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.
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.
No Invisible Supply
Shops are not magically stocked. Supplies are created, moved, and delivered by players, making commerce reactive and dependent on community activity.
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.
State Jobs vs. Private Jobs
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.
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.
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.
The Trade Network
The economy moves through a full trade cycle: businesses order goods, providers prepare them, transporters move them, and distributors deliver them.
Buyer Places Order
Businesses place supply orders for specific items, choose quantities, and wait for fulfillment.
Provider Prepares Goods
Providers view incoming orders, gather or produce required items, store them, and mark orders ready.
Transporter Moves Shipment
Transporters claim delivery assignments, load physical cargo, and carry it safely across regions.
Distributor Completes Delivery
Distributors sort goods by business, deliver them to delivery boxes, and report completion.
Businesses
- Place supply orders
- Choose quantities
- Wait for fulfillment
- Receive goods after transport
Production
- View incoming faction orders
- Gather or craft items
- Store goods in provider storage
- Mark orders ready for pickup
Logistics & Freight
- Review ready shipments
- Claim delivery assignments
- Load physical cargo
- Move goods across regions
Final Delivery
- Wait for goods to be unpacked
- Repack business orders
- Deliver to business mailboxes
- Report completed delivery
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.
A Living Economy
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.
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.
Chiromar Enforcement
Solan’s security structure protects the Sterling Crown, royal property, Saint Denis, Guarma routes, trade activity, curfew order, and restricted Chiromar territory.
Vericanis Enforcement
Tomaska’s security structure protects Alpha authority, pack territory, Blackwater, border roads, trade movement, forest access, and Vericanis-controlled lands.
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.
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.
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.
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.
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.
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.
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.