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Fantasy Newfound Lands (Open-World Fantasy Adventure - Closed to Applications)

Sylph

Fickle
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This is a RP set roughly a year in-character after the end of my previous RP, the Guildstone Chronicles. It's designed to allow for new players to join, while still letting old characters return.

For anyone who was part of my previous RP, this revival no longer focuses on small guilds and miscellaneous quests. Local guilds have been abolished in the Kingdom of Westridge due to the lack of guidelines and accountability. In their their place, the Crown has announced a revival of the old expeditionary initiative, the Wayfarers. Exploration and adventure are still the focus of this RP, but change can occur on many levels. Characters should be ready to be swept into realms of politics and plots larger than themselves, and although their actions can shape the outcome, in the end they cannot predict what the final consequence will be.

World-building and collaboration are highly encouraged. This is a high-fantasy setting, but there will be consequences for actions, so keep the anime logic to a minimum.

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Your character's origin can be any number of places. Perhaps they're an adventurer left without vocation after the abolishment of guilds. Perhaps they're a soldier looking for a change in career, or a noble seeking to advance their standing. Perhaps even a criminal willing to sell their life for a day outside the cell. For better or worse, they must be willing to face the perils that await, and set aside past conflicts to work with their rivals under the Crown. They must also have some sort of skill or achievement that qualifies them to become a Wayfarer.

IC Threads
There will be multiple IC threads. One for the city of Lantana and surrounding area--meant for downtime or preparation between expeditions--and one for each expedition being conducted. I don't expect to be running more than one or two stories at once, so threads to keep track of should be minimal.

Expedition Items
In order to increase the survival rates of Wayfarers, the Crown issues two items for each member of the Expeditionary Force.
  • A Tracking Stone--this allows anyone with the right Enchanted Map to find your location. Useful for finding teammates or splitting up a party (and finding their bodies afterwards if you think that's a good idea). Less useful if an opponent gets their hands on a map.
  • An Enchanted Map--you are expected to guard this with your life. If you lose it, don't think about coming back until you either recover it or confirm it's destroyed. It will show where other Tracking Stones are even if parts of the map have yet to be revealed.
Expedition Base Camps
The Crown has created these camps to allow for faster travel by Wayfarers. Each camp contains a Warpstone that is connected to the Expedition Headquarters in Lantana. Because the magic used in Warpstones is unstable, side affects are frequent. Using them too often can lead to mana poisoning.
The following are potential expeditions characters could embark on, however the story will ultimately depend on what characters there are, and who those characters are affiliated with and at odds against. Warpstones are currently setup at:
  • Icy Camp - This camp guards the only bridge across the ravine to the Frozen North.
  • Wasteland Mesas - Progress here has been limited due to frequent threat of raids.
  • Sharkbite Bay (Ashlands) - The most recent Camp to be established. It allows access to the Ashlands.
  • Aladon (Treasure Isles) - The nearest allied city to the pirate-infested waters of the Treasure Isles.
  • Dark Marsh - Go here only if you want to be eaten alive by bugs.
  • Undead Fort (Solmar) - One of the bastions established by the Guard to fight the undead in Solmar.
These places have all been marked on the World Map below.

Affinities
Most creatures in the world possess magic in the form of affinities. Characters can have a maximum of two affinities when they start.
Below is the list of basic affinities. When creating a character they must have at least one standard (non-special) one.

*Apologies for those on mobile. I tested it on mine and the icons line up, but apparently it can appear staggered on other devices.

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Earth: Controls rocks and soil. Does not include manipulation of plant life.

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Water: Controls water. Can only be used in liquid form unless combined with other affinities.

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Wind: Controls currents and air density.


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Lightning: Generates and controls electricity.
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Light: Many illusionists have this affinity, though it does take on other forms.

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Dark: Use of shadows or corruptive magic.


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Spirit: Can include seeing and controlling spirits or manipulation of one's own.

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Body: Includes strengthening physical abilities or changing the properties of one's body.

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Fire: Controls fire. Can be the standard sort or one the special types listed below.
Red: Normal fire.​
Blue: Cold to the touch.​
Green [forbidden]: Necrotic; decays whatever it touches.​
White: Only burns living things.​
Black: Only burns non-living things.​
Purple: Burns mana/magic.​

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Special: An option only as a second affinity. Provide your own details. Some common second abilities include:
Transformation: The character may assume one other form and change the distribution of their attributes.​
Healing: Allows a healing version of the character's first affinity.​
Mind [forbidden]: Attacks on the mind or manipulation of thoughts.​
Plants: Growth and manipulation of plant-life.​
Summoning: Allows a character to summon aid in battle. Summons must have the same affinity as the summoner, and the more there are of them the weaker they become.​
Thanks Vanguard Vanguard for the icons!

