Birdsie
The God-Emperor of Mankind
RECALL PROTOCOL
The Basics
Guild of Heroes: Recall Protocol is a parallel-continuity, side-expansive, hyper-achronological mega-crossover pseudo-sequel roleplay to the Guild of Heroes franchise. Which never seems to die, and perhaps never will.
As its basic premise, Recall Protocol will tell the story of the Guild of Heroes and its glorious (or not-so-glorious) return to the conflict-shorn kingdom of Albion, as well as its surrounding territories. Although the focus will be on the Guild's return and its activities, you can play as anyone - a villain, a non-member, or a mere bystander whose fate happens to be entangled with the events brewing around them. Around you unfolds an endless fractal beach of possibility, whose waters are dreams, and whose shore is the mind's creative spark. However, before we can do all that - a few things.
The Rules
All of these rules must be followed - and remembered - and internalized - at all times, with no exceptions.
1. I, Birdsie, am always right.
2. If I am ever wrong, refer to the rule above.
3. If you ever dare raise your voice against me in an argument, remember the two rules above.
4. If a character's sheet receives a 'like' or 'love' from me - or anyone of whom I have approved to carry out such an action - it means it has been accepted.
4.1. All of the following are approved to carry out such an action: Noble Scion , Epiphany , Alteras , as I trust their judgment beyond your feeble mortal conception. As a consequence, all of their characters shall have the status of accepted without question. I may, however, still argue with them about it.4.2. Faust Windfallow is automatically accepted. There is nothing anyone can do about this, ever.5. Because many roleplays in the past have died as a result of inactivity, I reserve the right to summarily execute any nincompoop who refuses to post and clogs up the good flow of the roleplay. I also request that someone remind me if I ever forget to post, because that can happen with my busy schedule. (I will not be executed, no matter what. I am immortal, and everyone knows this to be true.)
6. It's illegal to read any text written in the color red.
7. In order to prove that you have read these rules, respond to the interest check by including the word 'pie' somewhere in your response. It's illegal to have not read these rules. Of course, since these rules are written in the color red, this will inevitably prove that you have broken these rules, which is likewise illegal. I suppose you're fucked. ¯\_(ツ)_/¯
8. A couple of invited participants are expected to play as certain characters.
8.1. LostHaven must, at minimum, play as Faust Windfallow, who is incredibly powerful. He may also, however, play as many other characters as he pleases.8.2. Epiphany must, at minimum, play as something ridiculous.8.3. Hanarei must, at minimum, be my wife.8.4. And of course, Swire has agreed to play the cunning, fearsome villain - Overlord Script - at this time.9. Have fun! Or else.
The Plot
Doesn't really exist. We'll make shit up as we go, that's a part of the Guild of Heroes charm, baby.
Is too complicated for you to comprehend. I'll unveil it as we go along. Yes. That's what's happening. Mhm. I definitely know what I'm doing.
The Setting
My real cream.
Recall Protocol shall take place on the world of Melicau, specifically focused on the continent of Gael, and of it, the kingdom of Albion, where the headquarters of the Guild of Heroes used to reside, in the infamous Fort Blake. Here's a very crappy map. Albion is mostly concentrated around the spots with the dotted lines (roads.) If you're wondering why other countries aren't shown, it's because making a map is more time-consuming than I believed and some part of me decided to give up at one point, and the rest of me followed suit:
All black dots are cities. There is a large black dot that represents the capital of Albion: Bowerstone.
More on the nations themselves:
- Albion
-
The Kingdom of Albion is the global superpower located to the west of the Gaelian continent.
Until recently, it prided itself on being one of the oldest sovereign powers in the world, never conquered and never cowed.
However, five years ago, a man known as Kyro Script formed an alliance with the Archlich Turenval. Turenval banished the vast majority of the Guild of Heroes into the Void Dimension, while Script dealt with the rest of the royalty, then made an example of the Royal Knights. At the end of it, Kyro Script seized power from the empty throne, crowning himself Overlord.
