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Fantasy Adventurer's Guild: Macindaw Lockdown | Lore (OPEN)

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Divinyll

Recovering Muffin Addict
Roleplay Type(s)
A long time ago, humanity was threatened by the great and terrible Jaggerous. From the hostile and mysterious lands called the Speltaint, he marched his armies of undead and other monsters across the earth. When the day seemed its darkest and humanity had lost hope, six heroes stood between the forces of evil and utter destruction. With a fearless heart and as humanity’s last hope, the heroes defeated the great demon Jaggerous and changed the tide of the war. In order to prevent evil from growing as strong again, the heroes established the Adventurer's Guild. It was a place for anyone with dreams of exploring beyond their homes and helping the world to be a better place for all. Today, the Guild stands as a symbol of hope for all to see.

While no longer do the employees of Guild venture out to protect and improve the world, it serves as a place for smaller more localized adventuring guilds and freelance adventurers to buy supplies for their adventures, commune with other adventurers, compete against their rivals and friends, and gain prestige. Most importantly, the guild acts as a center of affairs small and large. New quests are made here every day, some small as fetching an escaped dog while others may be to fight great evils before they come to fruition. You never know what comes through those doors.

Magic:
There are four types of magic in the world: Imbuing, Natural, Alchemical, and Ancient

Imbuing: this magic uses stones and gems charged, called charged arcana, from energy wells found throughout Kia. Though the energy stored is raw and featureless, written inscriptions can be imbued with the magical energy to do a variety of things. Typically these inscriptions store the energy until activated by words, spoken or sung, or another component. Whether by voice or component, an imbued inscription will not activate until touched by its activator.

Arcana, or arcane stones are fragile gem like stones. If cracked, they can burn the magical energy stored inside them to repair the damage. It is almost as if they are alive, and in a sense they are. They grow from the magic wells as if they were a fern or bush.

The process of Imbuing:
1. Charge arcane stones with sufficient power
2. Inscribe object with language of choosing, including activator scripting(without it the inscription will become active, draining magical power until an activator script is made)
3. Optional: Embed arcane stones to give it a quick recharge source
4. Active the inscription using your component(s) and/or voice (spoken or sung)

Once magic power is depleted, recharge. (Note, you can inscribe the item to automatically draw more power from embedded charged arcane stones)

Due to the complexity of magic, aspiring arcane architects must study the art of inscriptions and magical imbuing.

((This means I will not be accepting many arcane architects as players. Depending on the amount of players depends on how many are acceptable))

Imbuing is a versatile and practical form of magic. There are many different languages to write inscriptions with, each one with their own benefits and limitations:

Alvash: Alvash is a very intricate and precise language. While the written language is known, pronunciation of its words have been a mystery for hundreds of years. It uses various plants as activation components. Alvash is better suited for more complex spells like healing or golem constructs. It is also excellent for specifying position.

Dalen: Dalen is simplistic in nature and is commonly used as basic elemental control. Like Alvash, this is no known pronunciation. Dalen is very direct in its usage and only requires a few words to makes spells. This allows for many more spells then Alvash at the cost of utility. The usual components are silver, gold, or fire.

Nume: Nume is a tricky language because it is typically activated by sung verses. While it has some practical uses, it is mainly used as entertainment. It is more illusionary and light based. More advanced arcane architects can also manipulate sound with it.

Draconic: The language of dragons. While humans do not have natural magic, they still have access to this majestic style of magic. It offers great powers, but requires the object of which the inscription is written to be made of dragons and components like dragon scales and dragon blood. More powerful spells may also require spoken verse. It is possible to use lesser reptiles, but the spells lack the power of dragons and weakens the item inscribed.

Druidic: Druidic is often regarded as a religious language. Many of its user tattoo their own bodies with druidic inscriptions allowing them to always have access to their spells. Some even go as far as implanting power stones so they can recharge their spells as well. Druidic language is the only language that allows the user to physically transform into another animal or object, however, it is extremely risky to perform such spell. An error is grammar, spelling, or wording can end your life or leave you unable to return to your original form. While in animal form, you run the risk of becoming more animalistic and instinctual. Stay as an animal for too long and you might lose your ability to think as a human, even after returning to human form. Its activators are typically animal or human blood, though many herbs work as well.

