Alleria Prime's Official Documents (ALL NEWBIES PLEASE READ!)
Welcome to Alleria Prime's Official Document Thread!
These documents below were compiled and written to aid you, the new character, in starting the game and finding your way around Alleria Prime. Right now we are just starting out with two, but as time passes I'm sure the documentation will grow. If you see a blatent lack of something either within the documents themselves or in Alleria Prime in General, let us know or volunteer to write up a new document to fufill a need!
"There's a place that I go that nobody knows. Where the rivers flow and I call it home. And there's no more lies in the darkness there's light.
And nobody cries, there's only butterflies." Status: New Internet = Back in Action
Last edited by Gossamer; July 3, 2007 at 03:58 AM.
Welcome to Alleria Prime, the capital city of the Allerian Empire! We are a city of a million and a half people, so naturally there are millions of things to do here. This guide is just a quick no-nonsense way to help new players choosing Alleria Prime (AP) as their starting city and to really get started without a lot of fuss. In the following pages, you will read about character development, how the AP xGM Staff would like you to post, and how we can help you if you need it. This guide will take you step-by-step through a few processes to help you create a character you’re excited about. We want the player who is brand new to Alleria to be able to read this guide and say ‘Okay, I know how to start now!’ We will cover a few quick tips now, and then have a FAQ at the bottom.
Basic AP Knowledge
First, you should read up on some basic facts about AP. The city itself is located on the east coast of the Empire, in the Principality of Prime, boarding The Great Sea. Alleria Prime is situated on the sea and is divided by the river Ioannes on the southern side. In the center of the city is a large knoll, which slopes gently back down to sea level on all sides. The area around Prime is mainly grassland, with the exception of the Pegasi woods located in the north west. Alleria Prime is a special because it’s the capital of the Empire and seems to have the ability, because of its sheer size, to host all sorts of social and educational opportunities. Other cities across Alleria specialize in the types of training they have, while AP, by its very nature, has to be a jack of all trades at beginning levels. This means, once your PC is established and you’ve gotten a feel for the game, you may want to explore the realm a little. You might choose to take your PC off to someplace else that more fits what your PC’s attitudes and needs are. For example, a PC with a really dark bent might be drawn towards Vortex for Necromancy, while a druidic type might want to travel to Natura, looking for kindred spirits.
Conversely, Alleria Prime is also a very sophisticated place that specializes, for more experienced PC’s, in Advanced Training. This means, if you choose too, you can keep your character in Alleria Prime for the whole of your characters life and never run out of things to do. The stereotype is that Alleria Prime is a hub for politics. While AP is the home of the Regent and his family (and a whole bunch of PCs in political offices), the politics is a small (but important) part of what AP is all about. Many characters gravitate to the city for meetings, conclaves, vacations, and any other sort of event you can imagine. What does that mean for the new player? It means there is a tremendous resource of PC interaction available. Alleria Prime should be the perfect spot to find PC to PC apprenticeships, and folks to work for that are there for real player interactions.
First and foremost, a great many documents have been compiled and posted on Alleria to help you get started. You will need to read those along with this document to really get a firm grasp of how to start playing. That includes the players handbook and the rules of Alleria. The rules will help you a great deal in picking names, and all sorts of miscellaneous items. A list of them is located below this section in the related links.
Other useful guides include anything listed on the main page right-hand sidebar. You can easily reach it by clicking on the Wiki button up at the top of any Alleria page. That sidebar contains listings on player races, NPC races, the bestiary, trade skills, religion, arms and warfare, the military, geography… almost anything imaginable. So, because others have done that work, we won’t get into that here. But, of course, it deserves a big mention.
Now, let’s move onto the good stuff! You’ve decided you want to start a new character in Alleria Prime. Congratulations! You’re more than welcome, and we’d love to have you. Consider this your welcome matt. But, what’s next? Why, character concepts are, of course.
Well, first, we’d like you to think on what you like to roleplay. Do you enjoy the big grunting warrior types? Perhaps delicate elf maidens is more your type? Is magic your thing? Maybe you want something vastly different, way outside the norm. All of that is encouraged here, and VERY POSSIBLE. However, everyone gets to work for it! Working for it is half the fun. We keep the game balanced by starting all characters out on the same equal footing. No favoritism. You get starting goods, coins, and a lot of creative freedom to write write write! In Alleria Prime, we want to encourage the story! We want storytellers here, weaving tales and bringing others into the fold. As always, if you have questions, please feel free to Private Message (PM) one of the GMs or AGMs of AP.
