TheSequelReturns
Faithful Crusader
~ The Guild ~
~ The History
Long ago, in the age of myths and legends, the world was cursed by eternal night.
Each of the races have their own tales of this era. A hundred different heroes with a thousand different stories, each grander than the last.
The tales have been retold so many times, that no one knows where the legends and history diverge, or if there is any difference at all.
The one thing that all the stories agree on is that the night was brought to an end by the dawning of magic. It was the mastery of this power that allowed the races to defeat the dark rulers that had plagued the world.
With the curse of eternal night broken, the first light of day shone on a world divided. War, conflict, the desire for power and conquest spreading violence throughout the lands and carving deep seated wounds, some of which have yet to heal.
And yet, today the races are at peace. A peace that has held for hundreds of years in fact. Many things led to this, but perhaps none so decisive as the Guild system. Why should a soldier fight for spoils when he can be rewarded for slaying monsters? What would it profit a thief to rob from the nobles when hunting for rare items in the wilds can put a roof over their head and give them a good reputation to boot? And when an outlaw does decide to eschew the system and embrace a life of crime, the Guild will be there to put a bounty on their head.
These quests the Guild offered turned skills that had once been useful only on the fields of war, the dark criminal underbelly, or the tribal life of a barbarian, and made them useful to everyone.
Four hundred years later, the world is a very different place.
Today, the world is still divided into several races, each with their own rulers, cultures, and territories. But at the center of it all, in the heartlands of the continent, stands the great castle Bastion. Towering high over the largest city in the land, Bastion is the seat of power for all who dwell on the continent. It is a meeting place for kings, queens, and nobles of all kinds, a place for disputes to be settled and edicts issued. All of this is presided over by the People’s Champion, the one who has ascended to the highest rank in the Guild and proved their commitment to the people of the land.
~ The Story
All of the glory and grandeur of Bastion and the city of Grand Capital that grew up around it feel like a world away for the country-side of Valm.
Out here, the Guild is not merely a part of life, but essential to survival.
Villages need protection from monsters, bandits, and other threats. Doctors need rare herbs for medicine. Wild game needs hunting. Merchants need escorting. Maps need making. Dungeons need clearing. There is no end to the variety of tasks that find their way to the quest board of the local Guild and no shortage of work to go around.
Being on the outskirts of human, titan, and geist territory, Valm is home to many races and its local Guild hall in the central town of Estvalm brings all sorts of adventurers and travelers.
Beyond Valm’s borders lie dangerous wildlands. These places are ripe with monsters, rare items, and other goodies that call to the most daring of adventurers. And Valm’s distance from any of the larger territories makes the local Guild hall the only thing standing between many of the smaller villages and destruction.
But this isn’t just any Guild, it’s your’s.
You are one of the adventurers who calls the Guild at Estvalm your home base.
For the last few months, things have been business as usual. An endless supply of quests that need doing and a shortage of adventurers to do them.
But recently, ill tidings have been drifting in with the merchants, farmers, and travelers. Deadlier monsters have been appearing more frequently. Some townspeople and even adventurers have disappeared, leaving no trace of their whereabouts. And, perhaps most ominously of all, the People’s Champion has been calling some of the most skilled adventurers back to the Guild HQ at Bastion, leaving the smaller Guild halls understaffed.
Amidst all of this stands one single, unsettling, fact. The nights are growing darker and colder than before. And something ominous is in the air, hinting at dangers yet unknown.
No matter the news on the horizon though, a Guild member’s job is never done. And now more than ever, completing quests is something that can't be ignored.
~ The World
The world at large is known as Caelocia, though each race sees it in their own way. Humans see it as just one of many realms. Undine see it as just another layer in an endless “sea” and that if they could swim down through the soil or up through the air they would find more beyond. Titans see it as a masterful work, crafted by a divine being. Fairies see it as a garden to upkeep, drakes as a challenge to overcome, tengu as a riddle to be solved, geists as the first of many tests.
Whatever the case may be, the world at large is comprised of a single large landmass, nearly split down the middle by an encroaching arm of the sea. A great mountain rests at the end of this long bay at the base of which rests the mighty fortress Bastion and the huge city of Grand Capital.
To the south and east of Bastion lies vast plains and small forests where human and titan cities can be found in abundance. Farther south, at the bottom of the continent, lies a long chain of icy mountains. The bases of these mountains are home to dense, dark woodlands, and cold, clear rivers and lakes. Valm is located in these southern reaches.
