[center][url=http://www.roleplayerguild.com/topics/150782-grudge-fantasy-adventure-party-style/ooc]Int. Check[/url][/center] The morning sun filtered down onto the trade city of Deln, the buzz of life omnipresent within the city walls. The branch of the Adventurer's Guild had long since made its home in the eastern half of the city, a short walk from the ports, and now stood taller than even the manors of the wealthy. A wizened old man, skin hanging from his bones, bursted into the Adventurer's Guild building unannounced. Attracting a few confused glances from those inside, he scampered up to the woman standing at the front desk and wordlessly slammed down a slip of paper. A job request. [center][i]A parcel containing several valuable books, pens, and similar supplies has gone missing during transit through the forest to the north. Retrieve the parcel without damaging its contents. Threat Rating: D Reward: Ten gold coins, five silver coins[/i][/center] The woman at the desk looked down at the paper, then back up at the man with a dissatisfied glare. "You're supposed to submit these through the proper channels, you know. If you did, I'd have told you in advance that we can't take job requests right now, we're understaffed as it is thanks to dealing with that damn kraken." She snapped icily, leaning away from the counter as she spoke. After another few seconds passed, though, she let out an exasperated sigh, eyes flitting over to one of the other individuals inside of the building. "Oy, idiot. Head down to the ports and find some people who want to make a quick buck. It'll leave a dirty taste in my mouth if I just turn the request down." So it goes. [hr] A party-based fantasy adventure roleplay that begins in the town of Deln, a trade city and port. For any questions, just ask. Rules are the standard fare, so no godmodding, autohitting, doing things you can't do, or being unjustly rude to others OOC. Valuable information is below. I'll be capping applications at six people. [hider=Basic World Information] There are two primary continents, Knoth to the west and Thale to the east. Both are ruled over by monarchs who have delegated local power to various prefectural lords. There are, however, various island chains that dot the ocean, some independent from the continents and some which are colonies. One of these is the Southern Isles, a politically independent island chain along Knoth's southern coast. There are five islands in this chain. Appropriately, because of the eccentricy and lack of imagination on the part of its current rulers, about fifteen years ago they were renamed to "Island One", "Island Two", and so on, going from west to east. Deln is a trade city that sits on the southeastern side of Island Five. The majority of the Southern Isles's trade from Thaleian merchants passes through here, making it a bustling metropolis. However, in recent months trade out of Deln has slowed rather heavily, on account of a Kraken that has been plaguing the eastern seas. To the west of Deln is a series of winding pathways to the other cities on the island, to the east is its own port, and to the north is a small forest that separates it from its neighboring city, Revel. As with any self-respecting fantasy world, currency is handled in terms of gold, silver, and bronze coins. Ten bronze is equivalent to one silver, and ten silver to one gold. For a real-world comparison, it's easiest to think of a bronze as equivalent to one dollar, a silver as ten, and a gold as one hundred. [/hider] [hider=Character Sheet] Name: Self-explanatory. Age: No younger than eight, no older than eighty. Gender: Don't make this difficult. Appearance: A written description is fine, as is a picture/drawing. Personality: You can develop this during the roleplay, but please make this at least somewhat substantial. History: Standard fare. No "it's a mystery to everyone" stuff. Additionally, include what's brought them to Deln. Skills: Physical and mental abilities they have that the average person off the street doesn't. Grudges: Foci of the soul. Choose three, describe their premise in relation to the Personality, and give a brief detailing of how they function when fed spiritual energy. Be relatively specific. Equipment: Anything they're carrying on their person. Things like basic toiletries and standard clothing don't need to be listed here, but weapons, armor, food/water, and the like do. [/hider] [hider=Grudges] The crux of this roleplay's form of magic. A grudge is a manifestation of someone's will, for instance you might have a grudge to be stronger than someone else, a grudge to save another's life, or even just a grudge to live a normal, quiet life. It's important to distinguish between a grudge in this sense and the normal definition of the word. The way a grudge works is that, by sacrificing a portion of one's soul to "feed" it, the grudge is able to enact a temporary effect on the world in line with its effect. Feeding a grudge to be stronger will improve physical parameters, feeding a grudge to save another can heal them, and so on. This is the only form of magic in the world, and is thus rarely used because it is impossible to use it without literally destroying pieces of your soul. Now, a grudge is not meant to be something vague, or at least it doesn't materialize as something vague. While every grudge of course has a vague base, it will shape itself differently depending on the person. For instance, two people might have a grudge revolving around envy of others, but for one it could be envy of strength while for another it could be envy of companionship. In the application, you'll want to explain the nature of the grudge ("envy of another's strength"), and what occurs when it's tapped into ("physical parameters of the body increase, but acuity of the senses does not"). The strength of the grudge's effect, in this case how much stronger you temporarily become, depends on how much of the soul is sacrificed. It is, however, worth noting that you need to be in the right mindset to use the grudge. If it's one steeped in wrath and anger, and you're having a great day skipping along with your significant other, then you won't be able to access the grudge. Here's some explanations of about how much of the soul yields what kind of effects, as benchmarks. A "small" chunk of spiritual energy is about 5% of the soul, and will yield notable but not amazing results. You'll be able to beat up most normal people, but you can't beat up a dragon. Losing that much of your soul will cause some personality distortion with the concept of the grudge growing stronger, and everything else dimming. A "moderate" chunk of spiritual energy is closer to 20% of the soul, and yields effects that are outside of human limits. Things like being able to trade blows with a high-level monster would be an example of this, but using up that much of your soul will pretty heavily change your mindset, and at that point there may be some effects on your health. A "large" chunk of spiritual energy is around 50% of your soul, and yields absurd results. Things like being able to cut down a dragon in a single blow or annihilate a small town in a matter of minutes becomes possible, but after trading away so much of yourself, you'll functionally be a cripple for the rest of your life and a stranger to everyone who once knew you. You are also capable of burning your entire soul to feed a grudge. This grants a single, instantaneous result that bends the rules of the world; this is only if 100% of the soul is burned and no portion of it has been used before, since there's a qualitative difference when a whole, unblemished soul is sacrificed. Crazy stuff goes here, like temporal distortion or bringing back the recently dead (though not even this can bring back those who died long ago). However, this does mean your entire soul is consumed, and that you will never reincarnate. Additionally, there's a chance that, if such a thing happens, the grudge may find a way to manifest on the material plane, but that's never been verified.[/hider] [@Raizin] [@Baklava] [@Melkor] [@Helter Skelter]