[center]Between the Kingdom of Dawn and a neighbouring village lies a signpost, and a path. [The Adventurer's Guild] It's a little off the beaten track, but few in the kingdom could mistake where it lies. A group of adventurers known for their audacity as much as their strength--their oddities as much as their kindnesses. Members join for many reasons. Renown, profits, or companions to fight with. It's said whatever you're seeking is possible beneath the guild emblem. Whether you find it is up to you. [img]https://i.pinimg.com/originals/4a/53/8c/4a538c7eb58d4d833a08673776e8eb3f.gif[/img] [hr][h3]Welcome[/h3] This is an open world, adventure style rp. There are a few rules regarding character creation, but race, magic, and the history of the land are free to build upon (within reason). Currently looking to accept three or so players to start. Decisions will be based off character sheets; not necessarily first come first serve. @Beetlebug is my collaborator in this, and credit for the affinity symbols go to him.[/center] Rules: 1. RESPECT THE LORE. - Specifically, the histories and explanations people create throughout the rp. - Do not change something without first discussing it with them. 2. Do not timeskip quests—though things like walking and sleeping are fine. 3. Main characters are to be a part of the guild or intending to join. - Cannon fodder enemies are fine. - Ask if you have an idea for an antagonist. 4. Unless you are Platinum or Mythril rank, you cannot do a quest solo. 5. If your character is discovered to have killed someone without sanction, they will be tried for murder by the kingdom. - The Adventurer's Guild are responsible for 'upholding the peace' (though they have a reputation for being troublemakers). Any actions that disrupt the general public will damage the guild's reputation. [center][hr][h3]The Kingdom of Dawn[/h3] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/5cf345a2-d2a1-45de-b124-3b18d559bd78/ddbv97w-795a4af4-3bf4-4363-80f8-d3206a34e5a6.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzVjZjM0NWEyLWQyYTEtNDVkZS1iMTI0LTNiMThkNTU5YmQ3OFwvZGRidjk3dy03OTVhNGFmNC0zYmY0LTQzNjMtODBmOC1kMzIwNmEzNGU1YTYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.u0zWsOnPKVhbSEM6PyPGkGo0j58GipLGaRS7-lNhX3g[/img] Guilds: The Adventurer's: Best known for wreaking havoc wherever its members try to help. It was founded by the original Guildmaster as a way to avoid restrictions on abilities placed by the royal guard, and has been a thorn in the nobility's side ever since. Shops: N/A Other: The Royal Guard: Serve the rulers of the kingdom, as well as keep peace within the general public. [b]-Dislike the troublemaking Adventurers.[/b][/center]