West of Bastion lies a large area of rocky lowlands, canyons, and deserts that are difficult to traverse without preparation. Deep in these harsh lands lie the ancestral home of the drakes.
North of Bastion, on the east side of the continent lies the largest, most heavily forested part of the land. Rolling hills and verdant meadows give way to rich woodlands and lakes before ending at the northern coast. Many races make their homes here, not the least of which are fairies of all three kinds.
Opposite this, on the western side of the long bay lies a region of temperate highlands that might be better inhabited if they weren’t so rainy. Frequent storms, uneven terrain, and cold winters make this land difficult to settle, though some, like the tengu, simply can’t be deterred from the region’s natural beauty.
~ The Guild
Dotted throughout the land are Guild halls. Most of which are located in or near a city, though in rural areas the Guild hall may be located in a central location to facilitate travel.
Guild halls are a central facet in the daily lives of almost everyone. Craftsmen rely on them to acquire rare materials. Farms rely on them for defense from monsters and bandits. Explorers rely on them to scout the land and recover treasures. Villages need them to survive, cities need them to function smoothly, and kingdoms need them to keep the peace.
Given the importance of the Guilds to everyday life, the Guild system prides itself on making sure quests and bounties are completed in a timely manner, and that their roster of Guild members are capable of the jobs at hand.
Every Guild Hall holds to the same two-part ranking system. The first is that it organises guild members into “Jobs”, which are like specializations that showcase, at a glance, what skills the member has. The other is rank. The Guild ranks from lowest to highest go like this: Wood, Stone, Bronze, Silver, Gold, and Platinum. Platinum rank is the highest, but additional accolades can be awarded to a Platinum rank member in the form of crystals that are slotted into the medallion to designate mastery (Ruby for combat, Emerald for support, Sapphire for casting, etc). “Decorated” Guild Members, as these individuals have come to be called, are accomplished and respected above all others.
When someone submits a quest or bounty to the guild, the Guild staff and at least one Platinum-rank member review the details of the mission, the reward being offered, and the challenges that may be present and assign a rank-limit and on occasion recommended job classes to the request before posting it on the Quest Board. All a Guild member has to do to accept the task is take the posted mission note to the Guild counter and formally accept the quest.
Members are forbidden from accepting quests rated as being above their rank, though they may accompany another member who is able to accept it. The highest ranked member of any party is considered responsible for anything that may happen during the quest and punishments for failing the quest can include fees, a cap on the level of quest you may accept, or even expulsion from the guild if the circumstances are grave enough.
All Guild members are issued a medallion made of the appropriate material for their rank as proof of their membership. These medallions are etched with the member’s name and are inscribed with very specific and closely guarded magic that makes forging one all but impossible. This medallion is proof of their status in the Guild and losing one is seen as disgraceful. The medallion does have its perks though. Guild members can use their medallions to incur a variety of benefits from discounts at inns to special treatment at vendors, provided they can prove its for official Guild business.
~ The Magic
Magic in this world is fueled by natural energy called mana. Mana is primarily produced by plantlife and places where plants are plentiful also have high concentrations of mana making magic easier and more effective. There are two other sources of mana however. Artificial constructs of wood or stone or other non-living materials can be enchanted to collect, store, or channel mana and can then be used as mana sources themselves. In addition, blood carries slight tinges of mana and places where much blood has been shed also have high concentrations of mana.
The art of using mana to accomplish a task is referred to as “casting”. Any being that is capable of casting will, at some point in their life, become aware of the mana flowing around them. From there, how the mana is channeled, what spells are attempted and perfected, and the role of magic for the caster varies from person to person, race to race, and city to city.
The two most common forms of casting are “spellcasting”, which is done by speaking aloud a set of words to help focus the mind and channel the mana. The other is “conducting” which involves using a magical object such as a wand, stave, totem, or tome, to focus and direct the mana. Other diverse methods also exist.
Magic is not without its limits however. Any novice caster could move a stone. A skilled caster might move a boulder. But it would take a caster of mythical proportions to bend a mountain to their will. Mana is a force of nature, like fire or electricity, and though it can be channeled, directed, contained, or harnessed, it can not be commanded and going against the laws of nature always carries risk. The greater the task attempted, the greater the price of failure. Additionally, channeling mana takes a toll on ones body similarly to swinging a sword around. The more effort you put into controlling and directing mana, the more energy you expend and casters who get too carried away can blackout from overexertion.
