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Fantasy Guild of Heroes [LORE]

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Welcome to "A Guild of Heroes," a tale of heroism, love, peace, conflict, hate, adventure, and fabulous people doing glamorous things to spread the ideals of collecting loot from dungeons and deceased monsters! Feel free to join us at any time, be it as a member of the titular Guild of Heroes, or as one of its numerous adversaries, or perhaps as someone entirely else!

You can find the thread directory in this threadmark index. If you have any questions regarding the RP, tag me in OOC or visit my Discord, link in the OOC.
Lore Introduction

Birdsie

The God-Emperor of Mankind
In this Lore Thread, players may post their ideas and facts regarding worldbuilding, locations, history, NPCs, and regarding any other subject they desire. Players should apply common sense to these ideas; while it is fine to post about a race, a city, or an NPC without permission, major things that affect everyone should be decided together and done with GM permission.
 
Guild of Heroes
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Guild Seal

The Guild of Heroes is an organization established over two centuries ago by a group of adventurers, led by figures such as William Black, Cyrus of Trostenwald, Leona Vigar, Baragar, Mephistopheles, and many more. It is an organization that helps citizens in Albion, (and beyond) with the struggles provided by monsters, evil wizards, and similar threats, although they also undertake things like the exploration of underground dungeons or foreign realms, be it if contracted to do so or if doing so of their own will.

Guild Ranks:
- Guildmaster / Guild Leader: The official leader and representative of the Guild of Heroes, the Guildmaster is the supreme authority within the Guild and makes sure that the Guild stays true to the mission it had during its inception.
- Master: A veteran member of the Guild of Heroes, most likely known and instantly recognizable across the country from their name alone. Fought and defeated dangerous threats the likes of which the military wouldn't be capable of dealing with before. They enjoy the ability to command lower-rank members.
- Adept: A wisened member of the Guild of Heroes. Though not on a level where they can defeat an ancient dragon on their own, they are experienced and have seen some of the 'good stuff.'
- Apprentice: After finishing their initiation, each member becomes an apprentice, working under Masters and Adepts to learn more.
- Honorary Member: This rank is more of an honor position than recognition of power.

Quests
The Guild accepts contracts in the forms of quests, which can be made by various people from the local villagers to a feudal lord, though many Guild members will simply travel and help people on the way to wherever they are going.

Official Quests have a category system for members to recognize their difficulty and type, for example, Dungeon Exploration, Monster Extermination, Crime Investigation, and so on.
 
Location: The SkyslandsYou may think the clouds far above closer to heaven. If you were to count every grace given to earth: the sun that enlightens; the rain that feeds; the stars that twinkle gently; they must be the more abundantly gentle, the more generously providing, the more brightly enlightening to those clouds. But that is because you forget that familiarity breeds contempt more often than goodwill.

Scorched is its earth. The sun despises the surface of the cloud, and the rain neglects it, refusing to touch its taint with fresh drops of dew. And the stars, which wink down at the world below, shine cruelly in the night, the pale light intrusive and glittering all through, such that there can be no rest.

Nothing could possibly live here, you say! Indeed, nothing does.

They are dead. Chained to earth but straining for heaven, departed spirits strive to grasp the brightness far above them. From these clouds, these desolate lands that hover over the earth, they stretch out their hands for the sky and grasp at nothing.
 
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Location: Filderbin's Wandering Dungeon

In his youth, Filderbin was an aspiring wizard and adventure who sought to claim fame, glory, and above all else, wealth. As he aged, he grew more powerful, and all these things that he sought began to fall into his hands, but now had to work to keep them from trickling away. You see, along with his fame, Filderbin attracted a lot of unwanted attention. All the sudden, he started finding cache uncovered, hideouts robbed, money entrusted to friends mysteriously vanishing. Over and over, Filderbin found himself robbed, cheated, or stabbed in the back, and over and over, Filderbin had to find his fortune from scratch.

