Thalia_Neko
Ten Thousand Club
This is going to be a hardcore fantasy, combat RP. Don’t worry! It’s not as bad as it sounds! Don’t feel too anxious. There will be plenty of time for your character to grow! This rp won’t be held back by common rp constraints or ideas like “the characters start weak then get strong”. I’ve decided on specific points or “arcs” where our characters will be able to go through explosive growth to get stronger. Since the enemies of this rp are going to be strong, very strong. And the stakes will be very high. But this rp is meant to be a Power fantasy, so if that’s your jam, then I’m sure you’ll have fun!
------------------------------------------------------------------
This is the lore of the rp (which will be called 3 Vertices). There will be a SIMPLIFIED version that I expect people to read. There will be a condensed version which is basically the simplified version with a bit more specific info. And then there will be a FULL version with a lot of descriptions that are kinda repetitive lol. You do not have to read that, but I do want you to read the simplified version, and at least look at the condensed version for parts you're interested in! This took me quite awhile. Thanks!
--------------------------------------------------------------------------------------------
This is a simplified version of the mechanics of the rp! It should make it obvious how one's character should be and work. If you have any questions below is a more detailed version of it. As for our characters, we're going to start out around an intermediate level. Not exactly weak, but not exactly “strong”. Though characters can boast unique strengths, I don’t mind that, depending on how I evaluate bios. Power will come quickly, don’t you worry!
(You can still do other things, like character interaction, romance -if that's your thing-, etc etc.)
To repeat, our characters will be of Intermediate level starting out (low, mid, high Intermediate level).
I’ll show here what an “intermediate level” character is.
OH and your character can like mix and match whatever from the 3 Vertices, they do not have to stick to one path!!
-----------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------
------------------------------------------------------------------
This is the lore of the rp (which will be called 3 Vertices). There will be a SIMPLIFIED version that I expect people to read. There will be a condensed version which is basically the simplified version with a bit more specific info. And then there will be a FULL version with a lot of descriptions that are kinda repetitive lol. You do not have to read that, but I do want you to read the simplified version, and at least look at the condensed version for parts you're interested in! This took me quite awhile. Thanks!
--------------------------------------------------------------------------------------------
This is a simplified version of the mechanics of the rp! It should make it obvious how one's character should be and work. If you have any questions below is a more detailed version of it. As for our characters, we're going to start out around an intermediate level. Not exactly weak, but not exactly “strong”. Though characters can boast unique strengths, I don’t mind that, depending on how I evaluate bios. Power will come quickly, don’t you worry!
(You can still do other things, like character interaction, romance -if that's your thing-, etc etc.)
To repeat, our characters will be of Intermediate level starting out (low, mid, high Intermediate level).
I’ll show here what an “intermediate level” character is.
OH and your character can like mix and match whatever from the 3 Vertices, they do not have to stick to one path!!
-----------------------------------------------------------------------------------------------
For Adventurer rank, between D and B rank.
D Rank
Not quite a beginner, but with these skills, not considered much more. Still, they’re beginning to gain some footholds into adventuring. D rank and up is where the adventurer is allowed to participate in Dungeon raids, though, must meet a requirement to do so.
C Rank
Skills are improving. Now capable of fulfilling many monster slaying quests. Monster culling quests would still require a few C ranks or higher to complete however. C rank must also meet a requirement to dungeon raid.
B Rank
A solid grasp of combat, with noteworthy skills. Although there are many B ranks, B rank Adventurers are still highly respected and sought-after. B ranks typically take on more and more monster slaying quests.
And would take Copper and Silver tier jobs.
For the Martial Path.
1-2 Cores.
Anywhere between
Impure Core Stage 1
Impure Core Stage 2
Impure Core Stage 3
Impure Core Stage 4
Muddled Core Stage 1
Muddled Core Stage 2
For each core
Martial Artist rank is between
Adept Martial Artist
A martial artist that underwent training and manifested a Core.
Typical Martial Artist
A martial artist with a Muddled Core.
Martial Expert
A martial artist who has manifested two Cores.
Typical Martial Expert
A martial artist who has two Cores with one at least Muddled.
Magic Path
2 Ring Mage
A novice mage. Access to 2 Ring spells. Begins to grasp a second School of Magic.
3 Ring Mage
Intermediate mage. Access to 3 Ring spells. Knows Mix-Weaving, Twisting spells, and a second School of Magic.
4 Ring Mage
Advanced mage. Access to 4 Ring spells. Good grasp of their second School of Magic. Learn how to Craft Spells together. In other words, create one’s own brand new spells. Though it requires a bit of imagination.
(However, for a 4 ring mage, there would be some stipulations.)
Mage Rank
These are the ranks allowed, but a Elite mage would have some stipulations.
Novice Mage
A beginner mage. Has 1 to 2 rings. Mostly uses Name casting. Never fielded.
Intermediate Mage
Studied magic somewhat. Has 2 to 3 rings. Mostly uses Name casting, but may incorporate low-tier Chant casted spells. Below fodder mages, not really worth fielding in war-like scenarios except if lacking in manpower or for raw numbers alone.
Elite Mage
Studied mage. Incorporates various spells in combat to throw off opponents. Capable of some silent casting, but will fall back on Name casting. Understands 1 or 2 Mage Techniques. Has 3 or 4 rings. Or 2 rings and a Ghost ring. Fodder mages.
Astral Path
May have either 2 or 3 Stars. The character can be near gaining a 4th star.
Between these ranks
Pupil
1 star agent. Primarily works on forging a 2nd star.
Student
2 star agent. Begins using Essence Shroud/Astral Aura.
Graduate
3 Star agent. Proficient with many simple Astral techniques, and Astral Projection. Most have used Astral studying to achieve this rank.
What (if any) is your character's medium?
D Rank
Not quite a beginner, but with these skills, not considered much more. Still, they’re beginning to gain some footholds into adventuring. D rank and up is where the adventurer is allowed to participate in Dungeon raids, though, must meet a requirement to do so.
C Rank
Skills are improving. Now capable of fulfilling many monster slaying quests. Monster culling quests would still require a few C ranks or higher to complete however. C rank must also meet a requirement to dungeon raid.
B Rank
A solid grasp of combat, with noteworthy skills. Although there are many B ranks, B rank Adventurers are still highly respected and sought-after. B ranks typically take on more and more monster slaying quests.
And would take Copper and Silver tier jobs.
For the Martial Path.
1-2 Cores.
Anywhere between
Impure Core Stage 1
Impure Core Stage 2
Impure Core Stage 3
Impure Core Stage 4
Muddled Core Stage 1
Muddled Core Stage 2
For each core
Martial Artist rank is between
Adept Martial Artist
A martial artist that underwent training and manifested a Core.
Typical Martial Artist
A martial artist with a Muddled Core.
Martial Expert
A martial artist who has manifested two Cores.
