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| Druid |
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Posted by: Chance - 12-09-2019, 09:56 PM - Forum: Pre-Meranthe
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A druid is a practitioner of nature magic that's harmonized with the wildlands and merged with the woodland itself. This transformation into druidhood enables the person to connect with the land on a magical level, now able to hear the whispers of the trees, and the song the wind sings when it travels throughout Esshar. As a druid, certain physical features and changes might occur, such as fae-like features (rounded, wider eyes, pointed ears) or bark-like skin and the growth of leaves. While still fundamentally human, becoming a druid is a life changing experience that is unlikely to leave the person the same again.
Path of The Druid
Most druids follow the Children of The Woodland religion, a focus on protecting the land from the greed of humanity and a distaste for modern cities, preferring the more communal village-life rather than large, ever expanding nations. While opinions different, this tends to be the case. Their pantheon includes several hundred greater spirits, ranging from the divine, such as Asena, to the lesser known, such as the primordial boar Erymanthus. The more experienced druids are known as Seers, and may choose to take on an aspiring nature magi should they match whatever the person's requirements may be (which tends to vary). When the Seer believes their pupil is ready, a ritual is conducted that summons the four elements to test the person's will and attunement with the seasons, the natural forces of the world; if they succeed the spirits of nature will flow freely through them.
Druid Magic
Druids incorporate a form of bloodletting to provide sustenance to the good natured spirits (known as wisps) in the area, willing them to act as aids. Blood is by far the most personal, magically dense substance a person has on hand, and that's why it is the common choice; it also shows that the druid is willing to sacrifice in return for the act.
Growth: The crop directly in front of the druid receives a burst of life energy that causes rapid growth in an instant.
Mandrake: A mandrake is a lesser spirit given form as a nature familiar, a creature that often aids the druid when they're engaging in battle for whatever purpose.
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| A Small Comfort |
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Posted by: Yangtze - 12-09-2019, 09:31 PM - Forum: Pre-Meranthe
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There are no fliers, no criers, little to draw attention to the whole thing. News gets around mostly by word of mouth, which is common enough in the city. Sudbury is no exclusion to this. With all the talk surrounding the recent strife and elections it barely comes across as a dull murmur in the bustle and day-to-day struggle of the slum folk. Still, against all odds, there's just a little bit of good news.
Chatter circulates about another soup kitchen opening up in the streets of the less fortunate parts of Orsona. It offers a few amenities to those in need; a warm meal and, a modest place to eat in relative peace, and bunks are all offered to those who are used to doing without.
There's not much spoken of about who funds it, why it's there, but gossip is sure to circulate in time to fill in those gaps. What's known is that it is there, situated on one of the quieter streets of Sudbury west of the shops and the open field where some of the local riff-raff enjoy squaring off.
![[Image: f0f53d595b324a5ce64fc57d581ca0eb.png]](https://i.gyazo.com/f0f53d595b324a5ce64fc57d581ca0eb.png)
Its doors are open.
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| Celestial Examination: Acolyte Assessment |
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Posted by: caesaropapist - 12-09-2019, 09:20 PM - Forum: Pre-Meranthe
- Replies (9)
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Winter, 1663 - Posted Publicly and in the Church Quorum
Under the guidance of Stellus akh Durai, the reverend al-Aziz conveys a message to the current and prospective Acolytes: the first batch of formal examinations since Stellus Durai's ascension to the cardinal council has been opened. Prospective Acolytes are rendered an opportunity to advance to the formal position of Deacon, opening up the availability of more substantive spiritual work and the maintenance of the divine covenant. Where Acolytes are to be students and servants, Deacons are formal scholars and missionaries often tasked with the creation of their own sermons or additions to the Codex Cosmos.
The examinations will be taking place for a period of seven months, and all candidates will be assessed with identical conditions. Those interested or determined are advised to know not only the Codex Cosmos' literal words, but their interpretation and implementation in political and day to day life. Until further discussion, there will be only four graduates of the examination; and all assignments will be determined by the determination of the Rectory and the administration of Osrona's priesthood.
Those successful in their examinations and cleared for approval will be given the Rite of Selection and summarily be assigned their duties.
Acolytes are expected to prepare a hypothetical sermon in advance of a topic of their choosing before their meeting.