The true test of a caster’s prowess is not against natural materials, which have no will of their own and laws they must obey, but against other casters. When two casters meet in combat they are each trying to override the other’s control of mana. Whether this takes the form of countering their magical attacks with your own, disrupting their attacks before they land, or even attempting to wrest thier control of the base mana flows around them to keep them from casting at all, these mental combat techniques are just as rigorous and defined as any physical martial art.
Magic can be used for many purposes, but is limited by the caster’s prowess, natural ability, learned skills, and location. There are schools of healing, combat arts, elementalism, mundane tasks, job-specific-skills, and on and on and on. Most beings in the world are capable of casting at least one or two spells if only simple ones for daily use.
~ The Inhabitants
Fairy (Spriggan, Pixie, Sprite)
Average Height: 5’0’’ (Spriggan), 3’5’’ (Sprite), 3’0’’ (Pixie)
Average Lifespan: 30-40 years
Fairy folk are short lived, but burn brightly. A fairy of seven years is considered an adult. They have the strongest connection to nature, and magic, of all the races. They typically live in secluded areas rich in plants and wildlife and tend to feel uncomfortable in cities. All fairies possess a single pair of insect-like wings on their back and are all capable of flight. As such, their clothing is typically backless or has some kind of slit to allow their wings to function. Fairy folk are divided into three distinct sub-races, each with their own traits. Fairy cities consist of small, separate, one-room houses that are little more than a place to sleep. These houses are built in perfect harmony with the land around them and though pixies grow and nurture plant life and animal life alike, their efforts don’t resemble what other races would call “farming” at all.
When most races hear the word “Fairy”, they tend to think of pixies. Pixies are short and cheerful, but slow to trust strangers. They favor open areas, hills, grasslands, meadows, and other bright, sunny lands. They have a natural affinity for flowers and fruits of all sorts and are well known as excellent beekeepers. Though it is odd (though not unheard of) to see a pixie trained in combat arts, all pixies are skilled casters. Their wings are wide and rounded, like a bee’s. Pixie’s have a certain child-like quality to them that endears them to other races, especially Humans and Undine with whom they share a certain level of appearance. Pixie’s have large eyes, even when compared to other Fairies, and are particularly fast and nimble. Their lightweight body and efficient wings allow them to stay aloft almost indefinitely.
Spriggans are taller than most fairy folk and are the kind most likely to wander the land. Their height lets them fit in better in mixed-race cities as well. They live primarily in thick wooded areas and have excellent night vision and hearing. Spriggans have a natural affinity for herbs, trees, berries, fungi, and other woodland plants and frequently employ potions, poisons, tonics, and other apothecary skills. Their wings are long and thin, like a dragonfly’s, and though they are the most acrobatic flyers of the three fairy kinds their heavier weight limits their flight time. Spriggans have a reputation as risk takers. Seeking to make the most of their short lives, spriggans are adventurous to a fault and are well known for being “trouble magnets” in inexperienced Guild parties. Like all fairies however, spriggans are lithe but fragile. And misfortune hits them harder than it would other races.
Sprites are a reclusive and secretive bunch. They rarely leave the snowy mountains where they live, but will gladly welcome any who brave the cold to visit. Unlike the other fairies who could pass as young humans, sprites have bluish or purplish skin and are immediately recognisable. Their cities consist of cabins that surround natural hot springs were fungi and hardy vegetables grow in abundance. Sprites are naturally easy going, but their casting skills are unparalleled. Their wings are bright and vibrant and scaled like a butterfly’s and no two sprites have the same color patterns on their wings. Their skin is actually cold to the touch and they run a body temperature much colder than other races. Likewise, this makes them uncomfortably hot in places other races might find to be quite tolerable. Sprites have a habit of using magic for everything, no matter how mundane the task, and when cut off from mana they are particularly helpless. They are widely sought out for their unique healing arts, and travelers lost in the mountains often tell tales of how they were saved from certain doom by the kindness of a passing sprite.
Human
Average Height: 5’8’’
Average Lifespan: 60-70 years
Humans were the first race to build cities in the open expanse of the plains, where no natural resources were apparent, as opposed to hollowing out the natural landscape. Their kind originally settled the grasslands and plains and no race has built structures as masterful or grand as the humans, except perhaps for the titans. Though it was the undine who originally created the Guild system, it was the humans who turned it into what it is today. It is perhaps for this reason that the home of the ruling monarch, the great castle Bastion is surrounded by a human-founded city. Human cities are primarily made of wood or stone buildings and many have paved roads.
