Omneiro's Recruitment Thread (http://elliquiy.com/forums/index.php?topic=97132.0)<br/>Omneiro's Character Thread (http://elliquiy.com/forums/index.php?topic=97129.0)<br/>Omneiro's OOC Thread (http://elliquiy.com/forums/index.php?topic=97413.0)<br/><br/>Omneiro, City of Dreams (IC Thread) (http://elliquiy.com/forums/index.php?topic=99100.0) (See Below for links to individual areas)<br/><br/><strong><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: arial;">Omneiro </span></span></strong><br/>Omneiro is the City of Dreams, a place where one can find almost anything. Of course, like most places that make a claim like that, Omneiro is actually more of a dangerous, deceptive place. Omneiro boasts a large population, with the largest percentage being humans, followed closely by elves. There are few races that cannot be found somewhere in Omneiro, however.<br/><br/>Omneiro is ruled by King William Graham, though the Guilds would beg to differ. In truth, King William is really just the General of the Militia. He has final command of the military, which allows him to enforce any law he desires; otherwise, the council of the guilds’ leaders have control over the day-to-day goings on in the city. The guild leaders would prefer to revolt against the King, and dethrone him, giving them control of the military’s actions, and in turn, all of Omneiro.<br/><br/>The guilds are a major feature of Omneiro, having a tiered structure. The major guilds (listed below), each hold a place on the council, and keep the run of many smaller guilds related to their general purpose. Each of these guilds (except the Assassins’ Guild, but including the Thieves’ Guild) are legitimate and legal powers in the city, and are allowed to enforce laws within their own ranks, so long as they do not break any of the King’s laws regarding guild enforcement: for example, guilds are not allowed to enforce guild laws with capital punishment.<br/><br/>On top of this, the city is highly advanced, which has become a point of contention. Firearms are commonplace in the military (and the laws about private firearm use are ‘fuzzy’ at best). There are a few forms of air travel (airships, gliders, among others), and the famous Ring Force Vessel (the RFV for short), which has been criticized as highly dangerous. The Ring Force Vessel uses a system of tunnels created using fast revolving tunnels of force energy to propel a specially designed vessel extremely quickly through the city. The vessel is enchanted so that the effects of traveling at such a high speed have little effect on the people inside. The RFV has stops in every district (most multiple times) and special vessels will take important people to upper levels of major buildings throughout the city.<br/><br/>(The city is completely in development, and open-ended, so long as the ideas above and below are adhered to, players may run ideas about new areas, new guilds, or various other developments in the city through me.)<br/><br/><strong><em>Military</em></strong><br/><br/>King William is actually a skilled tactician and general, but is a poor leader and ruler. He enjoys his luxurious lifestyle, and so long as his laws are enforced, his city is not under siege, and the guilds know their place, he does very little. However, Omneiro prospers without his intervention, and as is often the case, the common people care nothing for who holds the titles and rules the land.<br/><br/>The military has a very simple ranking system, with Squires at the bottom, followed by Sergeants, then Lieutenants, and led by Captains (who are just under the King). Sergeants lead a small group of Squires (usually trained in a style similar to the Sergeant, with  few specialists of other styles to ensure variety) and one Ensign (a standard bearer). Squires who show certain potential can be taken as apprentices to Knights to become Knights themselves.<br/><br/>The militia is housed in the noble district (to provide ease of access to the part of the city ‘worth protecting’), but are generally treated as common folk otherwise. While a few ‘soldier taverns’ exist on the fringes of the noble district, the soldiers are expected to shop and entertain themselves in the same way as the normal citizens. This has not endeared them to the nobles, but most are loyal enough to the King to balance that particular issue. Most officers are known rather well by those that frequent their favorite taverns, shops, inns, and other places a soldier might visit when off-duty.<br/><br/><strong><em>Religious</em></strong><br/><br/>There is a large religious section in Omneiro, with at least a shrine, and often a great temple, dedicated to each of the world’s major deities. Of those gods, a few have a major influence in the city for various reasons.<br/><br/><em>Mechanus</em>has a large following, due to Omneiro’s dominating technological advancements. This faction is one of the few religious factions not particularly aggressive towards the new technological movement or the introduction of firearms.<br/><br/><em>Morgiana</em>has a rather large influence, which is one of the reasons the Thieves’ Guild operates ‘honorably’ and legally within the city.<br/><br/><em>Mercari</em>has a major influence in the city, as the city trades with almost every major city and kingdom in the world.