RP Discussion Golden Reach Faction "Cold Cape"

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The Cold Cape thread features: Cold Cape information, Town avalible weapons, basic funds information, History, Culture, Classes, Ranching information.



General information
Cold Cape was formed by Religious families leaving Mist Terrace who were fed up with a secular lifestyle and wanted to practice their religions in a town of their own. Cold Cape was formed in 2049, year two of the "Cold Shoulder" war, where in a man who called himself 'Saint Wayne' led 400 people with only the Rifles, Revolvers, and shotguns they could afford, out of Mist Terrace and to the east, a habitable ground of what was once a gravel site for something, what it was nobody could be sure, but Wayne had suggested that it was a place where people exhibited and practiced a 'western' way of living, and he suggested that his people go to great lengths to capture and tame cattle and horses that inhabited the area. After the second year of the Cold Shoulder campaign, more of the Cold Cape settlers had been killed by Tree Wolves than Militants had shot protesters before the war began, the number of killed protesters being three women, one man, and the Tree wolf victims numbering around 46 men and a woman. This is one of the reasons that there was once a spur towards polygamy by Wayne, but before he could publically announce his intentions, his wife had killed him by throwing him down a hill to be eaten by a lone Masywny Bear, a 7 foot tall at the shoulder byproduct of the Genetic acceleration chemicals that had been released into the air by the 'twelth bomb', the 12th bomb from an undetermined country that had been dropped onto America to speed the growth of non-sheltered humans and animals, resulting in a living hell for survivors who emerged from caves and bunkers unarmed. The town had been outraged, and she was accused of witchcraft for having the bear eat him, and she was burned at the stake, though she actually saved his reputation by killing him.

Weapons
Due to Saint Waynes obsession with the Wild West, firearms are restricted to non-self-loading Rifles, Revolvers and Shotguns, as well as the occasional muzzleloader and breechloading black powder rifle. It was even made a commandment in 2052 that no Cold Cape citizen should bare an arm that repeats itself without the help of Human intervention. For this reason, outsiders are asked to turn in their firearms to the Sheriffs department, where Militia seize them and hold them while the outsider is in town. The commandments is so important to the civilization, that anyone found with a self-loading firearm will be exiled from the town as soon as possible, as they would have committed a sin against Wayne.


Commerce and economy
Ever since the Cold Shoulder campaign of 2048-2050, the Cold Cape towners have been relatively communist in their handling of economic factors and finance. Though in 2053, that was changed to a family oriented economic system, where everyone seemed to have an equal wealth. Families were assigned lots where they could build a house, and they were tested in proficiency for what they could work at and work with, being given a salary wage every four weeks, though not working on the weekends of Saturday and Sunday, typical to their religion. Their religious beliefs began to regulate society, and nobody is in charge except for the Sheriff and his Militia, who uphold the 19 Commandments as the law of the land. Money is essentially gold coins, and it is only spent on ammunition, foods, clothing, and labor. Labor is the highest paid for good, followed by Clothing, then ammunition, and finally foods.

Culture
The Culture is heavilly religion based, a form of Christianity to be specific. The laws themselves are based off of the 10 commandments, with an additional 9 added to regulate the town, the additional 9 commandments of course implemented by Saint Wayne.



To view the 19 commandments, click.​


[spoil]1. I am the lord your god. You shall have no other gods before me[/spoil]
[spoil]



2. You shall not make for yourself an idol

3. Do not take the name of the lord in vain​

4. Remember the Sabbath and keep it holy​

5. Honor your father and mother
6. You shall not murder
7. You shall not commit adultery
8. You shall not steal
9. You shall not bear false witness against your neighbor
10. You shall not covet your neighbors wife or husband, You shall not covet anything that belongs to your negibor
11. You shall not torture your fellow man, emotionally or otherwise
12. You shall not use devices of evil, devices that caused the irrational death upon this world
13. You shall not use arms that automatically load themselves
14. You shall not abuse your family, spouse nor children
15. You shall place your family ahead of yourself and all else
16. You must pay homage to those that defend your life, be it your own love or those that bare arms in your defense
17. You shall not pay a member of the any sex for sexual relations
18. You shall not play into the hands of enemies to the freedom and tranquility of the last bastion of god, Cold Cape​

19. Remember where you came from, the poor and underprivileged of Mist Terrace's workers, helped by the hand of god to freedom and tranquility in the Cold Cape