Attached Below:
To be filled out by prospective candidates
Name:
Age:
Duration of Apprenticeship:
Preferred Time for Appointment:
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| Guild affiliated-housing |
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Posted by: Magik - 12-09-2019, 08:00 PM - Forum: Suggestions
- Replies (2)
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I seem to recall this feature in Spires, but nonetheless; I think we could really use housing that was assigned to a guild, in that a character would have to be a member of that guild to be able to purchase and use the housing. Whether or not this is kept up during maintenance is up to you, though I figure that'd be easy to clean out on a case by case basis. This could have a number of uses, all equally important!
For example, the Moonfall village looks snazzy a f and undoubtably has a theme with druids and etc, however if they were implemented as simple houses than anyone could run over and buy one. Including, idk, Caesar of the watch, who's afro spirit is not exactly one with nature or anything of the sort. There is no real way of policing this sort of thing naturally as is and chances are you wouldn't even notice, as people could just turbo back and forth and maybe get stopped if someone wanted to be hostile. With farm land being such a premium I think this especially has a chance of happening, but it's still cynical conjecture. In this case, a fix would be making just a blank Moonfall/Druid guild, giving them a chat ofc and then adding properly druidic characters to it as need be via adminhelp or so on.
For a less meta example, there's also our current guilds. I'm sure the knights and watch have a similar set up in their buildings, but I'm in the church so;
![[Image: drInsrC.png]](https://i.imgur.com/drInsrC.png)
This is one of the church dormitories, of which there are two. Spacious and spartan, but cute enough. However, outside of our constant medical RP they see little use, as they aren't rooms. Many members of the church own property for both storage and farming capability, so they can actually function in the game environment. However, what if they could instead get tiny "houses" consisting of each bed space, which they could then minutely decorate and more importantly put down a chest oh stars please storage. The same could be done with watch/knight barracks and anything similar. Make the dorms much more colorful and personalized! And usable.
Beyond the main three this could be used for other situations, like noble families having their own individual rooms in their estates. Keep Joe Random out of the Pelleaxus manor and all. Instead of relying so heavily on proper housing we can use what we already have to actual practical effect.
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| Witchcraft |
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Posted by: Chance - 12-09-2019, 07:06 PM - Forum: Pre-Meranthe
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The conflict between witches and the people of Esshar dates back before recorded history, when Amalia Elaide was said to have formed an eternal pact with the Lord of Helheim - becoming his bride, and in exchange, gaining immeasurable power in the process. This connection to the Dark Lord extended well beyond herself, cursing her entire lineage to a life of service at the behest of the underworld. Most covens have been destroyed in past witch hunts, and the Elaide name is believed to be all but gone aside from a handful of fringe families that have been forced underground to survive and preserve, patiently waiting for the opportunity to strike and return to prominence once more.
Path of Withcraft
If a prospect is a pureblood, then their affinity to Helheim will manifest at around puberty depending on the purity of their blood as well as their innate potential. It begins with spectral sight: they can see the lesser spirits that float as invisible wisps in the air, and feel their magical aptitude growing by the day as the supernatural takes ahold. The witch will also begin to find allies in creatures closely aligned with the night, able to charm and communicate with serpents, bats, rats, black cats, and arachnids.
An alternative path is to be taught the ways of black magic by a witch directly. While a person's connection to the underworld is weaker if they're not a relative of the ancient covens, they can still serve as an acolyte and flourish as any other.
To join a coven, the prospect must first prove that they're trustworthy and a suitable choice for the dark gift. A Book of Shadows is an ancient relic that serves as the gatekeeper between potential witches and the flow of Helheim's magic. After they sign their name on the page and swear to serve the Lord of Helheim in life and death, a surge of spectral magic enshrouds them and steals away the heat from the air, where they may even feel a connection to their new master in that moment, a whisper in the back of their mind or a lingering presence. A small, black pentragram appears somewhere on their body as proof of this bond (which can be cloaked with a spell).
Secrets are best kept guarded. The price for practising witchcraft is death by the stake, to be purged in flame - as ordained by Archbishop Cedany in 905AC. The spark of life brings us into this world, and it is the surest way to ensure a witch is gone for good and does not return to haunt its enemies as a banshee. Outside of the comfort of their coven, a witch will take to the hood and share false names, and they may go as far as to keep their identity a secret to fellow witches. If a witch shares their true name with you, it means they're willing to endanger themselves to do so.