Now, once you have a grasp on what you want to play, pick a race (we have all the standards and some more unusual ones), pick a sex, and think on the concept. In your control panel button at the top, you can drop down the menu and edit your profile. Deciding on your race is as easy as filling out the field in your profile. Go ahead and add in your sex at that time in its field as well. Then go through, and fill out the physical description stuff, the age stuff (here’s a nifty age chart for those who have no idea what age a half-elf matures at, or how old an old dracon is), and any miscellaneous thing you see a field for. Don’t worry about items, money, skills… any of that right now. Remember, as long as you haven’t started posting (especially posts that describe your race) you can change those fields anytime, no questions asked.
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Related Links:
100 Questions To Get To Know Your PC
Alleria Prime Background Generator (My next project) Race Age Comparison Chart
Contacting GMs and AGMs (Who are they?)
GM’s are Game Masters who help run the city and make sure everything happens smoothly. They moderate threads, keep track of NPCs, and award experience points. The xGM’s in Alleria Prime are very approachable and willing to discuss anything, no matter how trivial you might think your question is. Alleria Prime is also lucky enough to have two active GMs, and two Active Assistant GM’s (AGMs). The assistant game masters (AGM) are responsible for adventures, development, and aiding the load on the Game Masters. So... who are they?
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GM Shortround Office Link Likes: Politics, Outright War, Scandal, plots, Gang fights, Pirates, brainstorming, weird mystical contests beneath the surface of society, and most of all Adventures Dislikes: Organization (I'll be honest here), Romantic threads
GM Gossamer Office Link Likes: Development & Organization, Adventures, Weird Subculture, Culture, Festivals, Romance, The Underworld, Military Stuff, and Newbies. Dislikes: Politics, Outright War, Silly Stuff (I'm no good at pun/slapstick humor), and PC's that won't give GM's anything to work with. :P
AGM Sonya Office Link Likes: Organization, Newbies, training, PC development threads, Silly or strange NPCs Dislikes: Adventures for many PCs or war orientated
AGM Adventurebot Office Link Likes: ADVENTURES!, heists, mini-quests, training... generally any short action-packed thread. PCs who can drive plots and like challenges Dislikes: Politics, mushy stuff, high-level arcana
Starting Packages
Now, for getting to the heart of it; The starting package. Each player on Alleria starts with a hovel (roughly worth 1000 gcs) which in AP is actually a one room flat on freelease for two years (other cities sometimes give falling down houses), basic clothing and toiletries, a cheap dagger, one heirloom item that can’t be sold but has roleplay value (Mom’s locket, Dad’s sword, etc), and 500 gold crowns (gcs). That’s it. Everyone starts out the same! If you’re happy with that, move on. If you want a little bit of customization for your character, read on.
Now, in AP, we encourage diversity, so as GM’s we don’t mind mixing and matching. We want to keep everyone starting out with roughly 1500 gcs worth of stuff, but hey if you’re an adolescent you don’t need the house right? You live with your parents. Conversely if you are a full time student in a mage’s school that boards, same thing. So what we want you to do is really think hard on your character, their values, what motivates them, and create a background story for them. Trust me, it will help you roleplay.
So, for example, say your background stated that you and your family came from the countryside and loved to keep bees for extra coin from the honey they sold… odds are your character would know how to keep bees. Thus, you could ask a GM to cash in some of your starting stuff for a skill called ‘basic beekeeping’ in lue of part of your hovel money, and some change back. Basic skills are considered worth 800 gcs. So, you could loose the hovel, gain the basic skill, and get 200 extra gold crowns to start out. Conversely if you want to start out with a nifty (non-magical) sword, you can cash in some of your starting coin for it. Since your total package is worth 1500 and some change, you can never start out with more than one basic, and never with an intermediate level skill. If this all seems confusing, don’t worry. A GM can clear it up for you if you have a good idea of what sort of skill or equipment you want to start out with, and what you wouldn’t mind cashing in to do it.
