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EQ2

Up to date as of February 01, 2010
(Redirected to Citizenship Timeline article)

From EQ2i, the EverQuest II wiki

For information on changing your alignment by Betrayal, see the Betrayal Timeline

In EverQuest II, as in most cases in real life, you cannot be a citizen of more than one city. There are, however, ways to change your citizenship by moving to a city of the same alignment or renounce citizenship in the city you currently belong and move to another city of an opposing alignment. Cities and their alignments are as follows:

Good Cities
Evil Cities
Neutral Cities
Qeynos
Kelethin
Freeport
Neriak, City of Hate
Gorowyn
Maj'Dul*
  • It is easy to switch citizenship between cities of the same alignment. This is not a betrayal, so don't betray your old city. Just follow the instructions on this page to switch citizenship.
  • Maj'dul doesn't require betrayal. See the last section on this page to become a resident.
  • To switch to a city of the opposing alignment, you must first betray your current city. After you have betrayed, you must end your exile.

Contents

Earning Your Citizenship

This section describes how to earn citizenship with a city after you are already tolerated by the city. You can do these quests without having to betray your current citizenship if and only if you live in a city with the same alignment to which you wish to move. You must be level 10 to start these quests.

Becoming a Citizen of Qeynos

This option is available to citizens of Kelethin, and to Exiles who have earned acceptance with Qeynos.

Duryo Valstath outside the Concordium Tower in South Qeynos at ( 723, -20, 138 ) /waypoint 723, -20, 138

  1. The Fulfillment of Dreams
  2. Her Gates
  3. Her People
  4. Her Cleanliness

Becoming a Citizen of Kelethin

This option is available to citizens of Qeynos, and to Exiles who have earned acceptance with Kelethin.

Gibrien Marsden on Green Knoll at ( 594, 45, 78 ) /waypoint 594, 45, 78

  1. Considering Kelethin (20)
    1. Learning Faerlie (10) - Fae language quest
  2. Raise your City of Kelethin Faction by performing the following repeatable quests from the Kelethin Timeline:
    • Kelethin: Much Ado About Mushrooms (20)
    • Kelethin: Hatchling Release (20)
    • Kelethin: Up in the Sky (20)
    • Kelethin: Basic Forestry (20)
    • Kelethin: Basic Biodiversity (20)
  3. Kelethin: Citizenship (20) - offered once your City of Kelethin Faction is at least Amiable (10,000 or better)

Becoming a Citizen of Freeport

This option is available to citizens of Gorowyn or Neriak, City of Hate, and to Exiles who have earned acceptance with Freeport.

  1. Mandatory Service - from Clerk Brutus in East Freeport at ( -79, -37, -4 ) /waypoint -79, -37, -4.
  2. Longshadow Alley Patrol - from Sergeant Daimyo in East Freeport at ( -126, -38, 0 ) /waypoint -126, -38, 0.
  3. East Freeport Patrol

Becoming a Citizen of Gorowyn

This option is available to citizens of Freeport. All characters who want to move to Gorowyn must earn their Freeport citizenship first.

Ambassador Zrelach in West Freeport at ( 154, -16, 127 ) /waypoint 154, -16, 127

  1. Speak to Ambassador Zrelach in West Freeport. (Note: the "Gorowyn Citizenship" quest he gives you is set to your character's current level.)
  2. Show Ambassador Godwin, in the city of Gorowyn, the papers given to you by Zrelach above.

Becoming a Citizen of Neriak, City of Hate

This option is available to citizens of Freeport or Gorowyn, and to Exiles who have earned acceptance with Neriak.

  1. Finding a Sponsor - from Clerk V'Nox at Cristanos Plaza in Neriak, City of Hate
  2. Enemies to the Crown - from Carvox M'Laeren at Hall of the Ebon Mask
  3. Document Recovery
  4. Paperwork and Fees

Becoming a Resident of Maj'Dul

You cannot actually betray to Maj'Dul, but you can live there, if you like. You'll retain your old citizenship, and you can move your house between the two cities whenever you feel like it.

