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Posted: Mon Nov 06, 2006 12:30 pm
Telrunya City
_____ Telrunya City has been restored to beyond its former glory! The magnificent city is situated on a piece of the floating island of Telrunya that never touched down to the water, as the main land did. The City has remained suspended in the sky, orbiting the island like a protective beacon.
The City occupies the entire expanse of the floating land, with a beautifully remodeled and modernized castle in the center. The stones used in the City's reconstruction are made a magically charged and enhanced material created by the fairies of Telrunya specifically to build a strong City that can withstand anything Mother Nature can throw at it. Among the crafted stonework, everything is accented with gold, making the City glitter in the sky.
Telrunya City is the base of operations for the Light Faction, which has devoted all its time, energy and resources to building up the Guardians and singing their praise across the entire island of Telrunya.
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Posted: Sat Nov 12, 2011 11:45 am
Places of Significance in Telrunya City
There are more places in the City than is listed here, but these are the important locations for Pae'il visiting the City to be aware of.
The GatesThe Gates are serveral stories tall and will remain open in times of peace. They stand as a welcome to all Pae'il who wish to visit, open and inviting. Any Pae'il with the ability to fly can enter the City at any time. Land Pae'il must use the Landing Pad to teleport to the City. The Outer BaileyThe outer bailey is the courtyard outside of the central defense wall of the castle, but still inside the outer wall. This is where most homes and services are located. All Angels, Demons & Faerie Pae'il are invited to make a home there. Ancient Breeds are shunned by the denizens of Telrunya City, so they are typically not welcomed to visit, let alone live there. However, if want your Ancient Breed Pae'il to turn against their own kind, they are welcome in Telrunya City, and will be offered protection. The Inner BaileyThe inner bailey is the enclosed courtyard on the inside of the inner defense wall. This is where the kitchen, great hall, Order of the Light leadership quarters and guest quarters are located. The Great HallThe Great Hall is a place of leisure and peace. Feasts are held here, and it is used for entertainment. ChapelThe Chapel is located at the opposite end of the inner bailey from the Great Hall. It is where Pae'il go for services and to receive blessings from the Guardians, and to make their offerings. Other ceremonies can be performed here. And any business or ceremony performed in the Chapel comes with the Guardians' blessing and protection. The KeepThe Keep is located adjacent to the Chapel, to the east. It is the military base, and training grounds for all members of the Order of the Light. Training sessions are led by the Trainers -- special Mellons with gifts above and beyond a normal Mellon. The Holy Knights quarters are in The Keep, and are off-limits to visitors. The CatacombsThe Catacombs are a maze of tunnels below the City. There are small rooms down there that function as holding cells for criminals or heretics. There is a dungeon in the Catacombs, which is used for interrogation and imprisonment. The Hall of Lost Souls is located in the Catacombs. Other mysteries are hidden in these Catacombs that have not yet been discovered. Remnants of the past have been swept into corners, burried or locked up. Other important establishments:Bath House - located among the service buildings in the outer bailey. It is the only building in Telrunya City with hot running water, and is tended by fairies. It is a subsidary of the Falassian Healing House. Shops, Stalls & Carts managed by fairies line the outer bailey and provide goods and food for the citizens. There is a Feast every Sunday in the Great Hall, otherwise Pae'il have to fend for themselves to eat the rest of the week. The Holy Knights eat in the Great Hall every night, so can sometimes invite others to join them, but they use this time to talk shop. Training Grounds - near the Keep, it is a place with training dummies, excercise equipment and a small area for sparring. All citizens are allowed to utilize this facility.
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Posted: Sat Nov 12, 2011 11:50 am
Role-Play Guidelines & Rules for Telrunya City
Basic Information for Players:Telrunya City setting is that of a medeival castle setting, but more modern. There is wireless electricity provided by the fairies, and fountains for drinking water. There is hot water in the kitchen and bath house only. The City is the "capital" for the Angels and Demons, much the same Laisidhiel is for the Faun, and the Lake is for the Naiad. The Holy Knights are the rulers of Telrunya City There is a very strict heirarchy and chain of command in place. As we gain more active RPers, more and more Pae will be appointed to those positions of authority.
Heirarchy:Grand Lord - Supreme Leader of the Order of the Light Grand Herald - Three Holy Knights that lead the ministry sect of the Order of the Light (same rank as High Crusaders) Grand Crusader - Three Holy Knights that lead the military sect of the Order of the Light (same rank as High Heralds) High Chaplain - these are chaplains who will serve and be appointed by the High Heralds High Captain - these are captains who will serve and be appointed by the High Crusaders Below these ranks, are the following, in order from highest to lowest rank:Captain->Cavalier->Knight->Squire Chaplain->Priest->Monk->Acolyte Pae can request the entry-level position from their Grand-ranked leader, and must move up the ladder to earn a spot as a High-ranked member of the Order of the Light. Upgrades are earned via RP, and the Grand-ranked Pae will promote. This is not a shop-officiated promotion system, and is the responsibility of the Players.
Dungeon, Detainment, Interrogations:The decisions your Pae make will matter. While no physical harm will be done to your Pae without permission, they can be detained if the Holy Knights find out they're breaking the law. If detained, you will be required to RP with one of the Holy Knights in a trial-type RP to determine guilt, or pay the restitution for the crime. Rules the STAFF & Holy Knights will follow:We will tell you ahead of time if your Pae is in danger of being detained, to give you a chance to fix the issue, in case it was a mistake. We will NOT harm your Pae, unless you want us to. If you are unable to get RP with one of the Holy Knights to be released, we will stage an escape for you. We will not keep your Pae detained so long it prevents you from RPing. Rules YOU must follow:You will not take the actions personally. Your Pae is not you, and you are not your Pae. You will follow RP rules, and not marysue/powerplay/godmod your Pae to freedom. Pae cannot escape unless you have permission to do so. Aprehended Pae cannot escape their handcuffs unless it is arranged PRIOR to the RP and accepted by Staff or RP moderator. You can have your Pae insult the captor all he wants. Interogations might involve torture (it will not be graphic and will be within Gaia TOS) so if this makes you squeemish, let the RP moderator know before hand. The dungeons are not cleaned or upkept. They have no light, no water. It is pure darkness being locked in a cave. They are magic-proof holding cells.
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