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Fantasy Guild's Quest; An adventure-based fantasy RP

Vampunk

sʇɐq ןooɔ ǝɥʇ ɥʇıʍ ƃuıƃuɐɥ

Mankind has always sought to expand its reach, claiming new territories for the ever-growing population, taming nature and shaping it to accommodate human society.​


For the past two centuries humans were content with building their towers and walls in the southern reaches.​


Weather fit for agriculture, mild winters and warm summers, the perfect land for humanity to prosper and grow…​


 


But also making them forget what things still lurk in the untamed wild, vast areas of land that would not so easily be conquered by regular means.​


You can fell the forest, you can turn the wild wolf into a loyal companion but the same strategy will yield no such results when faced with the wild’s fiercest creatures.​


 


And so it was that humanity grew soft in the vast hillsides, kingdoms rising and prospering as the warrior was replaced by the scholar, swords replaced by scythe and rake, conflict dwindling as humanity was able to develop their culture, delving into the arcane and other arts of the mind…​


 


But what happens when the northern pass that had been blocked for a dozen centuries is once again uncovered, revealing safe passage into the northern realms, devoid of human influence and riddled with the remnants of an ancient civilisation, reclaimed by the wild?​


Whatever lurks in the north is not so easily tamed, the land is rough and the fight for survival is ever present.​


Yet with resources growing scarce and population growing the north became the chance for a new life, for fortune, for adventure, a way to leave your past behind and start anew.​


 


And so it was that the kingdom’s three pillars formed together an alliance to venture into the north and establish a foothold for humanity, taming the wild, reinforcing colonies and further increasing humanity’s reach, forming a frontier for mankind.​


 


 


Criminals, people who want to get away from their past, adventurers, forsaken souls, scholars, mercenaries. The north promised to be their chance at shaping a future for mankind, be it for their personal gain, for glory, for gold or simply for the thrill of adventure.​


In the North everyone’s the same, be it nobles, peasants, knights, farmers, hunters, everyone shall do their part in conquering the untamed realms


The three guilds who formed the alliance have prospered in the south, rising to become the pillars of human prosperity.​







The guild of the Arcane Eye


Scholars of the arcane arts, trained at the college of Magic on the continent’s south-west, members of the Arcane Eye study the art of magic.​


Schools of magic were frowned upon in the earlier ages of humanity, seen as unnatural and magicians were seen as charlatans, deceivers or evildoers.​


With humanity entering an age devoid of conflict Magic emerged as the prime way to further advance mankind.​


They harness the power of the elemts to shape reality how they please, or so most magicians think when in fact it’s often a gruelling field of study if you’re not gifted with a natural capacity for the arcane.​


Science, magic and philosophy are the three pillars of the Arcane Eye, forming the spiritual essence of mankind​


The Pathfinders


Trade, geography, trailblazing. The Pathfinders are the forerunners for humanity. They are cartographers, survival experts, they’re the heralds of human culture, often delving into the arts of poetics, story telling and music.​


Their part in this undertaking is paving the way for humanity through their knowledge of the machinations of the world, nature and survival​


The guild of the Ember Heart


They are the militia, they live and breathe war, or so they’ll tell you over a hearty drink. The members of the Warrior’s guild all unite under the banner of strength and the art of battle. But that does not mean only physical strength is being favoured. The guild sees individual strength as the one thing that drives humanity to their limit, be it wit, brawn, ingenuity. As long as you have a vision and conviction you’ll be ready to join the guild.​


Their core principles are those of human tenacity and conviction, following your heart’s strength to achieve your goals, be it for honor, gold or glory.​


Their task is to find those in need and find a suitable guild member to get rid of their problems. They arbitrate warriors, assigning them to suitable tasks as well as practicing arts of blacksmithing, fighting, study of the beasts and other things attributed to the Adrenaline rush​
 
Rather interesting. 


I'm up for some exploring, adventure, narrow escapes from clever traps, chests that you may or may not have ehard grumble like a stomache. 


All types of wonderous things out there! just waiting to be discovered! 
 
I like the idea of this, but this almost makes me want to be a monster or something instead of a human, lol.
 
I like the idea of this, but this almost makes me want to be a monster or something instead of a human, lol.



There might be an option to play something other than human...


if you're up for a challenge.
 
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Human supremacy! 


All hail humans! 


Other folks are cool to I guess.
 
... I'm listening...



Nature-bound Woodland elves that live amongst the trees, but not your usual beauties but more of a realistic approach to the whole forest-dwelling creatures


Mole-like groundlings, not your usual dwarves


As well as a variety of sub races, I would put it in the Lore tab I need to work out.
 
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Sounds interesting, depending on how they are (the races and sub races) I will gladly play as them over a human.
 
Woooooooooo


Time for adventure!
 
Let me know if a spot is open. I am very interested


Let me know if a spot is open. I am very interested


Let me know if a spot is open. I am very interested
 
What if I think I'm ready for an adventure but in reality I am not?


May I join such venture, whether in the end my body live or rot?


I'm prepared! Nay, I will try!


Because even thought I am scared,


I will live, though ready to die :c


I'm interested^^
 

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