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Fantasy The Guild Stone ((Lore))



Broom Shroom

On the skirts of the city—past the grassy hills in arms of the outer woodlands—is a structure of impressive height and build. Whether for the first time, or the fiftieth, you find yourself standing in front of those gilded wooden doors, the wind sweeping across the grasslands behind you.

There's no knowing what may lie inside. There are countless stories told, and every day is a new encounter, but for better or worse you must be willing to take the risk.

Step inside, adventurer. Your story begins here.

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Welcome to the Waystone Guild, a place where stories and magic combine. Waystone sits on the outskirts of Lantana city, and accepts all manner of adventuring folk. To see what there is to do, check the quest board.

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Starter Items
Every adventurer is given a set of items when they sign up to the guild: a waystone, an enchanted map, and a bag of holding.
  • The waystone is used for long distance transport (anywhere more than a day's walk). Visualise the place you want to be and it will take you there.
  • The bag of holding can store anything small enough to fit through the mouth. To retrieve, think of the item and reach inside.
  • The enchanted map will help you keep track of your position. When you accept a task the target area will appear on the map, as well as any points of interest.
Each character may have two affinities. One of these must be a standard affinity, the second can be either a standard or specialised ability.
Standard Affinities: Air | Earth | Fire | Water | Body | Spirit | Light | Dark
Specialised Affinities: Ice | Lightning | Plants | Transform | Summon | Enchant | Music | Other
There are six ranks in total. Your character may only start at one of the first four.
Order: Copper | Iron | Silver | Gold | Platinum |Iridium

Ranking Tips:
- Complete quests or stories to earn points towards ranking.​
- Those who start at a lower ranks will progress faster.​
- If you're low rank, going on higher ranked missions will earn extra points.​
- If you're iron ranked or above, bringing a copper along will earn extra points.​

    - Specifically, the histories and explanations people create throughout the RP.
    - Do not change something without first discussing it with them.
  2. No modern technology, though magic equivalents may be allowed.
  3. Main characters are to be a part of the guild or intending to join.
    - Secondary characters can be made for groups outside guild.
    - Cannon fodder enemies / random NPCs are fine.
    - Exceptions may be made for characters related to quests.
  4. Race Limitations
    - No fandom characters or historic figures.
    - No gods or beings from religious texts.
    - No extra-terrestrials.
  5. At least one paragraph per post.
  6. New members are always welcome.
  7. Common RP courtesies and Nation rules apply.
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Broom Shroom
The Twelve Houses of Lantana
The origins of Lantana started as an alliance between several human territories, who at the time struggled to survive in a land filled with countless unknown threats to their civilisation. As time progressed they grew stronger, and other human settlements began to take notice, requesting alliances in return for protection. The rulers of these early states joined to form the first Lantana council.

But despite the threats around them, discord was still present among the nobler families. Many had developed different systems of ruling and would not relinquish their power to the monarchy, declaring they had just as much right to their ways. In order to avoid conflict, the king at the time divided his power among the twelve main families. They would each have a say in what actions the kingdom would take, their voices assessed equally in the decision--the one caveat being the Lantana family, whose choice would decide the outcome of a tie.

The Kingdom matured and grew more established. The population congregated around the Lantana Castle, which was rich with geographical incentives and plenty of resources. It became the central kingdom, and each family was assigned a specific role in governing the people.

Now the Kingdom is made up of the Twelve Houses. At the head of each house is the originating family, who exercise their power as nobility, but are also assisted by members of the household. Usually proven to be individuals of great aptitude in their field. In rarer cases, one might be adopted or married into one of the families directly, effectively becoming nobility.

Most citizens of Lantana, when they come of age, will join the house in which they want to make their career.

The houses are seen roughly as belonging to three tiers. Among them, The Crown, The Guard and The Academy have the most influential families. Houses in the same tier tend to not get along.

