Welcome To The Essalonian Frontier (wild West Au)

indyfan98

I'm not narcissistic. I'm just better than you.
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The Story So Far:
The story remains largely the same as the 20s AU up to the 1830s, but some gaps are filled in:
In the year 1815 AC, large tracts of land in Essalonia were being pushed into by the Ailor. The Qadir and Songaskia of Califaera and Harron were pushed out, back to Farah'deen. The native Url population were more resistant to the push. Regalia, to maintain peace with the Urls, set up reservations for them. The reservations and the settled land became known as the Essalonian Frontier, or more commonly known as the Wild Frontier by locals.


By the year 1817 AC, the Daendroque people of Daendroc had pushed into Califaera, setting up a new colony, called "Eçalique." There, they bred with some of the few remaining Qadiri and Songaskian natives, creating a new culture of darker skinned Ailor. The new half-races mostly speak Daendroque, as it is the enforced language in their homeland. They formed a new nation, with the Vaquero becoming a new profession. These Vaquero are the cattle herders and protectors of Eçalique. In the north around the same time were colonials from Ithania, who came in droves, bringing their language to the Essalonian Northern Frontier. They called this land "Ithanie Nouveau," meaning "New Ithania." They, too, pushed the native people into reservations, in this case, the native Velheimers. Though they were more ready to honor treaties, they were not afraid to backstab.


Come 1832 AC, the Common speakers of Essalonia began to settle down more, forming more permanent settlements. They came from the East, from New Ceardia, and from the West, from Regalia, settling in the land once known as Harron. Wars broke out between the Common speakers and the people of Eçalique. Eçaliquians were pushed further south. New land was won. One such place was the fortress of Alabastro. It is here, on the remains of Alabastro that your story begins.


Upon the remains of Alabastro was built a town called simply "The Outpost." This town lay dormant, for the most part, for a few years. However, one day, a heavy rain storm came through the deserts, revealing gold to be hidden beneath the town. The town quickly boomed, growing into a destination for gold miners across Essalonia. This brings us to the turning of the new year.


It is now turning to the year 1835, and you and many others just completed a long trek to The Outpost, now beginning to be called "Oro," where your story will begin. So, what will you take up in the new town? Will you join in the free for all, killing over gold, or will you rob others, taking what they already have found? Maybe you'll take up a trade, selling to the more fortunate? Your destiny is laid out in front of you.


The Races:
  • Ailor: Lost all their Will of Faith abilities, but largely still rule the world as the most numerous. The largest groups in Essalonia are native Common speakers, Ithanians, and the Daendroque.
  • Sihai: Can shapeshift between their forms at will, anytime, anywhere, but are mostly used as cheap labor. They act as pseudo-slaves to the wealthy railroad owners.
  • Dwarves: Have recently emerged from underground to mine for gold in Essalonia.
  • Qadir: Pure Qadir are exceedingly rare in Essalonia. More common are Daendroque Ailor-Qadir half-races, who receive a lot of racism from the local Ailor, due to numerous wars.
  • Songaskia: Pure Songaskia are exceedingly rare in Essalonia. More common are Daendroque Ailor-Songaskia half-races, who receive a lot of racism from the local Ailor, due to numerous wars.
  • Altalar: Remain the cultural avant garde of the Essalonian Frontier, losing their rings in the process with the death of religion.
  • Avanthar: Still retain their racial abilities, but become frightfully addicted to it, almost like the stuff is morphine.
  • Cielothar: Merged largely into the Altalar populations at the loss of their racial powers.
  • Sihndar: Merged largely into the Altalar populations at the loss of their racial powers (except for their hair and skin tones).
  • Isldar: Merged largely into the Altalar populations at the loss of their racial powers (except for their hair and skin tones).
  • Kathar: Merged largely into the Altalar populations at the loss of their racial powers (except for their skin and hair tones).
  • Yanar: Gained the ability to shapeshift into Ailor versions of themselves, but otherwise remained the same.
  • Manathar: All reverted to their original races, and lost all their powers, joining the common Altalar populations.
  • Maraya: Lost their racial abilities and largely merged into the Altalar populations (except for their hair and skin tones).
  • Allar: Remain largely the same.
  • Slizzar: Remain largely the same.
  • Varran: Lost their command over Living Metal but remain largely the same.
  • Orc: Remain largely the same.
  • Url: Remain largely the same. They act as a sort of Native American to the new frontier. Not all Url, of course, but the ones from Essalonia are. They are by no means "savages," often wearing common clothes, but some wear traditional garb. They receive a lot of racism from local Ailor and half-races.
  • Half Races: Remain largely the same, but fairly young Ailor-Qadir/Songaskia act as the local Spanish-speaking population.
  • Mages: Remain the same, but are often fairly ludicrous traveling performers.
  • Silven: Have effectively become accepted, losing all of their non-aesthetic mutations.
  • Vampires: Have largely become accepted, but losing all of their non-basic abilities (so no mutations).
  • Werebeasts: Have become part of native folktales, often called "Skin Walkers." They are fairly rare, and almost never shift in from of others.
  • Undead: Still exist, but are not playable outside of events.

