Hidden 5 yrs ago Post by TipsyonTea
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TipsyonTea

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Between the Kingdom of Dawn and a neighbouring village lies a signpost, and a path.
[The Adventurer's Guild]

It's a little off the beaten track, but few in the kingdom could mistake where it lies. A group of adventurers known for their audacity as much as their strength--their oddities as much as their kindnesses.

Members join for many reasons. Renown, profits, or companions to fight with. It's said whatever you're seeking is possible beneath the guild emblem.

Whether you find it is up to you.



Welcome

This is an open world, adventure style rp. There are a few rules regarding character creation, but race, magic, and the history of the land are free to build upon (within reason).

Currently looking to accept three or so players to start. Decisions will be based off character sheets; not necessarily first come first serve.

@Beetlebug is my collaborator in this, and credit for the affinity symbols go to him.

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. Do not timeskip quests—though things like walking and sleeping are fine.
3. Main characters are to be a part of the guild or intending to join.
- Cannon fodder enemies are fine.
- Ask if you have an idea for an antagonist.
4. Unless you are Platinum or Mythril rank, you cannot do a quest solo.
5. If your character is discovered to have killed someone without sanction, they will be tried for murder by the kingdom.
- The Adventurer's Guild are responsible for 'upholding the peace' (though they have a reputation for being troublemakers). Any actions that disrupt the general public will damage the guild's reputation.


The Kingdom of Dawn



Guilds:
The Adventurer's: Best known for wreaking havoc wherever its members try to help. It was founded by the original Guildmaster as a way to avoid restrictions on abilities placed by the royal guard, and has been a thorn in the nobility's side ever since.

Shops: N/A

Other:
The Royal Guard: Serve the rulers of the kingdom, as well as keep peace within the general public. -Dislike the troublemaking Adventurers.
Hidden 5 yrs ago Post by Rhiven Knight
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Rhiven Knight

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I am interested in this.
Hidden 5 yrs ago Post by Beetlebug
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Beetlebug 900 Beetles in a Trenchcoat

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Fantastic! :)
Hidden 5 yrs ago Post by The One
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The One The Only One!

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I'll join
Hidden 5 yrs ago Post by TipsyonTea
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TipsyonTea

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Awesome! Did you guys have any ideas for characters? The main thread is up in casual so you can reply there if you prefer.
Hidden 5 yrs ago Post by HolyGrail
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HolyGrail

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Interested!
Hidden 5 yrs ago Post by Rhiven Knight
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Rhiven Knight

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Im gonna right up something of a short sword or long knife fighter with probably lightning and soul(body) attributes, though i wanted to run a magic concept by you that might go in the special attribute?
Hidden 5 yrs ago Post by TipsyonTea
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TipsyonTea

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@Rhiven Knight
Sure thing! Feel free to write up your ideas in ooc, or send me a pm if you prefer.
roleplayerguild.com/topics/178873-qui…

@HolyGrail
Character sheets are now up!
Hidden 5 yrs ago Post by Owlriel
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Owlriel Meh

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@TipsyonTea So what sort of characters can we make? Also what's the tech like? Is there common place indoor plumbing, that sort of thing. SIlly question to some I know. But, it's one I find important.
Hidden 5 yrs ago Post by Leda
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Leda

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If you still have room, I'd love to join
Hidden 5 yrs ago Post by TipsyonTea
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TipsyonTea

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@Leda
I'll be choosing three or so characters to start the rp, probably a few hours from now. Afterwards the rp will close. If you're wanting to join in this round your best bet would be getting a character sheet up in the ooc chat as soon as possible.
If that's not feasible, there will be other openings. If things go well and the rp is under control I'll be opening up character submissions in future.

@Gilgex
Pretty much anything that reasonably fits a medieval fantasy world. There are the typical knights, sorcerers, rogues and so on. Races are also pretty open.
Tech is limited to what you can make in a smithy, however magic can substitute where technology might not be as advanced.
An enchanted equivalent of indoor plumbing does exist for the rich, but it is a luxury. I try not to get too bogged down in details, seeing as they usually don't play a big part.
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