Now, the Script family arises in glory and rules. And its most powerful scion to date is the emergent master of this superpower. There is no resistance against his word - and if he calls for his Court Enchanter then know you shall be undone.
Script's rule borders the state of an absolute monarchy, but it has introduced several genuine improvements as well; taxes have been lowered for the commoners, and the peasants have more rights in general. The Overlord is harsh but fair, and his presence improved trade and relations with Albion's neighbors; Overlord Script also founded several organizations that keep the corrupt nobles and reckless archmages in check. In that sense, he is a tyrant, but also a stabilizing influence.
Aesthetically and superficially, Albion resembles the rustic picture of a magical England in the midst of its medieval years. There are knights clad in lively heraldries, scaled green drakes prowling the mountainous regions, towers whose sole inhabitants are barmy marble druids, and the military power of the Kingdom is concentrated in its almighty fleets, both naval and airfaring. However, there are anachronistic elements, such as the relative commonality of gunpowder, alchemical synthesis of purple dye, and import of cultural elements from other, distant worlds, such as pop-culture magazines or basic technologies, like the radio or the television (however, only the wealthy can afford them.) - Espania
-
Espania is the second major superpower. It is Albion's eastern neighbor, separated from it by several rivers and forests, as well as a long and treacherous mountain range that is infamous for its monstrous inhabitants, as well as the tribe of Storm Giants that lives there.
On the surface, Espania is much less controlling of its people than Albion had ever been, considered by many to be a cosmopolitan nation whose rulers are genuinely concerned with liberty and tolerance. The royalty has always supported those as the codewords of their state.
However, beneath the surface, the ugly truth dwells. Espania's kings and councils are puppets living in the shadow of the hidden masters, the Order of the Golden Campaña, once known as the noble Ainarja. The Order's secret mission is to protect the Espanian national interests, but it has strayed from its roots and now works primarily for the self-benefit of its members. It uses mentalism and hypnotic spellwork to subtly influence the actions of all of the Espanian authorities from the ground to the very top, including some of its greatest adventurers. There are memory removals, brainwashing sessions, and brutal interrogations: there is no conflict or corruption in Espania, these walls are safe.
There is a resistance hidden in the shadows, but its members are unprepared, weak, and fearful of the Order's power. The Guild cannot protect them anymore. Espania is a nation desperately clinging onto old glories while going through a mid-life crisis. Its alabaster-bricked cities are well-maintained and mask their extensive criminal underworld with a flimsy shell of positivity and tourist attractions. Its citizens put on a veneer of cheery happiness, both for themselves, the tourists, and the authorities who keep a watchful eye to ensure that everything is in check. It's very much the paradise it was advertised to be... until one looks too deep, or too hard. - Stockade
-
The Stockade of Irons is a free trading republic, founded by the hand of Archwizard Ygrasmundhil only five decades ago to the north of the Espanian border. Most of its lands also surround the tower belonging to that same wizard in a single metropolitan area constructed primarily from stone and metal, giving it its name.
Although much smaller than a vast majority of the nations in the world, the Stockade's laws and magical protection ensure that it stays as relevant on the international scene. It is among the most permissible in terms of tax, import, and travel, and in a strategically advantageous location upon the leylines. These combined traits are the masterful recipe for an epic trading country; the bottleneck through which an incredibly vast amount of the world's economy goes through at one point or another. One could even go so far as to call it the melting pot of modern civilization.
Due to the fame of its founder, the Stockade had started drawing in attention from other planes, so it is currently something of a xenocratic state, with countless monsters, outsiders, spirits, celestials, and even infernals living within the borders as legalized citizens. As strange as it might be, the average human or elf has very little space or power to participate in the Stockade Council elections, or even to vote for a candidate. Likewise, the average citizen either considers a human to be a weak, detestable beast to be pitied and condescended to, or a crunchy snack...
