[img]https://i.imgur.com/JYXEtKp.jpg[/img] What sort of person travels into dark ruins of ancient eras? What sort of person hunts monsters with a taste for blood? What sort of person risks their life so readily? To some, the answer would be as clear as day: An Adventurer. For profit, for the thrill of it, for the sake of their research, for the sake of making a name for themselves, whatever the reason there has always been adventurers forging their way through life with spells and blades and all other manners of weaponry and magic. No matter how exciting it may be, however, the life of an adventurer can be quite dangerous. Not only that, but without any regulation, there were those who claimed to be adventurers accepting jobs from civilians and proceeding to never fulfill them, or worse, prey upon people who were in need of assistance by taking advantage of their desperation. It was for this reason that a concept from ancient Talderia was brought into the current era: The Adventurer's Guild. Organizing, ranking, and assisting adventurers as well as those in need of their assistance, the Adventurer's Guild has brought stability and profit for its members. No longer was there any need to meet at a tavern and pray to the goddesses for the other party's honesty. Now, jobs could be posted on a Guild job board, or guild adventurers could be hired directly. One of the largest, and oldest, Guild branches is located within the country of Estival. The site of the Guild's revival in the current age, its headquarters are in the Estival's capital city of Venne. Situated to the North of Ithillin but far south of Barukstaed, Estival enjoys a fairly pleasant climate at most times of the year that allows for easy travel in all but its northmost reaches. Even in less ideal conditions, an Adventurer's Guild branch is frequently bustling. Merchants in need of escort on short notice? Goblin raiders discovered holding out in an old castle? The discovery ancient ruin constructed by a mage obsessed with a long-dead king? Whatever the danger level, there's always a job for an adventurer looking for work. No two adventurers are alike. Their reasons for their work are as varied as their skillsets. For the thrill? For the money? For the sake of helping others? Whatever the case may be, they're united by the guild. So, why did [i]you[/i] join? [hr] So, this is an RP centered around the Adventurer's Guild in the country of Estival! All kinds of people join the guild, and all sorts of jobs are made available to them. From clearing dungeons, to fighting undead, even pest control, all are jobs offered at various levels for adventurers of all skill and experience levels. Speaking of experience levels, the Estival Adventurer's Guild divides its members by experience level, separating them into ranks based on their experience level. This means that an inexperienced member of the Guild may only accept jobs within their skill level, minimizing the danger until they become more experienced, in order to avoid their potential death. The levels are, from lowest rank to highest: [b][u]Copper[/u][/b] [u][b]Iron[/b][/u] [u][b]Steel[/b][/u] [u][b]Silver[/b][/u] [u][b]Gold[/b][/u] [u][b]Platinum[/b][/u] These ranks are denoted on a guild member's guild badge, as well as their documentation. Jobs submitted to the guild require a skill rating reflecting the minimum expected level of adventurer required to accept the job. Copper-level adventurers are those who have just begun at the guild and can only accept the lowest-rated jobs, while any guild branch will likely have only a handful of Platinum-level adventurers who have already become living legends. For the purposes of this RP, I'd like to go no higher than [b]Silver[/b] for playable characters, and I won't accept more than a single Silver-rank player. Ideally, most player characters should be at the Iron or Steel level. The Estivalan Platinum-Level Adventurers are: Alisette the Crow Daeghar Red-Axe Starblade Lumia Roger the Blaze Eileen the Shadowless Wolf's Pride Ylva Flower Knight Quinn Tonally, I'm aiming for something comparable to Sousou no Frieren or Dungeon Meshi: Adventurous fantasy not afraid to indulge in plenty of darkness but also not constantly drowning in it. The plot will mostly be arc-based, with arcs focusing on different adventurer's guild quests. Some of these quests may be connected, others may not. I'm aiming for a total player count of [b]10[/b], who will be split into two parties of [b]5[/b]. To assist me in handling this, my close friend and co-GM [@Raineh Daze] will be handling one group, and I'll handle the other! Finally, I'm aiming for minimum of one post a week from all players in order to keep things moving. If you can't make this schedule, I can offer two weeks of leeway, but continually missing a weekly post will result in removal from