Basic Student
Skill: Basic Law
Enrolled at Ioannes Academy of Political Science
Home: Student Dorms
Special Item: Law Books
200 gold crowns
Basic Underworld
Skill: Basic Dagger Throwing
Job: Works For a Crime Boss
Home: Crime Syndicate's HQ
Special Item: Set of nice Throwing Daggers
200 gold crowns
First Posts
So you’ve created your character, filled out your profile, thought up a background, and are itching to post… what do you do? The next step is easy enough. There are In Character (IC) things to post, and Out Of Character (OOC) things to post. The first and most important action is to post in the OOC thread called Alleria Prime’s Character Repository. It lets us GM’s know (if you haven’t PM’s us already) that your there, and what your motivations are. That’s why the title says ‘Mandatory’. We really need this information. Next, you want to start your IC postings. Be sure to always TIMESTAMP your threads. If you’re not sure what Timestamping is, read the guide listed below in the related links. Now, back to first posts. You can do any number of things. All characters entering and leaving Alleria Prime are expected to post at the gate posts. If you grew up in AP as part of your background, don’t worry about posting at the city gates. Gate posts, house posts, and shopping or social posts are popular ones. Here are a few ideas.
Start an Open Thread about wandering around ie. Lost In The Big City (open)
Now a note on posting threads and how to either make sure other players know they are welcome to join, or let them know you’d rather it be private or simply a training thread. If you want to post in a certain place, but the place’s location is rather cluttered (Ie the crown and inn tavern) simply preface your title with the location name itself. Ie. [The Crown and Inn Tavern] Having A Quiet Drink
Next, you need to leave some indication of how accessible you want the story to be for other players. We do this by following our threads up with additional tags. If you want people to join, follow it with (open). If you want to keep it private or just for a specific character, indicate that with a (private) or (private- john please). Also, you can flag them with (PM to Join) so folks have to ask permission to join. Or, you can mark them (Invite Only). People can also indicate in the title follow up brackets if they need a moderator (Private- Shortround please). This is only polite to do if you have asked the moderator beforehand to moderate it, and sent them a link in their private message box.
Because of the cost of living in Alleria Prime, no starting players receive the standard traditional hovel, meaning their own home. Instead, new characters in Alleria Prime receive a starting flat or apartment in a group setting which is there's on lease for two years. Thats far and away enough time to get a job and be able to move up in the world. There are two reasons for this, first of course is the cost of living in Alleria Prime. It's flat out outrageous. Secondly new players often can meet folks living in their same group settings. Below is the list of common housing starting points, and their descriptions. Not all of them are realmcrafted at this time, but we will be making it a priority to do so.
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Common Housing
Student Quarter
St. Gabriel's Parish The Blackstone Project- Perhaps one of the nicest housing complexes in Alleria Prime, the Blackstone Project is a series of renovated buildings styled to fit into the prominent neighborhoods they share the parish with. Their rooms consist of 12x10 stylish little flats with tiny balconies designed for the needs of students everywhere. While the kitchen is still communal, the privies are indoors and a cistern system generally warms bathwater on the roofs so residents can bathe regularly. This project welcome's pets and has its own stables.
St. Michael's Parish The De'Masi House- This enormous rambling old manor has been converted into a stylish common house, serving youths, students, and individuals without resources enough to purchase their own property in a very comfortable manner. While the rooms themselves are only 10x10, and the bathing facilities are located outdoors, the De'Masi house boasts its own private gardens and a very stylish swiming pool that the residents are required to maintain themselves.
Didasa Parish The Didisa House- This commons living is right off the Didisa Plaza, and features 12x14 rooms with a communal kitchen and a shared outdoor bank of privies. Guests are always welcome, and the noise level is usually elevated at all hours of the day and night in this popular commoner housing.
Khriase Parish The Crescent House- This lovely little common housing is designed in two separate wings forming a big crescent along the sweep of the Imperial Forum. Men live in one wing, women in the other, while the two are connected by common rooms at each level. The rooms are a generous 15x20. The entire basement is a kitchen, and each end of each wing has a balcony for the members of the floor in which the balcony belongs. The Crescent House has its own privy and bathhouse behind it. It also boasts a stables, and a small garden.
Artes Doces The Warrens - First and foremost in underground housing, this maze of fair sized rooms are carved out of spaces in the catacombs beneath the current existing Parish above it. While some say The Warrens are by and large the safest neighborhood in Alleria Prime, they do so tongue in cheek. Truth is, the rooms are all 15x15 to 20x20, large by Prime standards, but sanitary facilities are often a hike away. Large kitchen areas are carved out of the mess by combining three or more personal rooms. Warren residents are secretive and tend to keep to themselves.
