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Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - aureate - 05-06-2018

[align=center][div style="width: 500px; text-align: justify; font-family: helvetica; font-size: 9pt; line-height: 1.4;"]TRACK!


Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - sharkbeak - 05-06-2018

[align=center][div style="background=transparent; borderwidth=0px; bordercolor=; width: auto; font-size: 9.2pt; font-family:helvetica; line-height: 125%; text-align:justify; width: 500px"]Tracking on main! [s]Hello Rev, lmao


Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - crows - 05-06-2018

SCREECH


Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - sharkbeak - 05-06-2018

[align=center][div style="background=transparent; borderwidth=0px; bordercolor=; width: auto; font-size: 9.2pt; font-family:helvetica; line-height: 125%; text-align:justify; width: 500px"]+ Tracking on Hannibal's sub. [s]Hello Crows!!


Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - METALLO - 05-06-2018

[align=center][div style="width: 500px; text-align: justify; font-family: helvetica; font-size: 9pt; line-height: 1.4;"]Track with Metallo and his terrible filler icon I'M EXCITED


Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - dannychan - 05-06-2018

track


Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - grimdark - 05-06-2018

[align=center][div style="borderwidth; width: 400px; text-align: justify; font-family: arial; font-size: 8pt; line-height: 10pt;"]hella neat + track


Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - ajdawny - 05-06-2018

HOLy MOTHER OF WTF!!! THIS IS SO AMAZING! sorry for the caps...but oml


Re: NEW CARTHAGE GUIDE | UPDATED MAY 5TH - sharkbeak - 05-06-2018

[align=center][div style="background=transparent; borderwidth=0px; bordercolor=; width: auto; font-size: 9.2pt; font-family:helvetica; line-height: 125%; text-align:justify; width: 500px"]OH JEEZ thank you so much guys?? It means a lot to know that people think it's cool, lmao.
+ I. Think I might make a chatting or plotting thread soon, just so people can. Familiarise themselves with potential characters and stuff? If people want that, that is


grimmoon
NEW CARTHAGE GUIDE | UPDATED JUNE 1ST - Printable Version

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Pages: 1 2


NEW CARTHAGE GUIDE | UPDATED JUNE 1ST - sharkbeak - 05-06-2018

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[align=center]NEW CARTHAGE
[div style="width: 500px; min-height: 125px; padding: 0px; font-size: 9pt; text-align: justify; font-family: helvetica;line-height: 1.4;px;"]List of interactive NPCs & job ideas. | Chatting & plotting thread.

CARTHAGE WAS LOST to the flames. Its people, its culture, its gods - all burned in the fire. Greedy and jealous, eager to punish, the world took what it could and left rubble in its wake. What was built upon that graveyard was torn down time and time again, until people stopped building at all, and the bones of Carthage were left to rot.

But some still remembered. Some still refused to let the past - their history, their legacy - die. Carthage was a proud empire, and its children, still lurking like weeds, returned to its resting place. They were guided by a longing to rebuild what had been lost, with the hands of warriors and the hearts of lions, and they succeeded.

Now, protected by land and sea, Carthage - new but alive - thrives in a hidden paradise. For decades, it has kept itself away from the other civilisations, dormant and growing, but now it wakes, turning its attention what lies beyond its borders, and for the first time since the 1800s, it is opening its gates to the wider world.

[align=left]HISTORY
[align=center]146 BCE - Over the course of 17 days, Carthage is burned down by the Romans.
49-44 BCE - Roman Carthage is built in place of the original city by Julius Caesar.
698 CE - Roman Carthage is destroyed in the Muslim conquest of the Maghreb.
1698 CE - New Carthage is built from the forgotten ashes of its predecessors.

The ghost of an empire still lurked in its children's bones, and in the wreckage of a land long-abandoned by all human life, that ghost was given new form. It took years, and began as nothing more than a small fishing village by the sea, but New Carthage's influence soon consumed miles and miles of coast, reaching inland until it had cemented itself as an almost-indomitable city. Initially, as New Carthage grew unchallenged from the outside, societal and political issues within nearly crippled it - and its rocky governmental system was ripped down by the frustrated public. Throughout the earliest portion of its lifespan, New Carthage suffered several miniature revolutions and political reforms, all of which threatened to destroy the city entirely. When nearby territories initiated external pressure, New Carthage threatened to collapse under the weight of war.

