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Fantasy The Guildstone Chronicles ((Lore))

Main
Here
OOC
Here
Characters
Here
Other
Here

Sylph

Fickle
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The Guildstone Chronicles is an ongoing RP about the adventurers of Waystone Guild. The setting is a typical high-fantasy world where most forms of life possess magic in the form of affinities. Dangerous creatures wander the land, some having emerged through rifts from unknown places while others adapt over time to match the perilous conditions. World-building and collaboration are encouraged as the setting is designed let the players make their mark on it.

Because there is a great deal of history to the RP, I've done my best to condense all the up-to-date lore and rules in a single location. Below the 'important information' section there are summaries for any major aspects of the world lore with more in depth explanations added in spoilers.

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IC Threads
There are currently three IC Threads.
  • The Main Hall Thread exists for characters to interact and form their teams. There is a quest board on the first page of the thread (located after the intro post) with ideas and quest rewards, as well as a tab for all the completed missions.
  • The first Questing Thread is currently closed to new members, as it is dedicated to the Sacred Isles Expedition.
  • The second Questing Thread is for new missions once people have formed their teams and departed from the Main Hall.
Adventurer Items
Every adventurer is given a set of items once they are formally accepted by the Guild: a waystone, an enchanted map, and a bag of holding.
  • The waystone is used for long distance transport. Visualise the place you want to be and it will take you there, so long as it is within the areas on the guild map. When heading into unexplored territory--or where there is interference of some kind--all waystone functions will cease, so keep that in mind when heading outside the border.
  • 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 covers most of the land surrounding Lantana. When travelling to regions outside its borders part of the journey will need to be on foot.
The Guild Hall
The two guild clerks are Azalea (played by Chinchia) and Kathlyn (played by Key of Stars) and characters may see either of them to register for a new quest. Food and drink are available able to be ordered through NPCs at the bar. There are short term lodgings on the first floor for characters to use, while long-term residents are situated on the second floor.

Out the back of the hall there are the training fields. From the front of the guild a path leads through the forest and farmlands into the city.

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

Ranks and Attributes
Most things in the world have a certain level of strength or magic associated with them, and a rank that goes with that accordingly. Attributes are a purely OOC indication of a character's strengths and weaknesses, while ranks and tier levels are used IC on the quest board.

A character can choose to start at one of four ranks (at tier I):
  • Copper I (starts with 50 pts)
  • Iron I (starts with 100 pts)
  • Silver I (starts with 250 pts)
  • Gold I (starts with 500 pts)
These 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.
Please see the main hall thread for information about ranking up.

Enemy Ranks
Non-guild characters also have ranks, which is how the difficulty of quests are determined. If, at some point throughout the RP, you want to create an enemy character with attributes, the points for each level of difficulty are given below.
Please note that the points for enemies are set much higher than what characters have at the start. This is to account for the characters' growth throughout the RP, and to give an incentive towards starting low and working through the ranks.

None of these point levels are referenced IC. It is purely for reference OOC.

Points assigned to rank:
Copper I: 50​
Copper II: 100​
Iron I: 200​
Iron II: 300​
Iron III: 400​
Iron IV: 500 (allies cannot be created above this level without permission)​
Silver I: 750​
Silver II: 1000 (enemies cannot be created above this level without permission)​
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A compendium of important lore.​

Types of Guilds
There are two types of guilds, Common and Official. The Waystone Guild is a common guild since it isn't sponsored by a noble house.
There are two types of guilds, broadly speaking. Common Guilds and Official ones.

Common Guilds are glorified mercenaries. City-sanctioned work-for-hire, if you will. They were established to deal with issues the kingdom either could not, or would not, manage, and other niche purposes that the Official Guilds can't fulfil. Official Guilds, meanwhile, range from esteemed Artisan Guilds to Expeditionary forces on behalf of the Crown. They are generally sponsored by a Noble House and are seen in a much more positive light by the public.

Common Guilds can range in prestige, but overall they aren't considered as highly as Official ones. Non-humans will often find it easier to acquire work or make a request at Common Guilds, as there is less stigma involved in who they hire.

The Waystone Guild is a Common Guild, but it does have a degree of renown due to the unusual use of teleportation by its members.

The Westridge Kingdom
A predominantly human kingdom that stretches along the West coast of the continent. Since the guild is located near one of the major cities in the kingdom, most of its work comes from areas around there.
Westridge is a predominantly human kingdom that stretches along the west coast, ranging from the Great Ravine that cuts the land off from the North, to the edge of the jungles in the South. There are four main cities and twelve Noble Houses that have varying degrees of influence based on their location. Lantana--the city that the guild is located on the outskirts of--is the home of the Crown House. Mercantis, North of Lantana, is the playground of Nobles in the House of Cards. North of that there is Magistra, the home of the Court. And Solmar--once the shining city of Dawn--fell nearly two decades ago in the lands to the South.

Things That Every Good Citizen Should Know:
  • The hunting or sale or purchase of any intelligent creature (including humans) is prohibited within Lanost.
  • The use of outlawed magic is a grave offence. As is harbouring a user of such magic.
  • Use of largescale magic within residential or public places is not permitted without authorisation.
  • Exploration of ruins, magical or otherwise, is not to be done without the appropriate clearance.

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.

Descendents 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. Nobility of this class would rarely be found in lesser Guilds.
The Court determines 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 prereside.

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 such 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
The Merchant House are almost as cutthroat as the House of Cards, softened somewhat by the lack of Noble standing among its members as most are prior mercenary clans or trading companies. The Merchant is House is loyal to the Crown, but many of its members

They will often hire mercenaries instead of relying on the guard for protection, which the latter are prone to think of 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.

Characters associated with this house:
Azalea Gibraltar
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.

Characters associated with this house:
Eiru Eagna

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 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.
Aestir - The Frigid North
"Aestir is an island country located in the far north, covered with ice caps and frozen mountaintops... It is ruled by an oligarchy of nobles, four to be specific, who ensure that the needs of the country and its populace are met. Those four noble houses are collectively known as, "The Four Blades of Aestir" or simply "Blades" for short. They are all known for developing and specializing in a specific fighting style."

The Voland Family: The Voland's are known for their single sword dueling style, specialized in taking down enemies quickly and efficiently, one at a time. The current Grand Maestro of this sword style is Alfyn Voland.

The Degrand Family: The Degrand's are known for their defensive two-handed spear style, specializing in keeping your distance and find the right opportunity to strike. The current Grand Maestro of this spear style is Priscilla Degrand

The Calixte Family: The Calixte's are known for their dual-bladed short sword style, specializing in debilitating the enemy with poison-laced blades or daggers and quickly slashing weak points in the enemies defense. The current Grand Maestro of this dual-blade style is Celes Calixte

The Fusilier Family: The Fusilier's are known for a specific practice of magic based around conjuring weapons, they specialize in tactically thinking about which weapon works best for the given situation. The current Grand Maestro of this magic style is Fredric Fusilier.

-- Original credit to Zufaix, though they are no longer active in the RP.

Tir Na Nog
"Tír na nÓg is an isolated country of Witches, Druids and many species of Fae. Nature plays a huge role in this isolated country and mana is more than abundant with a mass of leylines flowing through the country almost like rivers would in any other... One should also note that Rathúnas is actually the only city, or village for that matter, in Tír na nÓg. The vast majority of the country is in fact forest and or overgrown grottos/mountain zones. With such an emphasis on protecting the natural order and nature itself, this is actually by design."

-- See the posts below for the full description. Credit to Nacht.

The Pirate Lords and Queen
The Pirate Lords are the strongest of the crews on the ocean. They are known for possessing unique artifacts and nigh unsinkable ships on top of their already formidable powers. Confrontation with any of them is ill-advised, if the bounty on their heads wasn't indication enough.

The Current Pirate Lords and Queen are:
Lord of the Dead: Wyck Allister​
Voice of the Sea: Melina Soralis​
The Collector: Amelia Avos​
Duke of Afflictions: Cynric Arc​
Lord of Storms: Alric Sunder​
The Queen: Lyra Enren​

See the posts below for the full character sheets. Credit to Key of Stars.
Other Lore Posts
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 part of 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.

Killing a deity: A deity is nigh impossible to kill within their realm, much like how a monarch is safest within their castle. 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.

Rifts
Rifts sometimes occur in places of high magical concentration. They can lead to dangerous lands and should be approached with upmost caution as the waystone cannot be used within close proximity.

Primordial Spirits
An explanation on Pri, the Waystone guildmaster.
Primordial spirits are ancient beings that tend to defy classification. They are considered guardians of the spirit realm, free to traverse the endless expanse, though their existence was first noted near the rifts. At first they were thought to be the catalyst for them, but over time it became clear their presence acted more like a failsafe. They are the only known beings in existence able to close the paths once they fully develop.

Primordial spirits are sometimes revered as deities, but they don't fit the classification of a god. They don't rule over parts of the spirit realm, nor have the ability to act as a patron to others. It is unknown why Pri, the Guildmaster, is able to take on a physical form, but the primordial's presence is the most likely explanation for the Waystone Guild's use of their namesake.
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All maps were made by me using Inkarnate.

The 'guild map' border represents the rough limits of the waystone's reach. Areas and locations within it can be teleported to, unless there is some kind of noted obstruction.
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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. No modern technology, though magic equivalents may be allowed.
  3. Main characters are to be a part of the guild or intending to join.
    - 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. At least one paragraph per post.
  6. Common RP courtesies and Nation rules apply.
Links
 
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WIP
Aestir, the Frigid North
Aestir is an island country located in the far north, covered with ice caps and frozen mountaintops. The average monthly temperature stays around 20°F in winter, and 45°F in the summer. there are various named mountain ranges though the largest and most notable is the Klyara Mountain range which runs across the entire western half of the nation. Nestled in the major valley of the mountain range is the capital city, Orani. With a population of around 40,000 permanent residents, Orani is the major trading stop on any route throughout the country.

The Four Blades of Aestir
In its infancy, Aestir was almost uninhabitable, filled with dangers unseen to most civilized nations. Between the harsh environmental conditions and hungry beasts, only the strong were able to survive. The strongest were made the leader of the group, and led the others to prosperity, and this mentality persisted all the way to the modern age. Aestir is ruled by an oligarchy of nobles, four to be specific, who ensure that the needs of the country and its populace are met. Those four noble houses are collectively known as, "The Four Blades of Aestir" or simply "Blades" for short. They are all known for developing and specializing in a specific fighting style.

The Voland Family: The Voland's are known for their single sword dueling style, specialized in taking down enemies quickly and efficiently, one at a time. The current Grand Maestro of this sword style is Alfyn Voland.

The Degrand Family: The Degrand's are known for their defensive two-handed spear style, specializing in keeping your distance and find the right opportunity to strike. The current Grand Maestro of this spear style is Priscilla Degrand

The Calixte Family: The Calixte's are known for their dual-bladed short sword style, specializing in debilitating the enemy with poison-laced blades or daggers and quickly slashing weak points in the enemies defense. The current Grand Maestro of this dual-blade style is Celes Calixte

The Fusilier Family: The Fusilier's are known for a specific practice of magic based around conjuring weapons, they specialize in tactically thinking about which weapon works best for the given situation. The current Grand Maestro of this magic style is Fredric Fusilier.

(Authors Note: These names can be altered if someone would like to play a character from one of these houses.)
 
Eiru's Runes

'Seek'
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A rune that modifies a spell to seek out a target specified by the original caster of said spell. A target can be anything and the seek rune will ensure the spell will land provided it isn't blocked or cancelled out by another spell during its travels. If the target simply opts to run however they will be followed even around obstacles. Larger spells however will detonate if following a target into smaller spaces it couldn't possibly fit.

'Enhance'
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The most basic and multi-purpose rune Eiru has at her disposal. This rune enhances a spells main focus. A healing spell will grow stronger to the point a simple close wound spell would heal the damaged area being closed. Or a simple fireball spell would then be enhanced to be more destructive in nature. The spell is widely applicable but this also makes it weaker than other runes as runes grow stronger the more specific they are.

'Multiply'
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This rune causes a spell to split into multiples of itself. Each multiple of a given spell is divided in power by the amount it is multiplied. A fireball split four times would see four fireballs being launched at four times less the power of the original spell. Eiru however tends to combine this rune with others to cover for the weakness it has. 'Seek' and 'multiply' is her bread and butter combination.

'Combine'
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This rune allows Eiru to combine two (for now) of her allies spells into one provided the elements are compatible. Lightning and water for example would combine into an electrified water spell increasing arcing capabilities. Fire and water however would result in the spell failing.

'Donate'
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This rune allows Eiru to donate her mana to a given spell making it more powerful based on the amount of mana she contributes. This spell can also be used to allow others to cast their spells when they themselves are out of mana.

'Conceal'
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This rune allows Eiru to hide a spell from vision. An invisible fireball for example would be hard to dodge for those not magically inclined. Unfortunately, this also makes such a spell hard to aim.

'Atrribute'
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This spell is a more advanced version of 'enhance'. It allows Eiru to enhance a specific attribute within a spell construction. Heat for example in a fireball would allow for said fireball to be more like a blazing inferno ball then that of a fireball. Speed on any projectile spell would allow it to travel faster etc.

'Chaos'
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This rune is chaos in of itself and pretty much unusable. This rune makes a spell chaotic in nature, warping it beyond the users understanding or Eiru's for that mater. A lightning bolt could become something unfamiliar, like a bolt of lightning that just so happens to bounce off of anything it comes in contact with without dealing damage. Likewise, it could also become a lightning bolt that pierces through targets leaving them paralysed and only able to speak abyssal. It is a forbidden rune Eiru never uses due to the fact it is literally useless 99 percent of the time.​
 
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Tír na nÓg

Tír na nÓg is an isolated country of Witches, Druids and many species of Fae. Nature plays a huge role in this isolated country and mana is more than abundant with a mass of leylines flowing through the country almost like rivers would in any other. Nature in Tír na nÓg is valued and protected rigorously and any construction project that is brought into commission is always necessary and built in such a way as to avoid harming the natural geography of the land itself. To that end, the capital city Rathúnas is very much an impressive amalgamation of magnificent stone buildings sprawling up and down a mountainside and cliff-edge. One should also note that Rathúnas is actually the only city, or village for that matter, in Tír na nÓg. The vast majority of the country is in fact forest and or overgrown grottos/mountain zones. With such an emphasis on protecting the natural order and nature itself, this is actually by design.

Tír na nÓg is a neutral country and remains isolated from the outside world as to protect itself from would-be invaders in search of natural resources or untapped land. Tír na nÓg however, is a well-known country, with such high-level mages and magic races residing within its borders it's quite a topic of concern. Although Tír na nÓg would never declare war not many kingdoms like the thought of a magical powerhouse being kept unchecked. Tír na nÓg defends itself and it's isolation by masking its very presence. Throughout the island country, magical constructs were constructed through the masterful crafts of all the races residing. These constructs resemble tall stone towers with large magical stones situated atop. These magic constructs erect a barrier around Tír na nÓg that hide it from vision and create a thick mind-numbing mist around it's shores to ward off any would-be invaders. Turns out it's very hard to invade a country one has trouble finding in the first place. Let alone trouble recalling it's location following the mind-numbing effects of the mist.

All and all Tír na nÓg is a peaceful and isolated country of Druids, Witches and several Fae species. It specialises in magical crafts and research yet values nature over all else. Very few leave Tír na nÓg and even fewer outsiders ever set foot within. Some countries even dismiss it's existence entirely.

Tír na nÓg is ruled over by a fae queen by the name of Morrigan. A tremendously powerful witch that's also as much of a myth as the country she reigns over.
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Merkon
Merkon is the residential Merchant of the Guild, though he is not a member of the guild. He is the main reason why every new guild member gets such grand and expensive starter items. He aquires them and sells them to the guild at a discount in exchange for having his door placed in the Guild Hall to draw in customers. He sells an array of magical items as well as more mundane items. Each item is ranked based on its strength and is appropriately priced.

Merkon accepts mainly Coin that adventurers have gathered in their quests for the Guild, however he will also accept items of equivalent value. Everything has a rank and a price.

The items Merkon currently has in stock (that I have actual prices for) are:

2 Returning Daggers: Sold separately or as a pair. Daggers have a poor tendency to stay stuck in their target after being thrown. No one wants to run after their weapons. The Returning Daggers are specially enchanted to return to your hand after being thrown.

4 Enchanted Rings: Various rings of varying strengths and prices.
  • Shield Ring: Shields taken away by an enemy? Shields broken in battle? No worries. The Shield Ring has you covered! A single use of this ring's charges can create a buckler sized shield. More charges means bigger a bigger shield! Ring regains charges after a day.​
  • Minor Ring of Resistance: Tired of getting stabbed? Burned? Electrocuted? Stubbed your toe one too many times? The Ring of Resistance grants the wearer resistance to a single aspect of damage.​
  • Magic Storage Ring: Not for storing your items, but for storing your Magic! Can store a single magical effect for later use. No wand or no staff, no problem!​
  • Minor Ring of Boosting: Not strong enough? Not fast enough? Need a boost to that higher shelf? The Ring of Boosting will enhance your natural attributes to give you that small boost you need.​
5 Skeleton Keys: Forget your house key? Lost the key to your supply chest? Look no further. The single use Skeleton Key can open any non-magical lock, no locksmith needed.1

10 Dolls of Unharming: Sometimes we all don't have heroic friends to jump into the path of an attack. Luckily, the Dolls of Unharming are there for you. These plain unassuming dolls will gladly give themselves up to block a single injury.2

1 Trick Coin: Impress your friends, annoy your neighbors, or just have something to do when you are bored. The Trick Coin will always return to your hand when you give it a call! 1

See Merkon for all prices!

1 Merkon is not liable for any items used for illegal purposes.
2 Items are not sentient in any way.

Technical
This is more of an aside for me. Everyone can send me an idea of what they want to buy at Merkon's shop, not just the items I have listed here. Your characters can even special order items though they won't be available until after a quest is done. If you have an idea of what you want, tell me its Rank (Copper, Iron, Silver, Gold) and what the item's Effect is. Based on the rank and effect, I'll have a price for you. Keep in mind that if you can't afford something, Merkon is free to sell it to someone else.

Sylph Sylph Has the final say in items and prices.

The Money used for Merkon's shop is Coin earned during quests done by your characters, so keep that information at hand.

Prices aren't fixed. Merkon can be haggled with and he will often charge you more than the item's worth but never unfairly. He's got to make a profit. Also why I haven't listed the actual prices of any items :P Merkon will give you a number and it'll be up to you to negotiate or take the deal.

Merkon will also buy items from characters. Usually these will be items given as quest rewards but if you want to sell an item, it is the same as buying. Rank and Effect. Keep in mind that most Copper rank characters won't have easy access to Gold ranked items.

I won't post more in the Lore. More items will be added to this post only so check back regularly to see what Merkon has, or just post in the Guild Hall to check out Merkon's Shop.

When an item is out of stock, there will be a period of time when Merkon doesn't have those items before he is back in stock again. Since Vas'On is my other character, I might base it off of each quest he's done.

Any questions can be asked in the OOC.
 
The Pirate Lords and Queen

Lord of the Dead, Wyck Allister

Wyck Allister.png


Name: Wyck Allister

Race: Undead/Zombie

Pirate Alias: Lord of the Dead

Rank: Pirate Lord

Affinity: Body | Decay

Attribute Points: 1150 (1800 Full moon)

Strength: 400 (800)

Intelligence: 100

Agility: 250 (500)

Dexterity: 0

Constitution: 400

Fortitude: 0

Bounty: 10000

Background: A thief from a small town who got caught up in a clash between two powerhouses far above his level, as a result he ended up dying and got turned into an undead. He quickly realized that his new body was extremely durable and even normally lethal attacks were ineffective as long as his brain was still intact. During the full moon his physical power increases twofold but he will crave warm blood, along with this craving he experiences a pain that’s so severe that, unless he gives up self-control, will make him lose his ability to fight.

He got his first bounty after a series of raids on small coastal villages and a bigger raid on a rich artificer where he made away with only a single artifact.

Currently the captain of the final tomb is sailing the seas randomly, plundering each ship and every village he comes across, both for fun and because of the curse of the full moon. Though not the sharpest, he isn’t unintelligent under normal circumstances but the fact that he has to give up self-control and rational thought whenever he fights under the full moon has earned him the reputation of a brainless monster.

He is outwardly hostile to Cynric and Melina. He begrudgingly tolerates all the other lords, more so because he knows he wouldn’t stand a chance in a fight than because he can actually stand them.

Ship: The Final Tomb

A ship that, despite its broken hull and ripped sails, manages to both stay afloat and sail around. How exactly the ship stays afloat isn’t known but the most widely accepted explanation is that it’s cursed to always stay afloat, never allowing those on board the release of death by sinking to the bottom of the ocean no matter what sort of hell breaks out on the ship. It is operated by Wyck’s crew, a group of about twenty other undead.

Magical artifacts and weapons:

Cobalt Lunar Ring: A ring that simulates the effect of the full moon in an area of around 5 metres when worn. It slowly freezes the wearer's blood when worn so keeping an eye on one’s condition at all times is advised when wearing it.

Voice of the Sea, Melina Soralis

Melina Soralis.jpg


Name: Melina Soralis

Race: Mermaid

Pirate Alias: Voice of the Sea

Rank: Pirate Lord

Affinity: Water | Voice

Attribute Points: 1400

Strength: 0

Intelligence: 800

Agility: 300

Dexterity: 0

Constitution: 100

Fortitude: 200

Bounty: 13000

Background: The seas have always been Melina’s home. She didn’t have much contact with other mermaids growing, using her magic to talk to and befriend other sea creatures instead. She’s always had a strong desire to protect the sea and its creatures.

She gained her initial bounty after sinking an entire navy fleet over a dispute about throwing harmful substances into the water.

Despite her current position as one of the pirate lords Melina is a very peaceful person. She will never hurt anyone unprovoked and she will even help travelers on their way or guide them through storms. She is, however, very quick and easy to anger if anyone does something that she feels harms the ocean, which includes very minor things like fishing and throwing trash overboard. Her magic is very strong in heavily sea creature populated areas of the ocean but since Melina can only command the sea creatures who have agreed to cooperate with her its full potential is rarely reached.

She holds a particular hatred for Cynric due to the Duke of Afflictions tendency to litter the waters with infected corpses wherever he goes. She is hostile to Wyck and neutral to the other pirate lords.

Ship: The Coral Palace

A sizeable palace build on the back of a giant shark, one of Melina’s closest friends. Constructed purely out of coral and shells and complete with ballroom and several guest rooms, the palace can comfortably host at least 20 people at a time. Anyone can stay at the coral palace if they want, Melina only asks that they respect the ocean and, if they’re human, to stay inside of the personal air bubble she creates for them with her magic.

Magical Artifacts and Weapons:

Clear Water Lyre: A lyre that conveys its user's emotions in great capacity when played. Its sound travels underwater without issue like in the open air.

The Collector, Amelia Avos

Amelia Avos.jpg


Name: Amelia Avos

Race: Human

Pirate Alias: The Collector

Rank: Pirate Lord

Affinity: None

Attribute points: 1600

Strength: 300

Intelligence: 0

Agility: 600

Dexterity: 300

Constitution: 100

Fortitude: 300

Bounty: 16000

Background: Having been born without a single affinity Amelia faced discrimination throughout the entirety of her youth. Things changed when she stumbled upon a harmless magical artifact and discovered she was capable of using it. Over the years, Amelia discovered that her raw mana supply was rather impressive and the magical artifacts she went after became increasingly more powerful and dangerous.

She gained her initial bounty by breaking into the heavily guarded artifact storeroom of a major church and making away with all the magical artifacts inside.

Amelia’s goal has remained the same over the years even after rising to the position of pirate lord. Collecting as many of the powerful magical artifacts of the world as possible and storing them on her giant ship. Though if the opportunity to dispatch Cynric arises she would gladly take it. Amelia is currently the richest of the pirate lords, in terms of value Heaven’s Vault contains a collection of artifacts that are worth as much as an entire city. However, Amelia has no intention of selling even a single one of her artifacts.

She is hostile to Cynric and neutral to all the other pirate lords.

Ship: Heaven’s Vault

An enormous iron vessel kept afloat by a powerful magical artifact. The ship is moved by two giant cogs on either side powered by a magical steam engine. The ship is said to be the most secure location on the planet, even safer than the headquarters of the governments and the palaces of kings. On top of its unbreakable security it boasts an impressive fire-power to protect the collections of artifacts inside. The ship is regarded as one of the strongest in the world, second only to The Golden Dream of the pirate queen herself.

Magical Artifacts and Weapons:

(Only the artifacts and weapons Amelia carries with her at all times and the strongest artifact in her possession are described. The items she carries with her are among the weaker she has in her possession but they all have manageable or no side-effects.)

Blade of Decay: A curved long sword that decays everything it stabs

Barrier Bracers: A set of bracers able to form illusory round shields at the user's wrists, the smaller the shield the more force it can withstand

Visionary’s Eyepatch: An eyepatch that shows its users the main weak points of whatever they’re looking at

Lie: An earring that allows the user to change their appearance completely as long as a continuous stream of mana is kept up. Amplifies the user’s emotions so caution while using it is required

Apothecary’s ring: A ring that heals minor wounds and minor afflictions. The user becomes more susceptible to disease for an hour after use

Die of Fate: A six-sided die that uncontrollably affects its user’s luck. The higher the number it rolls the better the user’s luck but low numbers will cause unavoidable harm. The die cannot be controlled and is capable of rolling itself so it is kept in the most secure part of Heaven’s Vault in an airtight box giving it no space to roll.

Duke of Afflictions, Cynric Arc

Cynric Arc.jpg


Name: Cynric Arc

Race: Human

Pirate Alias: Duke of Afflictions

Rank: Pirate Lord

Affinity: Dark | Disease

Attribute points: 1800

Strength: 0

Intelligence: 1300

Agility: 0

Dexterity: 0

Constitution: 250

Fortitude: 250

Bounty: 18000

Background: A young man who, through discovering his aptitude in magic early in life, gained a striking superiority complex. He believes those that are weak are nothing more than worms that should either be under his control or cease to exist completely.

He gained his initial bounty by wiping his entire hometown off the map, dispatching its residents with a combination of dark magic and diseases.

As the second strongest among the pirate lords the current captain of ‘The Black Death’ has a strong ambition to take over the seas and control or erase all its coastal cities and towns. However, the existence of the Lord of Storms and Pirate Queen, much to his never-ending irritation, forces him to stay somewhat in line.

He is hostile to all the other pirate lords.

Ship: The Black Death

A large-sized vessel painted in the darkest black imaginable, its lanterns cast a greyish shade of dark fire. The large windows of its captain quarters are made of white and grey stained glass. The ship is run by Cynric’s servants who all work for him out of fear rather than loyalty. The ship harbours not a single speck of dust due to the Duke of Afflictions rather ironic dislike for uncleanliness. There is nothing magical about the ship.

Magical Artifacts and Weapons:

Cynric has no interest in magical items, no matter how powerful. This is one of the reasons his relationship with The Collector and her ‘Trinkets’ as he calls them is the worst out of all the pirate lords.

Lord of Storms, Alric Sunder

Potential character 4.jpg


Name: Alric Sunder

Race: Human

Pirate Alias: Lord of Storms

Rank: Pirate Lord

Affinity: Body | Weather

Attribute points: 2000

Strength: 400

Intelligence: 1000

Agility: 200

Dexterity: 0

Constitution: 200

Fortitude: 200

Bounty: 19000 (Alive only)

Background: Alric grew up idolizing his father, a high ranking navy officer. After joining the navy himself Alric steadily rose to a high-ranking position of his own under the command of his father. When his father was transferred to another navy base and command was given over to another navy officer Alric and his new superior quickly got off on the wrong foot and soon after Alric was kicked out of the navy by his new superior for his unorthodox methods of handling assignments. His father was outraged and tried to get the decision revoked but the higher-ups agreed with Alric’s new superior.

He gained his initial bounty by raiding the naval base he used to work at and sinking a naval fleet to make his escape.

Nowadays the captain of the Storm Caller is infamously known as the Lord of Storms and is regarded as the strongest of the pirate lords second only to the pirate queen herself. But rumours say that even the pirate queen would avoid a head-on confrontation with the Lord of Storms on the sea. The navy, now with his father as one of the absolute highest in command has tried to get him to return multiple times to no avail.

He is hostile to Cynric and neutral to all other pirate lords but highly irritable and easy to piss off.

Ship: Storm Caller

A modified medium-sized navy ship. It’s entirely run by Alric on his own, using his weather magic to shield it from the elements and to move it forward.

Magical Artifacts and Weapons:

Alric carries a expertly crafted silver cutlass and a set of two standard daggers.

Tortoise necklace: The necklace allows the user to withstand underwater pressure and breathe underwater for a period up to an hour.

The Queen, Lyra Enren

Lyra Enren.jpg


Name: Lyra Enren

Race: Elf

Pirate Alias: The Queen

Rank: Pirate Queen

Affinity: Spirit | Gold

Attribute Points: 2500

Strength: 400

Intelligence: 1100

Agility: 400

Dexterity: 0

Constitution: 300

Fortitude: 300

Bounty: 20000

Background: An elf born into poverty. Lyra quickly learned that money is synonymous with power when she witnessed the crimes the human nobility committed against her race without consequences, no matter how horrible the crime, as long as there was enough money involved.

She gained her initial bounty before becoming a pirate by robbing all attendees to a royal gala and using her magic combined with her newly stolen fortune to break into the palace vault before making a flashy escape.

Despite her past experiences the current queen of pirates rarely kills anyone aside from her worst enemies. She will however take the gold from anyone she comes across and add it to her already immense fortune. Her fortune combined with her ability to control all gold she’s touched at least once in a 100 metre radius allows her to fight back against even an army by herself.

She is hostile to Cynric and neutral to the other lords but she has fought Alric before.

Ship: The Golden Dream

A 80 metre long vessel made out of pure gold kept afloat and propelled forward purely by the queen’s own magic. Stepping foot on the ship as an enemy of the queen is virtually the same as signing your own death warrant. A more perfect environment for the queen to fight in doesn’t exist. The crew of the golden dream is treated well and all follow the queen out of free will.

Magical Artifacts and Weapons:

The queen has no permanent weapons but she often creates spears, swords and axes out of gold during fights, either to wield herself or to control mentally. When fighting in the vicinity of the golden dream she often opts to trap the enemy in a coffin of gold or to assault the enemy with golden spikes from every side instead.​
 
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Gae Bolg

A spear crafted from the corpse of a mythical sea beast that once guarded the seas of Tir na Nog. The spear has been imbued with the vast powers of the beast it was forged from as well as blessed by the land itself. A tainted and corrupted spear Gar Bolg is unlike its two sister spears in that it years for blood and destruction. Much like its original wielder Esra the spear invites conflict between those in its sphere of influence. Those who are not of the fae blood find themselves very easily brought to violence and madness when near this spear and those brave or foolish enough to take up the spear, fae or not, will find themselves driven to madness the likes of which one could never fathom.

Weapon Type-
Spear

Weapon Class-
Mythic

Stats-
Int: 500
Con: 500

Passive Effect-
Over time induces violent and treasonous tendencies in those around it

Active Effect-
When exposed directly to Fae blood or when wielded by a Fae the spear grows stronger in every aspect and gains access to its unique attack 'Gae Bolg- The Heart Seeker'. Note- Activating the spear will greatly enhance its passive effects to the point the wielder may never return to sanity.

Gae Bolg- The Heart Seeker-
This special attack consists of calling the spears name aloud before launching it at an enemy. Once launched the spear will lock onto the enemies heart and no matter the circumstances will land its blow. There is no avoiding this attack, deflecting it or countering it, once launched the spear will correct its flight pattern to ensure it lands within the heart of the target. This is accomplished through the reversal of cause and effect, throwing the spear means it has already landed its blow therefore the cause will be achieved thereafter no matter what.
Only deity levels of power can take this attack head-on and overpower it to avoid the blow.

Once lodged within the heart of the target the spear begins to spread a thousand barbs of bone throughout the veins of the target killing them in a painful and devastating way. Once finished the spear must be pulled from the corpse leaving the barbs in place. To this effect, undead are immune to Gae Bulg.​
 
Droll the Troll's Menu!


Menu:

All Meals come with free, handmade bread and a compound butter of the customers choice. Please note that only kills of the required size will be acceptable for sale to Droll. Be sure to ask him what the acceptable size of each beast is before you go to collect your prey.

Main Meals-
Catfish Platter:
Whole catfish cut into steaks and baked with aromatics. The entire thing served to you and smothered in a sweet and savory peanut sauce. Warm and filling. Meal requires one MudMinky Catfish, a relatively common species. This meal offers a simple +20 to your Magic Stat. The meat can also grant the ability to breath underwater.
Cost: 25 coins

Grumble Root Stew: Beef is only used as a supporting member to the full body and wonderfully earthy taste of the cubed up grumble root. Stewed with mushrooms and some onion. A hearty meal for those looking to maintain health. Meal requires Grumble Root. Roots can be found under Grumble Trees, which are scattered through the Dark Marsh. Adds +50 to your Constitution Score.
Cost: 10 coins

Whole Chub Salamander Roast: Chub Salamander is a blubbery beast. The beast is scaled, roasted with rosemary and other herbs. The blubber melts and cooks to a perfect tenderness. The meat soaks in the juices and the entire thing is served with a special wine sauce. Big meal, but tasty! Requires a Chub Salamander, which can be found in burrows beneath healthy Oak trees. Adds +100 to Strength Score.
Cost: 20 coins

The Veg Meal: Roasted, fried and baked vegetables. Plated and served to you with your choice of sauce. A simple meal for those who prefer not to eat meat, but want to be filled for their coming quest. Meal Requires Mink Root dust witch can be purchased from any exotic spice vendor. Adds +50 to your Agility Score.
Cost: 10 coins

Milk Lung Basket: Milk, thickened with dough and filled with unions. The Lungs are filled with this thickened milk and onions, boiled until solid. The now unified portions are cut into cubes. Gelatinous and rich. A deep onion flavor and the sweet meat taste of the lung spread throughout the solid milk. A wonderful main meal. Requires Pooka Ram Lungs. Adds a +100 to Fortitude Score.
Cost: 20 coins

Stewed Newt Tail: Fat-Tail Newt is famous for the tails sweet and juicy meat. The tail is cubed up and tossed in a goat bone broth and filled with wonderful root vegetables. The most heart warming and filling stew in the lands. Requires Fat-Tail Newt tail. Located in most marshlands. Adds +20 to Constitution Score and +50 to Fortitude.
Cost: 15 coins

Fried Newt Tail: Fat-Tail Newt, so good that chef needed another recipe. This time, the tail is fried in a perfect savory tomato sauce. Topped with fried rosemary and served warm. A meal for the more home style eater. Requires Fat-Tail Newt tail and Brixberry Oil, which can be taken from Brixberry fruit. Adds +50 to Dexterity Score.
Cost: 10 coins

Slow Roasted Goat Leg: Goat meat probably isn’t the first thing you think of when you imagine tender, juicy, fall off the bone roasted meat. Well, at least if you live in other parts of the current world. In many places, goat meat is the first choice for protein, and it’s amazingly flavorful and tender if you know how to cook it. One of the most forgiving cuts is goat leg, and a properly slow roasted goat leg will top a beef pot roast any day. Roasted after being coated and filled with garlic butter and herbs. Large meal for the larger customers. Requires Hollias Goat Leg. Adds a +20 to Constitution, Fortitude and Agility Stat.
Cost: 30 coins

Herb Crusted Mutton Chops: These chops are covered in a vibrant and wonderful flavored herb crust. Perfectly cooked with a steamy finish. While it isn't the most meat, it is undoubtedly one of the most perfect meats served by the chef. Especially when paired with the house made Au Ju sauce. Requires Multican Mint, which can only be found far north. Adds +100 to Magic Stat.
Cost: 20 coins

Side Dishes-
All Side Dishes cost 5 coins and add a +20 to a stat of your choosing. These buffs cannot double up on the same stat in one meal, but can be added to buffs given by main meals.

Crisp Potatoes:
Simply cubed potatoes, covered in a wonderful seasoning mix, fried in lard made from goat fat. A guilty pleasure.

Tossed Veggies: Steamed vegetables served with a side of hot cheese sauce. Easy, simple and delicious.

Chefs Chopped Salad: Spinach, Romaine Lettuce, artisan tomatoes grown out back, boiled Snake eggs, carrot slivers and shredded cabbage with a creamy homemade ranch dressing. A perfect salad for a meal.

Vegetable Soup: A stock made of mushrooms, roots and several starchy vegetables to make a very full flavored broth. Loaded with potatoes, greens and aromatics. A light side options for your busy day.

Chicken Chowder: A thick and filling chowder of the highest quality. Chicken raised by the chef and prepared with his own personal blend of seasonings and spices. Using medicinal herbs, it is a truly wonderful meal enhancement.

Fried Onion Pedals: Onion layers cut into pedal shapes. Covered in batter and bread crumbs then deep fried. Crispy and delicious as well as a great on the go snack.

Sweet Root Mash: Fresh root, boiled and then mashed with brown sugar and sweet spices. A delectable choice for a hungry adventurer.

Desserts-
All Deserts add a +50 to any stat and costs 10 coins.

Maple Stem Cookies:
With big flavor, crisp edges, and mega chewy centers, these maple brown sugar cookies are a definite favorite of the guild. Topped with maple icing for the ultimate fall cookie you can have at any time!

Chocolate Mousse Cake: A light chocolate dessert with a creamy mousse on top of a thin shortbread cookie. Topped with white chocolate shavings that will bring a smile to any wary traveler.

Sopping Cream Cake: The cake is similar to an angel food cake. The whipped egg whites in the batter make it extra light and spongy. After baking the cake is poked holes and has three types of cream poured over it–evaporated cream, sweetened cream, and heavy cream. The cake soaks up the all the cream, making it very moist–hence the name.

Mixed Berry Souffle: A light dessert combining the sweet taste of local berries and a cloud soft cake. Warm and made to order, a sweet treat dusted in powdered sugar.

Basil Panna Cotta: A simple dish of savory Panna Cotta, accompanied by a heavenly Tomato Jam and sweet Honey Mascarpone. A savory sweet dessert sensation that is sure to leave you with a satisfied feeling.

Party Meals-
Hero's Feast:
The feast of a journey. A party with a world ending stake might just find this meal helpful. Whole roasted pig on a bed of root vegetables. Mixed veggies, fried bread and all the mead you can drink. Perfect for filling up to take on something more than you bargained for. Requires a Diptherium Pig. Adds a +50 to all stats.
Cost: 100 coins

Rouges Meal: A light meal to ensure that your team is quick and agile. A sweet bone broth bisque with chunks of lobster and a side of flat bread with a sweet wine pitcher to share. Fill your bellies and enjoy a sweet dessert of Mixed Berry Souffle before you go off on your quest. Requires Gizzard of a Shadow Crow. Adds Invisibility Affinity and +50 to Magic Stat.
Cost: 100 coins

Last Meal: So, you don't expect to survive this mission. Well, chef will not let you go without his blessing. This meal comes with a massive party salad with a sweet pomegranate dressing. An entire half of beef, seasoned with chefs personal seasonings and perfectly baked bread. A soup for each party member and mead that never empties. A special sauce and any three desserts of your choosing. Chef will give you all that he can and pray that you return. This meal requires Five Fruit's of Soul from five different trees in the Mistborne Grove. This grove is hidden deep inside the mountains and most die trying to get them. This meal adds +100 to every Stat.
Cost: 150 coins
 
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