Windibreeze Parish The Leeward Hillside Manor- This rambling old manor house has been divided into tiny 10x10 rooms, with communal baths at the end of each hallway on each level. The building itself stands four stories tall, with the bottom floor taken up by a kitchen and a large communal living room. The Leeward Hillside Manor boasts a beautiful deck off the communal living room, overlooking the sea.
Hreimas Parish The Flotilla- This unique commoner's housing consists of a grouping of house boats teathered together in a micro community along the Ioannes River that house ten rooms to a structure above and surrounding a kitchenette and commons area. Privies are open holes above the river, and the room sizes are a tiny 10x10. The Flotilla freelease holders are a tight knit group, and most own some sort of watercraft to get around throughout the city.
Merchant District
The Market Parish The Plaza Lofts- Almost all of this housing consists of loft spaces that have been cleared out and made into tiny apartments situated above the prominent businesses of the Market Plaza. All the best places are taken by the owners of the businesses below, so whats left consists of quirky single living structures with the standard outdoor privies and common rooms located usually in the center of the lofts with rooms arranged around them like spokes of a wheel.
Ioannes Parish The South Shore Complex - Made up of tall brick buildings, this complex of common housing in Ioannes Parish has the advantage of having a spectacular river view and access to hiking trails up and down the warfs. In fact, most of the workers here commute via walking back and forth from the complex via these same trails. A common room on each floor is a prominent feature, and privies are available outside.
Durnside Parish The Knackery - This common housing is an enormous pentagon shaped building with an inner courtyard in its center. Salvaged from a falling down rendering plant, the Knackery is infamous for being a seedy sort of housing. It's said that the courtyard is used for bloody gladiatorial games, having been converted to an inner holding corral to a sandlot with homemade cobbled together bleachers for entertainment. Rooster and Dog fights are also held in this area, as some of the best violent dog and rooster breeders are located here.
Dusleby Parva Parish The Glass House- This old building used to be a massive glass factory thats now been converted into common housing. The name is deceptive. There is few windows in this conversation, and conditions are crowded. Whole families live in ten by ten rooms, and resources are stretched thin. Latrine's are outside, and ten apartments share a common room and kitchen.
Rynshaven Parish The Whitestone House- This common housing project is actually a converted estate thats fallen into disrepair over the ages. Instead of an enormous rambling drafty house, its been divided into about a hundred small flats which serve as the most prominent source of cheap housing in Rynshaven. The rooms are twelve by twelve, and are built in arrangements of six around a common room that has an indoor water closet off of it.
GoldCrown Parish The Fresia House - This house has long been considered servants quarters and quarters for the workers employed in GoldCrown. These tiny ten by eleven rooms are emaculate but scaled down with tiny hearths and no real way to truly keep warm during AP's harsh winter weather. The common rooms all have firepits that the residents generally end up bedding down around on the coldest nights. Each resident has the right to use one small garden plot out behind the Fresia House... which is considered a perk to living there.
Old Prime District
Eastward Parish Houseboat Row - This odd flotilla consists of large four-room houseboats moored all in rows along one of the oldest civilian docks in Alleria Prime. Each of these twelve by ten 'rooms' contain fireplaces and access to a tiny latrine off the stern of each boat that empties directly into the river. The upstairs rooms are accessed by stairways that lead up either side of the ships connected to walkway around the entire vessel. A small private five by ten patio adds (the ones upstairs having a great view) to the total floorspace of this common housing.
Military District
Sergeant's Rest Sergeant's Rest - This famous housing unit is an over 50 complex that does not allow anyone younger to live there. It's a sprawling complex of single floor living. The rooms come furnished with the bare necessities, a hearth, and a private latrine for every two rooms set between them. The rooms themselves are ten by tens, though in far better condition than most public common housing throughout Alleria Prime.
Sunset Parish The Tent City - For common enlisted soldiers in any of the various Imperial forces, this place is completely underdeveloped being an open field simply placed for the purpose of traveling soldiers to pitch their travel tents and stay for the duration of their training. Tent sizes are dependent upon the soldiers own possessions. A common latrine exists for every four or five rows, and a mess hall is set up in the northern section of the Tent City Field.