the RP. Finally, here's some further setting information! [b][u]Races(Humans should be the majority, but I will permit other races as well)[/u][/b]: [list][*][b]Humans[/b]: The most populous race in the lands. While the average human may not possess any extreme physical capabilities, as a whole human beings are highly adaptable and come in many varieties. From nobles of Velt, to the Serokai Hillfolk of the borderlands, to even the rare travelers from distant eastern nations such as Asheraad or Akitsushima, humans are likely to be among the most numerous of a guild branch's members. The primary deities of most of this land's humans are Reon and Mayon, the Lover Goddesses. [*][b]Elves[/b]: The firstborn, an immortal race who cannot die by the passage of time who are often considered beautiful regardless of sex. Considerably rarer than humans or dwarves, but not unheard of. The average elf of any variety possesses talent for the art of magic, and primarily worship the elven Gods. [list][*][b]High Elves[/b]: There are a handful of High Elven settlements beyond Lethienvel, but they are few and far between. Rarely, a High Elf from beyond the veil will venture into the rest of the world. High Elves boast perhaps the greatest proficiency with magic among their kind. An extremely rare sight. [*][b]Dark Elves[/b]: From the Far North, Dark Elves are mysterious folk who dwell so far to the North that the sun rarely pierces the snowstorms. Due to their lives in the dark underground, they often develop skills making them suited to the art of stealth and infiltration. Notable for their purple-grey skintone and meat-heavy diets. [*][b]Wood Elves[/b]: The most common variant of Elvenkind and the youngest, Wood Elves dwell in forest cities and towns. They are fond of solitude, but gracious hosts to visitors who arrive with their permission. Few intruders, however, return alive. Wood elves are known for their skill in archery and hunting. There is some number of Wood Elven settlements in Velt, Ithillin, and Estival, but finding them is a difficult task. [*][b]Desert Elves[/b]: The elves of the eastern continent, specifically the Near East. Unfamiliar to most of the people native to Velt, they are nearly as rare a sight as High Elves from beyond Lethienvel. They are notable physically for their dark, tan skin.[/list] [*][b]Dwarves[/b]: Short, stocky folk dwelling in their deep mines and working metal, dwarves have a reputation for honesty, loyalty, and being the most stubborn people you could possibly meet. The men are bearded, but most women lack beards. They are incapable of performing magic, but can utilize runesmithing to infuse weapons with magical abilities. Dwarves often build vast kingdoms within mountains across the land. The dwarven capital is to the north of Velt and Ithillin, in the great Grey Mountains, home to their most vast halls and the Deep King. Dwarven metalworking is the best by far in the land, but they lack magical capabilities entirely. They are one of the more common nonhuman races in Estival due to the settlement of Khal'Darazdrim to the North. Dwarves worship Krenhak the Craftsman. [*][b]Nem[/b]: A diminutive race from the deserts of the southern continent, the Nem resemble small humans, commonly reaching heights of around 3'4-3'5. They are universally pale in skintone, with red or yellow eyes and black hair. Nem males cannot grow facial hair, and as a whole they are small and agile but lacking in physical strength. They are also known for being skilled archers over short range, and wielding a variety of curved swords. Their language lacks an equivalent to the letter "B", and some Nem have trouble pronouncing it as a result. They are nocturnal and possess excellent night vision, but during the day their vision is slightly worse than a human's. They also easily burn in the sun and must wear covering clothing to move during the day. Most Nem live in their desert homes, but there are a few found in Velt as well. They have an extremely low alcohol tolerance. Nem worship a night goddess known as Ila-Nem. [*][b]The Hundi[/b]: The Hundi are a near-human race. On average they are around the average human height, or slightly shorter. What physically sets them apart from humanity is their soft, furred, dog-like ears and tails. Loyal, proud, and honorable, the Hundi are said to be incapable of lying. On every Hundi's sixteenth birthday, they are sent on a journey to practice their highly-valued combat skills and learn about the world first-hand. An unusual custom of the race is their unique marriage rights. An opponent who defeats a Hundi on their coming of age journey in an honorable duel immediately gains the position of that Hundi's fiancee, to be married as soon as possible. Confusion over this practice has resulted in many difficult situations for non-hundi. Hundi are most