The jewel of the Zharian Empire for a thousand years, Zharia, at its height, spread the entire area of the small island its life began on. From the skyscraping towers of the Emperor's Palace, to the unparalleled depth of knowledge present on the towering stacks of the Royal Library, Zharia was a city unmatched across the entirety of the White Sea.
And then, as the Empire tore itself apart from within as the War of the Ten Emperors spilled countless blood, the island itself ripped in two. The ground opened up and swallowed people and building alike.
--Extract from A History of the White Sea Peoples by Phinalis Ethalrad
The Setting: Zharia, city of ruins, on an island in the middle of the White Sea. Formerly the most famous city in the known world, now home to outlaws, mercenaries, adventurers and pirates. See below for more details
The Concept: Fantasy storybook with many of the familiar tropes, spiced up with a few unfamilar ones. I will act as a GM, driving the plot, as well as owning a character, but the main direction, goals and conflicts will come from you guys, the writers.
The Now: A powerful merchant consortium has brought together a group of talented individuals to investigate the ruins of Zharia after hearing rumours of a powerful artifact buried in the city. However, they are not the only ones hunting for it.
The Cast: Created by participants. A few limitations:
1) All characters must be approved by me, the GM, before posting begins.
2) Characters must fit the world. You can see some guidelines below that you should use when creating a character from the White Sea region. This is a fantasy storybook, and as such will include magic, elves, dwarves, adventurers and the like. However, the world will have a few differences to the typical fantasy norms. Furthermore, I expect creativity: avoid gruff Dwarves who like gold and noble Elves with magic powers. Break out of the conventions and create something unique. It will benefit the whole storybook.
3) Most of the cast will be part of the merchant's group, but if your character is more likely to start elsewhere, I am open to ideas.
The Rules: (Thank you Grif and Dono)
1) No team-killing: If an active character is going to die, make sure it is thoroughly discussed between both parties involved.
2) On Writing Style: This is a Storybook RPG, so players may write in any style they please. First person, third person omniscient, it's all dependent on your personal preference.
3) On God-Moding:
God Moding is vague. Here are the rules for it.
-- Other authors may control another author's character as long as it keeps the character IN CHARACTER. For extra help, communicate with the author of the character being god-moded first.
-- Authors have every right to determine what is in or out of character for their character. As such, any action they feel is wrong for the character can be vetoed within a few days of the post.
-- This isn't a turn-based RPG, it is a real-time RPG. That means that you aren't obligated to stop and wait for the author to reply to your character. This way, we don't wait three days for a response.
4) If you join this storybook, I am going to expect that you will be committed. This means posting on a regular basis, discussing the plot and characters in the DT, and being involved. If you think you won't be able to post for a while, please PM me.
If a character hasn't been posted for in a long time then it will go into the NPC pile. Another writer may choose to write for that character until the original author returns. If the original author returns, the character once again returns to his or her possession. If the situation calls for it, the character may also be killed off.
5) Out of character discussion is to be carried out in the Discussion Thread for this Storybook, found here.
6) Enjoy.
7) I reserve the right to edit any post to add a timestamp or modify content as needed in order to retain the continuity of characters and plot.
The World: General History, Setting, and Guidance
Spoiler
Map:

Zharia is unmarked on the map, but exists on the small island in the middle of the words "White Sea."
The White Sea: A large inland sea which connects out to the Neverending Sea through the narrow channel called the Gate of Charity. Famous for its sudden fogs, hence the name White Sea. Difficult to navigate due to this.
The Zharian Empire: Formerly the major power of the White Sea for over a thousand years, it was a huge Elven Empire reknowned for its great learning, magic and peacefulness. Fell apart in the War of the Ten Emperors, which created several city states in its aftermath. Power is balanced between these cities.
The City States: Prospero, Abrica, Silia, Pinia, Antuba, Phensae, Kassia, Tremio, Arnak, Destra, Cesia.
Humans: Exist pretty much everywhere and can lend their talents to almost anything.
Dwarves: In the White Sea, Dwarves are common. They are not tied to Mountain ranges in the same way as the typical fantasy trope. Although there are mountain dwarves, White Sea Dwarves are famous seafarers. Their island abide of Seacliff is often their home, but they roam far and wide on huge sailing ships. They are often pirates, too. Many of them still believe they have a right to all of the White Sea on account of the fact their race was the first to settle here.
Elves: Elves hit their zenith during the Zharian Empire. In the war that tore it apart, thousands of Elves lost their lives. They are now a diaspora and lack a homeland. Can be found in many of the cities across the White Sea. Less noble than their typical fantasy trope, Elves are often self-obsessed, rude and manipulating.
Halflings: Rare in cities but present in many settlements in the countryside. Halflings are despised by the great majority of the White Sea residents and are a scapegoat for many of the region's ills. Hated inexplicably.
Other races exist, but please PM me about using them.
Magic: Low level. There are a few magic users but their spells are often tricks, illusions and gimmicks. Magic was more common before the fall of the Zharian Empire, however, so there are magic items and artifacts scattered about. Wizards and sorcerors are often men of learning.

Zharia is unmarked on the map, but exists on the small island in the middle of the words "White Sea."
The White Sea: A large inland sea which connects out to the Neverending Sea through the narrow channel called the Gate of Charity. Famous for its sudden fogs, hence the name White Sea. Difficult to navigate due to this.
The Zharian Empire: Formerly the major power of the White Sea for over a thousand years, it was a huge Elven Empire reknowned for its great learning, magic and peacefulness. Fell apart in the War of the Ten Emperors, which created several city states in its aftermath. Power is balanced between these cities.
The City States: Prospero, Abrica, Silia, Pinia, Antuba, Phensae, Kassia, Tremio, Arnak, Destra, Cesia.
Humans: Exist pretty much everywhere and can lend their talents to almost anything.
Dwarves: In the White Sea, Dwarves are common. They are not tied to Mountain ranges in the same way as the typical fantasy trope. Although there are mountain dwarves, White Sea Dwarves are famous seafarers. Their island abide of Seacliff is often their home, but they roam far and wide on huge sailing ships. They are often pirates, too. Many of them still believe they have a right to all of the White Sea on account of the fact their race was the first to settle here.
Elves: Elves hit their zenith during the Zharian Empire. In the war that tore it apart, thousands of Elves lost their lives. They are now a diaspora and lack a homeland. Can be found in many of the cities across the White Sea. Less noble than their typical fantasy trope, Elves are often self-obsessed, rude and manipulating.
Halflings: Rare in cities but present in many settlements in the countryside. Halflings are despised by the great majority of the White Sea residents and are a scapegoat for many of the region's ills. Hated inexplicably.
Other races exist, but please PM me about using them.
Magic: Low level. There are a few magic users but their spells are often tricks, illusions and gimmicks. Magic was more common before the fall of the Zharian Empire, however, so there are magic items and artifacts scattered about. Wizards and sorcerors are often men of learning.
Character Profiles
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Zharia: City of Ruins DT