Employment & Training
Within Alleria Prime, there are tons and tons of opportunities. Do you want to be wicked and join the underworld? It’s encouraged! Do you want to join a convent and work on your PC’s spiritual life? It’s just fine, and we can definitely do that. There are a number of training opportunities, and unlimited job types accessible in Alleria Prime. If you look around and don’t find anything close to what you’re looking for, PM a GM and we can set it up. I wrote a complete guide to deal with debunking employment, what people get paid etc so feel free to read it. It should clear a great deal of issues up.
Never hesitate to bring your own ideas. Never hesitate to submit new locations, businesses, etc to Alleria Prime’s atmosphere. We can only be so creative on our own, so your PC’s needs will help shape the way the city looks in the future to come. Your creativity doesn’t have to be limited to locations either. You can work on groups, factions, guilds, even gangs. Never hesitate to open a dialog with a GM about it. There are templates in the Primus Realmcraft section for creating new NPCs, Organizations, and Locations. Realmcraft is a place where folks with new ideas can post those completely worked up ideas and have others comment on them before a GM submits them as fact into the main game. Feel free to look it over, and realmcraft to your hearts desire. In closing, we volunteer to help with this game for your pleasure, and for our own joys at storytelling with other people who love roleplay in the same way we do. Don’t hesitate to join the community, contribute, and become a vocal positive impact on the city itself. Your input is valuable and necessary to keep the city growing, changing, and to ward off stagnation.
"There's a place that I go that nobody knows. Where the rivers flow and I call it home. And there's no more lies in the darkness there's light.
And nobody cries, there's only butterflies." Status: New Internet = Back in Action
Alleria Prime Demystified: The Official Training & Employment Guide
Alleria Prime Demystified: The Official Training & Employment Guide
Some of these positions, training opportunities, rules, and schools are fluid, meaning as role play happens, some positions will be made available and or disappear. The first part of the guide will go through some OOC technical stuff involving Alleria Rules about training. The second part of the guide is a list of what is available in terms of positions. Remember, there is
no way I’ve managed to accumulate or cover all the jobs and duties available in AP. This is just a sampling. If you have anything to add to this guide, be sure to give me a PM and I will edit it accordingly.
OOC Note
These rules in Alleria Prime are subject to change pending game-wide rule changes which will be announced when they happen.
Until such a time the rules change, this is what we will go by.
This Guide is subject to change at any time.
Training 101 in AP: The Rules
Secrets :
Location of Threads
Alleria Prime has five districts. Please locate your thread in the closest possible district to what your doing. ie.. Imperial Palace events in the Imperial Forum, Military Stuff in the Military District, Ship Building in a Shipyards in Old Prime. Each District has a link map with businesses/parishes/housing and other kinds of information. In the next few months, these link maps and informational threads will be expanded. The districts are as follows:
Please note, within your thread at the top near the timestamp or within the threads’ title, the location of your thread.
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For example:
(Title of thread ) [Crown And Inn Tavern] Looking for a Fight
This title notes the scene is the crown and inn tavern (its also nice to cut and paste in a quote the description of the location if you aren’t using the main location’s thread)
Indicates what’s going on in the thread (probably violence in this case)
Or alternatively…
(Title of thread) Looking for a Fight
Then in the first posting of the thread you put the TS at the top.
Then directly beneath that put [Location: Crown And Inn Tavern]
Number of Threads Allowed
In terms of activity threads where your practicing a skill, working on a project, or simply having a good old fashioned bar fight… the number of threads you can have going at any one time is unlimited. These are threads that GMs and AGMs will award no more than 1 xp point at a time for.
In terms of training threads, there are limits on what you can do simultaneously. You may only have two training threads going on at one time. The breakdown is thus:
2 Weapons Training (Including Stealth) at the same time = worth 2xp a piece
or
1 Weapon & 1 Arcana at the same time = worth 2xp a piece
or
2 Trade/Culture Threads (Book Learning, Coursework, Trade Skills) at the same time = worth 2xp a piece
or
1 War-Related/Arcana & 1 Trade/Culture Thread at the same time = worth 2 xp a piece
* note, you cannot have two arcana going at once
In terms of training, you must fully complete your training skill in order to be able to use the skills taught within that thread. Meaning, you can swing your sword in a bandit attack if your still working on your basic lonsword, but the moderator will not consider you having basic longsword until your basic long sword thread is complete and given a xGM stamp of approval.