Eventually, Filderbin grew tired of this vicious cycle. He waited until his fortune reached a peak, and then built the most over-the-top, dangerous dungeon he could possibly make. It was a labyrinth of traps, tricks, monsters, and treasures. Knowing that thieves would come here, invited by money and danger, Filderbin decided to go one step further with his plan. Using his magic, Filderbin enchanted the dungeon's entrance to disappear and reappear on different locations, seemingly at random. Now confident that he had finally built the most impenetrable dungeon he could, he returned to adventuring and stored every bit of gold and every magical artifact he could find, all in this single place. On one such adventure, Filderbin mysteriously vanished, never to be seen again. With the wizard out of the way, the dungeon was officially declared fair game for any and all adventurers. However, try as they may, they have yet to fully track down and clear the now infamous, Filderbin's Wandering Dungeon.
 
ElnorThe god of Light, who enlightens the whole world. He is the cause of every inventive thought, of every spurt of strength, and of love and joy. Those that serve him are promised that their soul would be covered in his light, so long as they maintain themselves according to his holy standard. If he is not the light of their life, they perish in darkness and judgment.

Elnor’s CantorsThis order of nuns trains up their women in religious dances and hymns that are infused with Elnor’s spirit. As they practice the dances, they and those that observe them perceive the light of Elnor and purify the world around them. No shadow can remain where these songs are sung, and lies die in the throat.
 
Location: Thrymheim
Far far north of Albion is the frozen lands of Thrymheim. A lawless, lifeless land, Thrymheim consists primarily of an expansive rocky tundra that borders the sea, with a glacier covering a significant section of the land and rendering it very dangerous to cross. The glacier seemingly originates from the center of a ring of small mountains, collectively referred to as Midgardsormr. It stretches for miles, reaching all the way to the seaside cliffs where the glacier ends abruptly. At this cliff, the tallest mountain in the region, Nilfheim, reaches high into the skies. Clouds that pass over the area are seemingly cut in half by the magnitude of Nilfheim. At the base of the mountain is large bay that is always partially frozen, with giant icebergs dominating the horizon.

Tucked away in a small valley in Midgardsormr is a magical forest, home to a plethora of wildlife, magical creatures, and the people known as the Skadi tribe. Descendants of exiles, the Skadi tribe makes their home in the forest by carefully maintaining the balance between them and the wilderness around them. The weather in Thrymheim can be sporadic, changing from a perfect blue sky to a violent thundering snowstorm with little warning. Some reckon that this is because of the magical creatures inhabiting Midgardsormr, but nobody really knows for sure.
 
The Void

The Void is a plane of existence that exists within the nonexistence between realities. A place that should not be.

The Void is named so because it is; a desolate void that fills the nonexistence. The energy that resonates within the Void is known as the 'Null' element, or simply 'Void'. The Null element has horrifying effects to those of the material plane, and has the ability to rapidly corrupt and drain the mana around it. It is because of this that wherever a rift opens, the land around it becomes tainted, as the mana that plays a role in its existence becomes irreversibly corrupted.


The Voidborn

There are those who are dragged into the Void, and there are those who are born of the inconsolable abyss. They are known as voidborn, or Voidwalkers. Those born of the Void have an innate immunity to the null, and many have the ability to manipulate it.

Centuries ago, the Voidwalkers attempted to overrun and inhabit the overworld, but were repelled by the forces of the High Heavens. Many of the voidwalkers hold a deep resentment and emvy for those of the material plane.

Curiously enough, there exist half-voidwalkers, born between a union of a voidwalker and another of mortalkind; something that should not be. They tend to possess the innate immunity and ability to manipulate Null, while retaining key racial traits of their other parent. There exist very few however, as a union between a mortal and voidborn is very rare.


The Eldritch Gods

Contracts between void-demons and Voidwalkers are common as such contracts allow for greater manipulation of Null, enabling the use of Void magic. However, the Voidborn speak of ancient beasts of antiquity, who walked the abyss before time. They are commonly referred to as the Eldritch Gods.