You have to earn access to one of the three Courts in Maj'Dul so that you can buy a Maj'Dul Residency License. The license is required to purchase a home there. Completing Becoming a Resident of Ro will earn you an extra ability, Call of Ro. You do not have to live there to get Call of Ro, but it is a good idea to have it if you intend to live there.

  1. Do the quests in one of the Faction Quests series of the Sinking Sands Timeline to gain faction with one of the 3 Courts.
  2. Continue with Faction Quests in the Maj'Dul Timeline until you have sufficient faction to gain entrance to a Court.
  3. Complete your residency by completing the following steps:

This article uses material from the "Citizenship Timeline" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Vault City article)

From The Vault

Vault City

map marker: Vault City
leaders: First Citizen and the Council
doctors: Troy
factions: Vault City
quests: Get a plow for Mr. Smith

Deliver Moore's briefcase to Mr. Bishop in New Reno
Deliver a sample of jet to Dr. Troy
Solve the Gecko powerplant problem
Deliver Lynette's holodisk to Westin in NCR
Rescue Amanda's husband, Joshua
Deliver beer and booze (10 each) to Lydia
Deliver pliers (tools) and a wrench to Valerie
Scout the eight sectors around Gecko and return to Stark.
Enter NCR and return to Stark
Find Mr. Nixon

Vault City is a high-tech settlement in West Nevada, established by the inhabitants of Vault 8 after the Great War. The Vault opened in 2091 after receiving the all-clear signal (origin of which remains unknown, but it's likely that it was the Enclave). The city was built around the Vault, using its fusion generator as a power source and knowledge contained in the GECK to establish the first structures.

The city's population is very strictly regulated, with all pregnancies scheduled and insemination performed by the Vault's autodoc. Interestingly, there seems to be no accidental pregnancies occurring from direct intercourse, the reason behind which is not disclosed (possibly because of chromosomal damage).

Contents

Overview

The Vault City is a very small, but high tech settlement. The citizen population (in all departments) was 103 in 2241, with an unspecified number of outsiders residing in the courtyard area. It was small compared to the hundreds of residents that lived in Redding or Broken Hills.

Despite its small size, the city boasts sophisticated technology, as outside the NCR, Shi, Brotherhood, or the Enclave, they're the most advanced faction in the wasteland, possessing cutting edge medical technology, allowing it to mass produce medical supplies and chems (such as Stimpaks) as well as perform radiation removal and sophisticated surgical procedures, including replacement of lost limbs and organs via cloning and grafting armor plating to one's skeleton. Aside from medical technology, it's also an advanced military force, with all guards and patrolmen rigorously trained and equipped with advanced weapons and armor.

Seat of the Council

The city's ruled by a Council, led by the First Citizen, established in 2101, after the Vault Overseer retired. The council rules in a completely authoritarian way, controlling every aspect of life within the City. Their regulations are strict and enforced to the full extent of the law. For instance, no drugs, real alcohol (artificial imitations are legal), prostitution, gambling or any other vices are allowed within the inner city. All citizens found breaching any regulations, be it even badmouthing the First Citizen, are usually swiftly incarcerated and reeducated.

The Citizens aren't much better, as most are extremely bigoted, hypocritical and arrogant, treating outsiders like dirt and leading boring, conformist lives, content with the state of affairs. Although healthy and very well educated, they are also extremely dull and bland, with little to no concern for the outside world. Many do not even venture beyond the protective walls of the City proper.

The Vault City Guard secures the city from outside threats. While small, it is extremely well trained and equipped, able to deal with any threats when supported by laser cannons of the City, save for a full-out siege.

Relations with the outside

The slums of Vault City

The city is very antipathetic towards outsiders, generally considering them thieves and braggarts, however, if an outsider is able to pay the rent, he/she can live in the "Courtyard" of the Vault City, protected by its walls and heavy laser turrets, but with no access to other city services, like the Amenities office or the Vault medical lab, as those are reserved for full citizens. The courtyard is kept peaceful and protected from the raiders of the wastes by Vault City, but its denizens are subjected to harsh rules and regulations and taxed heavily. Denizens of the courtyard feel squeezed between the desolate horror of the wastes outside and the suffocating repression of Vault City: they hold both new arrivals from the wasteland and the Citizens of Vault City in contempt.

