Difference between revisions of "WildRP Lore"
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==Guarma== | ==Guarma== | ||
− | <p>Somewhere in the Caribbean lies a tropical island of mystery and splendor known as [[Guarma]]. Over the last century, many different peoples and nations have attempted to settle on the island, and each one has failed. Some died out, some left, and some simply vanished without a trace. Finally, in the early 1890's, a group of various traders from all over the world were able to form a stable community and create a small trading port. Attracted to the beautiful climate and rich natural resources of the island, these travelers and traders decided to make Guarma into their home. In an attempt to stabilize the region, the people banded together to form a militia to better protect themselves and their business interests against those who would try to take from them by force. | + | <p>Somewhere in the Caribbean lies a tropical island of mystery and splendor known as [[Guarma]]. Over the last century, many different peoples and nations have attempted to settle on the island, and each one has failed. Some died out, some left, and some simply vanished without a trace. Finally, in the early 1890's, a group of various traders from all over the world were able to form a stable community and create a small trading port. Attracted to the beautiful climate and rich natural resources of the island, these travelers and traders decided to make Guarma into their home. In an attempt to stabilize the region, the people banded together to form a militia to better protect themselves and their business interests against those who would try to take from them by force. While there are no people who are indigenous to Guarma, many of those who have chosen to settle there feel a strong sense of identity tied to the island, and cultures from all over the world have contributed to the various traditions the island celebrates.</p> |
<p>While there is no formal government, the militia has struck a deal with the federal government of Saint’s Crossing. The people of the Crossing are allowed to visit and trade with Guarma as they wish, but in return, the militia often asks that the [[Saint’s Crossing Sheriff’s Department]] extradite and remove dangerous criminals who make their way to the island, bringing them home to face justice. Large armed groups are heavily scrutinized by the militia and may be seen as a threat to Guarma’s safety and independence, and the lack of formal civil structure means that the region is quite volatile and ever-changing. Frequent tropical storms make traveling to and from Guarma difficult and risky, but as word spreads of this new trade port, people from all over the globe seek to make their fortune and unlock the secrets of this alluring island.</p> | <p>While there is no formal government, the militia has struck a deal with the federal government of Saint’s Crossing. The people of the Crossing are allowed to visit and trade with Guarma as they wish, but in return, the militia often asks that the [[Saint’s Crossing Sheriff’s Department]] extradite and remove dangerous criminals who make their way to the island, bringing them home to face justice. Large armed groups are heavily scrutinized by the militia and may be seen as a threat to Guarma’s safety and independence, and the lack of formal civil structure means that the region is quite volatile and ever-changing. Frequent tropical storms make traveling to and from Guarma difficult and risky, but as word spreads of this new trade port, people from all over the globe seek to make their fortune and unlock the secrets of this alluring island.</p> |
Latest revision as of 12:41, 16 February 2023
General Universe Lore
WildRP is set in a fictional universe with a very different history from the real universe’s timeline. In our universe, the oppression, hatred, and/or marginalization of people based on race, heritage, skin color, gender, class, or sexuality has never occurred in any form. We allow people to utilize history for inspiration, but any events which occurred primarily due to any of the above will not have happened.
In our universe, there has never been slavery or forms of indentured servitude, and thus the civil war in the US would’ve never occurred. Attempts at colonization and expansion to unexplored territory would’ve also been conducted peacefully, as all potential native populations would’ve been seen as equals rather than targets for conquest. Genocide and targeted mass oppression/exploitation are unheard of, and the concepts are not understood.
Cruelty, violence, and greed still exist in this universe. Debates, arguments, and wars still occur over all things leading to money and power, rather than personal differences. Countries and political entities still form and interact, sometimes without peace. In this universe humans simply do not hate, fight, or kill over cultural, societal, racial, or sexual differences.
United States
The founding and history of the United States followed a similar but more peaceful path than real-world events. The main cause for leaving the “Old World” was primarily the possibility of striking it big in the “New World” or escaping from the power struggles of major governments. Colonization occurred with exploration and treaties and minimal conquest, native peoples and those who were discovering a new world typically worked together to build and prosper. The break from Europe occurred due to the lack of proper representation as the population expanded, and the inconvenience of being governed by persons who were months away from contact at all times during the Age of Sail.
The immigration policies of our universe also differ from the real world, in that people can freely come and go during times of peace and safety. The eastern part of the US is well developed, and far into industrialization, the west coast is starting to become heavily populated, and the center of the country has been connected by rail for some time. There are still vast swathes of populated unincorporated land and territories vying for statehood and formal federal representation, and some regions still have yet to be properly surveyed or settled.
