- Matheus Lorothy, The first member and the creator of the Order of the Sacred Wheel.
"Welcome to the Order of the Sacred Wheel, a place where money rules. A place where your life can depend on a shimmering piece of coin."
The fifty third decade after the establishment of Maranna was the time of prosperity, peace and reasoning. Everyone was happy, lived their lives as farmers, blacksmiths and other professions. Life was good in both Alshaara and Mizurio, lead by the same king. Before Maranna was established, the world was in chaos. People used to live in villages lead by the elder, and people were constantly in war with eachother, killing people from other villages and pillaging their homes for anything valuable they had. Then came the person who decided to take responsibility of the world, and unite them into one big nation. That is when Maranna was established - a kingdom uniting the world into one. King Valerius was now the king of Maranna, and everyone were quite happy about it. People weren't fighting anymore, they've created cities, trading routes, life was good. Excluding the king, there were two other people that were as high in commant as the king - Asunir. An Asunir was a leader of one of the two continents - Alshaara and Mizurio, and both of them had their own Asunir. They've lived in peace for twenty two decades, however soon after, they were so obsessed with power that they waged war against eachother. The war was equal - no winners, and no losers. Their strength was equivalent to eachother's, and so they've written a peace treaty after two years of battle, declaring that they are no longer part of Maranna, and they are establishing their own kingdoms after the names of the continents. Thus the King no longer had power, and lived a peaceful and normal life to the end. Now the world is at peace again.
Order of the Sacred Wheel is a guild established after the great split of nations, and was established by Matheus Lorothy. It stands in Tauntasla, Mizurio Continent, and was made for only one purpose - wealth. Matheus was obsessed with gold, and could never have enough. He had two huge passions - Gold and adventure, and one day he decided to combine them, creating the Order of the Sacred Wheel, making profit out of treasure hunts, bounty announcements and people requests. They take debts from people that refuse to pay, for a specific reward from the dealer, they look for treasures that come from legends, and sometimes turn out to be real, they hunt down wanted people for gold from the military forces, they basically do anything for money that involves beating something up, or adventuring into the wide world. At first the guild was not well known, and only did missions they found themselves. However, as time passed, they became well known for their work, and are now respected all through Mizurio. Every member of the guild wears an emblem of a wheel on their left shoulder as a mark that they are part of the guild. Even though Mizurio and it's people know about the guild, no one but the members of the guild know where their headquarters are. They've been followed a few times in cases of revenge and spite against the guild, but those who followed them ended up confused because of the leader's Telepathy magic. There had been a few times when the guild's headquarters had been exposed, but Anabelle took care of that, deleting the memories of the guild's headquarters from the people that knew.
Annabelle Lorothy (Controlled by me)
Current Guild Members
Andrew Mossbrought - Recruit.
*APPLICATION WILL BE PUT IN LATER*
The world in which the continents stand had magic. When the very first humans inhabited the lands of Arzuna, they were all able to use magic to an extent, but most of them forgot how to in time, while a few of them passed the knowledge through generations. As much as it was altered, it still exists and some people can and still know how to use it. Magic in Arzuna is split into different categories:
The ability to move objects without coming in contact with them and making invisible platforms and barriers. This art of magic is the most common amongst magic users, and is commonly practiced my performers to make money.
The ability to read minds and control them to an extent, which is usually putting various images into the person's mind, causing hallucinations and illusions that drive them insane. This art of magic is very rare, and has only been recorded on thirty seven people around the world in total that are alive up to this very minute.
The ability of taking minor control over elemental objects around the user, such as plantlife, water, earth, fire, and so on. This art of magic is usually practiced by druids and priests for healing and potionbrewing purposes, but are sometimes also practiced for damaging purposes. This art of magic is also the most common type of terrorism, since Fire Elementalism can cause a lot of destruction.
The ability to contact the dead and use them to one's advantage, either by summoning them into the overworld to aid them or sending their soul into an opponent's body, thus killing the person slowly and painfully from inside, as well as giving the lost soul a chance of redemption. Though this magic is not limited to only using the dead for evil purposes, be creative. This art of magic is the most rare of them all, and was only recorded on three people all over the world, whom are all locked up safely inside a magic-proof cell, although they might not be the only ones.
The ability to draw energy from any object around the person, and using it for different purposes. Energy drawn from wildlife is usually healing type, which heals those who it is transfered onto, but energy drawn from manmade objects such as buildings and other manufactured objects is usually used for destructive purposes, such as pushing objects, sending ultrasonic waves or conjuring destructive and explosive energy balls. This art of magic has not been recoded for the past thirty seven years, and is considered gone.
The ability to take the shape and instincts of an animal, or very rarely - other human beings, while staying completely sane as themselves. This art of magic is usually practiced by thieves and killers as a way to disguise themselves to stay hidden from any danger. Although there is a major giveaway for animal transformations, which is their eyes. While transformed into an animal, the pupils of their eyes stay the same as the human form, thus forcing the shape shifter to hide their eyes from the public. Of course, not everyone knows about this, yet it's still a threat. This art of magic has only been recorded on twenty two people around the world, thirteen of which are safely locked away in prison without the ability to escape.
There are many not yet studied magic types all over the world, although they are very rare and not really known to an ordinary human being. Those who are able to use magic are distant descendants of the families that did not refuse magic as their nature and continued to practice it. There are those who know of their abnormal abilities, and know how to use them, and there are those who have no idea what they are capable of, due to the lack of knowledge about their ancestors. Only one third of the people that can use magic actually know about it. In Arzuna, everything spins around gold, so does magic. For a person to use magic, their Magia must be replenished, thus forcing them to buy the crystalls called Magiacrills, that replenish their Magia, allowing them to use their magic for a limited amount of time.
Despite magic, Arzuna is also inhabited by unusual types of creatures that Arzunians call Difkin. A Difkin is basically a creature that is not a wild animal nor a human, and is usually agressive. Here are some examples of Difkin:
Orc Humanoid - A Race similar to humans, although bear some major differences, such as green skin, huge tusks, muscular body and have different traditions than humans. Although they are not agressive towards eachother, if they see anyone that is not an Orc Humanoid, they attack without question, even if they lose.
Hellhound - A fiery hot bulldog dripping with lava, grinding it's sharp teeth against each other, attacking anything and anyone on sight.
Basically, a Difkin is anything that is not human - be it a monster or another race. Even though there are different races in Arzuna, the most dominant is the Human race, as it was the first to inhabit the lands of Arzuna, and the other races only appeared after the Ritual of the Twelve Eyes. What was it you ask? The Ritual of the Twelve Eyes was a sinister ritual performed by twelve different Magikin, combining their magical powers together to unleash all kinds of different creatures into the world for evil purposes, but little did they know that the ritual took sacrifices, taking all of their lives. The kind of Difkin people come in contact with depends on the Roleplayer's imagination, meaning you have to create your own opponents.
Magiacrills can only be bought in the capitol Tauntasla, from a specific person called the Magia Vendor. He is one of the few that have the ability to make those crystals, and sells them for a certain amount of price.
Weak Magiacrill - 300 Gold Coins, and allows the user to use their type of magic for a minute after usage.
Magiacrill - 1000 Gold Coins, and allows the user to use their type of magic for fifteen minutes after usage.
Strong Magiacrill - 5000 Gold Coins, and allows the user to use their type of magic for thirty minutes after usage.
Missions depend solely on the roleplayer's preference. It can be an easy mission as collecting debt from people around town, for a simple reward of 50 gold coins, and it can be a very hard and challenging journey to the other side of the continent for a treasure that is only a legend forgotten by time, and upon finding the treasure the person can be rewarded with a great sum of gold and jewelry, or can come back empty handed.
When thinking of a mission, try to think of it's difficulity according to these:
D Difficulity - Usually just involves a simple task like going to a bar and taking the monthly payment by force, or finding a man in town that owes money to the dealer, and ranges between a reward of 20-100 gold coins.
C Difficulity - Usually involves a task of collecting debt from a rich person with security, or a person out of town, which would mean contact with a few Difkin, and the reward ranges between 100-500 gold coins.
B Difficulity - A task with a proper amount of danger involved, which is usually a treasure hunt somewhere in the outskirts of town, involving clues, puzzles, and a fair amount of Difkin to battle. And upon taking the treasure, the person is rewarded with either 500-10.000 gold, or valuable relics and jewelry that can be sold to a broker for the same amount, or a hunt of a wanted criminal, who's bounty ranges between 1.000 and 15.000 gold coins.
A Difficulity - One of the most difficult tasks of all, usually either involves a very difficult treasure hunt or a very dangerous wanted criminal's hunt which proves to be a challenge to fight both the wanted criminal and the Difkin along the way. Although the reward for these missions range between 20.000 and 100.000 gold coins.
S Difficulity - The most difficult task which should be done in a group of people, and involves very dangerous journeys across the map, many different kinds of Difkin, and often proves to be a threat to one's life if not adressed with caution. The reward can range between 150.000 to 10.000.000 gold coins.
Now, there's progression in the guild, meaning that a new member can't take upon an S difficulity. Here's how progression in the guild works:
Recruit - New members, can take D missions.
Member - Requires 5 D difficulity missions done, can take C missions.
Assault - Requires 5 C difficulity missions done, can take B missions.
General - Requires 5 B difficulity missions done, can take A missions
The Wheel - Requires 10 A difficulity missions done, can take S missions.
An example of a D mission:
Task: Debt collection.
Objective: A person named Malary Quinn has asked of the guild to assist them with the debt that the town chef Tony owes him - 500 Gold coins. Those who get Malary the money from Tony, will be rewarded. Do not hesitate to use force if needed.
Reward: 50 Gold Coins.
An example of a C mission:
Task: Debt collection.
Objective: A farmer in the outskirts of town sold James ten kg's of wheat, but hasn't delivered the wheat in three months, and now James requires the guild's assistance to help him get the wheat or the money back. But be careful, the farmer lives ten kilometers south of Tauntasla, thus making this task difficult, as the forest in the middle is crawling with Difkin called Spiderlings, a spider the size of a huge boulder.
Reward: 300 Gold Coins.
An example of a B mission:
Task: Exploration of Mistvalley Cave.
Objective: An explorer of Tauntasla has come across a newly opened cave that seems to be very huge and dark, but doesn't have the courage to go alone, and asks for the Guild's assistance in the exploration of the cave. It seems that the explorer has heard various noises inside the cave, thus needing protection.
Reward: 2.000 Gold Coins and whatever was found inside that cave.
And so on... You get the idea of tasks. But be creative, don't make simple tasks, make tasks that would involve interesting challenges and fun time roleplaying!~
I might have missed something, left a gap in the roleplay, if you find it, be sure to tell me.
Application for new members:
AS SOON AS 3 PEOPLE APPLY, I SHALL START THE IC THREAD!