The Adventurer's Guild [OOC]

Sylph

Fickle
The wind stirs, the birds awake, and as the distant sky 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.

adguild_by_mad__machine-dciiql4.png

Welcome
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).
Plannit Plannit is my collaborator in this, and credit for the guild logo, affinity symbols and the quest board programming goes to him.
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.

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_by_mad__machine-dcij40x.png
Earth:
Controls rocks and soil. Does not include manipulating plant life.
fire_by_mad__machine-dcij40s.png
Fire:
Controls fire. Note; there are several different colours with differing properties.
(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.​
water_by_mad__machine-dcij3zv.png
Water:
Controls water. Can only be used in liquid form unless combined with certain affinities.
wind_by_mad__machine-dcij3zp.png
Wind:
Controls currents and air density.
lightning_by_mad__machine-dcij40h.png
Lightning:
Generates and controls electricity.
light_by_mad__machine-dcij40j.png
Light [cannot be used with dark]:
Associated with healing.
dark_by_mad__machine-dcij412.png
Dark [cannot be used with light]:
Associated with shadows.
spirit_by_mad__machine-dcij403.png
Spirit:
Has two strains of magic: body and mind.
Body: Includes the enhancement of physical abilities. Used often by fighters to boost the strength of their attacks.​
Mind: Seeing and communicating with spirits, as well as using mental attacks.​
special_by_mad__machine-dcij40a.png
Special:
Provide your own details.

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.

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.
 
Last edited:
Excuse me miss, but would happen to be accepting any new and eager players?
 
Sorry for any inconvenience, but I think the new system will work a lot better. If you guys are able to edit your character sheets accordingly that would be awesome

No problem, I'll make the changes when I can. I also have another question. For characters with the copper rank in the guild should their first post be them arriving at the guild house and signing up or is that not particularly necessary?
 
Plannit Plannit
Oh my goodness, this is amazing man. I don't mind at all, I'm just blown away by how good this is and that you consider it a doodle.
 
May I ask how Plannit Plannit and Sylph Sylph use the fancy thing where it shows your character, the location and then who they're interacting with?
Like--I'm pretty sure it's a code thing, I was just wondering if I could use it because it's really coolio.
If I can't, that's fine. I totally understand-io.
 
RatKing RatKing Glad you like it! I don't get to draw kenkus often so I'm glad to have an excuse to haha.

I suppose any excuse to draw some fantasy bird people is a good one.

May I ask how Plannit Plannit and Sylph Sylph use the fancy thing where it shows your character, the location and then who they're interacting with?
Like--I'm pretty sure it's a code thing, I was just wondering if I could use it because it's really coolio.
If I can't, that's fine. I totally understand-io.

You are correct that its a coding thing (I think its BBCode, though I don't quite remember if that it still what this site uses). You would have to get the coding from one of them if you want the exact header thing though.
 
RatKing RatKing
Yeah, I think it is. That's why I was wondering if I could get it from one of them. Though, I can always see the problem of like theft or something or code and they might not be as public with it? I'm horrible at anything code related.
 
Plannit Plannit
You honestly need like an award for your veteran services to this community. You're like 'Map? Okay, I can do that.' 'Cool character? I'm going to just 'doodle' it!' 'Oh, you need this code? I'll whip one right up for you!'
Then I'm sitting here like--- 'Thanks, I'll just go back to uhhh..Very important Sims 4 things.'
 
A thread for any questions, plans or general chatter.
Hello! just a few questions:
I understand that when choosing the fire ability, there is also a mage option, as well as green fire. If a character chooses to be a mage, is it immediately known to fellow guild members as well as the guild master? How secretive can a character be without getting into trouble? When one becomes a mage, do they lose their ability to learn other combat forms? Say, sword fighting for example. Is it ruled out that a mage will always lose in a sword fight against someone who specializes in it? Does the shadow affinity allow you to manipulate shadows into solid items like weapons? Finally, can a copper rank be a mage? Sorry if this seems like common sense to you and/or annoys you, I would just like to be as careful as possible creating a character so I do not mess up any rules or story lines.
 
Last edited:
A Not So Wonderful Story A Not So Wonderful Story
Severynd looks good! I like how you've handled the beast form he possesses, especially since it's such a volatile ability. The only choice I did think curious was choosing mind over body for his spirit affinity. The mental aspect can't be used to enhance combat, so is Severynd planned to become a more mind orientated character in future? It's not an issue or anything. Just wondering about the decision.

[Important Info]
An update for everyone on the spirit affinity, as I've been considering its implications for some time:

There are now two veins of magic within the mind area. Dealing and communicating with spirits, which, unless you are facing one directly, is a strictly non-combat ability (though it can be extremely useful for information gathering, provided the enemy doesn't have a mind affinity too). The other area involves direct attacks on the mind and is now classed as a forbidden magic.

Spells such as hallucination, fear, telepathy (though permits can be obtained for its use), slumber, spiritual paralysis, and possession all fall under the umbrella. Enemies in future may use these abilities, and it should be noted that the resilience attribute will determine how effective they are.

But that's all for now! There's a lot of deliberation going into the attributes and affinities along the side, so I'll try not to bog everyone down with details unless I think it's particularly important.
 
Last edited:
Heya! Definitely interested in this, so I hope you don't mind me plopping down here. ^ ^
 
A Not So Wonderful Story A Not So Wonderful Story
It's not a bother at all! I'm always happy to answer questions about the guild.

A copper rank can most certainly be a mage, and it would not be immediately known unless they say so or display their abilities. As for how secretive they could be—the guildmaster Cel tends to collect a lot of information about her members, particularly with the spirits she talks to. But she is by no means all knowing, and would have no way to deduce the technicalities of a character's affinity without her seeing them use it.

Regarding green fire, it is a forbidden magic, so if you intend to use it there may be some investigation if the signs of necrotic decay came to light. The kingdom guard is tasked with stamping out forbidden mages, so it's not only the guildmaster you'd have to watch out for. That being said, Cel's not a big subscriber to rules; so long as a character uses 'evil' magic to protect, rather than destroy, life, she wouldn't have an issue with them being in the guild (the kingdom would disagree. But then they disagree on a number of things already).

As a rule, mages have to work pretty hard to master their magic abilities, so it is unlikely they would win a straight swordfight with someone who trains exclusively in combat. The only exception might be a mage of higher rank facing a copper, or someone who trains as a combat mage and uses magic to enhance their fighting abilities.

The dark affinity is a pretty versatile one (though heavily frowned upon), similar to spirit, so you'd have to detail what the character uses it for. Creating weapons from shadows is definitely a popular one, as is forming clones to fight. Individuals of excellent intelligence also have the option of combining affinities (ex: using the dark and spirit mind affinity to trap opponents in nightmares [forbidden], or phantom winds that attack the shadow of a person directly).

I think I covered everything you asked for, but if there's anything else then let me know.

@Jaedin
Sen looks great! Welcome to the guild.

johndoe johndoe
Your character looks awesome, but any rank below platinum can only have two affinities, so I'll have to ask you to drop one. There is also a limit on transformations, as they are notoriously hard to master: if you are looking to change your attributes, then the character can only have one extra form. If the attributes remain the same then they may have two.

If you're able to change these then you should be good to go! Welcome to the guild.
I made the changes you requested, my bad for the misunderstanding.
 
While the topic of affinities is being thought about I suppose it would be a good time to bring up some questions I have about them. Firstly how common are affinities in the rp's world? Every character in the Adventuers Guild has at least a pair, but does everyone in the world the rp is set in also possess an affinity or is it more like that the average citizen may not have an affinity or if they do they may not even know it? Secondly how exactly do special affinities work? By that I mean are they like rare affinities that aren't common knowledge or are they more of an unique affinity that has never been seen before.
 
Sylph Sylph
I must say I quite enjoyed reading through that informative post. It really helped flesh out how magic is handled in the kingdom and it also answered the questions I had thoroughly.
 
Sylph Sylph
Sorry if I'm still misunderstanding, but fear, telepathy, and paralysis. Can Severynd not use these things as an advantage in combat? I feel like being able to lift objects to block attacks, maybe even slowing a sword blow with telepathy would be a pretty strong aspect. I just need a little help understanding when these skills would be used. Also, does a character have limitations of how many of these skills they can use under the Spiritual Mind Affinity?
 

Users who are viewing this thread

Back
Top