Sylph
Fickle
The wind stirs, the birds awake, and as the distant dawn rises you stand on the edge of two gilded, wooden doors.
Countless things await beyond the cursive emblem in front of you. Whether it be gold, glory, or friends to stand alongside; today the journey begins.
Take a deep breath.
Countless things await beyond the cursive emblem in front of you. Whether it be gold, glory, or friends to stand alongside; today the journey begins.
Take a deep breath.
This is a RP for anyone craving the potential of an open world and companions to explore it with. There are a few rules regarding character creation, but race, magic, and the history of the land are free to build upon (within reason).
There are six ranks in total: Copper, Iron, Silver, Gold, Platinum and Mythril. All characters start at the lowest rank when they first join the guild. However, your character can be anything from copper to gold if they are already a member when you create them.
Note: They cannot start at Platinum or Mythril. Those ranks must be earned throughout the roleplay.
Note: They cannot start at Platinum or Mythril. Those ranks must be earned throughout the roleplay.
Your character can have a maximum of two affinities from copper to gold. However, once they reach platinum they may choose a third.
Each character can only have one special affinity. The rest must be from the basic elements listed.
Earth: Controls rocks and soil. Does not include manipulating plant life.
Fire: Controls fire. Note; there are several different colours with differing properties.
Water: Controls water. Can only be used in liquid form unless combined with certain affinities.
Wind: Controls currents and air density.
Lightning: Generates and controls electricity.
Light [cannot be used with dark]: Associated with healing.
Dark [cannot be used with light]: Associated with shadows.
Spirit: Has two strains of magic: body and mind.
Special: Provide your own details.
Each character can only have one special affinity. The rest must be from the basic elements listed.
(All people with a fire affinity can use red fire. A mage [extraordinary intelligence] can use red fire plus one other type.)
Red: Normal fire. Default for anyone with a fire affinity.
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.
Body: Includes the enhancement of physical abilities. Used often by fighters to boost the strength of their attacks.
Mind: Seeing and communicating with spirits.
Mental attacks [forbidden].
Each character has six attributes: strength, intelligence, agility, dexterity, constitution and resilience. No matter what rank they start at, they must be assigned 2 low, 2 average, 1 high, and 1 excellent in any combination. These will be used throughout the rp to determine if a character can complete a task, use a weapon/spell or defeat an obstacle--so choose carefully.
Each time a character ranks up, they can improve an attribute by one tier. Thus characters that start at a lower rank have more room for growth.
Each time a character ranks up, they can improve an attribute by one tier. Thus characters that start at a lower rank have more room for growth.
Character sheets:
Cookies to all the approved characters.
Appearance:
Name:
Race:
Class: [Ex. Mage, Rogue, Knight, Monk]
Rank: [Copper, Iron, Silver or Gold] [Platinum and Mythril can only be earned throughout the roleplay]
Affinities: [Maximum of two: Earth, Fire, Water, Wind, Electricity, Light, Dark, Spirit, Special*]
*Can only have one special affinity. Ex: Beast taming, Music, Transformation]
Attributes [2 Low, 2 Average, 1 High, 1 Excellent]
Strength: [Physical ability]
Intelligence: [Magical ability]
Agility: [Body versatility]
Dexterity: [Hand versatility]
Constitution: [Physical vitality]
Resilience: [Mental vitality]
Brief Backstory:
Weapons:
Abilities: [Any training they've had, the scope of their affinities and how they use them, and any other skills they've picked up along the way.]
Name:
Race:
Class: [Ex. Mage, Rogue, Knight, Monk]
Rank: [Copper, Iron, Silver or Gold] [Platinum and Mythril can only be earned throughout the roleplay]
Affinities: [Maximum of two: Earth, Fire, Water, Wind, Electricity, Light, Dark, Spirit, Special*]
*Can only have one special affinity. Ex: Beast taming, Music, Transformation]
Attributes [2 Low, 2 Average, 1 High, 1 Excellent]
Strength: [Physical ability]
Intelligence: [Magical ability]
Agility: [Body versatility]
Dexterity: [Hand versatility]
Constitution: [Physical vitality]
Resilience: [Mental vitality]
Brief Backstory:
Weapons:
Abilities: [Any training they've had, the scope of their affinities and how they use them, and any other skills they've picked up along the way.]
Rules:
1. RESPECT THE LORE.
-Specifically, the histories and explanations people create throughout the rp.
-Do not change something without first discussing it with them.
2. You cannot RP Beezlebub (do not ask why).
3. Do not timeskip quests—though things like walking and sleeping are fine.
4. Main characters are to be a part of the guild or intending to join.
-Cannon fodder enemies are fine.
-Ask if you have an idea for an antagonist.
5. Unless you are Platinum or Mythril rank, you cannot do a quest solo.
6. If your character is discovered to have killed someone without permit, they will be tried for murder by the kingdom.
-The Adventurer's Guild are responsible for 'upholding the peace' (though they have not been very good at it).
-Any actions that disrupt the general public will damage the guild's reputation.
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