Practicing Witchcraft
No matter the incantation or ritual, the following three fundamentals are required to perform witchcraft:
- A direct connection to Helheim, the underworld. This is established when a contract is forged through the Book of Shadows. The negative energy is harnessed and used to power the spell, something the witch is permitted to channel at the behest of the Dark Lord.
- The raw, primordial Essence of life. This can be taken from others in battle or by force, siphoned away and stored within the witch's aura, or it can be taken from the land itself through a group ritual, the Coven's Sabbath.
- An affinity for the Occult. Withcraft is ultimately an advancement of this by incorporating the magic of dark spirits and the mana of the netherworld.
Spectral Sight: While not exclusive to witches, the glowy blue astral eyes are a sign that a person is in harmony with the spirits of the land. They can see the invisible familiars that are hidden from others.
Essence Steal: Should combat occur with malicious intent, on victory a piece of the person's essence is siphoned and stored for future use.
Coven's Sabbath: By signing the land with a Black Pentagram and the necessary supporting runes, the person heading the ritual opens a gateway to Helheim itself. It is not strong enough to allow travel (aside from temporary, lesser familiars) but the guttural voices of the underworld can be heard, and a spike of negative energy is channelled for roughly an hour. Sometimes this may be purposed and fashioned to contact with a particular dark spirit, but the more common use is for a group of witches to re-acquaint themselves with the netherworld as a coven.
Telepathy: While a more mundane ability, the art of communicating with the mind rather than the voice is well practiced and used among witches. It lets them plot and coordinate in public settings with fluidity and ease.
Hex: A hex is willing invisible, dark spirits to carry out a specific purpose. These familiars might slip into someone's mind and send them into a sudden fit of rage, or plant seeds of doubt in the back of their mind. The person won't even be aware of what's happening to them as it feels too natural to be anything else.
Dream Walk: Sleep brings dreams, and these are an act of magic in itself. While dreaming, a person's aura is actually stronger and more focused than it is when they're awake. They are far more visible on the radar of a witch when asleep. A witch may enter their dreams for a specific purpose, whether it's to turn it into a nightmare and leave lasting, mental damage, or to simply communicate with them.
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| CC rework suggestion |
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Posted by: Red Reika - 12-09-2019, 05:20 PM - Forum: Suggestions
- Replies (3)
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It seems to be obvious for everyone already that the stun's galore is a hard to ignore problem, maybe this could be a good idea to balance things up when it comes down to CC in general, or at least kickstart some thoughts on the matter. I'm sure someone smarter than me can make this whole idea better.
First off, reworking how the CCs are distributed seems to be a good step in the right direction for this issue. With that idea in mind, dividing the types of CC present in the game by tiers could be an interesting take.
Tier 2 CC being 'soft' ones, such as slows, bleeds, burns. Things that do not prevent the target's movement nor hinder them out of reaction from attackers.
Tier 1 CC being 'hard' ones, such as stuns, roots, and confusion. Things that directly stop or prevent the target's movements and reaction.
Unique CC would be things that are too specific to not fall in other cathegories. DR reduction for instances, or other fun stuff that some hiddens could come up with.
Now this is where the redistribuition of CCs and the actual rework would come into play. With those terms in mind, a good balance would be so that the basic spell trees (Fire, Water, Wind, Armed, etc) would only have access to Tier 2 CC. And most importantly, each tree would only have one CC available within their spells.
The 'hard' or Tier 1 CC such as stuns and roots, would be moved to advanced spell trees (Ice, Metal, Bones), and those wouldn't have T2 CC on their spells. Only having access to T1 ones. And just like the basic spell trees, there would be only a single CC within each specific tree.
The general idea with this is so that people can work their build more based on what type of CC they'd want (besides IC flavor) rather than how many. For instance, a basic mage who wants to have access to slow, would choose Wind (which would have 1 slow only, the Flurry), or someone seeking for a more aggressive type of CC, would go for Fire (With a single CC on it as well, Burn, put somewhere at one of the spells within Fire).