A rapid and final overhaul of the government proved successful, however, and New Carthage recovered quickly under the command of its new administrative system; their triumph over outside enemies consolidated the people's belief in their leaders, and the establishment formed still remains largely unaltered today. Since that turning point, New Carthage has continued to prosper, and though corruption began to take root only a few years ago, it was quickly eradicated, allowing the city to dominate in its area for 340 years. The blackout roughly two decades ago did cause some damage - some methods of communication were removed - but given the traditional, almost ancient manner of living, the city has mostly continued without much issue.
[table]
[align=center]IC RULES / OOC INFO
IC RULES.
1. Show respect where respect is due; superiors that feel slighted by those with less authority do have the option to punish the offenders in question.
2. Outsiders are forbidden from entering the city's walls until they have been disarmed. Those who wish to become citizens of NC must pledge fealty in the amphitheatre before the gods, and only then will their weapons be returned.
3. Guns and other modern weaponry are strictly prohibited outside specific armouries and occasional training sessions. In times of war, such weaponry is only utilised against groups that possess it themselves.
4. Fighting within the citadel's walls is forbidden unless you are within the amphitheatre. Fighting within the temples can result in imprisonment, exile or death. Fighting anywhere else is acceptable, providing a justifiable reason is provided if caught.
5. Attacking other groups without permission from the General is forbidden.

OOC RULES.
1. No OOC drama; show respect & be friendly to everyone.
2. No instigating super large plots without permission.

OOC INFO.
1. If your character comes from New Carthage, their skin colour will almost certainly fit somewhere into this range. If they come from elsewhere, then complete creative freedom is allowed.
More TBA? Feel free to ask things & then I can add answers in case others are confused about the same things
[align=center]TRADITIONS / EVENTS
HORSE RACE - A massive race combines speed with endurance, taking competitors through not only parts of the city itself, but also up into the mountains that surround the southern border of the territory. Competitors must be at least 16 years old to enter.

ELEPHANTS & HUNTING - The use of elephants is important in New Carthage's culture, and hunting is no exception; small groups are regularly taken out into the tree-covered passes within the mountains, where boar, deer and barbary sheep, amongst other animals, can be hunted for meat and other resources. Hunters must be at least 16 years old.

FISHING & FISHING COMPETITIONS - New Carthage has its roots in fishing, and the practice still remains vital. Boats exit the port on fishing trips daily, and occasionally, both group and solo competitions are held to see who can catch the most fish in a day. Such competitions are then often followed by a great feast.

WORSHIP OF BA'AL AND TANIT (More info here) - Great temples within the centre of the city allow its citizens to regularly pay their respects to the chief deities of New Carthage, and city-wide festivals are held to honour the two at marked points during the year.

More TBA over time; suggestions always welcome.
[align=left]TERRITORY
All references.

CLIMATE - Warm Mediterranean (lows of 15°C/59°F and highs of 30°C/86°F). Semi-humid, though not with much rain; the majority falls in early spring.

NEW CARTHAGE
THE CITY (Ref #1 | Ref #2 | Ref #3) - A large, sprawling city surrounded by fortified walls. To the north is the sea, and to the south are farmlands, plains, mountains and desert.

THE CITADEL - The heart of New Carthage, the citadel is located within the centre of the city and is surrounded by an extra ring of fortified walls. It is where more important individuals may live, and is where final stands can be taken against unlikely invasion.

THE AMPHITHEATRE (Reference) - Located in the heart of New Carthage, the Amphitheatre is where all public meetings, combat training and most large events and/or competitions, with the exception of a few, take place.

THE PORT (Reference) - As shown in the city references, the main port is located in the northeast of New Carthage, and is where boats enter and leave the city. Typically, the wooden boats are used to transport supplies and resources for trading, as New Carthage both imports and exports goods, but can also transport people to groups that are easier to access by sea than by land.

HORSE STABLES (Reference) - Located throughout New Carthage, these large stables provide shelter for the many horses used by the city's people.

ELEPHANT STABLES (Reference) - Located towards the southern outskirts of New Carthage, these tall structures provide shelter for the African elephants used by the city.