Typical Martial Expert
A martial artist who has two Cores with one at least Muddled.
Magic Path
2 Ring Mage
A novice mage. Access to 2 Ring spells. Begins to grasp a second School of Magic.
3 Ring Mage
Intermediate mage. Access to 3 Ring spells. Knows Mix-Weaving, Twisting spells, and a second School of Magic.
4 Ring Mage
Advanced mage. Access to 4 Ring spells. Good grasp of their second School of Magic. Learn how to Craft Spells together. In other words, create one’s own brand new spells. Though it requires a bit of imagination.
(However, for a 4 ring mage, there would be some stipulations.)
Mage Rank
These are the ranks allowed, but a Elite mage would have some stipulations.
Novice Mage
A beginner mage. Has 1 to 2 rings. Mostly uses Name casting. Never fielded.
Intermediate Mage
Studied magic somewhat. Has 2 to 3 rings. Mostly uses Name casting, but may incorporate low-tier Chant casted spells. Below fodder mages, not really worth fielding in war-like scenarios except if lacking in manpower or for raw numbers alone.
Elite Mage
Studied mage. Incorporates various spells in combat to throw off opponents. Capable of some silent casting, but will fall back on Name casting. Understands 1 or 2 Mage Techniques. Has 3 or 4 rings. Or 2 rings and a Ghost ring. Fodder mages.
Astral Path
May have either 2 or 3 Stars. The character can be near gaining a 4th star.
Between these ranks
Pupil
1 star agent. Primarily works on forging a 2nd star.
Student
2 star agent. Begins using Essence Shroud/Astral Aura.
Graduate
3 Star agent. Proficient with many simple Astral techniques, and Astral Projection. Most have used Astral studying to achieve this rank.
What (if any) is your character's medium?
Simplified 3 Vertices System
Martial Path (Qi) - Astral Path (Spirit) - Magic Path (Magic)
Martial Path (Qi) - Astral Path (Spirit) - Magic Path (Magic)
.
To simplify it even more so that it’s clear the progression of a Martial artist character.
A martial artist must gain 3 Cores.
The first is the Heart Core.
The second is the Gravity Core OR the Crown Core.
The third is the other that wasn’t obtained.
Each Core must be cleaned, refined, and purified. A power boost is gained for each stage. (For the purposes of the rp, some stages can be skipped and gained all at once.) These are the stages.
Impure Core Stage 1
Impure Core Stage 2
Impure Core Stage 3
Impure Core Stage 4
Muddled Core Stage 1
Muddled Core Stage 2
Muddled Core Stage 3
Refined Core Stage 1
Refined Core Stage 2
Final Refined Core
Below are the LAST Cores obtained, that will make your character EXTREMELY STRONG. (This is effectively the end of the Martial Path). Each of the 3 Cores must undergo these color changes. Each one comes with a powerboost.
True Pure Core
Blue Core
Golden Core
And Finally the Celestial Core can be obtained, but that is EXTREME ENDGAME of the Rp, if it ever gets there.
Spiritual path. Uses spiritual energy to fuel techniques. Astral users are called Astral agents.
Soul Density
The inherent “depth” or “power” of a soul.
Spirit Quality
The quality of one’s spirit. A “high quality” spirit results in stronger spiritual energy.
Star Brightness
Dull Star - Semi-bright Star - Polished Star - Shining Star
Brighter stars = stronger astral techniques.
Severance/Severing
A technique used to gain quick spiritual power. There are two available “Severings”.
The First Severing.
Requires the agent to literally “cut away” something important from their life/spirit, freeing themselves of it. One gains a power boost after they sever this.
Example: Sever one’s emotional ties.
The Second Severing.
Requires another sacrifice. This sacrifice must be bigger than the previous. With the Second Severing, the agent basically forces an Enlightenment. This is called the Severed Enlightenment. This grants much more power than the First Severing, because it literally creates a Star, forcibly raising an agent’s rank.
Star System
Uses the Star System to increase spiritual energy.
One must first obtain the Crown Core.
Agents must obtain "Stars" within themselves. (Though they’re called stars, they’re more like diamonds.)
1 Star
Happens not long after acquiring the Crown Core. Allows spiritual energy to manifest as aura. Gains Comet Punches
2 Stars
Spirit powers and senses increase. Access to Meteoric Kick.
3 Stars (The Small Nova)
Gains the moniker, the Small Nova. Spirit self becomes more pronounced. Can use Astral Projection.
4 Stars (Small Cluster)
Stars are a celestial cluster. Crown Core gains strength and prominence. Mind opens to the spirit.
5 Stars
Strong resistance to mental attacks. Strong spiritual barriers. Toxins and impurities are expunged better. Stronger soul fling ability, and stronger invasive spirit. Weak True Split Self technique. Gains Prismatic Energy.
6 Stars (Prism)
Aging drastically slowed. Proficient with prism energy and attacks
7 Stars (Diamond, or the Diamond System)
Stars are a diamond array. Ignites spirit energy for stronger techniques. Gains True Split Self technique.
8 Stars (Shooting Stars)
Full mastery of the Spirit Sword and Split Self ability. Can use Dual Spirit Kings technique. Stars are shooting within. Agent gains speed to match.
9 Stars (Nebula)
Inner self is cosmic. No known agents at this level. Unknown capabilities.
10 Stars (The Universe)
Only 1 fabled existence reached this rank, though that’s unconfirmed and disputed. Otherwise rank is unknown and mysterious.
Capabilities of an Astral Agent
It is hard to identify the benefits of this path. These are some techniques and abilities.
Spiritual Cleaning
Spirit energy cleans and purifies and detoxifies the body from impurities, curses, poisons, etc.
Mental-Spirit Barriers
Spiritual barriers that protect the mind against attacks and invasions.
Essence Shroud (Astral Aura)
Agent’s spiritual “aura”, used for a variety of techniques.
Comet Punch
Strikes infused with spiritual aura.
Meteoric Kick
Kicks infused with spiritual aura.
Enhanced Senses
Heightened senses that can detect things beyond the norm, such as spiritual presences.
Astral Projection
Release the spirit self from the body.
Astral Studying
Studying and training using the spirit body, which is transferred to the self when the soul reunites.
Soul Fling/Invade
Invading others’ consciousnesses with one’s spirit to talk or fight.
Dream Walk
Technique to enter another’s dreams.
Soul Capture
Captures the target's soul to imprison it elsewhere, or do something else with it.
Soul Absorption
Absorbs another’s soul into the agent’s soul to gain their power and add it to oneself.
Spiritual World
An Astral Agent's own inner world (Inner World, Inner Consciousness, Thought World, Mindscape, etc.) To elaborate, spiritual power can be cultivated, and at some point, a person's spirit becomes so strong and "big" that it is capable of manifesting its entire "world", like one's own spiritual plane of existence.
