The Guild Chronicles (( Open ))

Sylph

Fickle
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On the outskirts of the city, past the fields and rolling hills, a nameless structure hides in the border of the forest. It has resided there since the first founding of the guilds some hundred years ago, and although its faded walls have seen better days, the stories told about it haven't changed. Whether for the first time or the fiftieth, you find yourself standing in front of those doors, mustering the courage for what comes next.

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Lantana is a city along the west coast of the Verdant plains, known for its natural wealth of resources and skilled artisans. Over half of the Twelve Houses, responsible for the governance of the human populace, preside within the walls, making it the human capital of the region. Due to its many unusual members the guild keeps a distance from the main walls of the city, though it does not quite manage to escape the scrutiny of local authorities.

The Verdant Plains are not in an outright conflict, but many dangers do remain. There are laws to prohibit the hunt of intelligent creatures (including humans), and disappearances are not uncommon. Disputes often occur, whether due to past hostilities or fighting over resources, and even within towns and cities conflict can be present. Roaming beasts are an ongoing threat to everyone, and the undead rift continues to widen over the lands of Solmar.

Despite all that, the Plains are far from the worst place to be. It is known that the inhabitants of the Frozen North have their eyes on the bountiful lands at their doorstep, and many consider it only a matter of time until the giants find a way to cross the Great Ravine. Similarly, the rocky savannahs to the east are plagued by a scarcity of rain and resources, making it a breeding ground for hunters and bandits that cross through the Dividing Range. The west coast faces the everpresent threat of sea monsters and the Pirate Lords, and further south the jungles and swamps are home to some of the most deadly creatures on the continent large and small.

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IC Threads
There are two IC Threads.
  • The main hall exists for characters to interact and form their teams. There is a quest board on the first page of the main hall thread (located after the intro post). It is updated regularly with quest ideas.
  • The quest thread is for locations outside the guild. Please remember to tag interactions on this thread, since it's possible there may be multiple storylines running.

Starter Items
Every adventurer is given a set of items when they sign up to the guild: a waystone, an enchanted map, and a bag of holding.
  • The waystone is used for long distance transport (anywhere more than a day's walk). Visualise the place you want to be and it will take you there. You can only teleport to places listed on the enchanted map. When heading into unexplored territory--or where there is interference of some kind--all waystone functions will cease.
  • The bag of holding can store anything small enough to fit through the mouth. To retrieve, think of the item and reach inside.
  • The enchanted map will help you keep track of your position. It will display areas that can be teleported to, as well as any points of interest.
Rules
  1. RESPECT THE LORE.
    - It isn't required to know everything,
    - But if something seems important it's always best to ask.
  2. No modern technology, though magic equivalents may be allowed.
  3. Main characters are to be a part of the guild or intending to join.
    - There may be exceptions where approval is given.
    - Cannon fodder enemies / random NPCs are fine.
    - Antagonists are allowed.
  4. Race Limitations
    - No fandom characters or historic figures.
    - No gods or beings from religious texts.
    - No extra-terrestrials.
  5. At least one paragraph per post.
  6. Common RP courtesies and Nation rules apply.
Links
 
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Oh quite interesting. I recall being in a past iteration of this rp and enjoying it then. May just join in if there is room.
 
Interested. I'll have a look at the lore and get a CS later if you're still accepting.
 
Might be interested in taking up the surgeon/healer position. I’ve got a question about the affinities though. Are characters limited to using magic which matches their affinity, or does affinity simply grant innate abilities on top of any spells they learn?
 
mewmilk mewmilk
A character's abilities will be based off their affinities. They can only learn magic related to their innate type, but how that magic manifests/functions is up to the player to decide.
 
This looks like something neat to join, if you're still taking players I might hop in. I do have a question though.
 
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Yahhah Yahhah
Sure thing! What's your question?
I just want to know if your setting contains primitive firearms, if not I want to know if I’d be able to have my character have a type of magic that allows them to functionally have one. I’ve got in mind a Goblin that specializes in destructive magic or just destruction in general so I figured a boomstick would go with the theme and wanted to clear that up before I got into characterization.
 
I just want to know if your setting contains primitive firearms, if not I want to know if I’d be able to have my character have a type of magic that allows them to functionally have one. I’ve got in mind a Goblin that specializes in destructive magic or just destruction in general so I figured a boomstick would go with the theme and wanted to clear that up before I got into characterization.
Boomsticks are no problem. They can have magic ingredients mixed in for varied effects too. There are tools that 'focus' affinities into smaller shots for battle, so I'm sure a goblin specialising in destruction would have no problem making things go sky high.
 
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