StorytellerLathos
laugh hard, run fast, be kind
Background
Amartia was once a collection of small fishing villages whose few residents used the Trianta Bay as a source of food and income, and rarely gathered more than what was necessary for them to live somewhat comfortably. As large trading companies in the east heard of the great potential of the Bay they began their slow invasion of the area that would become Amartia. The fishing villages welcomed the new trade and eased access to information and innovation from other parts of Seira believing it could only benefit them. Soon enough these villagers' dreams for the future were crushed as the wealthy trading companies killed their fishing industry, those few who were able to keep their shops either began to give their stock to the now poor villagers or were unable to find a consistent buyer which led to their eventual close. All the other villagers were forced to work as cheap labor for the newly established trading companies. Amartia itself had expanded far beyond its borders, it had become so large that it now encompassed much of the Trianta Bay. This growth in land was spurred on by the great wealth brought in by these new trading companies that took advantage of the calm seas of the Bay and close proximity to major cities in the east to turn the city into the largest trading city in Seira. Amartia was not without its other interested investors however, many wealthy owners found that they could begin to turn this collection of small farms and homes into their own paradise filled with their favorite vices. This is what has built Amartia into the city of sin it is today, where once there were small family owned shops now stand large institutions dedicated to gambling, alcohol, luxury, and other more secretive services. Where once lived honest people who worked hard for what they needed, now live people who hoard their money and continue to support large advertising campaigns that serve to help feed their greed.
Plot
Okay, now that that lore dump is out of the way it's time to discuss the actual plot for the RP. You will be playing the role of group of 4-6 adventurers hired by the Law Division of Candoor (The country that houses Amartia) to visit Amartia to look out any sort of problems that may be out of the ordinary for the city. As you try and complete your mission the group will suddenly be trapped within the city, as Amartia's leaders decide to close all exits and entrances within the city. The reason for this being a growing peasant uprising that has the wealthy government officials worried for their lives and, more importantly, their money. They believe that closing off the city will prevent any sort of attempts by rebellion leaders to escape and any rebellion reinforcements from entering the city. From this point the RP is open to almost anything you'd like to do, if your group is unsure about getting involved in these violent political matters they may try to plan an escape from the city along with any other NPCs hoping to escape before things get too bloody. Or perhaps the group finds itself interested in fighting for the everyday person and tries to establish trust with the rebellion. Or maybe your group will fall victim to the ever present vices of Amartia and will instead choose to indulge themselves in the city's most famous sites and become more affiliated with the crime and greed of the city.
Other
I've designed this RP to work as a sort of "trial run" for the world of Seira and this style of RP. In the end, if/when this RP finishes I'd like to use a similar RP structure for other adventures that take place in Seira, these adventures would ultimately be used in a much more open ended RP that allows players to explore the entirety of Seira. So I'd really appreciate getting feedback on this RP so I can see what I should change and what i should keep in my future ventures.
Finally feel free to ask any questions here in the interest check, in a PM, or in the OOC (when it's made).
Links
Lore Page
OOC
CS
Amartia was once a collection of small fishing villages whose few residents used the Trianta Bay as a source of food and income, and rarely gathered more than what was necessary for them to live somewhat comfortably. As large trading companies in the east heard of the great potential of the Bay they began their slow invasion of the area that would become Amartia. The fishing villages welcomed the new trade and eased access to information and innovation from other parts of Seira believing it could only benefit them. Soon enough these villagers' dreams for the future were crushed as the wealthy trading companies killed their fishing industry, those few who were able to keep their shops either began to give their stock to the now poor villagers or were unable to find a consistent buyer which led to their eventual close. All the other villagers were forced to work as cheap labor for the newly established trading companies. Amartia itself had expanded far beyond its borders, it had become so large that it now encompassed much of the Trianta Bay. This growth in land was spurred on by the great wealth brought in by these new trading companies that took advantage of the calm seas of the Bay and close proximity to major cities in the east to turn the city into the largest trading city in Seira. Amartia was not without its other interested investors however, many wealthy owners found that they could begin to turn this collection of small farms and homes into their own paradise filled with their favorite vices. This is what has built Amartia into the city of sin it is today, where once there were small family owned shops now stand large institutions dedicated to gambling, alcohol, luxury, and other more secretive services. Where once lived honest people who worked hard for what they needed, now live people who hoard their money and continue to support large advertising campaigns that serve to help feed their greed.
Plot
Okay, now that that lore dump is out of the way it's time to discuss the actual plot for the RP. You will be playing the role of group of 4-6 adventurers hired by the Law Division of Candoor (The country that houses Amartia) to visit Amartia to look out any sort of problems that may be out of the ordinary for the city. As you try and complete your mission the group will suddenly be trapped within the city, as Amartia's leaders decide to close all exits and entrances within the city. The reason for this being a growing peasant uprising that has the wealthy government officials worried for their lives and, more importantly, their money. They believe that closing off the city will prevent any sort of attempts by rebellion leaders to escape and any rebellion reinforcements from entering the city. From this point the RP is open to almost anything you'd like to do, if your group is unsure about getting involved in these violent political matters they may try to plan an escape from the city along with any other NPCs hoping to escape before things get too bloody. Or perhaps the group finds itself interested in fighting for the everyday person and tries to establish trust with the rebellion. Or maybe your group will fall victim to the ever present vices of Amartia and will instead choose to indulge themselves in the city's most famous sites and become more affiliated with the crime and greed of the city.
Other
I've designed this RP to work as a sort of "trial run" for the world of Seira and this style of RP. In the end, if/when this RP finishes I'd like to use a similar RP structure for other adventures that take place in Seira, these adventures would ultimately be used in a much more open ended RP that allows players to explore the entirety of Seira. So I'd really appreciate getting feedback on this RP so I can see what I should change and what i should keep in my future ventures.
Finally feel free to ask any questions here in the interest check, in a PM, or in the OOC (when it's made).
Links
Lore Page
OOC
CS
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