• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Let's Try That Again [Lore]

W
Created at
Index progress
Complete

Let's Try That Again


  • One year ago, the world ended.

    If you're looking for a metaphor, stop looking. I was being literal.

    One year ago, armageddon erupted worldwide across the world of Alheria. The Abyssal portals opened, and ancient demon lords entered through to consume mortalkind. Devils of Hell rose from their lakes of fire, and the angels of Heaven descended to meet them in battle. Gods joined in soon after - good and bad, mighty and subtle. Soon enough, kings, senators, chancellors, generals, and rulers were seduced by tempter devils to launch pointless attacks on their neighbors, or scared into fighting back. Armies seized, armies shattered. Arcane weapons of mass destruction activated and fired without mercy. Brutality merged with havoc to become pandemonium. Ragnarok.

    But then, a group of wizards who'd prepared for the event activated an array of ancient portals leading to another world, and they opened these portals in various spots throughout the planet. The cabal of magicians, led by one named Ygrasmundhil, then guided the survivors on a mass exodus to safety. They left behind the higher-dimensional beings to duke it out with what's left of the old world.

    The portals led to the new world of Melicau. Relatively unheard of prior to the apocalypse, the world was lush with resources and new landscapes to explore. The group of wizards, hence known as the Newdawn Cabal, oversaw the creation of five villages - now cities: Newtown, Sparhard, Pride's Point, Fardock, and Oakenwall.

    It has been over a year since the Exodus. We failed at living - so let's try that again.
Lore Thread

Birdsie

The God-Emperor of Mankind
Lore Thread

Post lore ideas, world information, and similar data here. If it's minor things, feel free to do so without permission. On anything major, such as important historical event, a major group of people, or a legendary object or location, ask me first.
 
Lore: Guild of Adventurers
The Pioneer Initiative
During the formation of the Guild of Adventurers, the upper echelons understood that their ability to aid and support guild members would be limited to only the settled cities and neighboring areas. As such, the Pioneer Initiative was formalized, with the expressed goal of providing fellow guild members the primary support systems that a standard guild hall has, but out in the frontier beyond the influence of any established guild hall. The formal points of the Initiative are as follows:
The Guild of Adventurers shall seek talented, trustworthy, and respectable individual to become a "Pioneer." Selected individuals must be capable of split second decision making on the highest level of consequences.
Pioneers shall receive intensive training to be able perform all necessary Guild actions, as well as survive in the frontier.
Pioneers shall have the full authority of a Guildmaster when in the frontier, with the power to manage guild expenses, hand out and complete quests, and execute tasks related to the Guild's Jurisdiction.
Pioneers will have reduced authority to that of a Guild Headquarters Representative when in the managed territory of a local Guild Hall.
The Pioneer Division shall be established as the direct authority overseeing all Pioneers. The Pioneer Division shall be granted the full status of an independent branch with overseeing decisions deferred to the Head of the Guild.
Pioneers shall report to the Pioneer Division their activities as well as suitable locations for Guild Halls to be established in.
As stated in the formal points, the Pioneers are the elite of the Guild of Adventurers, with authority rivaling a Guildmaster. As such, it is necessary for said individuals to be of high reputation, and capable of protecting themselves in the frontier. It goes without saying that Pioneers are trained as such, and as a standard, a single pioneer would be able to effectively fight against a standard combatant to a certain degree in nearly all scenarios. As Pioneers will oftentimes be the point of transaction for many quests out in the frontier, they are given a large amount of tools and equipment, ranging from abacuses and currency to appraisal tools and communication devices (in the form of pigeons), all of which are stored in Guild issued item boxes that can only be operated by a pioneer.
dgbPMdz.png
Emblem of the Pioneer Division
Pioneers can be identified by this emblem on their Guild Card

The first group of Pioneers are experienced and well known adventurers who were able to escape into Melicau. As such they were not subjected to as grueling trainings as new recruits would have. New recruits undergo a series of test to qualify for the position of a Pioneer, each one evaluating certain aspects of the person. Those who qualify then proceed to do 3-5 months of training, covering everything from combat to beast identification to guild official training. During the final month of training, those who remain in the program with intentions to continue as a full fledged pioneer will work in the public, as receptionists, guild ambassadors, etc. This has the effect of allowing guild members to easily identify Pioneers when they are out in the frontier. To further promote this, during the final week, posters with their appearances will be made and spread across the cities. It has been determined that while an uniform for the pioneers would be the easiest way to identify them, since the conditions of the frontier is unknown, Pioneers are allowed to wear their own attire as long as it doesn't interfere with work. It has been determined that said promotion are a success, as Pioneers have achieved relative popularity with the general public, and are well regarded as the most respectable people that civilians and adventurers alike can rely on.