Saint’s Crossing
Saint's Crossing is a fictional region of the United States set in the American Old West, the closest real-world comparative example of such a region is the Southwestern United States/American Southwest, however, Saint’s Crossing is its own unique location. It is a diverse land, composed of multiple territories with varying progress in statehood and levels of civilization. Local government services are provided on both a territorial and regional basis, with federal personnel working out of both Saint Denis and Blackwater. The population and culture is vastly diverse, as people from all over the globe inhabit the Crossing. The five major regions are as follows:
State of Lemoyne
Bordered by the Lannahechee River to the east and south and Flat Iron Lake to the west, Lemoyne is split into two distinct geographical regions. West of the Kamassa River is Scarlett Meadows. This area is defined by rolling hills, farmland, and bright red soil. The developing town of Rhodes has sprung up along the railroad line, nestled between the various pastures and fields. To the east, swampy marshes and floodplains. Along the coastline lies the crown jewel of Saint’s Crossing, the capital city of Saint Denis inside of Bayou Nwa. Saint Denis holds sway over the entire region, and various federal and state offices are located in the heavily industrialized city. Boasting multiple theaters, bars, and restaurants, beautiful architecture, and the largest harbor in the region, the city is a well-known destination for commerce, the arts, and culture. Bluewater Marsh is a smaller, boggy region bordered by New Hanover.
Further to the east lies the prison island known as Sisika Penitentiary, a maximum-security facility.
New Hanover Territory
Spanning from the eastern coast and thick forests of Roanoke Ridge to the wide plains of The Heartlands, New Hanover is the largest region in Saint’s Crossing. Between the coal mines to the east, vast oil fields, and large farming and ranching operations, many valuable resources are found here. Much like the state of New Austin, the territory is in the process of modernization and it is not fully settled yet, with only the rough-and-tumble ranching town of Valentine, the mining town of Annesburg, and the small, run-down settlement of Van Horn. There are also numerous ranches and homesteads dotted around the territory due to its lush and fertile grassland, most notably Emerald Ranch. A small wooded area known as Cumberland Forest, just north of Valentine, is home to many packs of wolves and contains Fort Wallace.
Commonwealth of West Elizabeth
West Elizabeth is composed of three constituent regions - Tall Trees, Big Valley, and the Great Plains. In the rolling grasslands of the Great Plains lies Blackwater, a port town in the process of industrialization and the most modernized town in Saint’s Crossing outside of Saint Denis. To the north lies Big Valley, which falls under the foot of Mount Shann. Thick patches of forest surround the base of the mountain, and the wide-open, lush meadows of the valley remain dotted with bright purple flowers for most of the year. The quaint logging town of Strawberry serves as a burgeoning tourist location. Tall Trees, to the west, is a thick redwood forest and considered one of the most dangerous regions of the Crossing.
Ambarino Territory
The northernmost mountainous region of the Crossing, Ambarino is wild, untamed, and sparsely populated. It is split into two regions: Grizzlies East and Grizzlies West. It borders Big Valley to the southwest, The Heartlands and Cumberland Forest to the south, and the Dakota River to the east. Between the snow, aggressive wildlife, and steep, rocky terrain, it is a dangerous place to travel alone. Nestled in the mountains are the town of Wapiti and the abandoned mining town of Colter.
New Austin Frontier
South of the Lower Manhattan River lies New Austin, an arid, desert region. New Austin is home to significant mining operations, as well as farms, ranches, and oil operations. While Armadillo has fallen on hard times thanks to a cholera outbreak, the region is still a key component in trade and western expansion. Farther to the west lies the most populated town in the region, Tumbleweed, located in an area known as Gaptooth Ridge. In the center of the region is a xeric shrubland known as Cholla Springs. Bordered by the Redemption Mountains to the north and the San Luis River to the south, New Austin is isolated and remote from the rest of the Crossing. A large and abandoned fort known as Fort Mercer located in the Rio Bravo region and the port town of Thieves Landing located in Hennigan's Stead are popular locations for criminals and outlaws to gather.
Guarma
Somewhere in the Caribbean lies a tropical island of mystery and splendor known as Guarma. Over the last century, many different peoples and nations have attempted to settle on the island, and each one has failed. Some died out, some left, and some simply vanished without a trace. Finally, in the early 1890's, a group of various traders from all over the world were able to form a stable community and create a small trading port. Attracted to the beautiful climate and rich natural resources of the island, these travelers and traders decided to make Guarma into their home. In an attempt to stabilize the region, the people banded together to form a militia to better protect themselves and their business interests against those who would try to take from them by force. While there are no people who are indigenous to Guarma, many of those who have chosen to settle there feel a strong sense of identity tied to the island, and cultures from all over the world have contributed to the various traditions the island celebrates.
While there is no formal government, the militia has struck a deal with the federal government of Saint’s Crossing. The people of the Crossing are allowed to visit and trade with Guarma as they wish, but in return, the militia often asks that the Saint’s Crossing Sheriff’s Department extradite and remove dangerous criminals who make their way to the island, bringing them home to face justice. Large armed groups are heavily scrutinized by the militia and may be seen as a threat to Guarma’s safety and independence, and the lack of formal civil structure means that the region is quite volatile and ever-changing. Frequent tropical storms make traveling to and from Guarma difficult and risky, but as word spreads of this new trade port, people from all over the globe seek to make their fortune and unlock the secrets of this alluring island.