Prismatic Energies or Prism Attacks
Spirit energy coalesced into physical prisms. Used to attack, defend, etc.
Prismatic Realm
Stronger version of a Spirit World, reinforced with prism energy. Used to trap the target within, and probably fight within.
Split Self/Dual Consciousnesses
Create a clone made from one’s spirit. Both clones operate separately, but fight together.
Physical Immunity
Discard the physical self to become a spiritual being.
Spirit Sword
Strongest Astral technique. Not actually a sword. More like a unique “power”. It’s a manifestation of the agent’s soul, making every “spirit sword” unique, and extremely powerful.
Dual Spirit Kings
Combines the Split Self technique and the Spirit Sword. Both clones fight with their Spirit Sword to overwhelm the opponent.
Karma (or “Spirit Karma”)
Or karma level.
In other words, “alignment” of an individual.
One’s karma affects one’s spirit. High karmic levels can both positively, and negatively impact the spirit and spiritual energy (thus impacting astral abilities).
Both negative and positive karma can empower an agent. As long as the agent sticks to their chosen karmic path, and builds up that karma, their power will increase. Spirit energy with negative karma glows black.
Negative karma is easier to obtain, so some consider it an easy way to obtain spirit strength. However, there are those that condemn this practice, as it befouls, pollutes, and defiles the soul.
Good (positive) karma enriches the soul. It is self-righteous but agents with high positive karma shine brilliantly.
TRUE NEUTRAL karma also results in stronger spiritual energy, but it is extremely difficult to maintain true neutrality. Most dislike true neutral people as well.
Astral Agent Ranks
Trainee
Crown Core awakener. Miniscule spiritual senses.
Pupil
1 star agent. Primarily works on forging a 2nd star.
Student
2 star agent. Begins using Essence Shroud/Astral Aura.
Graduate
3 Star agent. Proficient with Astral Projection, and some astral techniques.
Guide (or Star Guide)
4 Star agent. Decent with spiritual-mind barriers. A known teacher of Trainee and Pupil level agents.
Guru
5 star agent. Proficient with stronger spiritual-mind barriers. Good at the Soul Fling and soul invasion techniques. A famous agent who takes Student level agents under their wing.
Outer Teacher
6 star agent. Good at Soul Capture technique. Particularly strong as a spiritual invader or fighting within an inner realm. Decent with prismatic energy.
Spark rank
7 star agent. Manifests a Prismatic Realm. And a master of True Split Self technique. Getting the hang of the Spirit Sword.
Shooting Star (rank)
8 star agent. Transcended the need of the physical. Master of a Fortified Prismatic Realm. Complete master of the Spirit Sword, even uses the Dual Spirit Kings technique.
Nebula (rank)
9 stars. A Higher Existence. No known agents are at this rank.
Universe (rank)
Theoretical rank. Inner self reflects an endless universe. Transcended anything physical. Disputed rank.
Mana Pool
Mages use “mana” as a “battery” source to produce spells.
Low mana = tired mage.
Mediums
Magic often uses "mediums" to cast their magic. Mediums enhance spells, and make casting easier for the mage.
Mediums can include things like wands, staffs, scepters, crystal balls, books ("grimoires"), or items like amulets, gemstones, etc, etc.
Magic Ring System
Mage’s must acquire, write, or carve “rings” within themselves, and spend their lives doing so. These rings are spell code. More rings = higher tier spells available. Example: 2 ring mage gains 2 ring spells, 3 ring gains 3 ring spells, so on and so forth.
0 rings
1 ring
Beginner mage
2 Ring Mage
A novice mage
3 Ring Mage
Intermediate mage. Knows Mix-Weaving, Twisting spells, and a second School of Magic.
4 Ring Mage
Advanced mage. Good grasp of a second School of Magic. Learn how to Craft Spells together
5 Ring Mage
A “Penta Mage”, as rings are in a pentagram formation. Grasps a third School of Magic.
6 Ring Mage
A “Hexa Mage”. Grasps a fourth and even fifth School of magic.
7 Ring Mage
Learns 7 tier Organ Ring magic (advanced magic for supreme mages). Grasps a 6th and 7th School of magic.
8 Ring Mage
Has a few Organ-Rings. 8 Ring magic (casts Magnificent grade magic). Grasps 10 Schools of magic.
9 Ring Mage
Writes Interlocking rings, resulting in MUCH stronger magic. Grasps most Schools of Magic.
10 Ring Mage
Possesses the 10th ring, the Endless Ring/Pool. Has endless rings, mana, and magics. Organ-rings are now the Endless Ring, making the mage nigh unkillable. A supreme Higher Existence. Access to fabled Primal Magic. Fully grasps basically everything about magic and all its concepts.
Spell Quality
Beginner spell
Firm spell
Strong spell
Supreme spell
Magic Ranks/Spell Tiers
Beginner magic
Normal magic
Robust magic
High magic
Grand magic
Arch magic
Magnificent magic
Primal magic
Schools of Magic
Destruction - harmful magic
Creation - focus on creating and growing
Manipulation - manipulate things and the world
Evocation - make something seemingly from nothing
Conjuring - “find” something seemingly from nothing/nowhere
Summoning - call forth something. subschools
Calling magic - calls monsters, creatures, etc
Teleportation - magic to instantly transport long distances
Projection- project something from the caster. subschools.
Protection - magical barriers
Illusion - illusions and phantasms
Alteration - transmute or alter things
Divination - revealing magic. subschools.
Identification - magically detect or identify hidden things
Prediction - clairvoyance and reading minds
Enchanting - add effects to things. subschools
Item Enchanting - add effects to items, equipment, potions, etc.
Mind Enchanting - influences minds
Sealing - sealing/locking magic
Restoration - restoring and positive influencing
Necromancy - involves undeath and manipulating it
Elemental magic - elemental effects
Unique Ring Formations
Wild Rings
Rings bounce around inside the mage. Empowers magic. But it is harder to write more rings.
Crashing Rings
Rings “crash” into one another, creating even more powerful magic. To acquire more rings, one must completely rewrite their rings.
Symmetrical Formations
Makes it smoother to use magic and control mana.
Spherical Formation
Strong formation that leads to strong magic, but is incompatible with Interlocking rings. Hard to write this formation.
Interlocking Rings
Strongest formation for rings. Each interlocked ring creates even stronger magic.
Noteworthy Spells
Ring Writing/Carving Spell
Magic that mages use to write/gain rings within themselves.
Organ Ring magic
A supreme magic. Mixes rings and vital organs together. Essentially fusing them. Makes mages much harder to kill, as they lose the common physical weaknesses like hearts, brains, etc.
World
World map, ignore how rudimentary it is! XD I did it in paint, sue me. O and the map can be added to if need be!
(if anyone wants to help make a better looking map, then im all for it!)