Tier I:
Crown | Court | Dawn| Embassy​

Tier II:
Guard | Arcane | Market | Cloak​

Tier III:
Academy | Artisan | Apothecary | Harvest​

The Crown
The Lantana family are the final remnants of the monarchy in the kingdom. Their position is closer to nobility, like the head families, with the only difference being their power to tip the scales of a tied vote.

The Crown is responsible for overseeing the coliseum, and preparing the challenges for the Lantana tournaments. An annual event that occurs each year between the twelve houses. Representatives will participate in order to gain favour among the populace, as well as demonstrate their abilities. The events are divided into three sections, with the crown, guard and academy almost always being victorious.

Kingdom Guard
The kingdom guard is run by the Avatticus family. All members of the guard are considered a part of their household, but generals in particular are treated like pseudo sons or daughters, putting them almost on the level of nobility. Tyron is the thirdborn child of the main branch.

Their function in Lantana is to maintain order among the populace, however the highest ranking soldiers will often serve as bodyguards for the other houses, in particular the Crown.
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Aestir, the Frigid North
Aestir is an island country located in the far north, covered with ice caps and frozen mountaintops. The average monthly temperature stays around 20°F in winter, and 45°F in the summer. there are various named mountain ranges though the largest and most notable is the Klyara Mountain range which runs across the entire western half of the nation. Nestled in the major valley of the mountain range is the capital city, Orani. With a population of around 40,000 permanent residents, Orani is the major trading stop on any route throughout the country.

The Four Blades of Aestir
In its infancy, Aestir was almost uninhabitable, filled with dangers unseen to most civilized nations. Between the harsh environmental conditions and hungry beasts, only the strong were able to survive. The strongest were made the leader of the group, and led the others to prosperity, and this mentality persisted all the way to the modern age. Aestir is ruled by an oligarchy of nobles, four to be specific, who ensure that the needs of the country and its populace are met. Those four noble houses are collectively known as, "The Four Blades of Aestir" or simply "Blades" for short. They are all known for developing and specializing in a specific fighting style.

The Voland Family: The Voland's are known for their single sword dueling style, specialized in taking down enemies quickly and efficiently, one at a time. The current Grand Maestro of this sword style is Alfyn Voland.

The Degrand Family: The Degrand's are known for their defensive two-handed spear style, specializing in keeping your distance and find the right opportunity to strike. The current Grand Maestro of this spear style is Priscilla Degrand

The Calixte Family: The Calixte's are known for their dual-bladed short sword style, specializing in debilitating the enemy with poison-laced blades or daggers and quickly slashing weak points in the enemies defense. The current Grand Maestro of this dual-blade style is Celes Calixte

The Fusilier Family: The Fusilier's are known for a specific practice of magic based around conjuring weapons, they specialize in tactically thinking about which weapon works best for the given situation. The current Grand Maestro of this magic style is Fredric Fusilier.

(Authors Note: These names can be altered if someone would like to play a character from one of these houses.)


The Swiftest Shot In The West
Eiru's Runes

A rune that modifies a spell to seek out a target specified by the original caster of said spell. A target can be anything and the seek rune will ensure the spell will land provided it isn't blocked or cancelled out by another spell during its travels. If the target simply opts to run however they will be followed even around obstacles. Larger spells however will detonate if following a target into smaller spaces it couldn't possibly fit.

The most basic and multi-purpose rune Eiru has at her disposal. This rune enhances a spells main focus. A healing spell will grow stronger to the point a simple close wound spell would heal the damaged area being closed. Or a simple fireball spell would then be enhanced to be more destructive in nature. The spell is widely applicable but this also makes it weaker than other runes as runes grow stronger the more specific they are.

This rune causes a spell to split into multiples of itself. Each multiple of a given spell is divided in power by the amount it is multiplied. A fireball split four times would see four fireballs being launched at four times less the power of the original spell. Eiru however tends to combine this rune with others to cover for the weakness it has. 'Seek' and 'multiply' is her bread and butter combination.