An outsider can enjoy the benefits of the city if he becomes a Servant, which basically means becoming a slave. Vault City residents claim that it's just because they give the servants shelter, food and protection, but people like Thomas Moore object to this heavily, and call it hypocrisy since they frown at those who openly call it slavery and do slaving (The Den, for instance).

Despite their antipathy to the outside, the city maintains regular caravan routes with other cities, trading its superior medical technology (medical supplies, Stimpaks, possibly pre-War drugs like Mentats and Buffout) for raw materials and supplies they can't produce within city limits.

Day Passes

Day passes are issued to non-citizens able to provide a bona fide reason for entering Vault City. (Examples: slaves, uranium, gold, or gecko pelt traders, diplomats, and non-citizen agents of Vault City.) Day passes allow a non-citizen access to Vault City proper during daylight hours, but not the original Vault 8 itself. While the customs office is nominally strict in its rules regarding the issuance of day passes, there are some corrupt elements willing to sell false citizenship papers.

New California Republic

The expanding Republic considered Vault City a fantastic candidate for inclusion into its growing organism, however, offers of joining were repeatedly declined, with Vault City preferring to stay independent. With no progress being made on the diplomatic side, the NCR Congress approved a secret initiative intended to force Vault City to join. The person selected to carry out this campaign of terror against Vault City was John Bishop of New Reno, who employed mercenaries to act as raiders and regularly attack Vault City to eventually force it into NCR's hands. In return, Bishop was guaranteed the status of congressman and concessions for the annexed New Reno.

In 2242, the long lasting feud was brought to a conclusion by the Chosen One, though since the outcome is heavily based on the player's actions, no canonical ending is available.

Citizenship

Generally, the only normal way to become a Citizen of Vault City is to be born into it. Personal intervention by the Senior Councilor (currently McClure) or the First Citizen (currently Lynette) can grant a non-citizen citizenship (though this is never done lightly). In addition, non-citizens can take a citizenship test (administered by the Proconsul, currently Gregory), which is intentionally designed to be so difficult as to be virtually impossible by someone not of extraordinary intelligence, perception, and luck. So hard is the test that the majority of born citizens would fail it were they to take it. Some of the subjects covered by it include advanced mathematics, spatial relations, deductive reasoning, language comprehension. A thorough physical exam is also included.

Full Citizens have access to all of Vault City, including the original Vault 8 itself, although few people still use it much, except for its medical bay, and it is mostly used for storage (including a huge number of Water Chips, which were accidentally shipped to Vault 8 instead of Vault 13, while Vault 8's second GECK was shipped to Vault 13 instead of Vault 8).

Vault 8

Vault 8 was designed as the control group for the vault experiments. Opening thirteen years after the war it still remained in pristine condition by 2241. Every element of the vault is still intact, from the Overseer's chair to the entry door. It is off of the Vault's nuclear energy[1] production that Vault City's power is supplied, though its capacity has severely limited the expansion prospects of Vault City. The majority of the vault is now unoccupied and used for storage. Interestingly, the Vault had two sets of doors - massive external blast doors and regular, round Vault-entry door.

Holodisks by Vault City

Fallout 2 Restoration Project changes

  • New Location: Village Outside Vault City - New characters involved as well as several others modified to fit the quest.
  • Learn some info about the Vault Experiments from Vault City's Vault.

References

  1. Vcdwnbar.msg
Vault-Tec Vaults
Locations in Fallout 2
Vault City

This article uses material from the "Vault City" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010
(Redirected to Portal of Citizenship article)

From TibiaWiki

The portal of citizenship is a portal that allows you to declare your hometown. If you die, the next time you login, you will be the city's Temple where you are a citizen.

The portal of citizenship is usually found near the Temple for each city.


This article uses material from the "Portal of Citizenship" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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