[center][img]https://i.imgur.com/89IWLwr.png[/img] [img]https://i.imgur.com/fVwHR6y.png[/img][/center] Alma, the continent of man. For hundreds of years, war has raged between three nations. While their war had raged, the ancients had returned. Beasts of yore, wielding artifacts of untold might. The three nations had managed to band together to repel the foreign beasts. While many of the ancient still exist today, they are no longer a threat to the nations that had once repelled them. The defeat of the ancients resulting in three things: the proliferation of ancient treasures that were empowered, an era of peace between the three nations, and the discovery of ancient dungeons - fortresses of magic that constantly shifted and changed. The peace had allowed for man to realize that in their years of fighting, they had neglected to explore and discover their own home. Thus began the golden age of adventuring. With the three nations allied, man took to both the wilds and ancient dungeons. Eventually, the number adventurers began to soar to record amounts. Lands were being pillaged for loot, highwaymen ambushed hard workers, and the seemingly infinite amount of adventurers were impossible to control. A solution was created: the Adventurer Guild. They acted as leadership for the rowdy adventurers and punished criminal activity while working to build a sustainable environment where adventurers could always find something new. They seemed to solve everything. Well, everything except for the highwaymen. Due to Alma's size, different chapters of Adventuring Guilds fill each city. However, there is one peculiar chapter located in the capital city of Rhode. With a name that reverberates around Alma, the Iron Rose Adventurer's Guild is the most well-known guild. Mostly because of their ever-absent leader whose exploits stretch the boundaries of mankind's borders. [center][img]https://i.imgur.com/fVwHR6y.png[/img] [h2][u]Ranking[/u][/h2] [hider=Ranks][h3][u]Legend[/u][/h3] Recognized by the guild and all three nations, Legends are the strongest mankind has to offer. Everyone knows of their name and exploits. Almost always given posthumously, living Legends are hard to come by. Nations and the guilds allow them to do anything they want. However, due to their power and desires, Legends are almost always absent from Alma. There are only two living legends: The Lord of Iron - Rose and The Lord of Dawn - Alron. Rose charts unexplored islands and continents while Alron secludes himself from the world. [sup][sup]*unable to start as[/sup][/sup] [h3][u]Hero[/u][/h3] Given to those who have completed the Hero's Journey, Heroes are those who have graduated from the Adventuring Guild. They live freely and have free passage to anywhere. Most jobs for heroes are specialized and almost always extremely dangerous. Nations allow them to do anything they want, so long as they don't do wrong. [sup][sup]*unable to start as[/sup][/sup] [h3][u]S-rank[/u][/h3] The strongest adventurers in the Guild, S-ranks take the hardest missions. They deal with the things that no others can. Ancients, dragons, anything that the A-ranks can't handle. They're about as strong as grand champions. They have free access to the Ancient Marsh and most other islands. [sup][sup]*unable to start as[/sup][/sup] [h3][u]A-rank[/u][/h3] Veteran adventurers, A-ranks are prepared for anything. They're experienced with most things and as a result, they take difficult missions such as the subjugation of lords. They're allowed anywhere not extraordinarily dangerous. They're about as strong as grand warriors. [sup][sup]*unable to start as[/sup][/sup] [h3][u]B-rank[/u][/h3] Adept adventurers, B-ranks handle most of the heavy lifting. They deal with invasions, mapping out ruins, and teaching lower ranked adventurers. Their jobs usually are about dealing with hordes and exploring ancient fortresses. B-ranks have free no-questions-asked entrance into most cities, but are heavily restricted in island travel. They're about as strong as a knight. [sup][sup]*unable to start as without special permission[/sup][/sup] [h3][u]C-rank[/u][/h3] Experienced adventurers, C-ranked deal with most moderate jobs. They deal with the extermination of "pest races" like orcs and goblins - jobs of that sort. They have tolls to get into certain cities and aren't allowed onto islands. They're about as strong as a soldier. [h3][u]D-rank[/u][/h3] Novice adventurers are trainees. They take jobs meant for them to learn the ropes of adventuring and are usually accompanied by higher ranked adventurers. They have no special travel permissions and are about as strong as a militiaman. [h3][u]E-rank[/u][/h3] That's E for Employee. E-ranks are the support staff who make the guild work. Adventurers in name only, they deal with all of the menial tasks. They evaluate equipment, gather jobs, work bars, anything that an adventurer needs in their local guild hall. [sup][sup]*unable to start as unless you hate adventure[/sup][/sup][/hider][/center] [center][img]https://i.imgur.com/fVwHR6y.png[/img] [h2][u]Locations:[/u][/h2] [hider=Locations][h3][u]Rhode[/u][/h3] Rhode is a coalition of cities, and as such, each city is independent. There is no baseline of what a Rhodian looks or acts like. This has left Rhode with a rather negative stereotype. They were once considered savage mutts, but this has since been rectified as the other nations have accepted Rhode's mosaic of culture. Rhode's western coastline is a long forest, turning into plains as it reaches into the interior. Southern Rhode consists of rocky barrens that act as a buffer from the Ancient Marsh. Eastern Rhode is a mountainous wall crossing into Sirris. [h3][i]Swynport[/i][/h3] Located near the coast, Swynport is where the Iron Rose Adventurer's Guild stakes its home. Swynport is a rich town - surprisingly without a port. This has left nearby cities very confused, as Swynport is too far from the sea to have a port. Rather, it's named after a man known as Swymport. Despite having 20,000 citizens, Swymport is considered to be safe. At least, inside of its walls. For