This rune allows Eiru to combine two (for now) of her allies spells into one provided the elements are compatible. Lightning and water for example would combine into an electrified water spell increasing arcing capabilities. Fire and water however would result in the spell failing.

This rune allows Eiru to donate her mana to a given spell making it more powerful based on the amount of mana she contributes. This spell can also be used to allow others to cast their spells when they themselves are out of mana.

This rune allows Eiru to hide a spell from vision. An invisible fireball for example would be hard to dodge for those not magically inclined. Unfortunately, this also makes such a spell hard to aim.

This spell is a more advanced version of 'enhance'. It allows Eiru to enhance a specific attribute within a spell construction. Heat for example in a fireball would allow for said fireball to be more like a blazing inferno ball then that of a fireball. Speed on any projectile spell would allow it to travel faster etc.

This rune is chaos in of itself and pretty much unusable. This rune makes a spell chaotic in nature, warping it beyond the users understanding or Eiru's for that mater. A lightning bolt could become something unfamiliar, like a bolt of lightning that just so happens to bounce off of anything it comes in contact with without dealing damage. Likewise, it could also become a lightning bolt that pierces through targets leaving them paralysed and only able to speak abyssal. It is a forbidden rune Eiru never uses due to the fact it is literally useless 99 percent of the time.​
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The Swiftest Shot In The West
Tír na nÓg

Tír na nÓg is an isolated country of Witches, Druids and many species of Fae. Nature plays a huge role in this isolated country and mana is more than abundant with a mass of leylines flowing through the country almost like rivers would in any other. Nature in Tír na nÓg is valued and protected rigorously and any construction project that is brought into commission is always necessary and built in such a way as to avoid harming the natural geography of the land itself. To that end, the capital city Rathúnas is very much an impressive amalgamation of magnificent stone buildings sprawling up and down a mountainside and cliff-edge. One should also note that Rathúnas is actually the only city, or village for that matter, in Tír na nÓg. The vast majority of the country is in fact forest and or overgrown grottos/mountain zones. With such an emphasis on protecting the natural order and nature itself, this is actually by design.

Tír na nÓg is a neutral country and remains isolated from the outside world as to protect itself from would-be invaders in search of natural resources or untapped land. Tír na nÓg however, is a well-known country, with such high-level mages and magic races residing within its borders it's quite a topic of concern. Although Tír na nÓg would never declare war not many kingdoms like the thought of a magical powerhouse being kept unchecked. Tír na nÓg defends itself and it's isolation by masking its very presence. Throughout the island country, magical constructs were constructed through the masterful crafts of all the races residing. These constructs resemble tall stone towers with large magical stones situated atop. These magic constructs erect a barrier around Tír na nÓg that hide it from vision and create a thick mind-numbing mist around it's shores to ward off any would-be invaders. Turns out it's very hard to invade a country one has trouble finding in the first place. Let alone trouble recalling it's location following the mind-numbing effects of the mist.

All and all Tír na nÓg is a peaceful and isolated country of Druids, Witches and several Fae species. It specialises in magical crafts and research yet values nature over all else. Very few leave Tír na nÓg and even fewer outsiders ever set foot within. Some countries even dismiss it's existence entirely.

Tír na nÓg is ruled over by a fae queen by the name of Morrigan. A tremendously powerful witch that's also as much of a myth as the country she reigns over.


Broom Shroom
Creature Highlight: Slimes
Slimes are found across the world in various climates. They can range from harmless and cute, to ravenous, malicious masses. Adventurers should exercise caution whenever faced with one.
Green – The most harmless type. Omnivorous. Their body is mildly acidic, but only causes slight skin irritation in the short term. They make good practice for new adventurers to hone techniques, before taking on the more dangerous variants.

Blue – On land these are largely ineffective, and even if you get stuck in one, they’re not acidic. Beware, however. Once in the water they become one of the deadliest types.

