
Dominant: Dwarves
Others: Humans
Riunacca is the monstrous fort-city, built by the Dwarves as a safe haven in the dangerous Caverns.
The City itself is composed of the unprotected slums of the cave floor, up into the main city, then to the uppercity. Although the city is controlled by the mining conglomerates through shares that determine maintenance and control of the sections, King Darnok does his best to keep citizens happy
Slums: Considered outside the city, mostly the poor or different races are forced to live here. While in close proximity to the water, it also makes them frequent targets of bandits.
Main City/ Uppercity: Where most of the dwarven population lives, humans are also allowed due to their business with the mining companies. Consisting of the Main Quarters near the Uppercity, the markets and businesses litter the Main Floor, controlling traffic going in and out of the city and where the independent miners sell their wares, among other things, in the stalls.
The Uppercity, on the other hand, is the where the elite sleep and eat, where the conglomerates sell between outside businesses, and among each other when they're desperate or a metal is in high demand. The King and his small Court are at the very top, right above the Trading Floor; all the companies that hold a high enough amount of shares put their employees in the Work Quarters. Despite the name, it's nearly as lavish as the High Quarters reserved for the richest among the dwarves and humans.


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[H]Street Bully [F-Balanced]
Claiming ownership of the streets and taxing all who come by, this rowdy individual is used to brawls and will not hesitate to use extortion.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 25HP
6. Your move has been successful and uninterrupted
7. Your opponent has trapped you and blocked your attack. Deal 1/2* damage and made auto-run impossible until its HP is reduce to below 50%
8. Your opponent has interrupted your actions and landed a critical blow. Receive 2xdamage.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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[H]Pickpocket [F-Offensive]
Stealthy and lightning quick, they barely leave any trace of their presence and will nab your paycheck without letting you feel a thing.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x damage
3. Your opponent has interrupted your actions and landed a deadly blow. Receive 4x damage
4. Your opponent has fled! Coward, get back here! Obtain half of normal loot if its HP has been reduced to below 50%
5. Your opponent has used a healing potion and healed itself of 5HP
6. Your move has been successful and uninterrupted
7. Your opponent has used a healing potion and healed itself of 5HP
8. Your opponent has interrupted your actions and landed a critical blow. Receive [2x] damage.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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[H]Violent Drunk [E-Offensive]
Description Someone's had a little too much to drink and is planning to knock someone out before succumbing to the amount of alcohol in their system.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x damage
3. Your opponent has interrupted your actions and landed a deadly blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 3HP
6. Your move has been successful and uninterrupted
7. Your opponent has knocked itself out. Wut...Automatic win.
8. Your move has been successful and uninterrupted
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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[H]Crime Lord[C-Sturdy]
The head of the underground crime syndicate in the current city.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 60HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 0.5x damage.
8. Your move has been successful and uninterrupted.
Abilities: When HP is below 25%, call in 1 Street Bully. The fight will then turn into a 2 vs 1 fight, and future number roll will apply for both NPC's though you may only attack 1 at a time.
Rewards:
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Advanced Mana Potion:Restores ۞۞۞ Each RP post for 5 posts
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Advanced Health Potion:Restores ❖❖❖ Each RP post for 5 posts
Upon defeating a Crime Lord, Outlaw status removed. City is once more a Safe Zone
The head of the underground crime syndicate in the current city.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 60HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 0.5x damage.
8. Your move has been successful and uninterrupted.
Abilities: When HP is below 25%, call in 1 Street Bully. The fight will then turn into a 2 vs 1 fight, and future number roll will apply for both NPC's though you may only attack 1 at a time.
Rewards:
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Upon defeating a Crime Lord, Outlaw status removed. City is once more a Safe Zone

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[H]City Guard [E-Sturdy]
Fitted for the job with basic armors and weapons, they are the first line of defense, protecting the city gates and ensuring peace and order.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 5 HP while interrupting your actions.
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 1x damage.
8. Your spell/move has been successful and uninterrupted.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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Minor Mana Potion:Restores ۞ Each RP post for 5 posts
Fitted for the job with basic armors and weapons, they are the first line of defense, protecting the city gates and ensuring peace and order.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 5 HP while interrupting your actions.
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 1x damage.
8. Your spell/move has been successful and uninterrupted.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
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[H]City Soldier [E-Offensive]
Trained for the art of war, soldiers are more experienced than your average City Guard. Their duty is to fight for their ruler and protect them at all cost.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1xdamage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 40HP
6. Your move has been successful and uninterrupted
7. Your opponent has cast a shield on itself and countered with a blow that you've blocked. Receive 0.5x damage and all damage dealt to opponent cut in half for 4 posts.
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
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Minor Mana Potion:Restores ۞ Each RP post for 5 posts
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Minor Health Potion:Restores ❖ Each RP post for 5 posts
Obtained if an even number is obtained after rolling a 4D
1 armor piece. Contact the crew
Trained for the art of war, soldiers are more experienced than your average City Guard. Their duty is to fight for their ruler and protect them at all cost.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1xdamage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 40HP
6. Your move has been successful and uninterrupted
7. Your opponent has cast a shield on itself and countered with a blow that you've blocked. Receive 0.5x damage and all damage dealt to opponent cut in half for 4 posts.
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
█

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Obtained if an even number is obtained after rolling a 4D
1 armor piece. Contact the crew
Quote:
[H]Mayor[C-Sturdy]
The one in charge of the city. Usually heavily guarded which makes him rather dangerous. Best to try and catch him by surprise though beware of the consequences should he be harmed.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive1x damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 60HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its one. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 0.5x damage.
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
█1 Magical Weapon to be approved by Crew. Contact them.
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Advanced Mana Potion:Restores ۞ Each RP post for 15 posts
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Advanced Health Potion:Restores ❖ Each RP post for 15 posts
Outlaw status acquired unless faction owns the city.
The one in charge of the city. Usually heavily guarded which makes him rather dangerous. Best to try and catch him by surprise though beware of the consequences should he be harmed.
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive1x damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive 2x damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 60HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its one. It loses 1/2* of the damage dealt by you. Does not apply to non destructive spells. Receive 0.5x damage.
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
█1 Magical Weapon to be approved by Crew. Contact them.
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Outlaw status acquired unless faction owns the city.