World map, ignore how rudimentary it is! XD I did it in paint, sue me. O and the map can be added to if need be!
(if anyone wants to help make a better looking map, then im all for it!)
- .
Human
Elf
Magically-inclined race that live a long time.
Earthborn
Stronger race with earthen bodies that resist bad things like disease, but also good things like medicine. Typically are blacksmiths or construction workers. Good at earth magic.
- Bouldermen (subrace) - “Dwarves”. Earthborn that are shorter and stouter with aggressive facial hair.
Race of the Northern Wilds. “Savage” appearance. Commonly called “barbarians.”
Airrosin
Ancient “demigod” race that is the progenitor to the Wildmen. Possess unique markings that glow when using abilities. Possess horns and antlers. Are 6-8 ft tall.
Dire people
People from Wravadar. Black and gray skinned. Lanky and bony. Silver and red eyes with black sclera. Adept at understanding and picking up new techniques.
Fiends
“Demon”-like race. Extremely diverse. 3 ft-8ft. Skin color from black to pink. Horns, tails, wings, fangs, odd-colored eyes, etc. etc. Unique powers.
Fezinian
“Molten” people, with visible glowing lava flowing through their veins.
Theottian
“Demigod” race created by Emersity Theota. Specialize in light magic. Has golden, bronze, or copper skin tones with red and blonde hair. Sun-like birthmarks that glow. Race primarily lives in the Holy Land.
Beastmen
Typical humanoid race with animal qualities and traits.
Songswimmers
Mermaids that use song to manipulate minds.
Little People
People that are around 2-3 inches tall. (gnomes, pixies)
Dryads
Spiritual people that are plant-like and live in plants.
Pressure
Spiritual Pressure, Killing Intent, Murderous Intent/Aura. It goes by several names. Though not all are exactly the same thing, they all fulfill a similar role or do similar things.
Those with power are able to exert their presence in what is known as “pressure.” The density of their presence increases with the power they accumulate. Trained individuals are even capable of controlling their presence (or “pressure”). It is common practice to control one’s pressure for a few reasons. People can sense pressure, so it may be disadvantageous to reveal it to those who can sense it; revealing one’s full pressure is like revealing one’s max strength. Giving too much information away is a bad thing. It is wiser to keep things close to the chest, rather than reveal them to people one cannot trust. On the other hand, pressure can be an effective tool.
Inner Sight
To put it simply, people use Inner Sight to see what others have "unlocked" or "written" inside them. Or even more simply, it allows others to see how far one has progressed down a path.
Example: Someone uses Inner Sight to see you have 2 Rings and 1 Core and 2 Stars.
Partial Inner Sight and Fully-Developed Inner Sight
Inner Sight comes in two forms (well, really, it's more nuanced than that, but yeah 2).
The first form is Partial Inner Sight, or "muddled Inner Sight". One untrained in IS might not be able to see all the information about someone when using IS.
The second form is Fully-Developed Inner Sight. Someone who has mastered Inner Sight can see everything within the target.
Obfuscating Inner Sight
A skill learned to hide things that the individual does not want seen by inner sight. Say you're a mage, and you really wouldn't like others knowing how many rings you have, so you "obfuscate" them. Obfuscation is much harder to learn than inner sight is. However...
Natural Obfuscation
To put it simply, those that are stronger tend to have a natural *obfuscating* barrier to weaker people who attempt to use Inner Sight on them.
Obfuscation Ability
Peeps learn how to control their level of obfuscation. They can reveal some things, certain things, or parts of their power at any given time. It's done for a variety of reasons.
Inner Sight Geniuses
Or Sight Geniuses, or Geniuses of the Eyes.
Occasionally there are people out there who are "geniuses" in regards to their "sight". These rare individuals are unique, in that they have what you'd called "Perfect Inner Sight" -- and cannot be tricked.
To put it simply. An inner sight genius can view inside anyone, see everything, and they cannot be tricked, nor did they need training, it is an "inherent ability" to the individual.
Needless to say, these people, regardless of combat strength are dangerous, and eagerly sought-after. These types, once discovered, often find their way to positions next to those in authority.
Self Inner Sight
Finally, this inner sight is exactly what it says. It's the ability to look within oneself. The reason for this is obvious, to see what one has acquired through their countless time spent training the paths -or how far they've gone down the paths. It's one of the earliest learned skills for any individual who is attempting to go down a path. Mages, in particular, require this skill if they're going to even begin writing rings within their bodies.
Currency
Many nations produce their own currency. And I may say what those are if need be. But there is a "common", generic currency system that usually works across the world. We'll use for now.
Copper - Silver - Gold - Platinum
Languages
There are many diff languages across the world. Most races have their own language. Even most nations have their own language. Still, most people tend to learn many of the "common" languages, so it isn't too hard to talk to each other.
Soul Weapons
There are two forms.
Soul weapons grant immense power to the wielder, if the wielder earns their power -- which only happens if the Soul Weapon has been "tamed" or if the SW acknowledges the wielder.
First Form: A weapon that has a soul placed in it, usually by an Astral blacksmith, after the weapon is made.
Second Form: A being becomes a weapon. A weapon that's literally forged from the soul of a being.
Monsters are ferocious beasts that cause a lot of trouble for the inhabitants of this world. Most adventurers fight these as a part of their jobs.
Every monster drops a Monster Core upon defeat. Not to be confused with the Martial Artists’ Cores.
Monster Cores are strange powerful essences that many research and reverse-engineer. Monster cores are components used in all sorts of artifacts and creations the world over.
The strength of the monster core depends on the type of monster that was killed. Higher grade (C-A) monster cores are much much more valuable than low-grade ones from low tier (E-D) monsters.
Monster cores gradually deplete of their energy, meaning they have to be replaced regularly, making them very wanted, and the monster core-selling business very lucrative. Needless to say, higher tier cores sell for a lot more!
Monster Ranks
E
Monsters that pose no real threat. Even "regular people" should easily be able to dispatch them with pitchforks, knives, make-shift spears from splintered wood, etc. etc.
Example: Lesser Fuzzball: Small fuzzball-like creature that hops around and doesn't pose much threat. It's fur is especially itchy though, causing sneezing, maybe in the worst-case scenario clogged throats or allergies to rear up.
D
Monsters that pose a threat to average human life. But are dispatched relatively easily by C tier Adventurers or a group of D ranks.
C
Monsters that pose quite a bit of a threat, can easily kill lone adventurers. Dispatched easily by B tier Adventurers, or a group of C rank.
B
Monsters that pose a threat to a company of Adventurers. Require teamwork or A rank Adventurers to kill.
A
Tragedy class
Monsters that pose threat to the lives of many people. Threaten entire towns.
A+
Disaster class
Monsters that pose a threat to entire cities. Require multiple A ranks and S rank adventurers to kill.
