Post by Gaia on Dec 16, 2013 16:35:03 GMT
People of the Land
The People of the Land, commonly referred to as Landers, are the inhabitants of the world you've found yourselves in. They seem to have been modeled after the NPCs that were found in Elder Tale when it was still a PC game. But contrary to what your initial feelings toward them may be, they are as real as anyone else is. If you do good deeds to them, they will be thankful. If you tease them, they cry. If you injure them, they bleed. Landers come in all sorts of races and personalities, and they are sometimes almost indistinguishable from Adventurers unless one accesses their character information.
It is said that the majority of Landers in the original game were much weaker than the general playerbase, due to their slow level progression. Most regular villagers would only be in the single digits in terms of levels, while even the toughest warriors tended to peak off at around Level 30. But this is a new and unexplored world where even the NPCs have dreams and hopes, so there might even be the possibility of those with ambition enough to rival the Adventurers. And if conditions get to a certain point, it might even be possible for war to erupt. This sort of idea would have been unthinkable in other servers, where most of the playerbase is within the upper levels.
In any case, the Adventurer's boon is their ability to revive when they have fallen in battle. This luxury is not available to these people, so it is not a surprise that an Adventurer is looked at with feelings of admiration or even envy. One thing is certain - the Adventurers will no doubt play a large significance in the lives of the People of the Land. Whether you strive to bring coexistence between the two factions or succumb to your own avarice... that is only a chapter yet to come.
Political Factions
The Merchant's Circle: Due to the leaving of the Nobles, the People of the Land seem to be a bit of disarray in terms of politics. However, there is a clear indication of some sort of organization for the People. Without the Nobles and with a clear need for some kind of order, the leading Merchants in the area have formed a makeshift group of leaders to manage the problems of Londinium. They are not politicians but instead are your daily laborers, but because of their hard work the city has continued to function. The economy has only dropped slightly and life has been able to continue without many mishaps. The only downside is that this solution is shortterm. How long it will be sustained is unknown.
Religions
Animism: Possibly the most well-known and common among Landers of the countryside, a pantheon where there is often a patron deity for anything (Sun God, God of Agriculture, God of the Seas, etc)
Order of the Six Princesses: A popular Lander religion based on the legend of the Six Alvian Princesses. They represent war, wealth, entertainment, nature, science, and wisdom.
Elemental Theory: A science-based spiritual alignment focused upon Anima and Mana, the two major elements that form the world. Primarily followed by Lander sages and scholars. By researching how these two elements interact, one can obtain a greater understanding of the world.
Miasma Cultism: Those who focus upon the sentience of the Miasma, following its teachings in order to plunge the world into darkness. Said to be a side-effect of the hallucinations one receives when exposed to excess Corruption.
The Royal Guard
An anomaly even amongst Persons of the Land, the Royal Guard is a collection of unknown beings that look over the Safe Zones of the Unfounded Kingdom. Where they come from, why they exist, who created them, and other parts of their history is entirely unknown and the story behind them is also vague to the point that it can be seen as frightening by some. Much of the knowledge of these beings has been lost to the sands of time and the stories which linger are simply fairy tales or bedtime stories. However, one thing is extremely clear; they are triggered by the actions of Adventurers.
The Royal Guard initially only appeared when the city was in extreme danger from outside forces and large monsters, and they disappeared just as quickly once the threat was removed. When the Adventurers came to be, the Royal Guard's appearances became more frequent, often in response to the Adventurer's aggression towards one another and Persons of the Land. During the Riots, the Royal Guard maintained a constant presence in the skies over the city. From their positions, the Guard eliminated and jailed hundreds of players around the clock until order was restored.
A small handful of players observing the Royal Guard during the Riots and the days after deduced that the Guard followed several rules;
- They are triggered by acts of aggression and where extreme malice is present. Players who intend to do extreme physical harm, and showcase that they will act out their aggression, trigger the initial appearance of the Knights, and the Knights float in the area as if on Standby.
- The Knights engage only when blades cross or a physical fight breaks out in which death can occur or extreme physical harm is imminent to either party involved or bystanders.
- The Knights do not leave until either party involved is eliminated or contained. If contained, the party is jailed for a timeframe dependant on their level of aggression and the harm done, or deemed to be possible through their actions. These timeframes are unknown.
- Should aggression cease upon the appearance of the Knights, the Knights will linger in the area for several minutes to ensure peace is indeed restored. If the Knight(s) leaves and the fight breaks out again, both parties are immediately jailed or killed regardless of whether or not they cease their activities for a second time.
- Light physical activity such a minor punches and bullying do not trigger the Knights. Physical struggle and screaming for help also do not trigger the knights. Mental attacks and shouting bouts do not trigger the Knights. However, the Lander Guards in the area seem to be alerted when activities like this are present. Lander Guards do not come running, but it has been found that the chances of them patrolling the area increase after some form of disorder occurs.
As for the power level of the Royal Guard, this is unknown. In fairy tales and mouth-based stories, the Royal Guard is found to be able to stand up to even the strongest of beasts. They have no problems handling the abilities of Adventurers and their combat skills seem to be entirely different in terms of ability, strength, and knowledge compared to Adventurers. It is assumed that each individual Royal Guard's strength is on par with an End-Game Raid Boss. Due to the fact that they cannot be damaged easily and most attacks are ineffective, it is also assumed that their abilities allow them to nullify majority of attacks and spells.
Due to this extreme difference in strength, the Royal Guard has made a name for itself. Even though their official name is "The Royal Guard", many players call them the Death Police, as their appearance generally signals bad times for the parties involved.