Out in the field, Pioneers act as mobile Guild Halls. When they set up camp, Pioneers will announce their location to nearby guild members through the use of a signal flare. Because of the work demanded on them, they are free to determine their schedule and path of travel. When they set up camp, they will report their activities to the Pioneer Division. As expressed in the points above, they will report any locations suitable for Guild Halls. This is in fact their secondary purpose, to find places to setup new guilds. This generally means that while they are out to explore, they should prioritize suitable lands for settlement or newly found civilizations.
 
Last edited:
Sparhard: Divisions
The hierarchy of the militaristic city, Sparhard, involves a chain of command that goes through several organizations - named Divisions. Each Division has its own specialty and purpose, but is not restricted to go beyond its assigned tasks. The Divisions are as below:

1st Division
- One of the two "prime" divisions, which was there since the very founding of Sparhard's civilization. The 1st Division is an all-purpose division, filled with the elite and the aristocrats. All things related to the city's economics go through them, after having gone through the 7th Division, before eventually reaching the higher ups.

- The 1st Division prides itself with a large number of renowned individuals that act as the faces of Sparhard, making it the most known division compared to the rest.

- The 1st Division uniforms mostly consist of the color "red", and any relative shades.​

2nd Division
- One of the two "prime" divisions, with the 2nd Division being formed shortly after a conflict ongoing within the 1st Division's members was resolved. Just like the former, the 2nd Division is an all-purpose division, however, it is filled with people from different backgrounds - the rich, the poor, the skilled, etc. The 2nd Division has been known to help out other divisions, with the exception of the 1st Division.

- The 2nd Division prides itself with talent and individuality, often times clashing opinions with the 1st Division. Hence, it had been given the moniker "Anti-1st".

- The 2nd Division uniforms mostly consist of the color "white", and any relative shades.​

3rd Division
- This division, given the nickname "R&D", is a division that mostly works with information. Its main task is to record information, and from such data, create and concoct plans for the future of Sparhard. In other words, research and development of anything and everything that the members' minds are able to conceive - be it weapons, a change in the system, etc.

- The 3rd Division uniforms mostly consist of the color "blue", and any relative shades.​

4th Division
- This division handles the activities of Sparhard's troops on the other cities - peacekeeping, recruitment campaigns, orientations, etc.

- The 5th Division uniforms mostly consist of the color "green", and any relative shades.​
5th Division
- This division handles training regiments and procedures, especially with regards to new recruits. Rumors tell that the training that goes under the management of the 5th Division is said to be harsh enough to kill a fully grown beast, though such difficulties are to be expected. So far, the products of the 5th Division's latest training program are yet to disappoint - they are top-notch in their craft.

- The 5th Division is the only division that has a headquarters outside of Sparhard's territory - a set of facilities built upon a set of mountains, which has been named Ironbrand Ridge.

- The 5th Division uniforms mostly consist of the color "black", and any relative shades.​

6th Division
- The "sword" of Sparhard, which is sent beyond any "civilized" territory to explore and expand Sparhard's influence and territory. This division is considered to be the most "active", with troops being sent out in missions on a daily basis.

- The 6th Division uniforms mostly consist of the color "silver", and any relative shades.​

7th Division
- The division assigned to handling Sparhard's economics, controlling transactions, trades, banks, etc. Though they have shown no sign of abusing their powers, they are kept under strict surveillance, due to them handling a very integral part in Sparhard's community.

- The 7th Division uniforms mostly consist of the color "gold", and any relative shades.​

8th Division
- Technically not a division, but has been given the name regardless. This division is comprised of the average citizens and workers of Sparhard, which do not have any notable rank to the military hierarchy of Sparhard.

- This division has no ranks.​
 
Last edited:
Sparhard: Ranks
The ranks of Sparhard's military hierarchy, arranged from the highest authority to the lowest.

Grand Marshal
- The Grand Marshal is the authority above all authorities in Sparhard. Their word is the law.​

Overseer
- A special ranking given to the representative of the Newdawn Cabal. Could overrule the word of the Grand Marshal if needed be.​

Marshal
- Leaders of the different divisions (1st-7th) of Sparhard. They often hold assemblies to discuss with each other and compile reports - which would be sent to the Grand Marshal.​

General
- Second in command to a division. For each division (1st-7th), there is a minimum of one (1) General, and a maximum of four (4) Generals working under the Marshal to properly manage their subordinates.​

Colonel
- Works under a General, usually acting as leaders and supervisors to the procedures that occurs on an assigned regiment within a division.​

Major
- Second in command to a regiment within a division.​

Captain
- Platoon (2+ Squads) leaders.​

Sergeant
- Squad leaders.​

Private
- Squad members.​
 

Users who are viewing this thread

Back
Top