S
Catastrophe class
Monsters that pose threat to grand cities and will result in a great loss of life. Require SS rank Adventurers to kill.
???
Calamity class
Monsters that are equivalent to supreme existences. Threaten entire nations and continents. Require many S rank Adventurers to work together to take down.
*Notable Monsters*
The Ruler of Void, Glassblack Monarch, Defulsive, the towering Behemoth of Voidsidian.
Located: Glassblack Ziggurat, Void Pit, Wravadar
Desc: Massive monster. Gray, or perhaps blue. Misshapen head, with black protrusions, like hair that was hard, or perhaps horns. Eyes are pitch black, and its grin is two rows of black teeth shining as clear as mirrors.
3 Continents
- .
Aufun is the Source of Astral Energy.
Aufun is the East continent. To the north is the Northern Wilds of Vetan.
Aufun connects to the West continent, touching the Epica Empire.
The center part of the continent is ruled by the Ver Tetrarchy, which basically touches the Southern Continent Meqir and its primary nation, Aezunura Sultanate.
Ver Tetrarchy
The Ver Tetrarchy is a nation ruled by 4 Powerful families.
The 4 Families of Ver.
Robicc Family that borders the Epica Empire. Robicc family produces martial artists of renown.
Au’Oshos Family that borders the north. Produces Astral agents.
Inolore Family. Produces noteworthy mages. Runs the Inolore Magical Research Institute.
Winblade Family. Produces “spellblades”. Spellblades are magic-using martial artists.
Sordrinn
Capital city of Robicc territory.
Northern Wilds of Vetan
Borders the Ver Tetrarchy, but the mountain range known as the Teeth of Vetan separate the two.
The North is frigid and savage terrain. It is settled by many Wildmen tribes.
M'Yuma
M'Yuma is the Birthplace of Martial Arts.
It's the Western Continent that touches the North.
The biggest nation on the continent is the Epica Empire.
Epica Empire
Rules most of the M’Yuma continent. Borders the Ver Tetrarchy.
Has a young Empress that recently took the position due to her father’s ailing health. Her brother seeks to usurp her and is quietly gathering followers.
Epica Citadel is a massive palace where the royal family lives. It is located at the capital city, and is so massive it can be seen across the entire nation.
The Great Wall of Epica borders the Reysha Kingdom to the southeast. It was smashed through 50 years ago by Reysha Kingdom during the war, ending it.
The Epica Straight was mostly lost to the Ver Tetrarchy after losing the war 50 years ago.
Feozane Volcano
Volcano to Epica’s north. Erupted 500 years ago and created the Fezinian race. After the eruption the northern land was dramatically changed, and pretty much lost to the Empire.
The Heart of Feozane
It is the name given to the protector of Feozane, and is a Mystic Position.
Feozane
A sprawling rocky and molten city that was chiseled out of Feozane Volcano. After the eruption 500 years ago, the fallout mixed with magic and created the Fezinian race. Feozane is the home of Fezinians. Deep in Feozane volcano are many powerful minerals rich in mana. The Fezinians mine these minerals as their primary export.
Reysha Kingdom
The kingdom currently doesn’t have an acting monarch. A succession war looms from the king’s children who want the throne. The Second Prince seems to be winning the war. The First Prince is missing. But the other heirs want to win.
Reysha(‘s Great) Lake (or the Great Lake of Reysha)
The grand lake in the center of the territory.
The lake is filled with mana. Its waters possess heavy healing properties. So many flock to the cities on its edge, seeking its waters for various purposes. The fish from the lake, in particular, are rich with nutrients and rich in flavor. Potions are made from the lake’s water and sold the world over.
The Lake Guardian is a position taken by a powerful individual in Reysha. It is a Mystic Position that grants the guardian even more power. The Lake Guardian’s respect is known the world over.
Oltinia
Oltinia is a new nation that appeared just 50 years ago. The Ver Tetrarchy gave it to the famous Oltinia party.
Oltinia was a party of particularly powerful adventurers who helped in the war against the Empire. Using their abilities and connections, they founded Oltinia, and settled there. Due to the connections these powerful adventurers had made, Oltinia quickly grew, despite being such a young nation.
Oltinia is ruled by a council of powerful individuals called the Olti. Only a powerful person can join the Olti council, so despite being a small nation, Oltinia feels very safe, because the people know their Olti members are not to be taken lightly, and are as strong as any other renowned person across the world, if not stronger. The Olti is a name that instills respect and fear.
Oltinia Academy
Since most parties have a well balanced team of martial artists, mages, and agents, Oltinia was founded with people who are very knowledgeable about each of the 3 paths/Vertices. So they know how to train particularly well in each.
Due to this fact, the Oltinia party founded a school to pass on their particular skills, teachings, and techniques. Within the past 45 years the school has gained quite the reputation. Many across the nations aspire to be trained in the 3 Vertices and seek to be admitted there.
Promising students from Oltinia Academy may even be picked by an Olti to become an Olti Disciple, to be specifically trained under an Olti.
Meqir is the Cradle of Magic.
It is the Southern Continent and borders Aufun.
The Aezunura Sultanate rules most of the continent.
Aezunura Sultanate
Also known as the “Kingdom of mages”. The Azunura Sultanate is the nation that proceeds over the Aezunura desert on the southern Meqir continent. It is ruled by a “Sultan”.
The Cradle Cauldron is on the outskirts of the sultanate. The magic from the cauldron escapes and blows on arid winds across the desert and the kingdom. This means the people of the Sultanate grow up being bathed in magic, making them more magically-inclined.
The sultanate tends to be where most of the world’s magical discoveries or inventions come from. Equipment and items typically have better enchantments from here, as well. That is why many flock to the sultanate to buy the higher quality magic items in the Magic Marketplace.
Magic Marketplace
A sprawling city. (Shortened to just the Marketplace)
The Marketplace has ballooned since it became a popular tourist attraction. Many adventurers seek out this city just to find and acquire the best equipment possible. After all, better enchanted equipment means better protection from danger. It’s no exaggeration to say one’s likelihood of living longer is higher when one wears equipment from the sultanate.
The Marketplace has a bit of a “festival vibe” about it. Meaning it is a city of fun and self-indulgence. In fact, it has gradually grown to become a place of frivolous debauchery.
Since there are so many adventurers that come from all around, tournaments of all sorts are held year-round. It has its own unique ranking system and colosseum where fights are held. The tournaments that are held bring in A TON of cash. Cash flows through the Marketplace like a river.
Aezunura’s Colosseum
A massive structure built at the Marketplace. There is a constant ongoing tournament. The place has fights everyday. And there is an internal ranking system for all the fighters who apply to the tournament.
The Champion of Aezunura is known world-wide and is a Mythic Position. There is a system in place for someone to challenge the Champion. In order to do so, one must win through an arduous gauntlet of fights. But if they do, then the Champion MUST accept the challenge. The Champion Fight happens once every 3 months, and is an event that brings people from all over.