Due to their ancestral homelands being in the center of the continent, humans are the most welcoming of all the races and you can find people of all races in their cities. Humans are industrial, creative, and master a wide variety of skills. They are the most adept shepards and herdsmen of the races and are the only race to raise horses. The casting ability of humans varies wildly as well, with some humans being totally incapable of using magic. Many human settlements rely heavily on farming and trade to survive and being cutoff from either for a season may well lead to a town’s demise.
Though their industriousness is widely recognised by the other races, humans are often seen to be as stubborn as the drakes and their determination to settle lands other races would consider unsuitable is widely regarded as a sort of folly unique to humankind. Humans are known to master a single craft, even to the detriment of all others, and this diverse array of specialized talents make human cities a chaotic and bustling place that teems with opportunity and chances to learn new crafts or purchase strange curios.
Undine (Various)
Average Height: 5’3’’
Average Lifespan: 100-120 years
The undine are unique among the races for having cites all across the continent. Anywhere you can find a large enough body of water, fresh or salt, you will find an undine city or two. This widespread habitation probably contributed to them developing the guild system. Undine have a large amount of physical variation, with certain traits being distinctive to certain regions or even specific cities. Undine have long, colorful hair, rubbery skin in a variety of tones, patches of scales on their forearms, shins, feet, and back, and some have fins there as well. Their hands and feet are webbed, the feet more so, and they have two sets of eyelids, including one transparent set they use to see underwater.
All undine are capable of breathing air or water. They are more comfortable in the water than on land, and staying dry for too long can cause a variety of health problems. Undine cities are sculpted from natural resources with an attempt to blend into the landscape as much as possible. Sometimes, an entire undine settlement can appear, from the surface, as little more than a coral reef or kelp bed. All undine are skilled fishermen, hunters, and jewelers and craft everything from unprocessed natural materials. They decorate their hair with shells, string necklaces of pearls, weave clothing from kelp, scales, and sharkskin, and craft tools and weapons from animal and monster parts. Despite the vast differences in culture, craft styles, and appearances, undine make no distinction between different groups of their own kind.
Undine culture is centered around their environment. But unlike the fairies who nurture their surroundings or the humans who bend nature to their will, the undine seek to master nature. They see themselves at the top of their ecosystem, undisputed masters of the water, and have no qualms about taking what they need from the plants and animals around them. They also do not farm, collecting everything they need from the wild whenever it is needed. They often proudly display a trophy from a dangerous monster, a rare shell, or a hard to catch prey animal as a status symbol.
Drake (Highborn & Lowborn)
Average Height: 6’2’’
Average Lifespan: 90-100 years
No race casts as large a shadow as the drakes. Their kind are masters of war, peerless blacksmiths, and deeply motivated by honor, status, and glory. In ages past, they would wage war across the continent pillaging the other races for resources and seeking glory through battle. It was only the reformation of the guild system that allowed the drakes to know peace. Today, they seek glory and status not on the battlefield but by competing in the guild rankings, slaying powerful monsters, and completing challenging quests. These accomplishments are so important to their society, that many drakes do not even acknowledge a clan or family surname and instead use their first name followed by their most impressive titles.
Drakes are large and strong. Their bodies are covered in rough, leathery skin and hard scales. A pair of horns juts from the top of their head, with each individual having a unique horn shape and size. Their hands and feet are clawed and they never wear shoes. Their faces have a snout, like lizards, and their mouth is full of sharp fangs. All drakes have lizard-like tails as well. They carve their cities out of mountains, creating fortresses of solid-stone and towers of metal beneath which lie miles of tunnel systems.
Drakes are comprised of two castes, the Highborn and the Lowborn. The Highborn are comparable to what humans or undine would call “nobility” but in drake society it carries a special weight. Highborn drakes are born randomly into the population, with no apparent bearing on family history, bloodlines, or parentage and only Highborn drakes are eligible to hold seats of power. All Highborn are, upon birth, adopted into a noble house and raised as a part of that family. Highborn drakes have a large set of draconic wings on their back, while Lowborn have no wings. Highborn also have larger horns, a slightly larger build, and a stronger affinity to magic.