common in Ithillin, but many enter Velt as part of their mandatory quests, or as wanderers or the occasional sellsword. Most hundi worship Reon and Mayon. It is rare for hundi to possess magical talent, but those that do are of exceptional ability. [*][b]Ingvarr[/b]: A hardy race from the north, living in Barukstaed and even further. Bearing horns upon their heads and physical strength far beyond what their stature would suggest, Ingvarr are known as fierce warriors and share much in common culturally with the humans of the north. They pay some respects to other deities, but primarily worship their own set of gods shared by many of the humans dwelling in the north as well. Fierce combatants with an honor code and a passion for battle, their culture passes down many elaborate sagas of battle. Notable for the extreme difference in appearance between Ingvarr men and women, the man being tall and muscular while the women are short and possess generous figures. Despite this, they are somehow just as strong as one another. [*][b]Fairy[/b]: The most commonly-seen variety of fae, also known as Aessyr, Fairies resemble female, human-like children. With the exception of the fact that human children tend not to be six inches tall at most, winged, and wearing clothing made from flowers. Fairies possess translucent insect-like wings, and all fairies are female. They tend to possess a childish immaturity, but they are in fact adults. Fairies tend to be inquisitive and curious, as it benefits such a small race of beings to investigate their surroundings thoroughly. Their curiosity extends to when they meet new people, as well. Fairies are mostly harmless, the worst they seem to be able to bring themselves to do being mischevious pranks upon other, larger races. However, harming or killing a fairy will bring the anger of other fairies upon the perpetrator, and they carry a large amount of sharp objects and know how to aim for the eyes and throat far too well. Fairies cannot die of old age, and only violence or disease can kill a fairy. A common sight in any forests. While Aessyr are the most commonly-seen type of fae, there are many other types of fae both dangerous and otherwise. [*][b]Lamia[/b]: One of the monstrous races, and an uncommon sight outside of the wilds, lamias resemble human until you reach their thighs. From the thighs down, a lamia possesses a strong, thick snake-like tail instead of legs. Lamia are carnivorous and possess sharpened teeth, though no lamia dwelling this far north is venomous. There are various races of lamia across the lands, though only one dwells in Estival. A lamia's tail is incredibly strong and remarkably dangerous. [*][b]Harpies[/b]: The most commonly-seen monstrous race, harpies are an unusual race of beings in that they are entirely female, relying on the males of other races for reproduction. In place of arms they have a pair of wings, and though they possess thumbs they struggle with some tasks due to a lack of dexterity. A harpy's bird-like feet are highly dexterous and possess sharp claws, and their wings are strong enough to easily break a man's arm. They are light due to their hollow bones and surprisingly cold-resistant. On average they are somewhat shorter than human females. Many harpies are employed in a courier service that spans the entire continent and is often utilized by the Adventurer's Guild. [*][b]Orcs[/b]: Orcs are on average a head taller than a human man, and are very burly and powerful. The greatest sin of the first dark lord was creating them with their sense of free will removed, forcing them to be unable to do anything but wickedness. With no solution to this cursed existence in sight, for now orcs can only be dealt with using violence. Burly, green or grey-skinned with sharp teeth, orcs are now a disorganized rabble traveling in warbands or lurking in dark places. [b]Not playable[/b] [*][b]Goblins[/b]: Similar to orcs in some ways, goblins are small, wiry beings with green skin who lurk in dark places. Culturally predisposed to raiding and other forms of theft, but not incapable of learning otherwise. Still, much like bandits of other races, many goblins must sometimes be threatened or slain in order to protect those at risk from their attacks. [b]Not playable[/b] [*][b]Trolls[/b]: Tall, muscular, dim-witted humanoids with robust bodies, green or grey skin, carnivorous diets, and dim wits. While they sometimes attack humans and other races, trolls may be reasoned with and can be convinced not to do harm in some situations. It is said that a noble family in Velt even employees a troll as a loyal guardian considered by them to be a knight.