Ancient Common: Even ancient common language can be used. Similar to modern common, it is the easiest language to learn. It's activators are numerous and plentiful. More activators and uses are discovered every day. Ancient Common is the most versatile and usable language of them all due the most being able to understand it with a little practise (think modern English to Old English).

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Alchemical: this magic is complex and dangerous to use. Is is also extremely new, only discovered a few generations ago. Technically speaking, it is just an extremely advanced form of Imbuing. It requires large alchemy circles and many components, included an activation component, to successfully perform. It is based on equivalent exchange, turning something into another thing of equal mass. Like Imbuing, it uses the same languages. However, it does not use inscriptions. Alchemy draws power directly from arcane stones.

Steps of Alchemy:
1. Setup alchemic equations and determine how to create the circle, measure the materials needed, and the language(s) used
2. Draw alchemy circle
3. Place components is the correct positions, 3. including arcane stones
4.Make activator component
5. Perform alchemy

What separates Alchemy and Imbuing is the complexity. Before successfully doing anything in alchemy, extensive research and alchemical calculations must be made. Even copying previously use alchemy formulas you must carefully measure the mass and size of every component. It requires years of study and practice just to master the basics.

Due to the law of equivalent exchange, it isn't a profitable field. This is what makes alchemy so hard to get into. Alchemy takes far to much time for the results it gets. It is more of a rich man’s hobby than anything. It is a “needlessly difficult artisan skill” as most of its functional uses are mainly for things such as repairing or making something. Alchemists are often called unskilled craftsmen because they use difficult science to make do these tasks instead of their own skills.

((Due to technological limits, you can't turn an element on the periodic table into another. There is no way of measuring atomic mass and atoms have yet to be discovered))

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Natural: this magic is within certain flora and fauna. For instance, dragons contain a substantial amount allowing them to breathe fire. Natural magic is infinitely renewable, but if a source dies it loses all magical energy. Natural magic isn't harnessable, but the creatures and plants that have it can be quite useful when domesticated.

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Ancient: this type of magic is impossible to mimic, but remnants of it are scattered throughout Kia. It is believed to be the true form of magic, the reason magic wells even exist. It is seemingly unlimited. Humans can use power from ancient weapons and tools crafted by the first beings of Kia. Rare and powerful, these artifacts have their own will and are only usable by those the artifact allows. Sometimes the ancient artifact can speak, bonding with it's user and allowing for better usage. Those items usually do not work unless they like their user.

Quests:
Each quest has two things to classify it by, Difficulty and Type.

Difficulty:
Difficulty levels can be changed in an instant upon new information and requirements. If an adventurer encounters a higher difficulty level, it is advised to pull back. A D rank quest with an S rank threat must be reevaluated in order for the adventurer participating in said quest to receive recognition for the increased level of quest. Note: If you meet requirements for the quest you can start any level of quest at your own risk.

Quest difficulty determines your rank as an adventurer.

D Rank- Simple tasks, essentially just local work for hire. All new adventurers start as D rank.

C Rank- May involve physical confrontation or subject matter knowledge. Typically not life-threatening or academically challenging.

From D rank, you must complete 100 C rank quests in order to move up to C rank.

B Rank- Likely to be injured, even killed. Good challenge for the average adventurer. Usually for more dedicated adventurers.

From C to B, it is a total of 200 C rank and 100 B rank

A Rank- High likelihood of injury or death. May require subject matter expertise. Silver Royal Seal may also be a requirement to start.

From B to A it is a total of 500 C, 200 B, 50 A

S Rank- Law Enforcement and Military have failed to accomplish the mission. Death is almost certain. Gold Royal Seal may also be a requirement to start.

From A to S, you must have completed 100 A rank quests, passed a written test on the world's cultures and history, earned at least one Silver Royal Seal, and finally completed an S rank quest.

