Economy & Livelihood

Selia’s Player-Driven Economy

Selia’s economy is built around player trade, supply chains, labor, and territory. Goods are harvested, ordered, prepared, shipped, delivered, and sold through real player interaction.

Core Philosophy

Every Sale Has a Story

Selia uses a light grind to encourage roleplay, trade, and interaction. Every harvest, trade, and sale feeds into player livelihood. Items are meant to be sold or traded to players instead of being dumped into NPC systems.

Player Trade

No Invisible Supply

Shops are not magically stocked. Supplies are created, moved, and delivered by players, making commerce reactive and dependent on community activity.

NPC Exception

Limited NPC Selling

Harvesting jobs are not built around selling everything to NPCs. The main exception is animal pelts and parts, which may still be sold to butchers.

Job Market

State Jobs vs. Private Jobs

State Positions

State Provider Work

State positions provide goods for the opposite kingdom or state. These jobs are intended for large packs or covens of 6+ members and connect to major production locations and trade.

Provider Benefit: State providers may receive free housing, supplies, and control over large plots of land, such as Caliga Hall, Emerald Ranch, or Pronghorn Ranch.
Private Work

Private Businesses

Private jobs provide goods and services for their own state. Anyone may open or work under a private business, making this the more accessible path for independent players.

Purpose: Private work supports local trade, everyday services, and keeps money moving between citizens.
Available Work (Full List on Discord)

Economic Roles

Farmers

Plant, grow, harvest, and sell crops or goods to businesses and users within the state.

Ranch Hands

Tend to and breed cattle while producing dairy goods such as cheese, creams, and related products.

Lumberjacks

Gather tree goods and sell materials to businesses within the state economy.

Miners

Collect rocks, gems, and mining materials to sell to businesses or other players.

Restaurant Owners

Provide fine cuisine and cooked meals from a large selection of available food items.

Bakery Owners

Provide baked goods including bread, sweets, spreads, and other crafted products.

Saloon Owners

Provide alcoholic beverages, simple snacks, and social gathering spaces.

Blood & Herbal Healers

Serve as pharmacists selling quick cures, wolfsbane and vervain antidotes, vaccines, and immunity treatments.

Underground Haven Owners

Operate social club extensions tied to saloons, creating darker gathering spaces for secrecy and underground roleplay.

Supply Chain

The Trade Network

The economy moves through a full trade cycle: businesses order goods, providers prepare them, transporters move them, and distributors deliver them.

01

Buyer Places Order

Businesses place supply orders for specific items, choose quantities, and wait for fulfillment.

02

Provider Prepares Goods

Providers view incoming orders, gather or produce required items, store them, and mark orders ready.

03

Transporter Moves Shipment

Transporters claim delivery assignments, load physical cargo, and carry it safely across regions.

04

Distributor Completes Delivery

Distributors sort goods by business, deliver them to delivery boxes, and report completion.

Buyers

Businesses

  • Place supply orders
  • Choose quantities
  • Wait for fulfillment
  • Receive goods after transport
Providers

Production

  • View incoming faction orders
  • Gather or craft items
  • Store goods in provider storage
  • Mark orders ready for pickup
Transporters

Logistics & Freight

  • Review ready shipments
  • Claim delivery assignments
  • Load physical cargo
  • Move goods across regions
Distributors

Final Delivery

  • Wait for goods to be unpacked
  • Repack business orders
  • Deliver to business mailboxes
  • Report completed delivery
Order Board

Shared Trade Hub

The order board is the central information hub. It displays active orders, who placed them, and their current status as orders move through the system.

Why It Exists

A Living Economy

Encourages player interaction across jobs Eliminates instant restocking Creates organic RP around trade and logistics Gives meaning to protection and territory Makes every role depend on the others

Healthcare, Illness & Revival

Selia does not use a simple on-call revive system. There is no /calldoctor. Illnesses create symptoms, visual effects, movement impairment, hallucinations, vomiting, exhaustion, and psychological consequences. Illnesses persist through logout until treated.

Doctor’s Offices

Every town has a doctor’s office for pharmacy-style care, vaccines, quick treatment, herbal remedies, medical tonics, vervain/wolfsbane cures, and temporary immunity vaccines.

Hospitals & Healing Grounds

These are the only locations capable of fully curing illnesses and persistent conditions. They include diagnosis systems, interactive treatment, medical RP, and emergency facilities.

Automated Treatment

If no doctors are on duty, NPC healers open automatically. Treatment takes 3 real-life minutes, and players must stay in the treatment area. NPC healers close when doctors return.

Consecrated Malaise

Spiritual rejection caused by holy ground, churches, burial grounds, sacred areas, or consecrated territory. Symptoms include hallucinations, weakness, headaches, confusion, and impaired movement.

New Moon Sickness

Rare condition caused by absence of lunar influence. Symptoms include fatigue, hunger pains, dehydration, vomiting, and deterioration. It is contagious.