Yellow – These can often be found in petrified form in the desert. When exposed to water they revive to create patches of sinking sand.

White – This variant is known for leaving crystalline trails of ice wherever it goes. They suck the warmth out of their prey, leaving behind the frozen carcass.

Red – Acidic, but not as much as its undead cousin. Found in hotter climates. Impervious to heat.

Purple – Found in the spirit realm; very rarely in the physical one. They can feed directly off the soul of a living body.

Black – Found in the underworld. This entity is highly acidic, enough to dissolve the bones of the undead, and to eat through the skin of the living in seconds. On occasion they may appear in dungeons reaching far below the ground.

Food: Slimes are classed as magic creatures. Contrary to appearances, what they live off is not the body of their prey, but the energy left over once the soul departs. Slimes only consume flesh to increase their mass.

Body: A slime’s malleability is linked to how much energy they consume. Often once a slime has reached a size it is satisfied with, it will cease absorbing the flesh of its prey, and focus instead on accumulating lifeforce.

Magic: They seek out sources of energy, the more potent the better. Witch magic seems to be particularly tasty.

Crowned Slimes: Rarely a slime will be found with a ‘head’—an item of sort that is suspended in the main body. These entities are known for being more intelligent than others of its kind.

Note 1: The quickest way to deal with slimes is with a powerful, wide-range attack, smashing it into pieces too small to regenerate.

Note 2: If incapable of such, whittle away parts of the body until it is a manageable size.

Difficulty: A slime’s power level can be judged by its saturation. The more colour it has, the better it will be able to shape and reabsorb parts of its body at will.

Crowned Slimes: You must destroy the head of a crowned slime before it can be killed. An intact head will always regenerate, given enough time.
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Rex Tesseri

Voidless Abyss
C i a r á t h


Ciaráth is, as some anthropologist says, an unbridled nightmarish continent, that is unbelievable big, impossibly unmapped and dangerous even to breath it's air, currently covered in a unyielding fog, mist and ash. Those who wheel of fortune begin in Ciaráth are called Abyssian, for where they born and where they soul will go when the wheel of life stops, the Abyss.

In the continent exist five powerful empires that are represented by a heraldic and astronomical symbol. Those empires are similar culturally, because they descend directly from the same empire that splitted apart after an event that made the sons and daughter of the Abyss to fight between them, the why was forgetten. The only thing that mattered was gaining an upperhand in war and conquest every other empire.
With the split there was the Osirians, the Sólgardenians, the Mnevians, the Chandravarian, and the Shanivarians. Respectively those people belong to the Osiris Empire, The High Throne of the Underworld King; Sólgarden Empire, the Blossoming Garden of the Heavenly Gate; Mnevis Empire, Sun Whose Disk Light the World; Chandravari Empire, the Host of the Silver Carriage Empire; and Shanavari Empire, the Vessel of the Timeless Titan.


Some empires, and small villages perform sacrifices to Old Gods, normally using newborns as offerings to the them. They tend to normally send them to the gods by the spirit world, letting the environment or the midwife take the child's life to the afterlife, depending on the god.

Osiris Empire

Ruled by the Empress Asenath'awal mawlud Akenathon, the Osiris Empire is a thriving nation, whose borders friction with Mnevis. This empire has an ability to uses the sea because they are in sea level, different from those others empires, that are more mountain leveled.

Sólgarden Empire

Ruled by the Emperor Uru'kk-yeal'inaah:A'dah'shkar-iril-vu and the Empress D'ah-n'nie-la:A'dah'shkar-iril-va, from the Irikhall Haus. This empire resides on top of a mesa, and is one of the empire capable of actually see the sun. They thrive because they are capable of using agriculture and they plants and fruits can make better photosynthesis than the rest of the empires.