In the case of Arcana, you must completely learn the spell in thread and complete the training thread before you are allowed to use spells learned in training threads. If you use the spell, and have not completed the training level the spell was part of, you run the risk of having serious back-fires/death/maiming/GMs yelling at you. If your training thread is abandoned and never completed, YOU DO NOT KNOW THE SPELL. All Fluid time must be lined up appropriately, meaning you cannot use the spell at an earlier date than you learned it in fluid time.
Moderating Threads
Basic – Advanced & Journeyman: self-mod, peer-mod or xGM can Moderate Expert – Master & Archmage: GM Only
As a curtseys, please send a PM to the xGM you are most closely involved with to let them know when you are starting your training threads and finished with them. In Alleria Prime, an xGM must sign off at the end of your training threads indicating they are approved to make them valid.
Length of Threads
This process varies a great deal. As a rule of thumb, we like to see 10-15 posts (depending on size… if they are short quick posts, your threads must be a great deal longer) for basic threads. Intermediate threads are longer (usually double), and even higher threads even longer. There is no hard fast rule to length. We simply want to see quality quality quality.
Experience Points
Alleria Prime is focused primarily on the roleplay. We emphasis storytelling far more than we emphasis experience points (xp) being awarded. However, as a policy we do award experience points (xp) because they are important for your characters progression in various skills. You can, conceivably, get experience points (xp) for everything your char does that’s not social. If your brawling in a bar, you might get brawling xp, while if your flirting with the barmaid for 30 posts, your probably not going to receive xp for that (though I’ve seen it happen… flirting is as much a skill as rhetoric).
With every training thread that you run, you will receive 2 experience points at its completion. With every adventure thread a char will usually receive 1 xp. However, in adventure threads, it’s not uncommon to receive numerous single xp points in multiple things. For example, a char might use his sword (1 xp in longsword ) and have a religious experience ( 1 xp in religious lore of –insert religion here-) all in the same adventure during numerous posts. Below is a breakdown of both Skill XP and Arcana XP.
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1 experience point to achieve Basic/Initiate
5 experience points to achieve Intermediate/Apprentice
12 experience points to achieve Advanced/Adept
22 experience points to achieve Expert/Master
37 experience points to achieve Master/Archmage
1 exp. point for a normal use of the skill in the thread.
2 exp. points for extreme use of the skill or for a training thread.
2 exp for level-up or training threads
Experience points are cumulative. You start with ZERO points, train in basic for 2 xp, then use it in a thread for another 1 xp. That gives you a total of 3 xp, which gives you enough experience to start a level up thread to Intermediate/Apprentice. Once you have completed your Intermediate training thread (2 xp), your total would be 5 xp. You need, at that point, another 5 xp to start your next level-up or training thread… ie.. Advanced/Adept. The only exceptions to this rule are Intensive Experience threads.
These threads are situations which involve significant risk to a character or shows creative development of the character as well as skill usage.
There are no limits on xp points a char can obtain over the course of their time at Alleria.
Employment & Educational Opportunities in Alleria Prime
These are just a few of the listed oportunities available in specific detail. In truth, Alleria Prime has Shoemakers, Butchers, Furriers, Fishmongers, Maidservants, Beer-Sellers, Tailors, Buckle Makers, Barbers, Plasterers, Jewelers, Spice Merchants, Taverns/Restaurants, Blacksmiths, Old-Clothes, Painters , Pastrycooks , Doctors, Masons, Roofers, Carpenters, Locksmiths, Weavers, Bathers, Chandlers, Ropemakers, Mercers, Inns, Coopers, Tanners, Bakers, Copyists, Watercarriers, Sculptors, Scabbardmakers, Rugmakers, Wine-Sellers, Harness-Makers, Hatmakers, Bleachers, Saddlers, Hay Merchants, Chicken Butchers, Cutlers, Pursemakers, Glovemakers, Woodsellers, Woodcarvers, Magic-Shops, Booksellers, Bookbinders, Illuminators and a whole lot more. You get the idea. The sky is the limit.
Alleria Prime City Positions
Alleria Prime must function just like any other city in the realm. Along with the standard City Administration, City Court Structure, and City Law Enforcement, there are numerous other positions available. But since they are not commonly held positions, we have not included them in this guide. Specialty Departments such as sanitation, water, garbage, immigration etc by special GM arrangements are also available. The Aedile Guide can more thoroughly outline Aedile duties.