Proximity Headache

Sensory overload from prolonged exposure to mortals and dense populations. Symptoms include headaches, dizziness, loss of balance, and sensory distortion.

Humanity Bleed

Psychological illness caused by violence, corpses, and trauma. Symptoms include hallucinations, confusion, coughing, and instability.

Lethal Bite

Supernatural corruption caused by opposing species bites. Symptoms include dizziness, weakness, hallucinations, bite markings, sensory impairment, and collapse.

Treatment

Patients describe symptoms, healers diagnose the condition, procedures are selected, and treatment steps must be completed. Misdiagnosis and failed treatment can worsen the condition.

Death & Revival: Death is a critical state with a 3-minute wait. Revival requires treatment at a hospital by a healer/doctor or physical transport to a hospital by another player. This supports rescue, medical roleplay, coordination, meaningful injuries, and combat risk.

State Security Roles

Royal Guard vs. Border Patrol

Each kingdom maintains two major enforcement branches. Royal Guards protect the Crown, uphold internal law, and preserve public order. Border Patrol controls territory lines, border violations, species movement, and state-entry conflicts.

Solan State

Chiromar Enforcement

Solan’s security structure protects the Sterling Crown, royal property, Saint Denis, Guarma routes, trade activity, curfew order, and restricted Chiromar territory.

Tomaska State

Vericanis Enforcement

Tomaska’s security structure protects Alpha authority, pack territory, Blackwater, border roads, trade movement, forest access, and Vericanis-controlled lands.

Internal Authority

Royal Guard

Royal Guards are the official law enforcement arm inside the state. Their purpose is to protect the Crown, preserve public order, enforce state law, secure royal events, handle arrests, protect citizens, and respond to emergencies.

Protect monarchs, heirs, royal households, and royal property
Enforce internal law, curfew, arrests, searches, and prisoner handling
Secure public events, trade exchanges, and Crown-controlled locations
Document arrests, force, confiscations, threats, and major incidents
Respond to riots, violence, full moon incidents, and attacks on leadership
Territory Authority

Border Patrol

Border Patrol handles the edge of the state: who may enter, who must leave, which species are violating territory law, and when outside-state activity becomes a security issue.

Monitor borders, roads, crossings, restricted land, and state boundaries
Handle territory violations, illegal entry, and unauthorized travel
Take custody when a violation belongs to border jurisdiction
Respond to foreign-state conflict, species-based violations, and border disputes
Coordinate with Royal Guard when arrests or threats begin inside the state
Main Difference

Where Their Authority Begins

Royal Guard

Handles what happens inside the kingdom: law enforcement, royal protection, arrests, prisoner treatment, public order, trade oversight, curfew enforcement, and emergency response.

Border Patrol

Handles what happens at or across the border: restricted entry, trespassing, species movement, territory violations, foreign-state conflict, and transfers from Royal Guard custody.

Solan

Royal Guard Features

  • Protect the Queens, Royal Heirs, and Sterling royal household.
  • Enforce Solan law with discipline, professionalism, and loyalty to the Crown.
  • Secure royal property, Crown-controlled locations, and royal appearances.
  • Enforce royal etiquette, including distance, weapon stowing, titles, and clear paths.
  • Handle curfew enforcement, arrests, searches, evidence, and prisoner treatment.
  • Carry out royal judgment when ordered by the Queens.
Solan

Border Patrol Features

  • Control access into restricted Solan territory.
  • Respond when Vericanis are found inside restricted Solan land.
  • Receive custody transfers from Royal Guard when a matter becomes border-related.
  • Handle traveler refusal, illegal entry, and territory law violations.
  • Coordinate during Full Moon incidents involving Vericanis activity.
  • Assist with interstate issues that cross into Solan border authority.
Tomaska

Royal Guard Features

  • Protect the Alpha Kings, high-ranking pack officials, and state leadership.
  • Preserve order within Tomaska towns, trade areas, and public gathering points.
  • Enforce Tomaska law, arrests, searches, prisoner treatment, and local discipline.
  • Secure royal or Alpha-led appearances, meetings, escorts, and public events.
  • Respond to riots, armed threats, attacks, and internal emergencies.
  • Document major incidents, confiscations, use of force, and custody decisions.
Tomaska

Border Patrol Features

  • Control movement into Tomaska territory, forest routes, and restricted pack lands.
  • Respond to Chiromar trespassing, illegal crossing, or foreign-state provocation.
  • Manage border disputes, territory violations, and hostile travelers.
  • Coordinate with Royal Guard when outside threats move into towns or trade areas.
  • Handle custody transfers when a violation is tied to territory law.
  • Support Full Moon, war-risk, and cross-state security operations.

How They Work Together

Royal Guard and Border Patrol are expected to cooperate, not compete. If an incident begins inside a town, the Royal Guard usually takes the first response. If the matter involves illegal entry, restricted territory, foreign-state conflict, or species-based border law, Border Patrol should be contacted or given custody.