Essalonian Frontier AU Rules:

  • Nobody owns anything. Every building is "free to use", and anyone jumping in can just be a bartender or a movie ticket seller if they want to. There are no region restrictions and nobody can kick anyone out, but we ask our players to be compromising when it comes to conflict over a job at a place at the same time.
  • If your character owns a gun, fine, but be prepared that the police can choose to gun down an illegal weapon carrier. Speaking of police, there is no centrally organized guard force. There is a sheriff, who is played by indyfan98.
  • There are still kill and maim perms. I want people to have investment in the AU.
  • The Essalonian Frontier has a no-RDM rule, meaning No Random Deathmatching. Your character needs to have a legitimate cause to try and murder another character. Duels are still allowed, but are rarer than you'd expect.
  • After death, the character that died is no longer playable in the AU.
  • You can make up random lore tidbits mostly on the spot if you want. For example if you need to generate a list of movies for the cinema, make one. If you need to decide on the brand of a gun, come up with one. We don't have a canon list and never will, but we also won't care about people inserting things.
  • General Massive rules also still apply. No metagaming, Powergaming, God-RP or Mary Sueism, or Inappropriate Roleplay as defined by the Roleplay Rules on the Wiki.
  • Finally, the AU has a concept of "No Fail-RP allowed". Trolling, or just generally engaging in bad roleplay (for example clearly hamfisting a reason to attack someone with a revolver) is strictly not allowed and will result in ejection from the AU.

WesternBound Resource Pack:

WesternBound is a resource pack built by me that adds to item models into the game: a revolver and a shotgun (the latter can also act as a rifle). They are renamed bows, These items require Optifine. Simply download the pack, put it on top of you resource pack listing, and rename a bow to either some variation of "revolver" or "shotgun." Both weapons will be provided to everyone who asks for them. I suggest taking both weapons, as your character could die, or you might make another character. Try to hold onto these items, as, even though we are in creative mode, an anvil is required to rename the items.

Special "thank you" to Conflee for creating MassiveBound and for helping me get items working.

Sign Up:

To take part in the AU, you simply need to reply to this thread with the following information. The AU is located in my creative plot, due right (west) from the Creative world spawn. It should be pretty easy to find, but if you're having trouble, contact me (Discord: indyfan98#7933). The sign up is simply for the sake of knowing who's interested, and having a list of players.

Sign-Up Sheet:

In-Game Name:
Discord Name and Number:
Are You Interested in Helping with Progressions?:

Official AU roleplay starts tomorrow, January 1st. New skins are recommended, and should be period accurate to 19th century North America. The people in charge of the AU are @indyfan98 and @Rubarberry. What we say goes, but if we do something you don't like, please let one of us know.

Anyways, I hope to see you in our new AU! Have a Massive day!
 
In-Game Name: StevenWeen
Discord Name and Number: @just steven#1613 (the just is included)
Are You Interested in Helping with Progressions?: sure thang