[/spoil]



These 9 additional commandments are made for the 'greater good' of the town, and the punishment for the violators isn't as extreme as the punishment in Mist Terrace. In fact, many criminals had initially fled to Cold Cape because of these less restrictive rules. If you break any one of the 19 commandments, and you are found guilty when tried, you are exiled to the southern area known as "The Outcasted". The exact reason for exile is unknown to many outsiders, however, it is believed that the ideal of Exile plays along with the 11th Commandment, you shall not torture your fellow man, emotionally or otherwise. Although they are exiled, the Cold Cape Towners do not believe in the sins of the father being the sins of the son, therefore if someone who has been exiled from Cold Cape has a child, then they may send their child to Cold Cape if they wish, no grudge will be held against the child regardless of the fathers sins. Prior to the practice of Exile, Cold Cape Militia authorites were aware of a band of humans that had once dwelled in Caves during the time that the radiation had been ongoing, and it is believed that the '12th bomb' affected them in beneficial ways. This is one of the reasons that they send 'outcasts' to the Outcasted village, some people say they believe that if they breed with these genetically altered native people, that the childeren will return with advanced genes to make Cold Cape town residents more genetically apt.​

Being decended from Workers, and primarilly workers, and having taken the idea of the frontier to heart, Cold Cape Towners are all incredibly useful around the farm, and they have the unique ability to breed and raise Livestock. Another rare benefit of Cold Cape Towners, is the fact that they can mount animals. Horses and Cattle are their choice mounts, as anything else is far too hard to tame.

Clothing
Cold Cape fashion is a traditional western style clothing, Cotton, boots and leather are the commonalities, as the residents require very sturdy clothing because of how hard they work. Most people are about as equally rich, some more than others for helping the town in whole more, so some people simply wear plad shirts, and some wear leather jackets, chaps, and hats similar to Stetsons. They are essentially dressed like people once did in movies that re-created westerns.​


Class Colors:
Brutal classes are this color
Stealth classes are this color
Economy classes are this color
Charm classes are this color
Agricultural classes are this color
Multi-specialist classes are this color


Cold Cape Towners- As a rule for this game, players will use certain fonts and colors when writing their posts in this game pertaining to their faction and class. Size 3 Verdana will be reserved for OCC commentary, and it's coloration will be black.

As a Cold Cape Towner, your writing font will be Book Antiqua.

Now, you may be thinking to yourself, what does your choice in class have to do with anything?

Well, there will be four primary classes, and each class has a font-color assigned to make the experience more easy to differ from another persons post, and it makes it easier for one to roleplay with more than one character.

Militia- Cold Cape Town Militia are marksmen in their own way, able to effectively hit a target 50 yards away without breaking a sweat. However, being far from the convoy road and having little need of it, they abandoned the usage of Semi-automatic firearms 10 years ago for a more manual labor intensive civilization, similar to that in the history books, known as the "old west." They have training to use Rifles, Revolvers, and Shotguns.

Rough Neck- Rough Necks are beefed up Farmers, literally. Rough Necks are livestock experts, able to breed and raise the post-war cattle that inhabit the area. What they can do with livestock, an ordinary farmer couldn't dream of, unfortuinately, it's the same for the way they have no ability to grow crops, and livestock can be dangerous, especially after accounting the fact that some of the animals have odd mentalities as well. Rough Necks have training in how to effectively use a Rifle, Shotgun and Revolver.

Farmer- Farmers have the ability to create goods and sell to the community. They have training in how to effectively use a Rifle and Shotgun. Being from Cape Town, they know how to work the soil like sand. They have better growing abilities that farmers in Mist Terrace would dream about.

Merchant- Merchants are specialists in the art of the smooth tounge, they have the ability to sell anything to the local populace, and they can barter down the price on most goods. Merchants have training in how to effectively use Revolvers and Shotguns.


Common
Occasional
Scarce
Rare
Nearly impossible to find
Unobtainable

Revolvers:
GP100
Ruger Redhawk
Smith & Wesson 686
Ruger Super Redhawk

Rifles:
Marlin 336
Remington 700
Winchester 94'



Shotgun:
Remington 870
Mossberg 500


Revolver Ammo:
.357 Magnum
.44 Magnum
.38 Special
.44 Special
.454 Casull

Rifle Ammo:
30-30
30-06
.308
.223

Shotgun Ammo:
.12 Gauge

(Under Construction)
 
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