X Rank- Extermination Rank. This this a global crisis. An S rank threat defended against everything that had been thrown at it. All countries recognize X Rank threats and will likely cease any other confrontations to stop it. The only other X Rank event was Jaggerous’s Conquest.

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Type:
Community Outreach- Helping communities with tasks. Typically low difficulty. Essentially it can be just work for hire or finding missing pets.

Protection Orders- Security and defensive style. A hostile threat has either been suggested or identified. Use a reasonable level of force based on the difficulty level.

Bounty Hunts- a particular item or person has been identified for collection and is not local to the service requester. Use cation and force according to the requester’s digression.

Investigations- Solve a mystery local law enforcement are either unconcerned with or lack the time or manpower.

Personal Contact- Can be anything. Questers meet quest requirements on the letter or better.

Direct Evil Confrontation- A threat has been identified. Lethal force is advised.

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There are three types of Royal seals, Bronze, Silver, and Gold. Each seal is unique to its home country, but all are recognizable.

Bronze, the Seal of Royal Service: Bronze seals are usually reserved for the direct servants of Kia’s royal families.

Silver, Seal of Selfless Service: Earned by assisting military operations as a reward for valorous and selfless acts. You can earn this seal from A rank quests made by military officials or by performing such acts by your own free will.

Gold, Seal of Honorable Service: Earned directly from a king or queen. These seals give you rank and authority equal to a captain in its respective country. Royal authority is the only authority that can grant a gold seal.

Geography:

Human Countries:

-Adramil: As the only country to border the Speltaint, Adramil is the only country with a multinational military. Adramil serves as a testament of unity, peace, and hope for all of humanity.

-Senomia: As the central most country, Senomia stands a a place of commerce and trade. It is riddled with crime, but has the largest and most active adventurer community of all the countries. It is also where representatives from each country gather to discuss political issues and diplomacy.

-Numarkian Deserts: Full of bandits and criminals, the Numarkian Deserts expand across the southern coast of Kia. It is the only confederation on Kia, made up of nearly two hundred states. These states often battle amongst themselves.

-Cirikia: Wedged between the Molten Plains, Adramil, and the Numarkian Deserts, Cirikia struggles to find its place in the world. It remains one of the most gentle and quiet countries and has open borders with Adramil. It is also has the lowest poverty rate due to its unique economic system.

-Dalenland: On the northern edge of Kia, Dalenlan mountains stand tall above the world. While the country does not maintain an active government, once a year the nomadic tribes of Dalenland gather to settle disputes, trade amongst each other, and choose new representatives for foreign affairs. There are five regions in Dalenland, but all five obey the word of the Mountain King.

-Half Crescent Island: Half Crescent Island is a strict and isolated dictatorship, which does not participate in the Adventurer’s Guild. They chose to focus on military strength and magical research. They often raid the costs of Adramil and Senomia.

((Currently no character from here are acceptable))


Notable Regions:

Speltaint: Uncharted, untamed, and full of nightmares, the Speltaint is a diverse and dark place. Rarely does anyone risk an expedition into its dense forest or misty mountains. Danger lurks around every corner. What lies beyond, who can tell?

Sea of Malkia: Like the Molten Plains, the Sea of Malkia is deep and dangerous. Its waters are temperamental and the winds are wild. While the coast is relatively safe, venturing deeper into the sea should be attempted only by those who do not expect to ever been seen again.

Molten Plains: Essentially, the Molten Plains are the one place more dangerous than the Speltaint. Just getting to them requires you to descend almost forty kilometers down jagged and nearly vertical cliffside. The ground is unstable and is prone to volcanic explosions. Ancient magic obelisks scattered throughout the plains are theorized to be the only thing keeping the plains from rising and causing an apocalypse. The furthest anyone has gone into the plains is a mere two kilometers Legend has it that during a great war, an superpowered ancient weapon detonated, destroying the very land itself.

Rift Island: Rift Island is the other half of Half Crescent Island, separated by a massive flooded ravine. Rift Island is a more habitable version of the Speltaint. Many evil cults take refuge there.
 
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