Police Headquarters. The western region contains Wild Boards: Golden Meadows (lvls 5-10), Andahar River (lvls 10-35), Dragontooth Cove (lvls 20-30), Kandor Woods (lvl 10-20); and also contains the Fighting and Steel gyms. The western region is reputed as being the most peaceful and safe part of Arafel.
East: Everything east of the Andahar River is considered the eastern region, and what separates Arafel from the next region to the East is a large expanse of inhospitable desert/canyons. The eastern region is reputed as being more dangerous and dark than the rest of the region, as the majority is under the influence of the Guild and its expansive puppet-strings. Caemlyn is the second-largest city in the region, and located there is the Guild Headquarters as well as the Fire gym. The smaller, sister-city of Tarabon is more or less ignored by the Guild and homes the Dragon gytm. This region contains five wild boards: Altara Woods (lvls 30-40), Old Ruins of Lugard (lvls 20-30), Outskirts/Canyons (lvls 30-40), Outskirts/Desert (lvls 40-50), and Smoldering Lake (lvls 10-35).
South: The ocean also serves as the southern border of Arafel. This region is reputed as being low-key and humble. The towns and villages are smaller, less technological, and generally quiet and peaceful. The fishing village of Falme provides the region with most of its fish and its self-sustained, traditional population are a strict, but welcoming, people. Their village is home to the Water gym. The city of Ebou Dar is a beautiful, culinary-renown place that contains the Research Lab and the Grass gym. The southern region contains six wild boards, as well as The Pokemon League, where trainers can challenge the Elite 4 and reigning Champion: South Beach & Docks (lvls 10-20), the Aryth Ocean (lvls 30-40), Deepwater Ruins (lvls 40-50), Shrieking Caves (lvls 10-20), Heart of Amaura (lvls 20-30), and Tar Valon Island (lvls 50-70). In the Heart of Amaura, after completing one cycle in a Wild thread, characters have the option of digging for a fossil or evolutionary stone.
★ Brief History Overview
The region of Arafel is ruled over by the DeCarlo family, whose long reign can be traced back to the region's establishment. Until just a couple centuries ago, the region was actually divided into two kingdoms; the DeCarlo family ruling the western half of Arafel, and the Elsweyr family ruling the eastern half.
The western kingdom benefited from its abundance of resources and farmland, and they faced little trouble from neighboring regions due to their vast ocean borders to the south and west, as well as their high, inhabitable cliffs to the north. Their technology advanced far more quickly than the eastern kingdom, who was largely preoccupied by skirmishes with nomadic desert people to the east (in what is now known as the Outskirts, but was once part of the eastern kingdom), and also the neighboring region's invading army from the northern mountains. These constant, military struggles picked the resources of the eastern region quite thin and the strict, militaristic reign of the Elsweyr family caused a steady and steep decline in the morale and contentedness of the kingdom's inhabitants.
Eventually, the Elsweyr family appealed to the DeCarlo family for aide, as their discontented people were starving and the struggle at their northern border had become rather bleak and disastrous. The DeCarlo family rose to strengthen the eastern kingdom's armies and help feed their people. They beat back the invading region's armies and established a strong, guarded border across the northern mountains. Afterward, when the DeCarlo family demanded the mountain land in payment, the Elsweyrs could hardly refuse, as they lacked the people and power to defend their new border or fight the western kingdom if a refusal led to blows. There was eventual peace, but high tensions remained between the Eastern and Western kingdoms as the Elsweyrs tried to catch up with the DeCarlos, but continued to struggle with their war-ravaged lands and discontented people.
Today, the history is simply told that eventually the two kingdoms came to an agreement to absolve into one. But the truth is a little nastier than that. In reality, through propaganda, the DeCarlos pit the restless and angry population of the Eastern Kingdom — who were once again hungry and hard-worked — against the Elsweyrs and fanned the flames of an uprising. The people rallied against their king and, when things turned into a bloody civil war, the DeCarlos rose (not openly) to assist. The ruling family was, quite quickly, driven into the outskirts by their own people, and the DeCarlos stepped forward to "liberate" the eastern Kingdom's population, absolving the Elsweyr's land into their own.
A century passed, and nowadays, the region's need for military has been greatly reduced. The Royal Guard is utilized for little more than the protection of the royal family and the guarding of the (now fairly quiet) northern border. Arafel has not felt any pressure from outside forces in a long, long time.
The Guild:
The eastern region of Arafel, what was once the kingdom of Elsweyr, grew into a place known for its crime and lawlessness, unable to be completely extinguished by the DeCarlos. And eventually, all crime was brought under one organization — the Guild. Supposedly, the Guild's uprising began with long-descendants of the Elsweyr family, but the truth of such rumors is unable to be confirmed. Nowadays, every illegal thing is owned by the Guild, and the Guild practically owns Caemlyn (police rarely try to enter the city anymore, for fear of being beaten or killed). There is no gambling ring, no trafficking operation, no brothel, that doesn't pay money to the Guild. Most legal ventures in Caemlyn, like inncoent Mom and Pop diners and stores, even pay the Guild for "protection". No one works above the Guild or without the Guild's consent. Those who try, are destroyed.
Such was the case in Lugard, the actual birthplace of the Guild. Lugard was a town, smaller than Tarabon, that stood up to the Guild. The crime bosses and gangs of the town refused to yield to Guild control, refused to share their profits, and the entire town was practically razed to the ground in-turn. This was in the early days of the Guild's establishment and was a show of power that cemented their authority today in Caemlyn.
The Guild continues to strengthen their hand daily, and aspire to one day rule over all of Arafel. Their numbers, while not exactly known, are told to almost match the police force and Royal Guard combined.
★ Plot & Site Happenings
There really is no set 'plot' of the site, other than the general skeleton-idea that the Guild exists, it is growing stronger, causes plenty of shenanigans across Arafel and is aspiring to one day overthrow the ruling family and rule the region entirely. There will be site events where big things happen, catalytic moves or events that could affect everyone and everyone will have the opportunity to partake in, but otherwise... I would consider Swallowing Embers to be more so driven by individual character plots. Your character has their own plots and plans, and I hope the largest part of Swallowing Embers will be what you choose to cook up between your characters and those of others. This place is what we make of it.
Any site wide events will be kept track of here, whether they be ongoing to complete.
- Site Event 1 - Description
★ How Do I Get Started?
So Arafel seems like a place you could call home? Great! The first thing you want to do is create an OCC account, then create a character account and hit the application station! Once your character is accepted, you'll want to create a PC and definitely link this to your character's mini-profile through its custom fields. I've compiled a handy list of handy links of other things you may want to take a look at.