Perhaps instead of actual 'Gods', these creatures are merely ancient and extemely powerful void-demons, but if one were to be fully summoned, they may have the full capcity to lay waste to the material plane, and slay the 'gods' of mortalkind.

Thankfully, there is no definitive proof of their existence, and remains only a legend among the Voidborn. Cultists who have attempted to summon these Eldritch Gods have only resulted in failure.

Octo Girl Octo Girl
 
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God/Keeper of Knowledge Astorath


  • Astorath doesn't assign much continuity to himself, and he really doesn't have a definite form most of the time he communicates. However, he does have many popular depictions that he doesn't refute. One such form is that of a man in his mid thirties with the appearance of a half-elf. This is perhaps the most popular depiction of him, but he does have others. He changes his form depending on who he might speak to. To other gods, the depiction of the half-elf is the most accurate. Rather, it would be considered his default form.
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    Another form Astorath takes on is that of a blue serpent dragon.
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    This is a form typically depicted by scholars and higher mages, so it has more than enough air of truth to it due to his frequent interactions with people who seek knowledge.

    The form elves give him is similar to the ones gods give him, but the hair is long and his features are androgynous. He also appears older in such a depiction, but most elves and even scholars pick the draconic interpretation over the elvish one. In fact, the elvish interpretation is ancient and scattered in ruins or millennium old temples. He does not deny this form though, but he never really takes it or has been recorded taking it for thousands of years.

    By far the most accurate and modern description though, especially to his most devout or longtime followers, is far more damning.
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    It is more the form the gods see him as, but his hair is whitening unnaturally and his eyes are turning black along with part of his skin. Bandages attempt to block the blight and his ears and fangs appear to be growing, as if he is slowly turning into a demon. Few know that this is his true form. Only those who have ever seen him in his domain find this form.


He only helps noticeably if his domain or mission is in danger.
 
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The Zeiraam Empire

Ah, the ancient empire. This brings back memories...

What I did was not mass genocide- the Empire could not be allowed to progress further.

sorry, I'm going off track. Seems like HH is currently trying to write this on mobile. Give him some time, yeah?
 
Location: Mokushu
The island provinces of Mokushu lie Shoutheast of Thrymheim, and the Mokushujin people prefer an isolated lifestyle. Closed to most outsiders, save for a few trading vessels, Mokushu is a relatively under developed country, but has managed a stable empire for almost two millennia. Due to their lack of most raw materials, including iron and salt, the Mokushujin typically use force to acquire materials from other nearby provinces.
Mokushujin Culture:
Typically depicted as a lawless society, the Mokushujin capital, Chon'Sin, has been widely regarded as one of the best vacation spots currently existing. The people host many celebrations and feature enormous firework displays on New Year's Eve. There have been many different dynasties to try and unify all of Mokushu, the longest of which is the Ji Dynasty, lasting close to five centuries. Other notable dynasties include:
-The Shu Dynasty (148 Years)
-The short-lived Han Dynasty (12 Years)
-The Kori Dynasty (~70 years)
Despite more common rumors of a weak government, the Saito family, current Rulers of Mokushu, are very strict. A curfew is regularly held every week, in which law enforcement seek out violations and burglary. There is little freedom of speech, and most, if not all, businesses are run by corrupt officials.
Mokushu also has a long history of training fantastic swordsman. Notable examples include Tadashi the Bold, who single-handedly fought off pirates onboard the Nostromo, a medical vessel carrying wounded soldiers and medicines for trade. He ended up paying the ultimate price, but his name is forever engraved in Mokushujin history. Other notable warriors include Temujin Hokari, Osata Nitakura, and many others.
Ji Dynasty:
First founded by Jin Saito I, the Jin dynasty is the most recent attempt to unify Mokushu. The Dynasty ended roughly four years ago, with the death of Yoshihiro Iru IX and his lack of an heir. The regime was nothing short of brutal. The lower class starved, while the elites fought in constant feuds over power and control. It is speculated that this led to the downfall of the Ji Dynasty. While it lasted, however, the Mokushu became widely regarded as a powerful militarized country, with a harsh and disciplined doctrine. It is said that a loyal soldier would rather die than be taken prisoner.
Mokushu Sovereignity:
The sovereignty is typically depicted as a loosely strung together bundle of clans, and for the most part, this is true. The Mokushujin Sovereigns function in a feudal system, consisting of Vassals and Nobles and such. That being said, the Mokushujin Sovereignity has been widely considered to be one of the most stable and long lasting kingdoms to date.
 