The Stockade is also, on a pure technicality, the largest spaceport on Melicau, and sees the largest import in off-world goods, such as rare and precious otherworld technology, alien magic, or interesting foreign currency. The question is whether the average citizen would be able to afford such things, or if they'd be legally enslaved for being unable to pay their rent. - Mokushu
-
The island provinces of Mokushu lie southeast 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.
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, Han, and Kori.
Despite more common rumors of a weak government, the Saito family, current Rulers of Mokushu, are very strict. A curfew is regularly held every evening, during which law enforcement officials seek out violations and burglary, often arresting innocent people based on a neighbor's accusations. 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 swordsmen. Notable examples include Tadashi the Bold, Temujin Hokari, Osata Nitakura, and many others. - Rivannes
-
The Empire of Rivannes lies to the east of Espania and is, presently, the largest of the known nations in the world (on Melicau, at least.) The Empire is an expansionist domain feared and known for its monumental ground army counting almost a million trained soldiers in number, with another near-million of levies in reserve.
A few decades ago, the Empire - then a kingdom - experienced a series of interesting events, including its king becoming a genocidal maniac and puppet of an ancient deity, dying, and then being replaced by another, resurrected ancient deity that slew the first one. Followed by many other, strange happenings. All of these events were stopped by a group of heroes who had nothing to do with the Guild.
After the passage of several decades, Rivannes is hardly as xenophobic as it used to be. Although it remains strong, powerful, broad, and expansive, its current Emperor sees fit to remain a neutral voice on the international stage, directing his nation mostly towards the bulk production of useful goods for sale to Albion, the Stockade, or anyone who'll buy them.. - Others
- A dime-a-dozen minor nations that sprawl around the others mentioned above: the freedom-loving republic of Laurellia to the north of Albion, the pious elven city of Leceth to the west, and the frosted barbaric land of Thrymheim to the far north, much beyond the edges of the usual maps afforded to casual travelers. Among these are a baker's dozen of other countries: kingdoms, principalities, fiefdoms, city-states, faerie freeholds, spirit sanctums, and other locations. Feel more than free to invent as you please.
The Characters
As you already know, during his takeover, Kyro Script briefly allied with the Archlich Turenval, whose casting of a magical spell threw many of the members of the Guild of Heroes into the Void Dimension. As a result, all characters who are members of the Guild, and have been when Turenval cast his spell, are expected to 'pop' up in the world randomly, sometimes in parties, and sometimes alone. All of them would have heard the Guildmaster's message. Also, most of the characters in question will suffer some type of degradation as a result of their internment in the Void Dimension - lost memories, lost power, or other afflictions. As they emerge, some of the weaker members might even find themselves to be on the brink of death: life essence drained to the point of near-fatal absence. However, this isn't universal, so if you believe it'd be more interesting for your character to emerge unscathed, it's permissible to do so.
It's also possible to have a Guild member who hadn't been affected and spent the subsequent five years on the run, but there should be a good reason for this - such as them being outside of the spell's bounds when it was cast: in another dimension or even on another planet, or something of similar flavor. Turenval's spell was much like the Snap: it affected every Guild member. And also much like the Snap, five years have passed from the perspective of the displaced Heroes, meaning everyone they'd known who wasn't a member of the Guild will now be half a decade older. Quite awkward!
It's also acceptable to play a character unassociated with a Guild: a traveling adventurer, an independent hero, a loyal soldier held in the Overlord's thrall, or a lone villain.
All power levels are for discussion but shouldn't be overwhelmingly high. All displaced Guild members are encouraged to discuss where and under what circumstances they will appear, to make for better drama. Not all of you would know each other beforehand, but now it's critical to work together!
The tags.
Epiphany Kylesar1 FireMaiden Safety Hammer Alteras Swire Silver Wolf Noble Scion June Verles Archdemon Dalamus Ulom IamNotLoki Hanarei Fable Inheritance LostHaven Uasal
Last edited: