TanteRegenbogen
Cuddly enby auntcle
Compared to my previous thread I don't have just a vague idea but a more concrete idea for a "first adventurer guild" roleplay/historical fantasy.
Plot: After being united under one nation after the war of tribes, Avasea can finally focus on it's development and start it's expansion into uncharted areas. To explore the uncharted areas the nation of Avasea seeks to hire adventurers to pioneer the unknown lands. After a number of failed expeditions due to lack of skills, the nation decided to create the adventurers guild and the adventurers academy. The guild was to manage the expeditions in turn for rewards, while the academy was to make sure the adventurers were trained enough to successfully fulfill the expeditions.
A large point of interest are the ancient ruins around the lands. The strange symbols have yet to be deciphered, but there may be treasures and tons of artifacts to be found in the ruins. Additionally some ruins have portals or what seem to look like portals. When activated the portals emit a field or wall that appears almost like the surface of cloudy water. Some have tried going through them, regularly leading to bad outcomes. Most just instantly incinerate upon touching the substance in the portals, those who make it through mostly don't make it back out or come back insane. In rare cases, eldritch horrors came out of the portal. In the worst cases, the eldritch horrors were people who went in and deformed on the other side.
The adventurer's guild: Created just five years ago, the adventurer's guild is the first of it's kind in Avasea, maybe even in the entire world. It organizes the expeditions and quests for the adventurers and rewards them for bringing back relics, trophies or parts of creatures. The guild not only has a front desk, but rooms for resting and a common area with a tavern. Other guild services are gear smithing and repair and healing services.
The academy: The academy is something like a college or post-secondary school. Here aspiring adventurers learn how to fight, how to study ruins, how to observe new creatures and so on. Due to being in it's early stages the academy is still rather small with an expected 200 adventurers to graduate this year.
Subjects at the academy: General melee combat, swordfighting, spearfighting, scythefighting, axe/hammer combat, archery, elemental magic, healing magic, summoning, general survival, camp making, foraging, cooking, plant studies, creature studies, cryptolinguistics (decyphering), archaeology, portal study, xenobiology (possible biology of world beyond portals), relic study, diplomacy, merchant studies.
Setting: A somewhat developed yet still primitive world. Most development is like early iron age-ish. Most buildings are either clay or stone abodes, temples are carved, monoliths and totems are found around settlements. Ancient ruins are found here and there. Most noticeable ruins seem to be a black monolith visible from almost anywhere in the land due to its massive size and an overgrown citadel in a desert.
The landscape is mostly steppe with forests in the mountains in the west of the nation. Beyond the mountains is a vast desert. To the east, the steppe seems to go over into a jungle on the border of Avasea. In the north, beyond Avasea is a tundra that gets more arctic the further north you travel. To the south is a body of water. It is unknown if the body of water is a lake or an ocean as it hasn't been explored yet.
Technology: Basic farming exists with tamed livestock which are still somewhat wild. Most draft animals are yak like bovines. Horses don't exist but rather for riding, faster bovines (cow-alike) exist and some tribes use large canines (wolf-like creatures) for riding. The more developed tribes live in stone or clay abodes while the more wild tribes which are still semi-nomadic live in yurt like housing. There are three known magics so far: Elemental magic, healing magic and summoning and they require focus objects such as staves or amulets to be cast. As weaponry, short swords, great swords, war axes, war hammers, scythes, spears and bows exist. Most armor is leather or plated. Most clothing is made from hide, leather, linen or animal hairs. Tattoos exist. Jewelry are usually beaded necklaces, bracelets and anklets or leather/cloth bracelets, armlets, chokers. Some jewelry made from unrefined jewels and iron exist. Amulets are usually made of iron with a crystal or jewel in it.
Adventurer groups: Adventurer groups can receive bigger quests and expeditions the bigger the groups are. Smaller groups investigate ruins that are expected to be less dangerous, go scouting or explore already discovered regions more in depth. Larger groups usually get to go into uncharted lands and investigate larger ruins that also have portals.
PS: I intend for the world on the other side of the portal to have a R'lyeh kind of feel to it.
Please only say you are interested if you intend to participate and not leave the roleplay without notice. There are too many people who say they are interested and don't mean it.
Plot: After being united under one nation after the war of tribes, Avasea can finally focus on it's development and start it's expansion into uncharted areas. To explore the uncharted areas the nation of Avasea seeks to hire adventurers to pioneer the unknown lands. After a number of failed expeditions due to lack of skills, the nation decided to create the adventurers guild and the adventurers academy. The guild was to manage the expeditions in turn for rewards, while the academy was to make sure the adventurers were trained enough to successfully fulfill the expeditions.
A large point of interest are the ancient ruins around the lands. The strange symbols have yet to be deciphered, but there may be treasures and tons of artifacts to be found in the ruins. Additionally some ruins have portals or what seem to look like portals. When activated the portals emit a field or wall that appears almost like the surface of cloudy water. Some have tried going through them, regularly leading to bad outcomes. Most just instantly incinerate upon touching the substance in the portals, those who make it through mostly don't make it back out or come back insane. In rare cases, eldritch horrors came out of the portal. In the worst cases, the eldritch horrors were people who went in and deformed on the other side.
The adventurer's guild: Created just five years ago, the adventurer's guild is the first of it's kind in Avasea, maybe even in the entire world. It organizes the expeditions and quests for the adventurers and rewards them for bringing back relics, trophies or parts of creatures. The guild not only has a front desk, but rooms for resting and a common area with a tavern. Other guild services are gear smithing and repair and healing services.
The academy: The academy is something like a college or post-secondary school. Here aspiring adventurers learn how to fight, how to study ruins, how to observe new creatures and so on. Due to being in it's early stages the academy is still rather small with an expected 200 adventurers to graduate this year.
Subjects at the academy: General melee combat, swordfighting, spearfighting, scythefighting, axe/hammer combat, archery, elemental magic, healing magic, summoning, general survival, camp making, foraging, cooking, plant studies, creature studies, cryptolinguistics (decyphering), archaeology, portal study, xenobiology (possible biology of world beyond portals), relic study, diplomacy, merchant studies.
Setting: A somewhat developed yet still primitive world. Most development is like early iron age-ish. Most buildings are either clay or stone abodes, temples are carved, monoliths and totems are found around settlements. Ancient ruins are found here and there. Most noticeable ruins seem to be a black monolith visible from almost anywhere in the land due to its massive size and an overgrown citadel in a desert.
The landscape is mostly steppe with forests in the mountains in the west of the nation. Beyond the mountains is a vast desert. To the east, the steppe seems to go over into a jungle on the border of Avasea. In the north, beyond Avasea is a tundra that gets more arctic the further north you travel. To the south is a body of water. It is unknown if the body of water is a lake or an ocean as it hasn't been explored yet.
Technology: Basic farming exists with tamed livestock which are still somewhat wild. Most draft animals are yak like bovines. Horses don't exist but rather for riding, faster bovines (cow-alike) exist and some tribes use large canines (wolf-like creatures) for riding. The more developed tribes live in stone or clay abodes while the more wild tribes which are still semi-nomadic live in yurt like housing. There are three known magics so far: Elemental magic, healing magic and summoning and they require focus objects such as staves or amulets to be cast. As weaponry, short swords, great swords, war axes, war hammers, scythes, spears and bows exist. Most armor is leather or plated. Most clothing is made from hide, leather, linen or animal hairs. Tattoos exist. Jewelry are usually beaded necklaces, bracelets and anklets or leather/cloth bracelets, armlets, chokers. Some jewelry made from unrefined jewels and iron exist. Amulets are usually made of iron with a crystal or jewel in it.
Adventurer groups: Adventurer groups can receive bigger quests and expeditions the bigger the groups are. Smaller groups investigate ruins that are expected to be less dangerous, go scouting or explore already discovered regions more in depth. Larger groups usually get to go into uncharted lands and investigate larger ruins that also have portals.
PS: I intend for the world on the other side of the portal to have a R'lyeh kind of feel to it.
Please only say you are interested if you intend to participate and not leave the roleplay without notice. There are too many people who say they are interested and don't mean it.