Sylph
Fickle
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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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.
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 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.
Earth: Controls rocks and soil. Does not include manipulation of plant life.
Fire: Controls fire. Can be the standard sort or one the special types listed below.
Water: Controls water. Can only be used in liquid form unless combined with other affinities.
Wind: Controls currents and air density.
Lightning: Generates and controls electricity.
Light: Many illusionists have this affinity, though it does take on other forms.
Dark: Use of shadows or corruptive magic.
Spirit: Can include seeing and controlling spirits or manipulation of one's own.
Body: Includes strengthening physical abilities or changing the properties of one's body.
Special: An option only as a second affinity. Provide your own details. Some common second abilities include:
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.
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)
- 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.
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:
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.
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.
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:
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.
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.
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 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
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
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 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
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 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.
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 PostsGods 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.
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.
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.
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RulesAll 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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- RESPECT THE LORE.
- Specifically, the histories and explanations people create throughout the RP.
- Do not change something without first discussing it with them. - No modern technology, though magic equivalents may be allowed.
- 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. - Race Limitations
- No fandom characters or historic figures.
- No gods or named beings from religious texts.
- No sci-fi extra-terrestrials. - At least one paragraph per post.
- Common RP courtesies and Nation rules apply.
- Questing Thread 1 (Closed)
- Questing Thread 2 (Open)
- OOC
- CS
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