Attributes
Most things in the world have a certain level of strength or magic associated with them, however attributes are a purely OOC indication of a character's strengths and weaknesses. They are there as a guide for how well your character might stack up against different opponents.
All Wayfarers joining the expedition start with 100 points. If the character has previously earned points through the Guildstone Chronicles, those can be added to the starting amount.
Points can be distributed among the following attributes:
  • Strength: physical power.
  • Magic: proficiency with the character's given affinities.
  • Agility: better movement speed and more sophisticated use of weapons and equipment.
  • Dexterity: affects quality of crafted items. Needed for artisan characters.
  • Constitution: physical endurance, used to better survive in harsh situations or perilous environments.
  • Fortitude: mental endurance, used in weathering stressful situations or attacks on the mind.
Each attribute starts at zero, which is considered average for the race of that character. Attributes can go into the negatives if you want extra points to assign elsewhere, but not less than -50, as beyond that is severely debilitative.

Ranks
Unlike members of the Guard or certain other groups, Wayfarers do not have ranks. They are expected to know their own strengths and weaknesses, and independently appraise what contributions they can make to an expedition.

On the other hand, most enemy outlaws and creatures have ranks to allows characters to evaluate how much of a chance they stand against them in battle. For reference, or for if you want to create an enemy character with attributes throughout the RP, the points for each tier level are given below.
Note: none of these point levels are referenced IC. It is purely for reference OOC.
Copper I: 0​
Copper II: 50​
Iron I: 100​
Iron II: 200​
Iron III: 300​
Iron IV: 400 (allied characters cannot be created above this level without permission)​
Silver I: 500​
Silver II: 750 (enemies cannot be created above this level without permission)​
Silver III: 1000​
Silver IV: 1250​
Gold I: 1500​
Gold II: 2000​
Gold III: 2500​
Gold IV: 3000​

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A compendium of important lore.​

The Westridge Kingdom
Westridge is a kingdom that has been conquered by humans, but many other races still settle within its borders. Depending on the area, they can live in relative ease among the humans or in their own towns, as there are strict rules in place prohibiting the hunt of sentient creatures and other humanoids.

Types of Guilds
There were once two types of guilds: Common and Official. After the Crown outlawed the former, common guilds were abolished and any remaining adventurers were either left without a job, or found employment with groups like the Guard or the Expeditionary Force. The new rule has led to an increase of so called 'Dark' or outlaw Guilds, particularly among non-humans who weren't accepted into the Expeditionary Force.

Official Guilds range from esteemed Artisan guilds, to Harvest Guilds assigned to protect the fields. They have strict codes of conduct and entry into them is competitive. They are generally sponsored by a Noble House or else sanctioned by the Crown.

The Twelve Houses
There are twelve noble houses that rule Westridge. In depth knowledge of them isn't necessary unless you intend to create a human with ties to one, but there may be mention of them in the RP.

Descendants of previous rulers. The Crown House are the highest ranking Noble Family, and the only ones capable of managing the House of Cards. Nobility are those born or married into the role, and suitors almost always come from other nobility. They deal primarily with internal affairs, leaving foreign matters to the House of Cards. In particular they fund the Guard and Harvest Houses, and sponsor a number of Official Guilds for combat and expeditions.
A cutthroat House made up of the highest classes of nobility. The Council (Known colloquially as the House of Cards) are responsible for assisting the Crown in managing internal affairs and deal with almost all foreign diplomatic issues.

Many noble families within the House of Cards will sponsor an Official Guild.
The Court upholds the laws, and to a certain extent keeps the Noble Families in check. Any matters of importance are heard in the city of Magistra, where the highest echelons of the Court reside.

The Court originally funded the Apothecary Guild, though the organisation has since grown into a House of its own right. They do have a central family, though it is mainly responsible for the selection of Judges. There is some controversy between the Court and Cloak Houses, as it is rumoured that the former will acquit criminals into service of the latter.
Before the destruction of Solmar two decades prior, The House of Dawn were responsible for the governance of magic and worship within the kingdom, and provided relief to areas struck by disaster. They funded a number of Official Guilds that specialised in magic, though most of them fell to ruin after it collapsed.

The House of Dawn is peculiar in that it has no noble heritage. It's leaders are selected by the deity Crocus, though it has been nearly two decades since a new Oracle emerged.

The Guard are responsible for keeping the peace and responding to threats to from land, sea or sky. All three branches are overseen by the Avatticus family, with the Generals selected by them being the next most powerful. The Guard tend to be the most openly critical of other groups, in particular the Cloak and Arcane Houses, where they see threats to the Kingdom's security, though they are careful not to overstep their authority when it comes to nobility.

Characters associated with this house:
Tyron Avatticus (Played by Chinchia)
The Merchant House are almost as cutthroat as the House of Cards, softened somewhat by the lack of Noble standing among its members. Most Merchant 'nobility' are heads of prior mercenary clans or trading companies. The Merchant is House is loyal to the Crown, but many of its members will hire mercenaries instead of relying on the Guard for protection. The Guard are prone to thinking of this as a security threat.