Other than that, it would prevent 'builds' to abuse the heavy use of Stuns, since realistically a common character build would have access to 1 T2 CC, and 1 T1 CC only (One slow and one stun, or one blee and one root, etc) on their hotbar, instead having access to multiple types of stuns that could potentially be used in a chain reaction to the point of abuse. Maybe if someone were to take the extra step, it would be possible to have more CCs if they dipped into other trees as well, but that wouldn't be the norm.
This way, limiting each spell tree to 1 CC, and moving the 'hard' CCs to advanced spell trees, the builds would have more IC flavor than how overpowered they are with Stuns galore, rewarding more your verbing skills and your IC approach to the build, than the number of CCs you have on your bar (Which would be probably just 2).
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New Alchemy Recipe Ideas Thread |
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Posted by: Tee - 12-09-2019, 04:26 PM - Forum: Suggestions
- Replies (1)
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Hey! Alchemy kind of sucks right now. A lot of the old stuff is no longer applicable and things are in a pretty defunct state right now.
Let's think of some fun and interesting new alchemy recipe to spice things up a notch.
If you think of new reagents, post those too! Especially if you have sprites for them!
Note that I don't actually have alchemy myself so if these already exist, well, oops.
Here's some ideas off the bat:
(Tier 5)
* Reed Bowl: 1 Soothing Reed, 1 Fire Crystal, 1 Wood -- Creates a bowl of soothing, aromatic reed to be inhaled. For the next 24 hours, any temporary injuries sustained are halved (including from mobs) both in duration and penalty.
![[Image: zPS6C6q.png]](https://i.imgur.com/zPS6C6q.png)
* Herbal Poultice: 2 Alessa, 1 Cylion -- A simple herbal remedy long since used by local healers to keep their charges going. For the next 15 minutes, gain temporary vit equal to all temp and perm injuries.
(Tier 4)
* Crimson Bowl: 1 Crimson Reed, 2 Fire Crystal, 1 Wood -- The rare and medicinal Crimson Reed can be used as a very potent aid to recover lost stamina. It is more difficult to burn than soothing reed. For the next hour, running does not cost energy, and slow energy recovery is doubled.
![[Image: fs5CU86.png]](https://i.imgur.com/fs5CU86.png)
* Lodestone Potion (Iron): 1 Glowing Mushroom, 1 Earth Stone, 2 Iron -- For the next hour, all iron ores mined have a chance of dropping 2 or, rarely, 3, instead of 1 ore. However, all other ore types will drop 0. Drinking another Lodestone Potion will only refresh the original, not replace it.
* Lodestone (other metals): Replace iron with that metal.
(Tier 3)
* Eyes of the Forest: Glowing Mushroom, Crimson Reed, 2 Nature Gems -- For the next 15 minutes, the imbiber may use the /forage command, showing the direction (in the chat pane) of the closest non-tilled alchemy reagent. Ie. "You spot a soothing reed close by to the northwest!"
* Stride of the Woodlands: 2 Rabbit Foot, Lightning Gem, Nature Gem -- For the next hour, plants and trees do not cause collision. In addition, the drinker gains triple natural energy recovery when within 5 tiles of a tree.
Post more!
ALSO
In case people didn't know, there are a lot of alchemy reagents that are quite untouched but are still sitting there in code. Maybe if you ask Chance nicely we can use them again. Some have VERY nice sprites!
Bat wing ![[Image: SPBdIeW.png]](https://i.imgur.com/SPBdIeW.png)
Colchic Hazel ![[Image: 2H94mSU.png]](https://i.imgur.com/2H94mSU.png)
Costus Root ![[Image: nj2U88p.png]](https://i.imgur.com/nj2U88p.png)
Crimson Reed ![[Image: 85UXH5v.png]](https://i.imgur.com/85UXH5v.png)
Dragon Tooth ![[Image: ICuYhny.png]](https://i.imgur.com/ICuYhny.png)
Juniper Sap ![[Image: Ae5nYwB.png]](https://i.imgur.com/Ae5nYwB.png)
White Lotus ![[Image: 8L3p82g.png]](https://i.imgur.com/8L3p82g.png)
Nightshade Root ![[Image: LH9eUPN.png]](https://i.imgur.com/LH9eUPN.png)
Are these actually used anywhere at the moment..?
