by, 10-02-2016 at 11:24 PM (959 Views)
Manarfell: The origin.
A long, LONG time ago, deep in the forests of Grizzleheim, there used to be many tribes full of Canisapiens. Despite their somewhat warlike habits, they lived in peace. That is, until an organization of people who specialize in killing magical beings and selling the loot, known as the Hunters, started to target Canisapiens for their magic hide. Even though the Canisapiens were powerful in their numbers, the Hunters knew their weaknesses. Within a few years, Canisapiens became much less common. They were at near extinction by the time one Canisapien put his foot down and said that this was enough. His name was Manar, and with his five companions he lead all the remaining Canisapiens in an attack against the Hunters. Manar was successful in saving his species. He drove back the Hunters until they were too scared to go deep into the forests of Grizzleheim. But this was at the price of his life. Manar had died on the battlefield, and in his honor, the five previously mentioned companions of his, Accalia, Arnou, Faolan, Bardou and Cana, the son of Manar, built a city named after him that would be a safe haven for Canisapiens. And so, Manarfell was born.
Manarfell: The Factions.
Because there were five founders of this city, five different factions naturally spawned from them. Each faction was named after one of the founders and given a fifth of the city.
The faction Accalia always valued heritage more than much else. Members of this faction typically believe that if you aren’t the child of somebody important, you won’t have a chance of becoming somebody important.
The faction Arnou values loyalty above all else. Members of this faction are some of the most loyal people you could ever meet, always risking their lives for those they are loyal to.
The faction Faolan has two things that are of equal importance: the law and intelligence. Members of this faction tend to make sure to always follow the law, and also tend to try to make others follow the law. They also tend to be very intelligent, always aspiring to gain new knowledge and understanding of the world around them.
The faction Bardou sees your toughness as the most important thing about you. Members of this faction usually have an extraordinary pain tolerance and are very fierce fighters.
The faction Cana believes that wisdom is the most powerful weapon one can obtain. Members of this faction tend to be natural born leaders, and very good at reading people.
Each faction has a leader who is voted to become leader and remain leader until they die or retire. In order for laws to be made and important decisions to decided on, each leader must attend a private meeting where they will vote on the issue. The leader of Accalie is a young man named Filtiarn. The leader of Arnou is an elderly man of the name Connery. The leader of Faolan is a young woman named Lykaios. The leader of Bardou is a young man named Marduka. And the leader of Cana is none other than Jacobus.
Manarfell: The Scouts.
Now each faction also has groups of specially trained Canisapiens known as the Scouts. A Scout’s job is to go out of the city walls and make sure the more dangerous creatures are not breeding and making homes too close. They also will sometimes venture outwards from the woods and attack any groups of Hunters they can find. Each scout is equipped with at least one melee weapon and one ranged weapon. They are also equipped with a flare gun and three different colored flares which have different meanings. Green, red and black. The green flare is for letting fellow Scouts know that you have whatever situation you’re in under control. The red flare is for letting fellow Scouts know that you are in need of assistance. The black flare is for letting fellow Scouts know to run away and not come anywhere near where the flare was fired from. Black flares are only used in the most dire situations, and have only been shot six times in all of Manarfell’s history. Each Scout Group, or SG, has at least five members and always at least one medic.
Manarfell: The Layout.
Manarfell is a large city with a currently undecided exact size. It has a fifty foot stone wall surrounding it with many turrets (look out towers) built into it and guards walking along it day and night. The city has five entrances, one for each faction. Each entrance is a pair of large wooden doors which are much stronger than they look. In the heart of the city lays the Meeting Building, where the faction leaders go to make important decisions. Under the Meeting Building lays the tomb where Manar himself was buried after his death. Since the city is divided into fifths, it’s almost like five very similar cities all right next to each other, each containing a neighborhood, training field, prison, several armories and butcher shops, and meeting rooms where SGs decided what they’re going to do and when they’re going to do it.
Manarfell: The location.
From what I’ve told you so far, it’s obvious that it’s deep in the forests of Grizzleheim. But the interesting thing is that it’s right inside a very large clearing inside the forest and has a river flowing through it where they get most of their fresh water.
Manarfell: The Laws.
Manarfell has your typical laws that you’d expect any place to have. No killing, stealing, and all that. What this section is focusing on are the specific laws for the place.
Anyone who is not Canisapien who discovers the city’s location must either be killed on sight or taken prisoner until they die of natural causes. This is one of their most important rules. Disobeying can result in one of the two following punishments. Banishment, the worse of the two, or six months jail time. If someone came back to Manarfell after being banished, they are executed.
All Canisapiens are allowed to leave the city and interact with other peoples at their own risk, so long as they do not let anyone else know about the city. Failing to obey this rule is punishable by execution.
If a Canisapien meets other Canisapiens from outside Manarfell, they have to tell the other Canisapiens about Manarfell and offer to bring them there. Disobeying this rule is punishable by a month of jail time.
Scouts are obligated to help any other Scouts who send up a red flare, unless given direct orders not to or are unable to. If a Scout is unable to, they must alert other Scouts of the one who is in need of help, assuming none others were already aware. Disobeying this is punishable by banishment or execution.
Manarfell: The Prophecy.
During the early ages of Manarfell, a powerful demon had attacked the city with a large force of powerful beasts. The people of Manarfell had defeated this demon and taken them prisoner so they could give them a proper execution. But before the demon was killed, they gave a prophecy that has ever since been known as the Prophecy of the Wolf.
Born in the Dark, tamed by the Light
Poisoned by Hate, healed by Love
Doer of Wrong, defender of Good
A child of Life and Death
Marked by Evil three times over
There will be two, but one shall fall
Destiny changed by the fate of one
Light shall prevail, or Darkness shall ensue
The people of Manarfell spent many years trying to figure out what exactly the prophecy meant, but they have come to the conclusion there there will be two half demons, each one having used to be evil and each having three different things to prove it, who will both be the potential savior of Manarfell. And the one who isn’t the savior will die.