FIELDS / FARMLANDS (Reference) - As briefly depicted in the city references, the fields and farmlands are located directly out of New Carthage's southern city walls. Here, crops are grown in the lush soil, and cattle - pigs, goats, sheep, cows, chickens, etcetera - are farmed for food, milk and resources.

SURROUNDING LAND
MOUNTAINS (Reference) - Directly south of the farmlands and fields, the land tapers into wide, open, dusty plains bordered by protective mountains that spread for miles in all directions, making New Carthage incredibly difficult to access by land without knowledge of the area.

SOUTHERN PASS (Reference) - A concealed, difficult-to-spot route through the mountains that shield New Carthage from the rest of the world, the Southern Pass is a miles-long, natural path dotted with trees and oases that allows faster, easier access to the city.
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[align=right]RANKS
SUFFETTES (2 at a time) - The political leaders of New Carthage. Suffettes [sing. Suffet] are forbidden from taking the Peacekeeper/General position or participating in battle while they maintain this position, but are not forbidden from participating in military discussions and decision-making. In theory, Suffettes can hold their position until death, inactivity or the decision to step down. In reality, the public may force a Suffet to step down if they prove unpopular. Each Suffet must come from one of the two political factions to maintain balance.
- Suffet One, War Faction, played by NAME
- Seren Genucia, Peace Faction, played by [member=5907]VAN[/member]


GENERAL (1 at a time) - The leader of New Carthage's army. The General is forbidden from taking the Suffet position while they remain in this position, but are not banned from participating in political discussions and decision-making. In theory, a General can hold their position until death, inactivity or the decision to step down. In reality, the public may force a General to step down if they prove unpopular. The General is typically from the War Faction.
- Hannibal Barca, War Faction, played by [member=8143]VEILSTONE™[/member]

PEACEKEEPER (1 at a time) - The leader of domestic policy, this rank is in charge of farming, supplies and maintaining the health and morale in New Carthage. The Peacekeeper is forbidden from taking the Suffet position while they remain in this position, but are not banned from participating in political discussions and decision-making. In theory, a Peacekeeper can hold their position until death, inactivity or the decision to step down. In reality, the public may force a Peacekeeper to step down if they prove unpopular. The Peacekeeper is typically from the Peace Faction.
- Dido Rhodanus, Peace Faction, played by [member=2375]vellichor.[/member]

ELDERS (Unlimited?) - The Suffettes' advisors, the Elders offer council to all people in need of an expert opinion. Typically, Elders are present to help vote on large decisions, such as going to war with another group. A person must have lived in New Carthage actively for at least 2 IRL months in order to qualify for the position of Elder. In both theory and practice, an Elder can hold their position until death, inactivity, the decision to step down, or exile by the Suffettes and Council of 104. They can be from either of the two political factions, and an even mix is often recommended.
- Elder, Faction, played by NAME
(Extend as necessary)


THE COUNCIL OF 104 (Rotational) - Comprised solely of Elders, the Council of 104 (aka the Hundred and Four) are a group of judges that deal with legality and punishment, much as a court would in the real world. People are selected by the Suffettes, the General and the Peacekeeper in small groups to act as the Council of 104 whenever a trial is held, after which they are rotated out and replaced by a new set of Elders during the next trial in order to prevent corruption. They can be from either of the two political factions, and an even mix is mandatory to prevent bias.

OFFICER (SHP, Possibly unlimited?) - For those allied to the War Faction that show exceptional promise in combat and strategy. They are entrusted with commanding small units of troops, though must always answer to the General.
- Officer, War Faction, played by NAME
(Extend as necessary)


Minister (SHP, Possibly unlimited?) - For those allied to the Peace Faction that show exceptional promise in domestic policy. They are entrusted with presiding over one of the subsets of the Peacekeeper rank (farming, supplies, health, morale), though they must always answer to the Peacekeeper.
- Minister (of X), Peace Faction, played by NAME
(Extend as necessary)


MESSENGER (Unofficial title) - Individuals that travel in parties of 2-5 to groups allied with New Carthage and remain there for two weeks to a month. They report any information or messages back to New Carthage, and are allowed to assist the group in which they reside, providing they don't go against New Carthage's interests. After two weeks to a month, a new set of messengers are sent to the allied group, and the parties swap over.