Advocates/Conservators (Pros/Def Attorneys in charge of trials) - 50
Rogator (City Investigators) - 100
Prefect (Judge/D.A) - 150
*A prefect is responsible for the enforcement of justice within a city, having purview over both the city watch/constabulary, as well as the judicial side of things.
Law Enforcement
Constabulary – 25
Chief Constable – 50
The Church of Faith & Various Religious Persuits
There are numerous religious organizations in Alleria Prime. The Official Church of the Empire is considered The Church of Faith which advocates The Sacred Three (Ioannes, Diana, and Aslan). Other Aetherian Deities are tolerated under the Church of Faith, so it is feasible that such temples would be present in Alleria Prime. Also, though not sanctioned, there are certainly underground Aeternian organizations. GM approval required for these positions.
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Titles and Payscale
Novitiate – 25 gc per cycle
Priest – 50 gc per cycle
Bishop - 100 gc per cycle
ArchBishop – 200 gc per cycle
Cardinal - 300 gc per cycle
Prelates – 400 gc per cycle
Archprelate(ss) – 500 gc per cycle
There are four Legions based in and around Alleria Prime. PC’s may start training as recruits in the Jade Legion (30th) and from there branch out in all manner of places both within Prime and throughout Alleria. For a better idea of where folks are located, see the Legion Manual.
Starting place:
30th Legion: Alleria Prime (The Jade Legion)
And then (or off to other places):
1st Legion: Alleria Prime (Empress' Own)
12th Legion: Cadanceburg (Cadanceburg Harvesters)
20th Legion: Alleria Prime (Agheron Legion, Imperial Magecorps)
26th Legion: Alleria Prime (Imperial Shields, Imperial Intelligence Agency)
28th Legion: Castle Marchant (Sons of Valimar)
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Titles and Payscale
Legionnaire – 20 gc per cycle
Senior Legionnare – 40 gc per cycle
Shield-Daekin – 60 gc per cycle
Spear-Daekin – 80 gc per cycle
Sword- Daekin – 80 gc per cycle
Daekin – 100 gc per cycle
Cencoris – 120 gc per cycle
Kestor – 160 gc per cycle
Provost – 200 gc per cycle
Imperatis – 280 gc per cycle
Kestor Imperatis – 360 gc per cycle
Provost Imperatis – 440 gc per cycle
Imperial Marshal - 600 gc per cycle
Military Academy of Enlightenment
This organization teaches arcane to enlisted legionnaires and officers. It offers the training below.
Courses Offered:
Secrets :
Song (Initiate to Apprentice)
Druidism (Initiate)
Elementalism (Initiate)
Sorcery (Initiate to Master)
Mysticism (Initiate to Apprentice)
Thaumaturgy (Initiate)
Royal Guard: 105 gc
Captain of the Royal Guard: 210 gc
Executive Officer(XO): 500 gc, regardless of rank if Commander or under.
Palace Employment
There are numerous positions available in the Imperial Forum, including the Royal Palace itself. A PC wishing said employment must contact a GM who will then in turn get them in contact with the Steward of The Palace. Imperial Lictors (Civil Servants) can be hired through this thread. The payscale varies because the duties of each individual lictor varies vastly.
All bodyguards, Knights, and persons of importance guarding the royal family are hired on through The Empresses Own, the 1st Legion, or through direct contact with The Order of the Black Rose, which is the Regent’s Main Bodyguard.
Basically if you can find a business in AP that somehow operates or trades in the skill you wish to acquire, there is a possibility of getting an apprenticeship with that business and learning from them. The oportunities are endless. If you cannot find a business that operates in the sphere you wish to be learning in, then contact a GM for a suggestion. Odds are they will create one just for that purpose.
Quote:
Just a few examples…
The Nagri Shipyards - Shipwrighting, Sailing
Sabine’s Wood and Glass – Carpentry, Glass Blowing/Cutting/Stained Glass
The Crown And Inn Tavern – Barkeeping/Innkeeping
Calvin’s Calvary Mounts – Horse Riding/Care
The Alleria Prime Circus - Tumbling
The Underworld
As in any city larger than a couple of thousand, there are criminal organizations well in hand and established. If your PC wants to get to know them, they can, through diligence and hard work. However, criminals, like everyone else, have to earn a living to eat. Here's a rough scale on what they do make, subject to change at any time, of course. I'm sure there are other positions/titles/jobs. These are just a few.