Mnevis Empire

Ruled by Udarak'algur Inawadd Dv'olo and his brother A'pohis'algur Okawadd Dv'olo. They have a curious system that are can light the entire capital, using mirrors. Mnevis hosted the Temple of Ri-ya:Inpu.

Chandravari Empire

Ruled by Your Highness E'l'ian Elkelt. This empire is located near the Balqan Region, in the center of the Moon Lake. They use the highly nutrient water to irrigate the plants.

Shanavari Empire

Ruled by U'rahn'us E'nohr'mush. This empire is located in an mountain chain. The architeture uses a extensive and detailed sculpting technique, turning those mountains into houses, palaces, fortress, and other buildings. Logically, this is one of the most fortified empire.​
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Broom Shroom
Subject Highlight: Gods
The nature of the divine has been a long studied subject by scholars and skeptics. The truth is undeniable—they exist—but the details of that are widely disagreed upon. Gods come in many different types and forms, but the most widely accepted explanation is that they are rulers of a spiritual domain. Much like monarchs or conquerors, they can determine the conditions of entry into their land, and mortals who they have connection to may be granted passage after their death.

It is thought that persons not bound to any deity--or refused entry by the patron they worshipped--will either cease upon their death, or be forced to wander the spirit realm until they perish. Some theories go so far as to say that the mortal body is merely a seed hosting the spirit until it matures enough to survive in the 'pure realm'. No one really knows if much amounts off this theory seeing as, like most speculations about life after death, it generally requires the host to die before they find out.
Rulers of the spirit realm, or gods as they are often called by mortals, cannot influence the physical world directly. Instead they must work through a medium, most commonly a worshipper who has offered something in exchange. Their power commonly manifests in the forming of a second affinity, and it is not unknown for a person's affinity to change upon finding a new patron—though the process can be dangerous at times.

The same works in reverse, to an extent. Monarchs cannot rule over a spirit domain, but they may influence it somewhat through the use of special abilities or by making large offers to a patron.
It is commonly known that immortals do not have afterlives. As their spirits are bound to their bodies for an eternity, they cannot survive the separation and cease to exist. Instead they reside somewhere between the mortal realm and spiritual one. It is not unheard of for them to become deeply upset after realising there is no future beyond the twisted world they are in, but some particularly long-lived ones have been around longer than gods.
Becoming a Deity
Deities are thought to come into existence in one of three ways; inheritance, selection, or conquest.

A deity can give birth to another, though it does not usually happen in a fashion understood by mortals. There are plenty of strange stories of the ways gods have come into existence, but the general rule applies that if one god gives birth to another, the latter is given a domain by birthright.

When a god foresees the end of their life, or their domain grows too large to control, they may select a successor. This may be an entity already in the spirit world, or a mortal who has yet to pass on.

This most commonly occurs when a minor god wishes to expand their domain, however, it is not unknown for powerful spirits to 'ascend' through the use of this method. It is a dangerous path to take as such wars can act as a catalyst for rifts--and where rifts appear so too do the primordial spirits.
Killing a Deity
A deity is nigh impossible to kill within their domain, much like how a monarch is safest within their castle. Even if they are brought outside their land, it is still a difficult task, though it can be done. By far the easiest way to kill a god is to have them enter the physical realm and be tethered to a body. When in that form they can be killed, with some effort, alongside the host.
Extra: Primordial Spirits
These ancient beings tend to defy classification. They are considered guardians of the spirit realm, free to traverse the endless expanse, though their existence was first noted near the rifts. At first they were thought to be the catalyst for them, but over time it became clear their presence was more like a failsafe. They are the only known beings in existence able to close the paths once they open fully, as the nature of a rift exists outside a god's domain.

In some cultures primordial spirits are revered as deities, in others as a myth, but the general consensus is they don't fit the classification of a god. They don't rule over domains, nor have the ability to act as a patron to others. It is unknown whether they can be killed, but some theories say it would be the same method as destroying a deity. Thankfully, there are no known records of anyone having tried.

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