Aezunura Desert
This desert spreads across most of the Meqir continent, covering about.. 65% of it. The entire desert is under the sultan’s domain, though it isn’t fully guarded nor fully watched as that would be a monumental task. So many tribes of thieves establish outposts across its sands.
Magic Signal Lighthouse (the Guiding Light-house)
To help those to navigate the desert, a massive spire can be seen across the entire desert. If someone pays in advance, the Magical Signal Lighthouse will aim a magical guiding light to help one navigate to their destination, which is usually an oasis or the capital city of the Aezunura Sultanate. It is sometimes called the Guiding Light house.
The Cradle Cauldron
This is where the phrase “the Cradle of Magic” came from. It is said magic is in this world because it leaked from the cauldron for eons.
A place of profound magical energies. Deep within the cauldron is said to exist all magics. Or all the knowledge of magic possible. It is said whoever reaches the bottom of the cauldron will reach a level of magical Enlightenment never before seen.
Mages of all sorts spend all their lives researching the magical energies of the cauldron. They live in the nearby Great Cauldron Spire. Mages gradually descend in the cauldron, acclimating to the magic, using steps that have been carved for centuries into the cauldron’s side. This is because it is dangerous to enter the cauldron; the magical energy within the cauldron shreds apart any who dare leap in.
The Cauldron is exactly what it sounds like. It is a massive cauldron-shaped hole that extends deep into the ground (it’s depth is unknown). Magic constantly leaks from the cauldron, and causes the hole to glow rainbow colors. It is located at the edge of the desert near the eastern coast. The land around the cauldron is all magically-burnt, leaving it blackened and craggy.
Great Cauldron Spire
Many mages make their way to the cauldron. They live all their lives in the nearby tower, just to study magic, and gain new profound enlightenment from the cauldron. Mages “dip” themselves into the cauldron many times a year, just to descend even a foot deeper.
The mages here become particularly strong due to their constant “baths” into the Cauldron’s magic.
Lost Kingdom of Izish
Izish is a well known civilization from ages past, before the sultanate. It was once a thriving nation, filled with potent mages just like the sultanate. It’s unclear what brought it to ruin.
Many archeologists -and other such researchers- flock to the desert to excavate and study Izish ruins. The ruins litter the desert. Some are obvious, sticking out of the sand like a sore thumb, others are not, hidden, lost to the sands.
Even now, the discoveries from Izish are having a profound effect on the world. Especially in regards to magical research, as Izish’s magical knowledge is shocking even to modern mages.
Lost City of Izish
Recently a massive city has been discovered in the desert. This is speculated to be the fabled “Lost City of Izish” -or its capital city. The rewards buried beneath the city are said to be immeasurable.
People want to excavate the city, but it appears protected by powerful magical barriers, so the process is slow, much to the chagrin of magical researchers across the world. The sultanate seeks anyone who can help with this endeavor.
Theocracy of Emersity Theota
The nation that rules the Southern half of the Meqir continent, called ‘the Holy Land’. It’s on the smaller side, as far as nations go. But that doesn’t mean it isn’t lacking in strength. Like Aezunura, it is blessed with magical superiority. The difference is that the people of the theocracy are highly religious and specialize in Light magic.
They worship Emersity Theota. A human that not only ascended to godhood, but became the first of their race, the Theottians.
Holy City (of Emersity Theota)
The Holy City is a grand place of golds and reds. Its people are proud and diligent. All of the residents are religious. The city is guarded by the Holy Knights.
Inquisitors are a unique grade of Holy Knight. They’re a force that is sent out from the kingdom to do its bidding. Inquisitors are stronger than your typical Holy Knight.
The city is run by religious-types like priests, etc. The leader is the Crown Cardinal, which is a Mythic Position. As are Archbishops, though to a much lesser degree. The only one above the Crown Cardinal is the Holy One herself, Emersity Theota. (Also called the Divine One, and other similar-sounding titles.) Holy Mother is a unique and revered title for Emersity Theota, since she birthed the Theottian race.
Regardless of the connotations, or how rigid it may seem on the surface, the people of the Holy Land are actually a very welcoming and tolerant people. People are open and free to be themselves and express themselves. The only thing they are rigid about, is belief in Emersity Theota. But they do not require outsiders to worship her.
The Grand Holy Cathedral
This is the palace of the theocracy. Here is where the Crown Cardinal resides. It is a part of the Holy City, and presides over it.
The Grand Cathedral is a grand achievement in architecture and engineering. It towers above, reaching high into the heavens. Where the Throne of Voice sits high atop the cathedral amongst the clouds. It is said that here the Crown Cardinal speaks to Emersity Theota, who is said to still “live”. People are always coming and going within the place. There are always lectures and sermons to hear in the lower chapels. There are always people wandering the corridors and reading in the expansive library. There is a constant flow of coin from tax collecting. For some, the Grand Cathedral represents the best of the world -progress, and the future. For others it is a monument to over-indulgence disguised as piety.
The Spiral Sea
Smack dab in the center between the 3 major continents. The Spiral sea’s waves constantly rotate in a counterclockwise direction, perpetually in motion due to the sea currents that come from the open channel between the Reysha Kingdom and the Aezunura Sultanate.
The sea can be tricky to navigate, and is dangerous during a storm. The very center of the sea is deadly if it’s during High Rotation. While it isn’t recommended to sail during this time, the sea is largely understood now, so people can predict High Rotation times.
Meris - Undersea Kingdom
The kingdom of Sea Race, the Songswimmer people. Located off the East coast in the ocean deep.
Wravadar
Known as the Dying Land.
Wravadar was once extremely fertile land, said to have been blessed by the god Wravadar. (His name and the land’s name have been conflated into one, it isn’t even clear which is which, or if such a god ever existed in the first place.) It was said to be the second biggest continent of the world. A land of bounty, riches, and nothing but frivolous days of peace.
However, in the distant past -thousands of years ago- people looked towards its bounties and riches with envy. The peaceful people within didn’t even see what was coming next, nor did they have any way of defending against it. It was like the whole world went to war for Wravadar. Known as the War of Waste. A war of ruination that nearly decimated all the people in the world, leaving the survivors nothing. Wravadar was completely laid to waste.
Wravadar is now a desolate wasteland, permeated by death and magical pollution. It is a defiled land where nothing but heinous monsters roam, and seemingly nothing of note grows. The land’s once godly fertile lands are corrupted beyond repair. While it is unclear just what this “corruption” is, the corruption is ever-expanding, threatening to engulf the whole world.
To counteract this, ancient magicians came together. 4 Grandsages and one another. That one other is said to be a 8 Star Astral Agent.