the past ten years, Swymport had been dealing with goblins attacks. Nobody knows where the goblins come from, they just appear and attack things. [h3][u]Sirris[/u][/h3] A frigid and mountainous country, Sirris is a conservative theocracy. The church rules everything. Due to the church's focus on selflessness and charity after the war, Sirris had become a dreamland for commoners. While struggles due to religion still occur, the church does its best for the citizens. [h3][u]Irithia[/u][/h3] As a monarchy, Irithia is rough for the average person. Due to pressure from Sirris, Irithia acts decent to its commoners. They are given land and tools to farm, but are otherwise left alone. The noble circle of Irithia can be called a cesspool of sycophants and nepotists, but the king does an extraordinary job of keeping them in line. Central Irithia is an extremely fertile set of plains, but it quickly turns into a desert as the island of Morburne draws closer. [h3][u]Adagari[/u][/h3] A lush jungle filled with life, Adagari is home to beastmen. Centaurs, lizardmen, it seems like any sort of animal could make its home in Adagari. The culture is extremely tribal. Fighting is constant and the races are almost always insular from the world. Though, it is not a rare occurrence to see them on the mainland. [h3][u]Morburne[/u][/h3] The land of demons. Morburne is extremely dangerous. Open lava pits, volcanoes, rugged rocks, and dead trees litter the island. Only the strongest races can survive here. As such, very little exploration has been made on Morburne. Not even heroes want to venture there - though, that's less because of the danger and more because it is a sweltering hellhole. [h3][u]Ancient Marsh[/u][/h3] A deep marsh, this is the Ancient's last stand. While ancients appear from time to time, they are a common sight here. However, for some reason, they no longer feel the need to extend their land. As such, the Ancient Marsh is a dangerous treasure trove. [h3][u]Silent Veil[/u][/h3] Very little is known about the Silent Veil. The island is covered in a thick mist that causes sickness to those that approach and is thus undiscovered. [h3][u]Hero's Landing and Journey[/u][/h3] Very little is shared about this island. It's a well-guarded secret. What is known is that it's the trial to become a hero.[/hider][/center] [center][img]https://i.imgur.com/fVwHR6y.png[/img] [h2][u]Item Grades:[/u][/h2] [hider=Grades][h3][u][color=f7941d]Legendary[/color][/u][/h3] Objects of insane value, Legendary items are just that - of legend. They are impossibly hard to find and, due to their power, are worth as much as entire nations. [h3][u][color=ed1c24]Artifact[/color][/u][/h3] Weapons, tools, armour, anything that the Ancients had brought with them. They are extremely powerful, enchanted with unknown magic, and enigmatic. [h3][u][color=39b54a]Masterwork[/color][/u][/h3] Great objects made by masters in their field. They are usually enchanted with magic, but are the pinnacle of mankind's creation. [h3][u][color=00aeef]Magic[/color][/u][/h3] Things imbued with magic. The properties vary extraordinary. [h3][u]Common[/u][/h3] Regular objects. Nothing is too special about them. Quality varies from pile of rust to beautiful swords.[/hider][/center] [center][img]https://i.imgur.com/fVwHR6y.png[/img] [h2][u]Almanac:[/u][/h2] [hider=Loose information][h3][u]Currency[/u][/h3] Copper Coin < Iron Coin < Silver Coin < Gold Coin < Crystal Coin 1 Copper Coin are equal to about $1 USD. 10 copper coins are equal to 1 iron coin. (10 USD) 10 iron coins are equal to 1 silver coin. (100 USD) 10 silver coins are equal to 1 gold coin. (1000 USD) 10 gold coins are equal to 1 crystal coin. (10000 USD) By crushing a crystal coin, magic becomes empowered. [h3][u]Guild Tags[/u][/h3][img]https://i.imgur.com/RGC3phO.png?1[/img] Hunks of an ancient metal, carved by a master craftsman into a small tag. Each one has the insignia of where the adventurer first signed up as to allow them to remember their roots. Stained with blood, it reacts while the user squeezes on it, glowing a color to denote the user's rank. Each blood-mark is unique, allowing for the identification of adventurers.[/hider][/center] [hr][hr][hr] Here we go - an adventuring and questing RP based on all of those isekai manga and anime. Except, you know, without the entire isekai bit. Simply put, this RP is about light-hearted adventure and character growth. I wouldn't call the direction that I'm trying to go with this as a sandbox. I would call it open-ended. You, as a player, will be subtly nudged in the direction of a story while you can do anything you want along the way. If you can't decide on what you want to do or get stuck, you could always take a mission from the board. And who knows, maybe those missions could evolve into something great. You can get sweet loot along the way, too. Just gauging interest to see if I should go VERY fast Silver writing at incredible hihg speed. [hr][hr][hr] [code][centre][img]https://i.imgur.com/Db9zwKb.png[/img] (use [s]weeb[/s] anime art because i need to pretend that there's a cohesive style) [.hr][.hr] [b]Name:[/b] (Self-explanatory) [b]Alias(es):[/b] (Any nicknames or such go here. Most low ranks would have nicknames only known to friends) [b]Gender:[/b] (Stick or no stick?) [b]Race:[/b] (If you use a non-common race, just PM me some information about them and their culture.) [b]Age:[/b] (How old are you?) [b]Rank:[/b] (Usually people will be D or C ranked. PM me if you want special permission. We would need to work something out.) [b]Personality:[/b] (Make it good) [b]History:[/b] (Your character's past. How did they become an adventurer? I don't expect a novel, just a little framework.) [b]Magic:[/b] (If any. Delete if unnecessary.) [b]Skills:[/b] (Anything relevant here) [b]Equipment:[/b] (General items, armour or weapons. Note that items are graded based on their strength and magical properties. The list is as follows: Common-grade, Magic-grade, Masterwork-grade, Ancient-grade, Legendary-grade.) [b]Anything Else:[/b] (Miscellaneous stuff) [/centre][/code]