<br/><br/><em>Twilight</em>has a great influence in many places in the world, as death is a major part of all societies. Here, Twilight actually trains special priests to investigate killings (often speaking to corpses and spirits and even animating the dead to dole out punishment).<br/><br/><em>Norga</em>has a rather large influence amongst the ‘savage races’ living in Omneiro, who are often forced to live in slum-like areas. More than one revolution has been started, if not brought to battle, in the name of the Savage Goddess.<br/><br/><strong><em>The Guilds</em></strong><br/>(The guilds listed here are major guilds, if you wish to design a minor guild that works within these guilds, such as a group known as the ‘<em>Sewer Rats</em>’ that works within the Thieves’ Guild, discuss it with me and we shall make note of it.)<br/><br/><em>Mercenary Guild</em>– The mercenary guild is a dangerous guild, and even the members of the main guild are often brutish and willing to put people in harm’s way simply for the coin.<br/><br/><em>Merchants’ Guild</em>– A less than pleasant guild, that, much like the mercenary guild, is really in it for the coin. The two guilds often work together, splitting shares, and using brute strength to enforce various trade ‘laws’ and deals.<br/><br/><em>Assassins’ Guild</em>– Though the assassins’ guild is not legal, it doesn’t mean that it has no influence in the council. The leader of the assassins’ guild is happy to sit in on meetings, in the open, and make decisions as if he were a legitimate guild leader. The guild is well-known, but if a newcomer were to ask about it on the street, everyone would conveniently forget about them.<br/><br/><em>Thieves’ Guild</em>–  The thieves’ guild is a legal guild, allowed to function within the city so long as they maintain their own activities and make donations and pay taxes. Essentially, should a guard capture a thief, and the thief is a member of one of the secondary guilds and can prove it, they can call in a representative to confirm their activities are sanctioned.<br/><br/><em>Mage’s Cabal</em><em>(Guild)</em>– The mages are a powerful force within the city, but are generally divided (as so many different schools of magic and schools of thought exist within the ranks of the guilds) on their decisions. The Archmage has a smaller council of his own which he often has in session while at guild meetings and can contact to get a decision for the entire mage’s cabal. Many mage guilds have risen, attempting to create a second mage’s guild to give different schools of thought more influence on decisions on a greater level. So far, none have succeeded in forming a larger guild.<br/><br/><em>Entertainers’ Guild</em>– The entertainers’ guild is one of the least corrupt, second only to the workmans’ guild, and, ironically, the thieves’ guild. They represent many forms of entertainment, from bards and minstrels, to whores and dancers, and cover even the peripheries such as playwrights and sometimes tavern owners.<br/><br/><em>Workmans’ Guild</em>– The largest, but simplest, guild, the workmans’ guild simply exists to ensure that the working people of Omneiro get a say in decisions. However, though it has the largest membership, it is often the most ignored amongst the guild leaders.<br/><br/><strong><em>City Features</em></strong><br/><br/><em>Druid’s Circle</em>– Just beyond the city limits is the Druid’s Circle, a group of rangers, druids, shamans, and other nature lovers who work with Omneiro’s officials to ensure that the natural lands around the city are not harmed or overly hunted/harvested.<br/><br/><em>Black Market</em>– The Black Market is one of the few places that is barely touched by the influence of the guilds, as it was formed to specifically bypass the laws, taxes, and restrictions of the merchants’ guild.<br/><br/><em>Savage Slums</em>– Some parts of the city are segregated, allowing orcs, goblins, ogres, and other such creatures, but forcing them to live in subpar conditions. Most of these races are granted full citizenship rights, but it doesn’t mean that they aren’t liable to be shot, even by guards, simply for leaving the slums.<br/><br/><strong><em>Places of Interest</em></strong><br/><em>(</em>These areas may have threads dedicated to them if the activity in that area is likely to be high.)<br/><em><br/>Lilith’s Sanctum</em>– One of the city’s most famous whore houses is also, in essence, a church of Lillith. It has played host to many beautiful and highly skilled prostitutes in the city. It works under the Whore’s Guild, charging 3sp for 15 minutes or 1gp for an hour with the ‘regular girls’. Private girls are allowed to set their own rates, and can be quite expensive (some even make house calls).<br/><br/><em>The Vorpal Blade (http://elliquiy.com/forums/index.php?topic=99482.0)</em>- A small, but notable, shop in the merchant's district, run by a dwarven blacksmith named Dolina. She is a skilled crafter and sells relatively powerful enchanted arms and armor.<br/><br/>(This is all subject to development and growth. If someone wishes to add a feature to the city, they may discuss it with me, and I will see about its addition, especially if there is a likelihood of it creating a storyline.)