* The Half-Pint: 3 Cylion, 1 nature gem. For the next hour, your character sprite becomes 30% smaller; you gain +15% agi and lose vit.
* The Grow-Op: 1 Cylion, 3 nature gems. For the next hour, your sprite becomes 30% larger; you gain 15% vit and lose agi.
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| The Celestial Faith |
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Posted by: Cherury - 12-09-2019, 01:45 PM - Forum: Suggestions
- Replies (7)
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As a preface, not trying to bash the iteration in the game now, I just feel like the Celestial Faith could have a lot more flavor in it and have a more in-depth hierarchy to make it a fun branch of the game to play in.
Purpose of Faith Clergy: As of right now, it is a little vague in what exactly the Faith is meant to do in this game. If it is to serve as a Holy Order that is similar to the Franciscans Order of Catholics, disavowing property and personhood to emulate a life of piousness - OR Is it meant to be an Arm of the Government with its own unique purpose?
Change: Make those of the Priesthood and Above act as Co-Judges/Lawyers in All Civil Trials, along with the Watch/Order. The Kingdom is meant to be partially a Theocracy where the Faith has a deep guiding hand in the affairs of the citizens within.
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Hierarchy: Needs to be deepened to create a real interesting flavor for organization within the Celestial Church. Give real Power to the Upper Ranks, influencing Society.
Patriarch/Matriarch/Starseer: Make this Role a playable IC Sort-Of Pope, promoting Osric Durai from Stellus to Starseer, giving them the ecumenical powers to be the Government's Head of Judgement and Spiritual Affairs.
Stellus: Excellent position as is, flavorful and interesting. Give Golden-Flavored Clergy Robes.
Cardinal/Bishop: New Position between Priest and Stellus, deeper Hierarchy for management flavor, High Judges that can prosecute Nobility and Equal-Level Roles. Give Red-Flavored Clergy Robes.
Priest: Change the name from Rector back to Priest. It's more sensible and defining of role. Allowed to act as Judges/Lawyers in Civil Trials. White Clergy Robes.
Deacon: Assistant-Priest, Sermons and Charity. Learn the Laws of the Kingdom to become Judge/Lawyer for Civil Trials over 2 years. Gray-Robes.
Acolytes: New Entries into the Celestial Faith Clergy, no duties but to learn the Codex Cosmos Histories/Lore over a 2 year program. Brown-Robes.
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Headquarters: Most, if not all, the Faith Players can agree that the Church outside of the City Walls is sort of lackluster. It doesn't show us to be a Central Part of the Kingdom Government, as it's outside the Noble City, and it lacks Farm Land needed for the Church to supply for their Charity Drives/act as Monks, and lacks a flavorful Underground Section for any Catacomb RP/Faith going Dark RP.
Personal Criticisms: - Light Wood and Braziers makes it look shoddy. Refit the Church with Stone Floors, please.
- Main Prayer Hall is too big to actually give Sermons. If you're at one end, you cannot even hear the people speaking at the other. Remove first two-three pews by entrance and create a Narthex (https://en.wikipedia.org/wiki/Narthex )
- Lack of Farm Land forces Players to disobey the Church Laws against personal property if we want to actually play out the Charity aspect of the Church.
- Lack of Underground Section for Catacombs/Dark RP. It's unfortunate that this detail was overlooked, as it could have amazing potential in RP as time goes on.
Changes:
- If not refitted to make actually a decent structure with purpose, leave the Church and turn it into the Monastery of the Faith. Create NEW HQ, beautiful stone looming Cathedral, attached to or within the Petrakis Castle to show how the Celestial Faith is Core within the Kingdom's Society.
- The Cemetery to the East of the Faith Church, cut it in half and make Farm Land owned by the Guild.
- Create Catacombs Instance below the Statue of Azrael in the Cemetery.
- GIVE US CHESTS!!!
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Just my two cents. As a Player of the Faith, It would be nice to see the Faith have a place befitting them and a true place in Society other than 'those nice people that give out food sometimes'.
P.S.: Give ALL ADMINS the ability to spawn hoods and clergy robes.