Together, weaving a spell unlike any other, they sealed the entire continent of Wravadar. And pushed it down, down deep into the earth. Somewhere below, Wravadar rests, and is now called “the Underworld” or “the Jailed Realm,” due to the seal around it.
The corruption continues to expand, threatening to break the seal. When that happens, who knows what terrible things will happen.
Adventurer Guild
A large-scale organization that covers most of the world, expanding over the 3 continents. “Adventurer” is the job given to most of this org’s employees. Adventurers typically take requests off the Request/Job board. Requests/quests are basically interchangeable.
Adventurers are paid according to the requests they complete. Some requests don’t pay in the common coin, and will instead pay out in various other things.
Duties of an Adventurer include but are not limited to:
helping around town, cleaning, fixing, maintaining places or things
Monster slaying, monster culling
Defending, or fighting on the guild’s behalf
Finding, procuring, and delivering certain items, wares, artifacts, or other such things
One of the biggest duties of an adventurer is Dungeon Raiding. As well as, Gate defending.
Dungeons are strange magical labyrinths that seem to spontaneously manifest. There are few noteworthy dungeons that are exceptions to this that exist in the world, but for the most part, Dungeons are strange things that just suddenly appear. It is widely accepted that they can appear anywhere, however… it hasn’t been noted of them appearing in cities yet for some reason, so that may or may not be true.
They have untold riches and resources within their depths. The Guilds covet these rewards, so seek to clear dungeons as soon as possible. (As do other organizations, but we’ll get to that later).
When a Dungeon appears, the Guild summons Adventurers for a Raiding Party to raid the dungeon. Generally speaking, it can take awhile to set this up. A lot of adventurers are busy. Still, the Guild doesn’t like leaving the dungeon alone for long -otherwise it may be raided by competition first. Some adventurers must meet a special requirement to be registered as “Dungeon Raider”.
Gate Defense is another special duty for Adventurers, though, admittedly, less so than Dungeon raiding. Gates are strange Magic Gateways that appear. They can appear anywhere, similar to Dungeons. Gates are doorways. Once opened, monsters come flooding through. Gates can have their own set conditions, so they’re volatile and always a concern. Dealing with gates is a major issue. However, nations tend to have their own systems set up to defend against gates, just in case they appear in towns. When they appear in cities, they caused untold damage, panic, and carnage.
Some gates dont release monsters for weeks, or months, some have existed for years. Others open right away. It’s never a certain thing with gates.
The Guild has its own ranking system for Adventurers. Even outside of the guild, this ranking system is largely known and accepted, it’s at least a ‘reference’. Though, kingdoms and other organizations typically have their own ranking system. Regardless, the Guild’s ranking system is seen as “good enough”, and is widely accepted as a way of determining someone’s strength.
Combat Ranking
F - E - D - C - B - A - S - SS - T Ranks
Most adventurers are between the E and B rank. The Guild's ranking system is often recognized by other institutions beyond the guild. People unaffiliated with the guild will say "So-and-so Adventurer is A rank!!" Or "That Knight over there is ranked B rank." So on and so forth.
F Rank
No skills to speak of. “Introductory” adventurers. Does not have to take the Guild Evaluation Test.
If they want to move up they must take the test, though.
E Rank
Beginner rank. Low skills and talents. Overall quite unimpressive. Typically take the easiest of requests. E Ranks don’t often rise in ranks, preferring to make a living doing easy odd jobs around whichever city or town they live in. Fighting monsters is usually out of the question for them.
D Rank
Not quite a beginner, but with these skills, not considered much more. Still, they’re beginning to gain some footholds into adventuring. D rank and up is where the adventurer is allowed to participate in Dungeon raids, though, must meet a requirement to do so.
C Rank
Skills are improving. Now capable of fulfilling many monster slaying quests. Monster culling quests would still require a few C ranks or higher to complete however. C rank must also meet a requirement to dungeon raid.
B Rank
A solid grasp of combat, with noteworthy skills. Although there are many B ranks, B rank Adventurers are still highly respected and sought-after. B ranks typically take on more and more monster slaying quests.
A Rank
Skills far above others. Typically an A rank Adventurer possesses something others do not. B rank and A rank skills are not too different, and even comparable. However, it is that one unique thing, whatever that may be, that an A rank brings that makes them rise above B rank.
A ranks, like B ranks, tend to prefer monster slaying quests. A ranks are also widely sought after for Raids, for Gate guarding, and other similar jobs. People in specific places of authority, often make specific requests for A rank Adventurers; A ranks often receive special and unique quests others do not get to. B ranks sometimes accompany A ranks on these requests.
S Rank
Literally means “Special Rank”. Given to individuals who have completely mastered 1 of the Vertices. A ranks and S ranks may have comparable skills, but S ranks have mastered their chosen path.
S Ranks are such noteworthy people that entire kingdoms take notice. S ranks are so powerful, that it isn’t an exaggeration to say they add to a nation’s might. A nation’s might is scaled to how many S ranks exist in that kingdom.
SS Rank
SS Rank is literally an individual who has mastered 2 Vertices of The Triad. An incomparable individual that threatens an entire kingdom. It is said, to compete against an SS rank, it would require 3 S ranks.
T Rank
An individual who has mastered the 3 Vertices entirely. Even more incomparable. Literally a “Higher Being”, or supreme Higher Existence. There are only a handful of these beings across the world.
They inspire fear and awe in all. Many people worship them as gods. Possess the capabilities to literally rewrite the world as they see fit, if they were so inclined.
Entire kingdoms will bow and bend to their will or to appease them. Even SS rank is no match. It is said to compete against a T rank, it would require 3 SS ranks.
Each tier has 5 levels. One must raise up all 5 levels before they can Tier Up.
Therefore, Copper Tier 1 is the lowest. So it goes Copper Tier 1 - 2 - 3 - 4 - 5 - “Tier Up”! To Silver Tier. Silver Tier 1 - 2 - 3, so on and so forth.
To level up adventurers must complete enough requests.
Requests are jobs made by people, organizations, or by the guild itself. Tier is usually a good indicator of the level of payment received from requests. However, it’s up to the Requester to set a reward, so even low tier requests can grant decent rewards.
Quests are requests that can even take days, or weeks, or months. So proper planning is required. Some quests have stipulations, like: “Requires two C ranks.” Or “requires a B rank leader.” Etc, etc.
If an adventurer fails a request, then they must pay a fine. And that request is reevaluated with the Requester to see if they want to put it back up.
Individuals can request to bypass the Tier Up system. If allowed, the adventurer must then undergo an Aptitude and Skills Test. Otherwise known as an Evaluation Test. Or simply a “Guild Test”. Or Ranking Test.
Copper Tier
Low ranked adventurers of the guild. Possess low skills, or none at all. Can take on Copper Requests. Or F and E rank requests.
To level up in Copper Tier, it requires an adventurer to complete 20 requests.
