[center] [h1] [color=#353AA6] [b]Into the Land of Twilight[/b][/color][/h1][/center] [hr] [hr][center][img]https://images8.alphacoders.com/105/thumb-1920-1055626.jpg[/img][/center] [quote]Greetings Adventurer! [b]Department of[/b] [b]Home Affairs[/b], in collaboration with the[b] Adventurer's Association[/b], would like to remind you that while the Law had granted you a permit to enter The Land of Twilight, it is still ill-advised to do so without utmost urgency. The rescue might not be available for all kinds of predicaments, and even if they do, the Department is entitled to charge the survivor up to [b][u]Three hundred Gold Coins[/u][/b] to cover the cost. Keep yourself and your friends well, there is no fortune more important than your life. PS: For more information about paying quests and other interests, please see Kathryn in the Association's Hall. [/quote] You finished reading the letter with a slight disdain and threw it away-- letting it be a warning for someone else. You might not call yourself The One living in a thrill of danger, but at this point, you already know your game and all warning feels more like a bothersome buzz in your ears. Whatever your reasons are, you need this job. Besides, it pays more than the fines those Fools may impose. You are confident with your skills and experience. You assure yourself; so what if this is the Land of Twilight? The story about its dangers sounded like everyday tales about any place you can point on a map. Nothing like a seasoned adventurer that you couldn't handle. As you walk confidently toward the rendezvous point, you notice there are a bunch of local guards there, looking at you as they leave. Is that pity or curiousness you see in their eyes? You are unsure, but you could guess they know what journey is ahead of you. Likely because they just argued with your employer. But it is fine, it seems things have been sorted out nicely in the end, all the papers are there. You throw your gears in and climb up, and moments later that wagon has started to move, bound to the east. Alkautsar with its elven hospitality had treated you well, but you are not here to sightsee. [hr] [h2][color=#9092BF]Foreword[/color][/h2] Welcome to my latest RP yet! You play as the daring adventurers taking a job to guard an enigmatic archeologist Dr Vesemir Barandir and his companions to the most dangerous territory in the world. While the description was more like mercenary work than anything, you are free to have your character have a different set of goals and motivations, as long as they align with their patron's. After all, The Land of Twilight is like the fantasy version of Chornobyl, so your character ought to have a strong reason to be there. This one will be a reboot of one of my old RP that has been abandoned for a while now, and for the sake of formality and tradition, this new OOC was made. It will have slightly different plotlines, but the overall theme and directions will remain the same. The most obvious difference will be in the first chapter, in which rather than having the characters have the usual "calm" pre-mission interlude, this RP will throw you straight into the action. [h2] [color=#4B4F8F]Setting[/color][/h2] [hider=Map of Varenheim and Surroundings (WIP)] [img]https://i.ibb.co/vCsCx1hj/Varenheim-map.png[/img] [/hider] The Land of Twilight is located east of the capital city of Alkautsar. It is a heavily forested region that is part of and entirely under Varenheim's jurisdiction. The elves now called the region Rhovan ar-lúrëa, which metaphorically means the woodland that is under perpetual overcast. 1700 years ago, the region was the epicenter of the elves' civilization with the shining city of Núria as its capital, but the calamitous war to end Queen Serensiel's tyrannical rule has left the land tainted and scarred. Following the aftermath of the war, what was once the radiant cities and gleaming spires had turned into ruins, abandoned, and eventually reclaimed by nature for over a millennia. There wasn't much attempt to explore the land even after a thousand years. The enigmatic elves openly abhor the idea of settling inside the region, which is understandable considering how many foolhardy adventurers ended up joining those who died a long time ago or were rescued insane (If they are lucky). These days, they formally ban any entry into the region, unless specifically permitted. Still, they are not giving up any guarantee of rescue should the worst come to worst. But behind the perils and horrors, it was rumored that the catastrophically ruined region was full of powerful artifacts and bountiful treasures waiting to be unearthed. As well as immense knowledge and history for those who are brave enough to discover all its secrets. [h2] [color=#131CC8]Character creation[/color][/h2] [b]The CS format, [/b] As usual, feel free to add some flavors to your character sheet. Just remember the essentials: [hider=Character Sheet] Name: Species: (What is your character’s race) Age: Gender: Appearance: (What do they look like, and what do they wear) Reason to Join: (What brings them here) Passives: (What kind of passive talents and traits do they have) Spells: (What kind of spells do they know, your characters start with 3 usable spells that can be upgraded later on, or they can learn a new spell instead) Mundane Skills: (mundane and maybe trivial things that they can do) Equipment: (What kind of tools and weapons do they have on them) Other: (What other things should we know about your character) [/hider] This RP has some canonical races that exist in the world. You may pick one for your convenience. [hider=Races] [b]1. Humans[/b] Easiest to play and is versatile. Most human nations in the Continent are currently maintaining diplomatic cordiality with Varenheim, so you will not be getting a cold stare from the guards unless you are a wanted criminal. Varenheim is very strict with its laws and very competent at enforcing them. Please keep that in mind. [b]2. Elves.[/b] Native to Varenheim. It is widely known that the elves were angels once, descended to the mortal realm for reasons they never disclose. Playing with an elven character means the player has to be interested in the story and the lore, because... well, this RP takes place in their homeland. [b]3. Djinn/Youkai/Humanoid Demons/Mystical creature[/b] Medium difficulty. Dagorlad is the land from which most demons hail. Their appearance is rather similar to Sarkaz from Arknights. The catch with using any of these mystical creatures for your character is usually related to the fact that Dagorlad and Varenheim are not on the friendliest terms diplomatically. [/hider] A deeper look at the world-building philosophies and races can be found here [url=https://www.roleplayerguild.com/topics/193195-the-brief-summaries-of-the-world-v-2-wip/ooc]Foreword: Why was this world created, and what inspired it.[/url] [b]Skills and spells[/b] (UPDATED) Ideally, a character starts with 3 skills/spells and 2 passives at maximum. The passive effect can be a negative or a positive, depending on your liking. Active skills may have cooldowns, generally the more powerful, the longer its cooldown and will use more mana. The character's skills can be upgraded or a new slot can be added upon reaching a certain campaign progression. A character may also have mundane skills to define who they are. For example, an adventurer who can cook, a mercenary who knows the right medical procedure, a hunter who can track animals and people, to name a few. Keep in mind that your character skills and their upgrades will have to be evaluated in a case-by-case manner by the GM before they can be officially accepted. [h2] [color=#2930B1]The rules and expectations[/color][/h2] Yes, wouldn't be fun without some~ [list] [*]The pacing of this RP is [b]moderate[/b]. Please keep it at least 1 post per week. The GM may process the turn in the next 24 hours. Also, I aim for completion, so if you can't commit, this may not be the RP for you. [*]Actions have consequences. And I intend to adhere to this rationality. Treat the world like a living, breathing thing, not just an environment for stat checks [*]Keep it Roleplayer Guild friendly. Any content that is not allowed to be posted on the forum should not be in this roleplay. [*]No godmodding/power-playing/auto-hitting/controlling other players' characters and stuff like that. [*]Kindly do not gamejack the campaign. While we do encourage unique backgrounds and motivations, trying to steer the game direction toward the plot or outcomes you personally want is unacceptable and may disrupt the other players' enjoyment. [*]Be friendly, tolerant, and tolerable. Respect everyone and don’t be afraid to communicate with them or the GM. If you have any problems or concerns about unfair rulings, please immediately reach out to the GMs. [*]If there is a dispute, the GM has the final say on that matter. [/list] I think that should be all