Geist (Normal & Elemental)
Average Height: 4’5’’
Average Lifespan: Indefinite
Geists are beings born not merely of flesh and bone but of arcane power. Though the origins of their race are lost to time, it is widely agreed, even by the geists themselves, that they were created as soldiers in a war long since faded from history. Today, their race occupies places of power. Ancient battlefields, sacred sites, ruined temples, and the like are places you may find a geist village. Geists are apparently incapable of dying from old age, though they can be killed by other means. It is also rumored that geists who become too stagnant and inactive will simply fade away. They reproduce slowly, with birth rates much lower than the other races, but their long lives give them a sense of perspective unique among the races and they take life slowly and at their own pace.
Geists are short and lithe, with thin frames and spindly limbs that are built for speed. Their skin is often dark in color, shades of grey, purple, or green being the most common. Their eyes are a solid color and glow faintly in low-light. They have long, pointed ears, and their long, wiry hair is often braided into intricate patterns. Geists have a natural ability to blend into their surroundings, becoming harder to spot the longer they sit still, and are notorious for being hired as spies, assassins, or thieves. How much of this ability is actual physical changes or magical alterations in perception is unclear. Many geists are highly skilled musicians and it's not uncommon to see geists employed as bards, actors, or performers in the larger cities. Geist villages are simple affairs, built primarily from stucco, tile, or stone work, materials that last as long as their builders.
All geists are born with a strong affinity for magic, but some geists are more in-tune than others. Geists with a strong enough connection to magic are forced to carry a totem (an ancient relic, magical talisman, or divine object of some sort) to ground their magical abilities lest they cast without meaning to. Referred to as “elementals”, these geists take on traits that reflect the sort of magic their totem embodies and become physically aligned with that particular flavor of magic. Destroying an elemental’s totem can cause a feedback effect that can injure or even kill the geist in question, depending on how strong the magical bond was and so elementals must protect their totems at all costs.
Titan
Average Height: 8’0’’
Average Lifespan: 200-250 years
An old and mighty race, the titans claim to be the first race to settle these lands. Their cities are ancient, layer upon layer of huge structures each built upon the last until their labyrinthine cites stand tall like mountains or sink into vast depths below the surface. With their long life, well respected demeanors, and well-established history, titans carry a measure of respect that the younger races can’t quite measure up to. Proud, but slow to anger, titans are often content to keep to themselves and it is rare for a titan to make a living in the city of another race. This may be partially due to any city not designed to accommodate their large size being difficult for them to move around in.
Titans are huge in stature, not just tall but bulky. Possessing mighty strength, they can perform feats that would be impossible for any other race. Conversely, they have the weakest casting ability of any race. They make up for this by tattooing protective runes on their bodies to make the most of their limited magical ability. Titans, like undine or geists, slowly absorb aspects of their environment and their appearance can vary depending on the climate they live in. Their skin tones are generally in shades of red, yellow, or blue, and their hair is short and rough, more like quills than hair. Many, though not all, have one or more large teeth that visibly stick out even with their mouth closed.
Titans, despite their appearance, are renowned for their written works from plays to histories to works of philosophy. Their minds are as strong as their muscles and they make excellent leaders, tacticians, architects, and even bankers. Each titan city is ruled by its own Philosopher King or Queen, who rules until their death, with the next ruler being chosen by public consensus. Despite this, the titans respect the ruler in Bastion the same as any of their own rulers, even when that ruler is not of the titan race. Current history holds that Bastion was originally inhabited by the titans, but was abandoned at some point.
Tengu (Kurasu, Dharma, Garuda)
Average Height: 4’5’’
Average Lifespan: 40-50 years
Tengu are a stocky, tribal race that make their homes in some of the most inhospitable, unreachable areas in the continent. Tengu are covered in feathers, like a bird. Soft, downy feathers on their face or torso, vibrant plumage along their arms, heads, and back, and long flight feathers on their wing-like arms. Their wing-like arms end in clawed, scaly hands, and their feet are likewise. They can fly, though must use their arms to do so.
A communal folk, tengu don’t build cities. Instead, they build huge towers within which are housing for hundreds of their kind. They share everything with their tribe and don’t have a concept of amassing personal wealth. However, that loyalty does not cross tribe lines. The tengu are separated into three main tribes, each with their own customs and they are almost never seen living together. Even in mixed-race cities, the tengu tribes are notorious for squabbling amongst themselves, divided evenly along tribal lines. Though their appearances and philosophies are quite different, tengu are actually on fairly equal terms with each other in regards to natural ability and the differences between tribes is simply a result of them living as divided tribes for centuries on-end.
The Kurasu tribe are dark feathered and have long, white beaks. They practice the combat arts and take pride in their prowess and self-discipline. They are the most likely to join a guild for the status and adventure it brings and as such many well-respected tengu in the guild system are of the Kurasu tribe. They believe that achievement in this life directly translates to reward in the next. Perhaps because of this, Kurasu tend to be overly ambitious and are more likely to die attempting a challenge too great for them than to back down and admit defeat.
The Dharma tribe are vibrantly feathered and have curved, pointed beaks. They are thinkers more than doers, valuing a philosophy of mind over matter. In the guild system, they are known mostly for scholarly work, making maps, exploring ruins, and the like. They believe in karma, and believe that all actions taken will be rewarded in kind. This tends to make them deliberate and slow in their day to day lives and some of the more temperamental races may find dealing with a Dharma more trouble than it's worth. It is commonly joked that if you ask a Dharma for an opinion, you’ll get two.
The Garuda tribe is white feathered and have short, rounded beaks. They often have a few colored feathers on their wings or in a crest on their head. They eschew physical discipline for mastering the arcane and are vastly more skilled in casting than their other tengu brethren. They can often be found in an organised party, doing their best to support those around them. Their philosophy is that all are expected to do good works and that failing to do so is a grievous error. This makes them particularly trustworthy and an oath given by a Garuda is considered as good as a formal contract. However, it also makes them gullible and susceptible to trickery. Perhaps it is for this reason that Garuda seem particularly willing to travel in groups, even with other races, when on the road.
~ The Rules
All standard rules apply.
The rating will technically be between PG-13 and R, but that’s mostly to avoid clamping down too hard on language and violence while also allowing darker themes should players wish to include them. Do not abuse this however. Don’t get carried away. Don’t get needlessly graphic. And there won’t be any issues.
There is no character limit, though please do not take on more than you can handle.
Reservations will be accepted just to give others an idea of how the roster is shaping up, but there is no limit on race/job/etc nor on the amount of open slots, though I reserve the right to close the sign-ups if I feel that the roster of players has gotten large enough.
~ Important Info and Sign-Ups
Quick notes on the sign-ups.
I’m leaving some aspects of the world building intentionally vague. This is to allow players the freedom to work within their sign-up. Feel free to invent cities and towns, customs, historical events, NPCs, what have you so long as it doesn’t directly contradict something I’ve included in the descriptions of the races or the world’s basic geography both of which are listed in the sections above. In addition, any locations important to your character that are large enough to add to the map (the global map or the local area maps) will be added.
That said, I have available a series of world-building snippets on each location on the World Map should anyone want a short bit of info on each of the currently labeled regions, areas, or landmarks on the World Map. These snippets are written as if from an undine scholar's travel guide and I will post them in a reply if requested. I'd list them all in the post, but then the post would be gigantic.
For Guild Rank, use the (low-to-high) Wood, Stone, Bronze, Silver, Gold, Platinum, rankings listed in the Guild section. Job title and weapons can be anything you want it to be. Skills include magic and should somewhat reflect your job title and Guild rank but otherwise there are no restrictions other than the obvious of making an all-powerful character.
Additionally, there is a discord sever for any accepted players already set-up and running and I'll see to a Cafe thread if you all want one. Sign-ups below, be sure to grab the correct one for your chosen race.
- Fairy -
- Human -
- Undine -
- Drake -
- Geist -
- Titan -
- Tengu -
~ The History
Long ago, in the age of myths and legends, the world was cursed by eternal night.
Each of the races have their own tales of this era. A hundred different heroes with a thousand different stories, each grander than the last.
The tales have been retold so many times, that no one knows where the legends and history diverge, or if there is any difference at all.
The one thing that all the stories agree on is that the night was brought to an end by the dawning of magic. It was the mastery of this power that allowed the races to defeat the dark rulers that had plagued the world.
With the curse of eternal night broken, the first light of day shone on a world divided. War, conflict, the desire for power and conquest spreading violence throughout the lands and carving deep seated wounds, some of which have yet to heal.
And yet, today the races are at peace. A peace that has held for hundreds of years in fact. Many things led to this, but perhaps none so decisive as the Guild system. Why should a soldier fight for spoils when he can be rewarded for slaying monsters? What would it profit a thief to rob from the nobles when hunting for rare items in the wilds can put a roof over their head and give them a good reputation to boot? And when an outlaw does decide to eschew the system and embrace a life of crime, the Guild will be there to put a bounty on their head.
These quests the Guild offered turned skills that had once been useful only on the fields of war, the dark criminal underbelly, or the tribal life of a barbarian, and made them useful to everyone.
Four hundred years later, the world is a very different place.
Today, the world is still divided into several races, each with their own rulers, cultures, and territories. But at the center of it all, in the heartlands of the continent, stands the great castle Bastion. Towering high over the largest city in the land, Bastion is the seat of power for all who dwell on the continent. It is a meeting place for kings, queens, and nobles of all kinds, a place for disputes to be settled and edicts issued. All of this is presided over by the People’s Champion, the one who has ascended to the highest rank in the Guild and proved their commitment to the people of the land.
~ The Story
All of the glory and grandeur of Bastion and the city of Grand Capital that grew up around it feel like a world away for the country-side of Valm.
Out here, the Guild is not merely a part of life, but essential to survival.
Villages need protection from monsters, bandits, and other threats. Doctors need rare herbs for medicine. Wild game needs hunting. Merchants need escorting. Maps need making. Dungeons need clearing. There is no end to the variety of tasks that find their way to the quest board of the local Guild and no shortage of work to go around.
Being on the outskirts of human, titan, and geist territory, Valm is home to many races and its local Guild hall in the central town of Estvalm brings all sorts of adventurers and travelers.
Beyond Valm’s borders lie dangerous wildlands. These places are ripe with monsters, rare items, and other goodies that call to the most daring of adventurers. And Valm’s distance from any of the larger territories makes the local Guild hall the only thing standing between many of the smaller villages and destruction.
But this isn’t just any Guild, it’s your’s.
You are one of the adventurers who calls the Guild at Estvalm your home base.
For the last few months, things have been business as usual. An endless supply of quests that need doing and a shortage of adventurers to do them.
But recently, ill tidings have been drifting in with the merchants, farmers, and travelers. Deadlier monsters have been appearing more frequently. Some townspeople and even adventurers have disappeared, leaving no trace of their whereabouts. And, perhaps most ominously of all, the People’s Champion has been calling some of the most skilled adventurers back to the Guild HQ at Bastion, leaving the smaller Guild halls understaffed.
Amidst all of this stands one single, unsettling, fact. The nights are growing darker and colder than before. And something ominous is in the air, hinting at dangers yet unknown.
No matter the news on the horizon though, a Guild member’s job is never done. And now more than ever, completing quests is something that can't be ignored.
~ The World
The world at large is known as Caelocia, though each race sees it in their own way. Humans see it as just one of many realms. Undine see it as just another layer in an endless “sea” and that if they could swim down through the soil or up through the air they would find more beyond. Titans see it as a masterful work, crafted by a divine being. Fairies see it as a garden to upkeep, drakes as a challenge to overcome, tengu as a riddle to be solved, geists as the first of many tests.
Whatever the case may be, the world at large is comprised of a single large landmass, nearly split down the middle by an encroaching arm of the sea. A great mountain rests at the end of this long bay at the base of which rests the mighty fortress Bastion and the huge city of Grand Capital.
To the south and east of Bastion lies vast plains and small forests where human and titan cities can be found in abundance. Farther south, at the bottom of the continent, lies a long chain of icy mountains. The bases of these mountains are home to dense, dark woodlands, and cold, clear rivers and lakes. Valm is located in these southern reaches.
West of Bastion lies a large area of rocky lowlands, canyons, and deserts that are difficult to traverse without preparation. Deep in these harsh lands lie the ancestral home of the drakes.
North of Bastion, on the east side of the continent lies the largest, most heavily forested part of the land. Rolling hills and verdant meadows give way to rich woodlands and lakes before ending at the northern coast. Many races make their homes here, not the least of which are fairies of all three kinds.
Opposite this, on the western side of the long bay lies a region of temperate highlands that might be better inhabited if they weren’t so rainy. Frequent storms, uneven terrain, and cold winters make this land difficult to settle, though some, like the tengu, simply can’t be deterred from the region’s natural beauty.
~ The Guild
Dotted throughout the land are Guild halls. Most of which are located in or near a city, though in rural areas the Guild hall may be located in a central location to facilitate travel.