The Cult of Kezeroth

This cult worships the ancient creature, Kezeroth. The sect usually gains more members due to whispers, said to have come from the voice of Kezeroth itself - influencing them to come and join, and even do various things in its name. However, there are those who actively seek out and enter the cult on their own will. This cult consists of various kinds of folks from all over the world, though there is an uncanny abundance of magic-wielding people in it.

The cult doesn't do anything, other than acknowledge the existence of Kezeroth, and worship it in the silent shadows. However, according to their "sacred scriptures", something would occur if the balance of the world was tipped - they called it "The Rite of Ending".

The members of this cult usually carry a small, black globe, with a large crack that nearly cuts it in half. Those who do not carry such, have markings the depict the same image.
 
LIST OF THINGS FAUST WINDFALLOW IS NOT ALLOWED TO DO CURE BOREDOM


- Faust Windfallow is not allowed to cast spells with a destructive rating of B or above. Faust Windfallow is not allowed to cast ANY offense spell within 200 ft of innocent bystanders and property.

- Faust Windfallow is not allowed to accept extermination requests as an excuse to exercise excessive destructive force for fun. Faust Windfallow is not allowed to accept any requests.

- The only exception to the rules above is when said request or order is directly from the Guildmaster, or the situation is deemed a world-ending scenario.

- Faust Windfallow is not allowed to give pancakes to new members as a 'welcoming gift'.

- Faust Windfallow is not allowed to carry plant or chemical items when inside Fort Black. Nobody wants to hallucinate about dragons made entirely out of biceps that also breathes out severed fists.

- Faust Windfallow is not allowed to be within a 50 ft vicinity to the kitchen or dining hall.

- Faust Windfallow is not allowed to challenge any new members ANYONE to a hand to hand combat duel.

- Faust Windfallow is not allowed to cast strengthening magic on his fist and uppercutting any gnome he sees ANYONE

- Faust Windfallow is not allowed to fry pancakes inside a den of goliath spiders while in the wilderness ANYWHERE THAT ISN'T A WALLED CITY

- Faust Windfallow is not allowed within 5 ft of somebody else's drink

- Faust Windfallow is not allowed to break the fourth wall. Yes I am. No he is not.

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Note: Should a weirdo wearing a black cloak and mask that resembles a bird cause any sort of psychological trauma to you, friends or family, please submit a report to the Guild of Heroes with an anecdote of the incident, your name, address, profession, and race. Should the Guild deem the report to be truthful, you will be compensated with 15 gold pieces for damages. Any member of the public may also freely add to this list.
 
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Location: Cailgoown
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A kingdom located directly in the centre of Albion, approximately three hours west walking distance away from the guild and features an incredibly high-income economy due to its position, frequently visiting traders, notable size over generations of growth. Originally built upon a Zaratan, or better known as a world turtle, instead of relocating, the beast was killed and the shell transformed into the base of the castle as the city was erected around it.

Jobs are scarce due to the popularity and population of the area, and the city is somewhat prejudiced against non-humans as a biproduct of all the varying cultures clashing with humans being the most dominate and being the first to erect the kingdom. Notable places: (May change as the RP progresses) Emma's Tavern, the Paladin temple, the Turtle Castle
 

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