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Fantasy The Order - Overview [Reboot]

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HTCOR

RP Junkie
Lore Overview



The World is distinctly like the world of the past with the same countries yet none of the history- with the planet being fairly lawless, except with a few distinct exceptions - the Guilds.​
There are currently twenty seven Guilds in the Mortal Realm, each one stationed far away from each other, as to ensure they gain the most contracts. They are ranked from one to twenty seven in terms of strength, with the first being the strongest...and twenty seventh, the Order, being the weakest. The Order is a generally run-down Guild, without much organization, and most of the people who were in there before, have gone. Now there is only dregs left, the people who are rejected from other guilds, stupid enough not to join the other guilds, or don’t want to join the other guilds. The Guild Rankings are determined by a Tournament that occurs every five years, of which every guild sends four members to compete within.​
Members of the Order are looked down as incompetent people. They were once famous- being the tenth of the Twenty Seven Guilds, with favors from divine powers, and powerhouses from beyond. Now? They’re dregs of society, and extremely weak compared to all of the other guilds.​
As for where the Order is located, the Guild Hall is set upon the island of Cuba, set in the Caribbean. Most people get there via boat, as the Guild has it’s own docks- but sadly, there isn’t many boats left, other than a singular Galleon, of which the crew and captain barely ever visit the Guild nowadays, only bringing supplies to them, and almost never ferrying them anymore.​
You are a new member of The Order either coming in by ship, land, or even on your journey towards the Order. Maybe you're about to hear of it from someone else, or happen among other player characters apart of the Order. Who knows...but your journey with- or against - the Order begins here.​



Guild Layout


The first floor of the guild contains the most diverse set of rooms, and is designed for the most activities. To the left of the first-floor entrance is the guild’s mess hall, complete with a kitchen and seating. Included in this hub of activity is the Job Board, a bulletin posting available quests to feasting guild members. To the immediate left is a hallway, with a room containing lockers and a staircase to the basement storage floor, the infirmary, and the Quest Assembly room, where guild members about to set out on quests gather before leaving. Still to the right, the gym and archery/magical training range sit behind the hall. Finally, at the very back, across from the entrance is a set of stairs leading to the second floor.​
The second floor of the guild is a pair of hallways, each one having doors to bedrooms on the side, and with a window at the end of it. Each room is stocked with a guild member’s personal effects, a comfortable bed, a dresser, a nightstand, and includes a desk and chair to sit and write notes upon. The third floor contains a library, where numerous old quest-logs are kept, old diaries of previous quest members, and even an old, heavy tome in some obscure language that no one knows in the guild.​


GMs

There's sadly only me as a GM, as of this moment. I can assist you however you'd like.​



Mana/Power Source




Setting

The time era is a mix between old and modern day. Currently the setting is within the time where dragons, elves, and magic guilds were commonly accepted things. It sits in the days where there is no law. Technology exists but it isn't very modern. TNT, gunpowder, and old wild west guns exist. The only thing that is modern is clothing. It's currently year X200. It's only been two-hundred years since the first calendar was made. The name of the countries are the same as modern day but don't have the same history. For example both world wars didn't happen.​



Ranks

Rank-D, Rank-C, Rank-B, Rank-A, and Rank-S​



Rules:

No sexism, racism, or discrimination of any kind unless it's in character to a degree​
Everyone has a say stated by the rules here. Don't feel shy if you have an issue with how things are going with another person or the role play itself. Open up a private conversation and bring up your concerns in a polite manner. Better to get it off your chest rather than let it build up, even if any of the GMs are the problem​
Do not invalidate the posts of others.​
Death is possible in this roleplay.



Races


Humans​
The sturdy race. The 'All Rounders'. They have no true weakness compared to another race, as they prove they are by far the most unwilling, and the most stubborn out of all races. Other races tend to live shorter or longer, they tend to fight until they can no more. Humans fight until all hope is lost, and then until their bodies give out- then a little more. An adult Human male can be five foot one, to six foot seven. Females Adults can be four foot ten to six foot five. Anything outside of this ratio tends to be heavily modified by magic in some way.​
Elves​
The race of beauty, passion, and grace, these people are far more fragile than any other. They fight, they strive, they survive. They can last as long as any human, but they cannot take as many hits- for they are far more fragile. An adult Elf male can be five foot one, to six foot seven. Female Adults can be four foot ten to six foot five. Anything outside of this ratio tends to be heavily modified by magic in some way.​
Vampire [Lowblood]​
Lowblood vampires have the ability to convert blood into mana. However, their mana regeneration rate is non-existent. A few traits is that they are slowly drained of their mana in sunlight, and once they hit zero mana, the magic keeping them together breaks apart, and they fall into ash.​
Their primary ability to convert blood into mana- meaning if they drink a large amount of blood, they gain a lot of mana. The more potent the blood, the more mana they gain. They are always the base of another race. Meaning they usually have the appearance of another race, albeit more pale.​
Unlike standardized vampires, these have their origins in mosquitos- meaning they have more insectoid features if their vampiric blood manifests fully.​
Dampyr​
With a vampiric parentage, Dampyr have a weaker version of converting blood into mana. They are generally immune to most things that a vampire is, but they don’t have much of a physical boost. They do, however, get drained by sunlight- and fire magic has a bad tendency to cause them to be warded off, or die quickly. They have the base of another race, and oftentimes small amounts of chitin on their skin- a particularly unpleasant appearance.​
Goblins​
A fairly mischievous species, Goblins consists of thieves, casters, and the majority of all cannon fodder. However, a very distinct trait of this species is their keen senses- they can detect minerals from far away, and tell what kind of scent is in the air, and what it is. A goblin can be anywhere from three feet tall, to an impressive eight foot ten- however, most goblins do not break the four foot barrier. They, do, however grow upon consuming precious metals. This is often frowned upon, as there is no way to retrieve the metal once they consume it. This trait makes them oftentimes a good minion of the rich, as they can spend their money to just make reliable minions- quite literally, turning money directly into people.​
Orc​
The orcs generally are far taller, and have the ability to lift and hit far harder. They can also shrug off more wounds than others, and not generally care about their injuries. However, they don’t always think things through, and can be fairly impulsive. Orcs can be anywhere from six foot one, to seven foot eleven- usually not much taller than that, unless modified by magic.​
Dwarves​
Stubborn and enduring. They have this tendency to be very stubborn in their ideals, and quite the durable race. Oftentimes they're decent miners, with strong arms and legs, able to endure the most harsh of exercises- maybe even more damage dealt to themselves than they can handle from outside source. Dwarves can be four foot one, to five foot five. Outside of this is extremely rare and only possible through magic- which Dwarves have a slight resistance to the weaker types.​
Beastborn​
They’re akin to the khajiit, being humanoid animals- they take traits from their bestial side, and gain ability in their strength or agility- however, magic does not come very well for it. They all have a slightly enhanced nightvision, and their bodies are slightly more resilient. Oftentimes five foot four to six foot three.​
Pactborn​
Pactborn are the result of somebody who draws their power from Corruption Mana and their patron being 'blessed' with the 'honor' of bearing their patron's child, causing Pactborn to look like anything from a hideous creature to one of great beauty. Generally however, Pactborn have a natural charisma and strength, though also tend to be rather prideful and full of themselves. This has the basis of another race, but their overall features can vary wildly.​
Demigod​
The child of a mortal and a Deity, these beings tend to have their divine parentage show, yet have their mortal limitations. Some of them have age-immortality, some do not. However, they do all have some form of Deity Mana. They have a base in another race, with an otherworldly trait evident in them​
Fallen Deity -​
Quite literally, a Deity who has lost their title. They normally share their body with a host, and can grant their host certain powers- however, they cannot invade an unwilling host, nor can they transfer from a host once they have been ingrained into them, except by death of the Host, at which point they are free again.​
MUST BE BALANCED AND CHECKED BY GAME MODERATOR.​
You may ask for a different race, however you must discuss it with a GM or two beforehand.​
 
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