[b]Not playable[/b] [*][b]Giants[/b]: A race of huge humanoids, often ranging from seventeen to twenty-five feet tall in height. They resemble, quite simply, enormous humans of either gender. They are extremely strong and physically capable, but few giants ever posses the capability of performing magic. Estival's Giants live in small settlements resembling human villages, but there are giants with a more tribal civilization further south. In spite of the size difference, half-giants are possible. They tend to be around ten feet tall and have immense strength.[/list] Additionally, those with [b]Demonic Ancestry[/b] and [b]Vampires[/b] are also playable. I will only allow one of each, and you [i]must[/i] talk to both Rain and myself so we can give you further details and approve of your concept. [u][b]Locations[/b][/u]: [list][*][b]Estival[/b]: A vast land north of the continent's center, Estival is famous for its expansive adventurer's guild and the plethora of ancient ruins and various other unusual landmarks, likely due to once having been part of a larger country in the distant past, that no longer exists. Ruled by the King and Queen of Estival(who have three children, two daughters and one son), it is a prosperous country in no small part due to the Adventurer's Guild itself. Due to its location, it does have quite cold winters, especially to the northern reaches of Estival's territory. [*][b]Velt[/b]: The country of Velt, southwest of Estival, is a vast land composed largely of plains and forests, with a few notable mountain ranges(such as the Northern mountain of Cahladren, home to the dwarven city of Draz'khzidra). The River Nirinel runs through the heart of Velt, and the Veltan capital of Meridan is situated on its Southwestern bank. [*][b]Ithillin[/b]: The land to the southeast of Estival, ruled by King Indril of Calthir. Similar to Velt in climate and geography, though lacking in the mountainous regions to the North, Ithillin has a bustling trade with both Thaln and Velt. The country's capital is Calthir, situated to the northwest. Deep in the southeast their lies the Black Pit, Talderia, a foul crater given a wide breadth by all but the most insistent of adventurers. [*][b]Talderia[/b]: Once the capital of the great Empire that ruled the continent, Talderia is now a black ruin filled with abominations, deep within a pit in the Southeast of Ithillin. In spite of its ruin, much of Talderia's legacy lives on in the fortresses and cities they left behind, and their influence on the cultures and languages of the human nations. The black pit, however, is home only to monsters and undead. The last Prince of Talderia, Erion, founded the fortresses of Caron Lyn and Erhan Lyn to form the Pitwatch and prevent the abominations within from surging out and threatening the lands. Around seven-hundred years ago, however, Erhan Lyn was sieged by a particularly powerful and coordinated force from within the pit, forcing it to be abandoned and collapsed to avoid its capture. [*][b]Thaln[/b]: A small nation to the south of Velt and Ithillin. Around five years ago it was in the grips of a civil war, but has since entered into an apparent peace. [*][b]Chauntressy[/b]: A nation to Ithillin's south. Known for a warm climate and a bustling trade industry. [*][b]The Veil of Tears/Lethienvel[/b]: The famed, or perhaps infamous, rushing wall of water dividing the western land of the High Elves and the lands east of them. There are gate-ways between them, though the water. There is no visible source, and yet somehow it appears to flow. Though somehow, it is difficult to tell if the water flows up or down. Its infamy stems from a tragic event in the history of the High Elves, one that caused great damage to the world itself. The tragedy and regret from this incident gave the location its name, and to this day many High Elves still have reluctance to cross the Veil. [*][b]Orodagor[/b]: In the land Northeast of Ithillin lies the shattered remains of a relic of a long-passed age. Orodagor, the Black Fortress, was a stronghold for the first Dark Lord, a poison existence and a true evil god. He sought to paint the world in shadows and consume all life in a shroud of darkness. He was slain, ultimately, in the Battle of Inmoorn, thousands of years ago, his spirit left to the judgement of the Gods. Orodagor was one of the remnants of this long-passed age, abandoned for centuries. However, hundreds of years ago, a new figure appeared and used the ruins as a home for her followers. The Witch-Queen of Orodagor, as she came to be known, seemingly threatened the lands with her unnatural abilities. Though she was defeated, and appeared slain, many of those taught by her escaped. Those versed in magic who were educated outside of official schooling or tutors are thus mistrusted as witches. True Witchcraft, however...[/list] [u][b]Other[/b][/u]: [list][*][b]The Church of Reon/The Church of Mayon[/b]: The largest religion among humans in Estival, this dualistic religion worships both the Sun Goddess Reon and the Moon Goddess Mayon. Both Goddesses, it is said, cannot be separated from one another. Reon's symbol is a highly-stylized lily, and Mayon's is a similarly-stylized rose. Chapels to the goddesses are paired, and adherents focus on either one or the other. Paladins of both goddesses are a common sight, with Reonite paladins often being highly aggressive combatants while Mayonite paladins are sometimes viewed as more defensive. The religion is deeply anti-slavery, and Reonite paladins are often deployed to break slavery rings and free those being sold through them. Worship for either sect features the sacrifice of lilies for Reon and roses for Mayon. [list][*][b]Reon[/b]: The sun goddess Reon is believed to have the form of a beautiful maiden. While unimpressive in stature in spite of her nature as a deity, it is said that the goddess possesses a fiery nature. She is described as having fair skin, flowing, long blonde hair, and alert blue eyes. She is clad in red and gold robes. Reon is said to have a palace on the surface of the Sun, a paradise that all her worshippers go to after death. Naturally, the aspect most strongly symbolizing her is fire. Lilies are even burned to be sacrificed to her. The weaponry of Reonite Paladins is often enchanted so that it is capable of in some way channeling this divine fire. Reonite Paladins are highly aggressive fighters, their purpose being to destroy evil. [*][b]Mayon[/b]: The moon goddess Mayon also takes the form of a beautiful maiden. She is taller than Reon, with shorter, black hair and somewhat darker skin. Her eyes are a soft shade of amber. She wears robes of blue and white, and like her counterpart possesses a palace, though naturally hers is situated on the moon. The aspect that most strongly symbolizes her is water, for water is directly effected by the phases of the moon. Paladins of Mayon often, but not always, seen as more defensive then those of Reon. Roses a cast into the water as a sacrifice to the Moon Goddess.[/list] [*][b]Divine Spirits[/b]: Beings of a lower grade of divinity than gods, nevertheless divine. Some are servants of gods, others are folk deities worshiped as lesser divines in their own right. These include Eleinwyl the Generous, a divine spirit associated with rabbits, and the Lamplighters of Reon and Mayon, young girls who light the lamps to lead the dead to the afterlife. [*][b]Demons[/b]: The result of rebellious divine spirits who entered the world before it was fully formed. Demons dwell within the 108 levels of the Netherworld, a separate plane of existence. Demons are often self-interested, ranging from merely mischievous to malevolent, and come in different varieties such as imps or succubi. Demons may be summoned by magical ritual, though the process is legally regulated due to the potential dangers involved. [*][b]Magic[/b]: All life possess a natural internal source of mana. However, not everyone has enough mana they are capable of utilizing to achieve the status of a mage. Magi are practioners of magic educated by a tutor or by a Mage's College, honing their skills in order to cast a variety of spells. Spells require some concentration and the ability to cast, using chants ranging of at least one word. Stronger spells require more words and therefore take more time to cast. Running low on mana is dangerous as it may strain the caster's body, causing them to lose consciousness or worse. Magic users educated outside of the accepted systems are often seen as witches, and are viewed as extremely suspicious at best. [*][b]Witchcraft[/b]: Magic is a part of the world. No matter how fantastical its abilities, it is still something woven into existence. True Witchcraft, however, stands outside of normal magic. Each True Witchcraft is possessed by one of the original Witches who were taught by the Witch-Queen. There are only twelve, though some may also have instructed apprentices. The original Witches are: The Witch of Hollows The Witch of the Wandering Mansion The Doll Witch The Black and White Witch The Mushroom Witch The Witch of Perversion The Witch of Decay The Dusk-Gloom Witch The Witch of Curses The Witch of Uncertainty The Vanishing Witch The Witch of Infinite Zero[/list] [hr] Bios:[list][*][u][b]Name[/b][/u]: [*][u][b]Age[/b][/u]: [*][u][b]Gender[/b][/u]: [*][u][b]Race[/b][/u]: I'd like some variety here! Elves are mostly uncommon so I'd prefer one at most and two at maximum. The same goes for Nem, as they need to travel a pretty big distance to get here. The most common races in Adventurer's Guilds are Humans, Hundi, Ingvarr, and Dwarves. [*][u][b]Rank:[/b][/u] No higher than Silver, preferably no more than two Copper and one Silver. [*][u][b]Appearance[/b][/u]: [*][u][b]Personality[/b][/u]: [*][u][b]Brief Backstory[/b][/u]: [*][u][b]Equipment[/b][/u]: [*][u][b]Skills[/b][/u]:[/list]