There is no central family in the Merchant House. Families and companies compete for status through increasing their influence and wealth.
The Cloak house are responsible for regulating underground activities and groups, and responding to threats before they become known. Their house is shrouded in secrecy and is often the first to be accused when any foul play comes to light.
The Cloak House are represented by a central family, but many of their members are also said to have less than scrupulous origins.
The Arcane house are responsible for the research and development of new technologies, as well as investigating any threats thought to be magic in origin. They are renowned at what they do, but focus more on their research than politics.
The Arcane House have a central family, but renowned magicians and researchers are treated with just as much respect by the nobility.

A House to oversee the land granted by the Crown for agriculture. While other Noble Families may have land bestowed upon them by the Crown, the land owned collectively by the Harvest House produces the vast majority of food and raw product used by the kingdom.
The Artisan House is comprised of a number of Guilds dedicated to different areas of craft. Guilds are often sponsored or commissioned by families within the House of Cards, and the Guildmasters are treated much the same as nobility.
A relatively new house created in an initiative by the Court to oversee the treatment of illness and disease throughout the kingdom. It was brought about after the destruction of Solmar and downfall of the House of Dawn left many regions without support. Their nobility are currently the most learned or renowned physicians in the land.
The Academy is responsible for the education of the populace throughout the kingdom, and will often select students who show promise to graduate straight into the service of other houses. Its curriculum is determined by the Board of Scholars.

Other Lore
Gods and Deities

Gods are rulers of the spirit realm, much like royalty in the physical world. Detailed understanding of them isn't needed unless you intend to create a deity for your character to worship.
The nature of the divine has been a long studied subject by scholars and skeptics. The truth is undeniable—they exist—but the details 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 domain in the spiritual realm. Much like Monarchs in the physical world, they can determine the conditions of entry into their land, and mortals who the deity has connection with may be granted passage into the land after their death.

It is thought that persons not bound to any deity--or refused entry by the patron they worshipped--will 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 host for the spirit until it matures enough to survive in the spiritual 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.

It is important to note that rulers of the spirit realm, or gods as they are called by mortals, have limited influence in physical world. Much like how humans have little affect on the spirit realm until they pass into it. They can, however, offer their power to those in the mortal realm. This commonly manifests as a second affinity, and it is not unknown for a person's abilities to change upon finding a new patron deity.

Killing a deity: A deity is nigh impossible to kill within their realm. The easiest known method to kill a god is to tether them to a body in the physical realm. When in that form they can be killed, with some effort, alongside the host.

Immortals
Immortals don't die of old age, but they also don't have afterlives. Important to know if you want a character who is immortal.
An immortal is someone who's spirit has been inextricably attached to their body, to the point that the death of the body would mean the death of the spirit as well. Some immortals occur naturally in races like the Fae, or they can be made artificially through magic such as necromancy. As a result of their spirit dying with their physical bodies, immortals do not have afterlives.
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Maps made by me using Inkarnate.

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I don't have a hard limit on how many people join, but I won't run more than two expeditions to begin with.

Go for gold with the world building! I'm fully prepared to populate the map with player created cities and places of interest if they become an established part of the lore.

I prefer to answer questions and do planning onsite, whether through OOC or private conversation, but I may make a discord group if there are those who prefer it.

Please ask questions. I love questions :'))))
Rules
  1. RESPECT THE LORE.
    - Specifically, the histories and explanations people create throughout the RP.
    - If someone is still active try not to change things without first discussing it with them.
    - If it's lore created by a former player, creative liberties are allowed in building upon it.
  2. No modern technology, though magic equivalents may be allowed.
  3. Main characters are to be a part of the Expeditionary Force or otherwise intending to participate (eg as part of another house).
    - Cannon fodder enemies / random NPCs are fine.
    - Antagonists are allowed for storyline purposes.
  4. Race Limitations
    - No fandom characters or historic figures.
    - No gods or named beings from religious texts.
    - No sci-fi extra-terrestrials.
  5. There is no post order, unless players wish to implement one.
  6. At least a paragraph per post; no one-liners.
  7. Common RP courtesies and Nation rules apply.
Links
 
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It's great to have you back! Poor Kathlyn has lost her job. I'd love to be a part of the new iteration, I will have to think about if I want to bring an old character back or make a brand new perhaps loosely related character.
 
Wizards return??

HMM I'll need to figure out a character :bishiesparklesl:
Glad you made it! I'll be working on getting the CS thread up tomorrow.

It's great to have you back! Poor Kathlyn has lost her job. I'd love to be a part of the new iteration, I will have to think about if I want to bring an old character back or make a brand new perhaps loosely related character.
Likewise! I can imagine Kathlyn finding work in the apothecary house after the guild was converted into an Inn. Ymir is the only one I'll be bringing across personally. It'll be nice to have fewer characters to write for at the start
 
i think you might have linked the wrong CS on the first post.
Also count me as not only interested but invested in this tale that is yet to unfold.
 
BFabulous BFabulous
Yep!

With that I'll be closing the interest check while the first expedition gets started. If applications open again in future I will post an update!
 

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