[hider= beginnings][quote=Bell]In the land of Forrosia, there are many groups of talented people who call themselves adventurers. These people come together in what are called guilds, a single place where jobs are sent known as quests, and the members of these guilds can take up the quests under their guild's banner. One such guild in the heart of the human capital of Sersia, is most notable for the recent expansion on their recruitment techniques. They have begun bringing in more and more members to become a part of their guild, and as a result a part of something greater than their individual selves. Guilds are like families. They help one another, from quests to more personal matters. They become rivals and challenge one another's strengths to see who can come out on top, but above all the members of a guild are friends. There is only one rule to join this particular guild, and that's that you not only respect your fellow guild members, but you do all you can to protect them and the guild as if it were your home and family. Many come from all around to join guilds simply for the access to the quests which pay considerably well. They find however that this guild has much higher standards, and requires more of a person than a desire to fill their pockets. More than ambition, a member of this guild must have courage and honor, and enough room in their hearts for the ones they will call their guild mates. It may sound silly, and even a bit corny, but these bonds are the bonds that make this the greatest guild in all the land. So do you have what it takes, can you call yourself a member of Iron Tree? OOC: Iron Tree is a guild based in the human capital of Sersia. It is a noble guild requiring much more of its applicants than most guilds, and the members often form bonds that would rival that of an actual family. Of course this is not always the case, but Iron Tree certainly isn't the place for money hungry mercenaries. There are many guilds out there that cater to such people. Iron Tree is not one such guild. The quests in the guild will be put up regularly by me with varying requirements to take them on. The main requirement to take on a quest is that your must have the appropriate rank. While anyone can take on a rank 2 quest on their own, they must prove themselves on multiple missions before they will be allowed to take on rank 2 quests. There is an exception however. If members group up together, then their ranks are cut in half and combined. This has some limits with it, as well as removing some limits. For example with this method a rank 2 guild member cannot take a single rank 1 member with them on a rank 2 quest. They can however take 2 rank 1 members with them on a rank 2 quest. As an example of the opposite scenario, normally rank 1 members cannot take on rank 2 quests. However, if a member managed to find 3 other rank 1 members, then their combined rank would be rank 2 and they could take on the rank 2 quest together. This is in place for everyone's safety. (Note, members have known to be sneaky in the past... this is story telling! Having your characters sneak off on quests that outrank them will get them in trouble, but it won't get them kicked out of the guild or anything. At most, the guild master would fear for their safety.)[/quote][/hider] This hider is hiding what this Roleplay was meant to be. I have been thinking that magic shouldn't play a big part in this. That perhaps it should be based on using items, or focusing magic through items e.g. Heloise is an archer, she has her bow, she could focus Wind magic through the arrow to create a true shot. I think this way would be better then just everyone having magic at their disposel by simply saying "Ice Make Shield" or "Roar of the Fire dragon" or...I'm really struggling to think of ones that aren't from fairy tail, but you get my point. Of course, if we do go with something like that, THERE HAS TO BE LIMITATIONS. Like, you can't just be bad ass from the get go, can't just be able to keep on going with magic no matter the fact that you're body is completely used up, and you are fighting and using magical energy way beyond what should be reasonable. I think the characters should be Novices to begin with, otherwise whats the point? Its fun to develop, and becoming more powerful over time. This works for both ideas, I think. SO if magic is going to have a part in this, then we need to have a way of saying what will cost you. Simple spells you can do more off them more complicated ones-obviously. Basically, I think it should be about the quests, the jobs, the developing bonds between our characters, and yes, having a baddie (or potentially many baddies, one after the other with jobs in between) giving them something to work to, to becoming stronger. Um. I feel like I've rambled on enough.