Silver Tier
Mid-rank adventurers of the guild. Possess moderate skills. D and C ranks are in this tier. Monster slaying quests begin at this tier.
Minor dungeon diving (or caving) quests also begin here. Minor dungeons are ruins, caves, or other such places that exist within the lands. Sometimes it is necessary to go through them. Officially D ranks are allowed to go through them without any stipulations. Requires a C rank or B rank to lead these expeditions. D ranks gain experience for Dungeon Raiding while doing these quests.
(The requirement for a D rank to pass to go Dungeon Raiding is that they must either: spend 1 month in minor dungeons. Or, must complete 10 minor dungeon quests.
The requirement for a C rank to be allowed to go Dungeon Raiding is that they must either: spend 1 month in minor dungeons. Or, must lead a minor dungeon quest.)
To level up in this tier, it requires an adventurer to complete 12 requests.
Gold Tier
High-rank adventurers of the guild. Most B ranks are in this tier. There really aren’t any conditions to the requests that are receivable in this tier.
To level up in this tier, it requires an adventurer to complete 4 GOLD TIER requests.
Platinum Tier
Requires being an A rank Adventurer.
Platinum quests are extremely dangerous. Platinum requests almost always come from some notable people. Such as people in places of power, or with a lot of prestige. The requests tend to be very specific, and tend to involve a lot of fighting with powerful enemies. Often these requests require “Parties”, despite having A ranks amongst them.
Platinum Tier does not Tier Up. The only way to reach Special Tier is to become S rank. Platinum tier 5 is the highest tier in the guild.
Special Tier
S ranks are exclusively in this tier. Essentially it's a tier for special exceptions to the rest of the tiering system within the guild.
Requests in this tier are for individuals only. It is up to the individual S rank adventurer how they proceed after receiving the request.
S ranks are treated like “higher Guild Officials”.
S ranks are able to sit in on meetings, strategy meetings, and other such discussions that happen within the guild.
S ranks often provide unique functions in the guild, beyond a regular adventurer who takes requests.
Other Jobs within the Guild
While Adventurer is the typical employee within the Adventurer Guild, there are a few other positions, should you be so inclined to apply for them!
Receptionist
The person at the counter of the guild branch that greets adventurers. They also jot down which requests are taken by whom, the due date for the requests, and other such information. They’re also the first person an adventurer talks to when they get back from a request. If possible, they pay out then and there.
They also greet newcomers to the guild, and register new would-be adventurers. And are first to talk to individuals who stop by for various guild business.
Head Receptionist
The leader of the receptionists. They do receptionist work, but also oversee the other receptionists making sure they do their jobs. The Head Receptionist can be a bit strict.
Examiners
Adventurers within the guild that have passed an even more arduous test to become Examiners of the Guild Test. Examiners are at least B rank adventurers. Each guild typically wants 1 specialized Examiner for each of the Vertices.
Dungeon Planners
High ranked Adventurers that specifically take on many dungeon diving quests. All to be as knowledgeable as possible about dungeons and monsters. Typically have other fields of study outside of adventuring as well, like herbology, ruinology, etc.
Their job is specifically to set up and plan for Dungeon Raids. These are highly trained individuals. Usually they have high combat specs, but not always. Some prefer to be strategists.
Branch Manager
An individual who heads an entire guild branch in a city or town. They’re literally everyone’s boss. Branch Managers tend to be exceptional individuals, so be wary of that. Guild law insists on them being fair and unbiased individuals.
Guild Leader
This person literally leads the entirety of the Adventurer Guild across the nation of one’s residence. GLs are powerful individuals. Everyone in the guild bows to them. Only other Guild Leaders in other nations are of equal footing. GLs tend to be on equal footing with a nation’s top brass, like Royalty, Generals, and the like.
GLs can be involved in a nation’s meetings. Though, the Adventurer Guild is a private and non-partial organization. Since the Adventurer Guild technically spreads across nation lines, the GL is often denied entry to a nation’s meetings. But that doesn’t stop some individuals from having private meetings for private dealings with some GLs.
The Guild Test
Or Aptitude Test. Or Rank Test. Or Examination. Or Evaluation. Etc, etc.
It has many names, though Rank Test and Guild Test are the most common.
The Guild Test is the test all would-be Adventurers undergo upon registering for the guild.
The test is unique to the Guild Branch the adventurer is at. But they tend to be similar no matter where one goes.
It is up to the Examiner's discretion on how they evaluate the tested adventurer. Some Examiners are easy, some are strict, etc, etc. Sometimes it's luck of the draw for the applicant taking a test. Though, skill speaks for itself no matter where you go.
In most cases, the Guild Test is essentially a duel. An Examiner is chosen and the applicant must fight the Examiner. Since Examiners are higher ranked adventurers themselves they’re no pushovers in a fight. The fight will usually tell the Examiner the strengths of the applicant. After the Examiner is satisfied they will end the duel and tell the applicant the results.
Guild Badge
If the applicant passes, then their rank and Job tiers are explained. And a badge with this information is issued to the newly appointed Adventurer. The badge is used across the world as identification. Higher job tiers and ranks will grant the adventurer more privileges.
Just in case one loses their badge, a new one can be issued with a small fee. Once an Adventurer is registered in the guild, that information is forever kept, and is freely available to all guild branches. It is regularly updated based on the adventurer’s performance.
Party System
Many jobs cannot be completed alone. Or at least, it isn’t recommended to complete some of them alone. Thus the Party System came about.
The party system is simple. Single adventurers band together to form “a party”.
The point of the party system is to make up for an individual’s shortcomings by choosing adventurers who possess skills the individual does not. Various other adventurers with unique skills become ‘close allies’, and with that, become ‘a party.’
To form “the best party”, below is a list of common roles one should keep in mind when considering party members. Not all parties will fill all roles. Some parties have many members, some are small, with just 2 members. Still, keep these in mind.
- Leader
- Front Tank
- Off-tank (or second tank)
- Scout
- Ranger (Scout-hybrid)
- Magic Damage Dealer (or “mage”)
- Secondary Magic Damage Dealer (or “second mage”)
- Skirmisher (or “melee damage dealer”)
- Nuker (Damage dealer specializing in HEAVY damage, or mass-damage, otherwise called “Aoe damage”)
- Healer
- Buffer or Debuffer
- Thief
- “Assassin” (specialized damage dealer for infiltration purposes)
- Warrior (strong combat unit)
- Barbarian (berserker-style combat unit)
- Celebrity (a charismatic and gallant individual who can sweet-talk others for the party’s benefit)
- Paladin (a defensive-styled role primarily focused on defense and/or healer abilities)
- Hero (an all rounder that is notably strong and reliable and capable of surprisingly heroic feats)
- Dark Mage (Magician specializing in darker magics)
- Visionary (Specialized Astral agent with potent spiritual powers)
Last edited: