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We are an adventuring guild set out to retrieve commissions for various tasks given to us by the realm of Draykon. They can be anywhere from hunting quests to fetch quests. Delivering important notes to fishing lost jewellery out of lakes. The notices are posted and you get to choose which missions you will do.
The world of Draykon is a relatively small one, there are seven countries within this small world.
To the west are, from right to left, Orlind a more rural area with a desert like climate featuring what we know as the Bedouin who live off the land and travel throughout there country it is blocked off to the rest of the world by mountains so trade happens by sea. Next is Irbel, covered mostly by a deciduous forest, the people here pride themselves in their good ale and welcoming personalities. South of Irbel we have Nimdre, a savannah like biome with it's rich hunting grounds, fruit trade and people who live amongst the animals. North of Irbel is Glinnery, a grassland with a rich mining industry in granites and precious metals. These areas are known as the daylands, they bask in companionship, good nature and wonderful personality.
On the east are the darklands, where more of the crime and poverty of Draykon are held. From right to left we have Glour, a coniferous forest type biome with it's evergreen, rolling hills and lakes, this country produces a lot of the coal found throughout Draykon. Next is Orstwych a tundra with ferocious animals, viscous weather and few people inhabiting it. Finally we have Ullarn, an alpine biome and the capitol of the crime world. This is where all the factories of Draykon are held, the people here are mostly poor though there are still some rich folk around.
Draykon is ruled by a comity formed of one elected official from each country who meet regularly in various cities to discuss trade agreements, livelihoods, etc.
Our guild is tucked away in the mountains of Irbel and it's guild master often meets with the comity to discuss matters that come up often in various countries that may need to be addressed by the Draykon Army as opposed to guild members.
The currency type of Draykon is known as Yule and is used in all countries.
As you enter the guild, you are greeted by the welcoming face of Athena, the guilds resident administrator.
Athena stands behind a large counter with papers neatly organized behind it. When accepting contracts, turning in missions and receiving the bounty or joining the guild, she is the one you need to speak to. She is quiet and to the point but will always give you exactly the information you need.
If you take a right you will enter a guild marketplace, home the the resident blacksmith and apothecary. The marketplace is a large room taken up entirely by these two shops between them being a large ridged map of Draykon. Sculpted and painted by Athena.
The weapons and armour master sets up shop on the right side of the room. She goes by Artemis and although her personality is hard and stubborn, she is the best blacksmith in Draykon. Artemis will sometimes post contracts up for rare materials with unique weapons as a reward. She will also upgrade weapons and armour for a fee.
The apothecary who takes up the left side of the room, studies in medicines and potions to help with anything from broken bones, headaches, strength boosts, etc. She goes by Hygiea and though she is older, if very wise and acceptional in the art of potions, poisons and healing.
As you go up the stairs to the right of Athenas counter you'll head into the bar and lounge. This is the general location of the guild members who are preparing for missions and contracts, drinking, or hanging out with their guild mates. There is always someone in this area. To the right of the bar is the notice board where contracts and missions needing to be picked up will be located.
Hot food and a variety of drinks are available at the bar where the menu changes every so often. The cheerful, flirtatious and eccentric woman that is the bartender goes by Hathor. Her lively personality and random outbursts keep the mood lively within the guild. She was a former adventurer but found she enjoyed making, serving and drinking more then adventuring.
On the back right hand side of the lounge is a hallway and stairwell leading to the living quarters of the guild. Many guild members simply live within the guild where a select few others live in various places throughout Draykon. The fee to live within the guild is a measly 5% of profit earned from turning in bounties. Since this rate is so affordable it is the general option for guild members. Each living quarter comes with a bed, wardrobe and desk.
Deeper into the guild you'll find a library, small and full of books written by current and former guild members. Though it's open to all members, there is rarely a sole within the room as the books are so poorly written that the handwriting is barely legible. Beyond that is a separate mens and womens bathroom each with a large pool for bathing.
At the deepest furthest end of the guild lays the guild masters quarters. It's a large room with a desk in the center surrounded by bookshelves that frame a large round window looking through valleys within the mountains. To the left of the desk is a door to his chambers with his own private bathroom. The guild master spends most of him time here though he is sometimes spotted in the lounge. He receives reports from Athena, Artemis, Hygia and Hathor about the ongoings within the guild and joins comity meetings to learn of the ongoings of Draykon. He goes by Ares (Are-Es) and holds an aura that demands the deepest respect.
Welcome to The Order of the White Lily
We are an adventuring guild set out to retrieve commissions for various tasks given to us by the realm of Draykon. They can be anywhere from hunting quests to fetch quests. Delivering important notes to fishing lost jewellery out of lakes. The notices are posted and you get to choose which missions you will do.
Draykon
The world of Draykon is a relatively small one, there are seven countries within this small world.
To the west are, from right to left, Orlind a more rural area with a desert like climate featuring what we know as the Bedouin who live off the land and travel throughout there country it is blocked off to the rest of the world by mountains so trade happens by sea. Next is Irbel, covered mostly by a deciduous forest, the people here pride themselves in their good ale and welcoming personalities. South of Irbel we have Nimdre, a savannah like biome with it's rich hunting grounds, fruit trade and people who live amongst the animals. North of Irbel is Glinnery, a grassland with a rich mining industry in granites and precious metals. These areas are known as the daylands, they bask in companionship, good nature and wonderful personality.
On the east are the darklands, where more of the crime and poverty of Draykon are held. From right to left we have Glour, a coniferous forest type biome with it's evergreen, rolling hills and lakes, this country produces a lot of the coal found throughout Draykon. Next is Orstwych a tundra with ferocious animals, viscous weather and few people inhabiting it. Finally we have Ullarn, an alpine biome and the capitol of the crime world. This is where all the factories of Draykon are held, the people here are mostly poor though there are still some rich folk around.
Draykon is ruled by a comity formed of one elected official from each country who meet regularly in various cities to discuss trade agreements, livelihoods, etc.
Our guild is tucked away in the mountains of Irbel and it's guild master often meets with the comity to discuss matters that come up often in various countries that may need to be addressed by the Draykon Army as opposed to guild members.
The currency type of Draykon is known as Yule and is used in all countries.
Inside the White Lily
Entrance:
As you enter the guild, you are greeted by the welcoming face of Athena, the guilds resident administrator.
Athena stands behind a large counter with papers neatly organized behind it. When accepting contracts, turning in missions and receiving the bounty or joining the guild, she is the one you need to speak to. She is quiet and to the point but will always give you exactly the information you need.
Marketplace
If you take a right you will enter a guild marketplace, home the the resident blacksmith and apothecary. The marketplace is a large room taken up entirely by these two shops between them being a large ridged map of Draykon. Sculpted and painted by Athena.
The weapons and armour master sets up shop on the right side of the room. She goes by Artemis and although her personality is hard and stubborn, she is the best blacksmith in Draykon. Artemis will sometimes post contracts up for rare materials with unique weapons as a reward. She will also upgrade weapons and armour for a fee.
The apothecary who takes up the left side of the room, studies in medicines and potions to help with anything from broken bones, headaches, strength boosts, etc. She goes by Hygiea and though she is older, if very wise and acceptional in the art of potions, poisons and healing.
Lounge and Bar:
As you go up the stairs to the right of Athenas counter you'll head into the bar and lounge. This is the general location of the guild members who are preparing for missions and contracts, drinking, or hanging out with their guild mates. There is always someone in this area. To the right of the bar is the notice board where contracts and missions needing to be picked up will be located.
Hot food and a variety of drinks are available at the bar where the menu changes every so often. The cheerful, flirtatious and eccentric woman that is the bartender goes by Hathor. Her lively personality and random outbursts keep the mood lively within the guild. She was a former adventurer but found she enjoyed making, serving and drinking more then adventuring.
Deeper within the guild:
On the back right hand side of the lounge is a hallway and stairwell leading to the living quarters of the guild. Many guild members simply live within the guild where a select few others live in various places throughout Draykon. The fee to live within the guild is a measly 5% of profit earned from turning in bounties. Since this rate is so affordable it is the general option for guild members. Each living quarter comes with a bed, wardrobe and desk.
Deeper into the guild you'll find a library, small and full of books written by current and former guild members. Though it's open to all members, there is rarely a sole within the room as the books are so poorly written that the handwriting is barely legible. Beyond that is a separate mens and womens bathroom each with a large pool for bathing.
At the deepest furthest end of the guild lays the guild masters quarters. It's a large room with a desk in the center surrounded by bookshelves that frame a large round window looking through valleys within the mountains. To the left of the desk is a door to his chambers with his own private bathroom. The guild master spends most of him time here though he is sometimes spotted in the lounge. He receives reports from Athena, Artemis, Hygia and Hathor about the ongoings within the guild and joins comity meetings to learn of the ongoings of Draykon. He goes by Ares (Are-Es) and holds an aura that demands the deepest respect.