THIRD STAGE: PLACE

Where do you belong?

When we create a persona, we need to consider your home. Your roots. Your culture. In other words, how you grew to where you are right now. All of the nuances of culture and history boil down to whether you like your life, or if you are getting out while the getting is good. As with any point in story creation, this seminal point really affixes who your Persona is within the world. Whether they are well-loved and supported by their culture, or if you instead are already on the road to anywhere else, knowing more about that very decision can be a catalyst for how they developed, and why you are wanting to play in that Persona. To get a feel for all the options you may choose from and the possible skills that kind of life may have afforded you, check out the kinds of cultures one might find in Nycos in specific, or Dark Shards in general.   .After we have established what kind of being you are, we next want to look at the kind of place you come from, and what kind of world philosophy you have both will grant a few more skills and a deeper Roleplay experience. Check out the kinds of cultures below to discover your Place in the world, literally and culturally. Consider your home. Your roots. Your culture. In other words, how you grew to where you are right now. All of the nuances of culture and history boil down to whether you like your life, or if you are getting out while the getting is good. As with any point in story creation, this seminal point really affixes who your Persona is within the world. Whether they are well-loved and supported by their culture, or if you instead are already on the road to anywhere else, knowing more about that very decision can be a catalyst for how they developed, and why you are wanting to play in that Persona. To get a feel for all the options you may choose from and the possible skills that kind of life may have afforded you, choose from these alternatives.  

A Place of Ancestry

(Family)(CROSSROADS)(WORDS)
  • Some nations and cultures take great pride in their collective advances. Keeping detailed records of births, deaths, marriages, and family obligations to one another become critical to these peoples, measuring value based on familial continuity and the collective unity they have cultivated.
  • Cities and Nations of Ancestry: Aeroas (Jez'Rsse) of the Eldrin, Thromvaldt of the Grundim, Mantara of Men, Finntinlimblin of the Midge, The Aurukh's Creche, Anxchorage of Men and Concordia

    A Place of Beauty

    (Aesthetics)(NYCOS )(MAKERS)
  • Some communities, cities, and even whole regions determine whether something holds value based on its artistic merit. Sculpture, architecture, clothing, fashion, and even the means of combat and negotiation are all raised to the utmost, measuring value based on the arts.
  • Cities and nations of Beauty: Darrowdell of the Eldrin, Ashenfall of the Grundim, Arabella of Men, Jzadirune or the Gnomes, Xithras. 

    A Place of Dragons

    (Economy)(OBLIVION)(ROADS)
  • It goes without saying that to some, money is the real measure. Treasures beyond valuation, great piles and coffers lined with precious metals, shining gemstones, or even raw materials become the yardstick by which they determine individual worth.
  • Cities and nations of Dragons: Tenerif, Barbos, and Tyrchun of Men, Shadowskein of the Eldrin, Gildenshtirn of the Marrukh, Metropolis Fiducius, and Vaultaire

    A Place of Form

    (Athletics)(EVERDARK) (DEEDS)
  • Others see the physical capabilities of its citizenry, the sheer bodily skills, and pragmatic healthfulness as holding the highest value. Fast runners, strong wrestlers, graceful dancers provide the milestones that demonstrate what to them matters most.
  • Cities and nations of Form: The Jubilethan Caravanserai, Shambala of the Great Khan, Kor-Corrum of the Gohlians, The Citystate of Bruce of Men.

    A Place of Gentry

    (Society)(FAE)(INTRIGUE)
  • Perhaps what defines value is who you know, more than what you have or can personally accomplish. Culture can spring up around the very nature of being social, of being interconnected with others. Having a wide network of associates can, of course, be valued.
  • Cities and nations of Gentry: Bergeron, Penza, and Florin of Men, Tralora of the Eldrin, Dooblerfletch of the Peck, Neomoria of the Sekjhen and Barbossa of the Pirate Princes

    A Place of Heart

    (Theatrics)(ASOMATUM)(WILDS)
  • In some cases, the expression and appreciation for emotion and the conveying of feeling and experience becomes of utmost importance. It isn't the poetry of the song, but the message and the feeling it conveys, that makes it have value. The sheer empathy and intensity matter most.
  • Cities and nations of Heart: Elgath of the Eldrin, Trantor, Atuan of the Old Order, Cathedral, 

    A Place of Mind

    (Scholastics)(AETHYR)(WONDERS)
  • There are those, too, that hold what one knows, what one has learned, by practice or by rote, as being the most meaningful. Libraries and Laboratories, Museums and Monasteries, the collection of wisdom, knowledge, and sheer learning can become the benchmark of excellence for some.
  • Cities and nations of Mind: Kandahl's Keep, Thocra of Men, Caer Barraban of the Eldrin, Habiltatus of the Grundim

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