This cultural and intellectual academy serves AP's population who wishes further education. More information can be found here. It charges tuition and has no paying postitions.
Course Work:
Secrets :
History (Basic through Expert)
Math (Basic)
Cultural Studies (Basic through Advanced)
Academy of Magical Sciences
This long-established academy has an intense schedule which more information can be found about it here. This academy costs tuition and does not have paying positions.
Course Work:
Secrets :
Sorcery, Mysticism and Elementalism (Initiate through Master)
Ioannoes Acadamey of Political Sciences
This well-established academy has been serving Alleria Prime's population for generations. Information about it is found here. It charges tuition and has no paid positions.
Course Work:
Secrets :
Law and Politics (Basic Through Advanced)
The Panacea
Elite Healing Program Found Here. The Panacea offers a variety of training on scholarship, meaning its free to attend. Some of its students hold paying positions.
Course Work:
Secrets :
Healing (Basic Through Advanced)
Thaumaturgy (Initiate through Journeyman)
Herbalism (Basic Through Intermediate)
Massage (Basic Through Intermediate)
Anatomy (Basic Through Intermediate)
"There's a place that I go that nobody knows. Where the rivers flow and I call it home. And there's no more lies in the darkness there's light.
And nobody cries, there's only butterflies." Status: New Internet = Back in Action
Okay.. Hopefully this will clear up issues with real estate costs in Alleria Prime
Starting packages game wide include a hovel worth 1000 gcs. That roughly equates to a small 500 sq house in less than perfect shape.. ie. the term hovel when you speak of any other city in Alleria BESIDES Prime. I took it upon myself, and consulting those in chat, that a starting hovel is 500 sq ft... which mind you is a tiny dinky spaceless unit of living. In Alleria Prime, this hovel actually equates to a 500 sq ft apartment that you get on a two year freelease basis in common housing. (See Starting Guide for details...) But anyhow, think hovel for the sake of this discussion.
That gives us a formula of (total sq / 100) x 200 = COST (ie. 500/100 or 5 x 200 = 1000)
However, since AP is more expensive to live in (Caerydd stated once it was the manhattan of Alleria even though parts of it are a cesspool), we've decided roughly starting wise to 1.5 times as much (in the absolute crappiest -can I say that as a GM?- section of AP) ... we need to up the formula. So, as we look at the base, we will use old prime and its parishes as a BASE and move into some of the more richly adorned parishes onwards to the imperial forum and add multipliers in there. Some parishes within the districts will be more expensive, or less expensive than base. The modifier is the cost portion of the formula.
So... consider the base formula (total sq / 100) x 200 = COST and simply replace the colored number with the parish adjustment to get the correct formula for the parish.... plus add on any extras at the bottom. Its just a starting point, but lets see how everyone likes it?
Quote:
Old Prime District = (total sq / 100) x 300 = COST
St. Gabe's = 475
Didasa Parish = 400
St. Michael's = 475
Khriase = 425
Artes Doces = 465
Windibreeze = 450
Hreimas = 435
Military District = (total sq / 100) x 450 = COST
Sunset = 450
Sergeant's Rest = 400
Imperial Forum = (total sq / 100) x 1000 = COST
Immediate Vacinity of Palace = 1500
Imperial Forum itself = 1000
Primus Countryside = (total sq / 100) x 400 = COST
Just Outside Gates of AP = 450
Adjacent to Tourney Field = 425
Acre of Land = 2k
Extras
Walled Property = 1000
Fenced Property = 500
Stable = 2,000 plus add on square footage
Decorative Garden = 1000
Food Garden = 500
Larger Than Normal City Lot = 1000
Granary= 250
Dojo/Indoor training ground = 1000 plus add on square footage
Greenhouse/Orangery = 500 plus add on square footage
Waterwheel = 200
Storage Shed = 200
Carriage House = 500 + 500 per room for additional carriages
Chimney = 25 per story per hearth
Greening Land = 100 per acre
Converting Land to Pasture = 200 per acre
Bridges = 25 per square foot
"There's a place that I go that nobody knows. Where the rivers flow and I call it home. And there's no more lies in the darkness there's light.
And nobody cries, there's only butterflies." Status: New Internet = Back in Action
Last edited by Gossamer; July 15, 2007 at 06:27 AM.