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| ~Yemelyan's Shop!~ |
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Posted by: Malachai - 12-09-2019, 01:03 PM - Forum: Pre-Meranthe
- Replies (1)
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Yemelyan's Store is Now Officially Open!
Yemelyan has now entered the economy and tries to sell food mostly!
And perhaps other stuffs in the future!
I hope you uhh.. like our selection and have a look inside!
Yemelyan tries too keep prices fair and at least affordable!
Any customer is welcome and may have a cup of tea or a glass of lemonade if desired to rest a little bit!
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| The Bold Candidate, Alythia Endore |
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Posted by: Lindah - 12-09-2019, 05:08 AM - Forum: Pre-Meranthe
- Replies (1)
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Quote:The urban Sudbury, for centuries, suffered from an unchecked boom in its population due to foreign migrants. It became a district with a low quality foundation, crumbling infrastructure, a land rife with crime, and recently, terrorism. The people have always been fooled by the promises of fixing roads, decreasing house rents, etcetera. They never tackle the root causes of these pressing issues.
I am Alythia Endore, and I provide an alternative.- The roads have not been kept clean and uncracked because of rampant crimes, brawls and terrorist activities which prevent any meaningful reconstruction and reinforcement; parts of the district itself have burned down in flames because of uncontrolled crime sprees. The streets are not just broken, but also without streetlights, as well as being unsafe. Vandalism is at an all time high, as well.
- Sudbury buildings are, in fact, some of the cheapest in the whole country! They are built with cheap materials to begin with, not to mention small. And yet, many are unable to afford them, many more are homeless. The reason is because the purchasing power of the people are lower than in any other district in the city. When there are too many people, there will be high competition, and hence fewer opportunities for Sudbury residents to escape poverty. Thus, even if they have the lowest rents, they are still burdened by the extra tax due to a lack of savings, and or debt.
- The sewers of the district are not built well. In rainy days, the already wet muds of the streets may potentially be flooded with overflowing sewage, and to a lesser extent, from the river. But repairs and further constructions will always be unsuccessful if the Syndicate roams down below without consequence.
- Crimes have been abundant for centuries in the district. But punishing and arresting people will not solve the root cause of this issue, which is the living conditions of the people themselves, forced to resort to theft, and to make deals with evil gangs for coins. The people are left to squabble for what little resources are available due to the high populace numbers, as well. Stationing more guards, many surrounding with controversies and accusations of brutality, is not the right answer.
- Terrorism against the capital city has increased in scales over the last few years. The Syndicate is the most notorious terrorist group to date which has infiltrated Sudbury and carried out attacks at a constant rate. And there are an unknown number of terrorist sympathisers within the capital itself. Violence in the district is unacceptable.
I may not be from Sudbury, for I am in fact a Messarisian, and I may be both young and a mere woman, but I can understand the plight of Sudbury. I myself had to care for my large family when I was young after the war had orphaned us. And it was difficult working hard to pay off the debt we accumulated for our house, of up to 9,000 coins. I understand, however, that Messaris is a privileged district rich with natural resources and fertile soil. And it is true that our country in general is far better off than our neighbours, but we musn't settle for what we only have now.
I am a farmer, a fair cook, and a merchant. I have sold cheap, 15c jerky to the people of Sudbury, lowering my prices appropriately as I went into the district. Definitely, I will enforce a minimum-maximum price for goods imported from other districts and sold in Sudbury, and build a functional marketplace with cheaper shops, the majority of them allocated to and ownable only by the people of Sudbury. And to get money into the hands of the people, I will fund scholarships for aspiring youths wishing to seek education in the academy in the near future, because education is the true solution to end the cycle. Without it, the people of Sudbury will be unskilled, and any future projects would almost certainly fail.
But nothing can ever get done if criminal activities are not controlled. Knights of the Order of the First Light will have to patrol the sewers and the bridge, border areas whereas the City Watch should enforce the law within the district. The Rhoynish and other minority groups should also be monitored, for the terrorist attacks are often coordinated to happen during times of special events, which hint that there are informants within the capital. I am not interested in granting more rights to the Rhoynish - a Rhoynish Mayor is unthinkable for me at that - because I will put the people of Sudbury first over any foreign migrant and first generations.
Solutions Over Temporary Action!
I'm Alythia Endore and I approve of this message.
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