ChanceLand Claims - Raids & Warfare
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The country of Esshar and all that reaches out beyond is filled to the brim with mysteries yet solved and treasure hidden within ancient dungeons and treacherous land. It is rightly so that many of these locations are hotly contested and hold the interests of the world's leaders, some more than others. Relics of power and the valuable materials of the country are a prize often worth sacrificing lives for, whether it's on the battlefield or against environmental hazards directly. This might be a nation expanding its sphere of influence with the construction of towns and villages, pillaging and ransacking, or the clash of two groups and their ideals. 

Process

War Chamber - Depending on scheduling, either at the start of the week (Monday) on before the weekend (Friday) a discussion will be held between the various higherups of the factions and guilds where they state their interests. Claims will be agreed upon and organized then scheduled at an appropriate date. 
Combat - Once the date has been set details will be released and it will be hosted following the outlined rules.
Rewards - Depending on the type of event, it may reward reap immediate benefits, such as a relic, or passive income. Specifically, if a group claims a region that has a dungeon within it they get to go on an expedition into said dungeon. 

Types of Battles

Standard - These are single events that are hosted to completion within the space of three hours or so. Combatants put their name down through a sign up sheet that's posted some time in advance, then matchups are arranged by the admin staff and the faction with the higher victory score wins.
Longform - Lasting anywhere from a weekend to an entire week, the matchups don't all occur in a single event but rather it works based off of a point system with combatants able to carry out their match(es) at a day and time that suits them. The points are tallied up at the end to resolve a conclusion.
Battle royal - This is hosted on a large war map, and fights continue until one side no longer has any participants remaining. Compared to 'standard', it means characters can fight as many times as they wish until defeat, and is more freeform in the sense that there are no admin arranged matchups. You navigate the map and use /pursue to engage a target just as you would on the overworld.


Locations of Interest

Dungeons
Depending on the intelligence of a faction, they may be aware of a prized dungeon within a region that houses treasure or even magical relics. Gaining a territory of this nature is followed by a dungeon event that's hosted by an experienced DM.

The Primordialshttps://chronicles-of-esshar.com/lore/in...rimordials
Something Mikhail Petrakis was known for, as well as other figures throughout history and even divine entities themselves, was housing legendary relics of the gods in elaborate, guarded temples, perhaps with the intention of worthy champions one day inheriting them. The primordial relics connect its bearer with the mythical spirit directly. Similar such locations and rumors exist and if a group moves to discover them the intelligence may alert another faction to potentially intervene, serving as a battle. 
  • Gaia's Domain: Mother nature, one of the more ancient primordials. A 'world tree' that dwarves any castle to the far eastern forestlands. 
  • Temple of Ymir: Snow and frost, the titan was the first of the ice elementals. Deep within the heartlands of the mountains and even further north than Theria.
  • The Vale: The last faint connection to Aschea, hidden within the forest kingdom of Myllenoris. A newly formed oasis of eternal life is rumored to dwell at the heart.
  • Lair of Garjling: The red dragon of passion. His fortress is carved out of the mountains, lit up by volcanic rivers. Only the foolhardy would attempt to steal from him.
  • Nyx: In the darkest corners of the dreadwoods is said to dwell a primordial that weaves fates with a spindle. Purposely hidden and sealed in centuries long past, their tale has faded to hearsay. 
Territory
Each week, a territory grants passive income that's donated directly to a guild bank every OOC week. The more you hold the further enriched your faction becomes. A small fraction of this is used as payment to magi. While these are mostly examples, keep in mind there is much more to the world than what's listed here and if you wish to go for something particular and add details of that, it is welcome. 

Cities -  Sieging is incredibly difficult and requires a long-term effort (many, many years) as well as the resources to back it up.
  • Achyon: +3000c, +Advanced magitech weaponry and knowledge. The main city of the Empire.
  • Osrona: +3000c, +Sacred weapons and knowledge of priesthood. Once the capital of Esshar.
Towns / Villages - Similar to the cities, though less so depending. Mainly listed for documentation sake.
  • Moxtli: +2000c, Beastkin. A collection of tribes deep in the forestland.
  • Temple of Fireblooded: +2000c, Drakanite. The gateway to the north, to Theria, and beyond.
  • Riverlands of Sirenia: +2000c, Siren. Beneath the boat houses are small clans of siren.
  • Grimmore Manor: +2000c. A large manor that houses secrets of the ancient nobility.
Resources - 
  • Silverwall Mine: +1500c. Northern mines that are enriched with silver and other precious materials.
  • The Shadowed Savanna: +1500c. The desertland is host to a number of smaller settlements, though life in the south is difficult.
  • Starfall: +1500c. A small island that was constructed by a treaty between nations some years ago.
  • Celestial Ruins: +1500c. A forgotten temple that was once said to house a goddess of the stars. 
  • The Tarian Mounterland: +1500c. At the base of the vast mountains in the north are caverns rich in metals.
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