Guild halls are a central facet in the daily lives of almost everyone. Craftsmen rely on them to acquire rare materials. Farms rely on them for defense from monsters and bandits. Explorers rely on them to scout the land and recover treasures. Villages need them to survive, cities need them to function smoothly, and kingdoms need them to keep the peace.
Given the importance of the Guilds to everyday life, the Guild system prides itself on making sure quests and bounties are completed in a timely manner, and that their roster of Guild members are capable of the jobs at hand.
Every Guild Hall holds to the same two-part ranking system. The first is that it organises guild members into “Jobs”, which are like specializations that showcase, at a glance, what skills the member has. The other is rank. The Guild ranks from lowest to highest go like this: Wood, Stone, Bronze, Silver, Gold, and Platinum. Platinum rank is the highest, but additional accolades can be awarded to a Platinum rank member in the form of crystals that are slotted into the medallion to designate mastery (Ruby for combat, Emerald for support, Sapphire for casting, etc). “Decorated” Guild Members, as these individuals have come to be called, are accomplished and respected above all others.
When someone submits a quest or bounty to the guild, the Guild staff and at least one Platinum-rank member review the details of the mission, the reward being offered, and the challenges that may be present and assign a rank-limit and on occasion recommended job classes to the request before posting it on the Quest Board. All a Guild member has to do to accept the task is take the posted mission note to the Guild counter and formally accept the quest.
Members are forbidden from accepting quests rated as being above their rank, though they may accompany another member who is able to accept it. The highest ranked member of any party is considered responsible for anything that may happen during the quest and punishments for failing the quest can include fees, a cap on the level of quest you may accept, or even expulsion from the guild if the circumstances are grave enough.
All Guild members are issued a medallion made of the appropriate material for their rank as proof of their membership. These medallions are etched with the member’s name and are inscribed with very specific and closely guarded magic that makes forging one all but impossible. This medallion is proof of their status in the Guild and losing one is seen as disgraceful. The medallion does have its perks though. Guild members can use their medallions to incur a variety of benefits from discounts at inns to special treatment at vendors, provided they can prove its for official Guild business.
~ The Magic
Magic in this world is fueled by natural energy called mana. Mana is primarily produced by plantlife and places where plants are plentiful also have high concentrations of mana making magic easier and more effective. There are two other sources of mana however. Artificial constructs of wood or stone or other non-living materials can be enchanted to collect, store, or channel mana and can then be used as mana sources themselves. In addition, blood carries slight tinges of mana and places where much blood has been shed also have high concentrations of mana.
The art of using mana to accomplish a task is referred to as “casting”. Any being that is capable of casting will, at some point in their life, become aware of the mana flowing around them. From there, how the mana is channeled, what spells are attempted and perfected, and the role of magic for the caster varies from person to person, race to race, and city to city.
The two most common forms of casting are “spellcasting”, which is done by speaking aloud a set of words to help focus the mind and channel the mana. The other is “conducting” which involves using a magical object such as a wand, stave, totem, or tome, to focus and direct the mana. Other diverse methods also exist.
Magic is not without its limits however. Any novice caster could move a stone. A skilled caster might move a boulder. But it would take a caster of mythical proportions to bend a mountain to their will. Mana is a force of nature, like fire or electricity, and though it can be channeled, directed, contained, or harnessed, it can not be commanded and going against the laws of nature always carries risk. The greater the task attempted, the greater the price of failure. Additionally, channeling mana takes a toll on ones body similarly to swinging a sword around. The more effort you put into controlling and directing mana, the more energy you expend and casters who get too carried away can blackout from overexertion.
The true test of a caster’s prowess is not against natural materials, which have no will of their own and laws they must obey, but against other casters. When two casters meet in combat they are each trying to override the other’s control of mana. Whether this takes the form of countering their magical attacks with your own, disrupting their attacks before they land, or even attempting to wrest thier control of the base mana flows around them to keep them from casting at all, these mental combat techniques are just as rigorous and defined as any physical martial art.
Magic can be used for many purposes, but is limited by the caster’s prowess, natural ability, learned skills, and location. There are schools of healing, combat arts, elementalism, mundane tasks, job-specific-skills, and on and on and on. Most beings in the world are capable of casting at least one or two spells if only simple ones for daily use.
~ The Inhabitants
Fairy (Spriggan, Pixie, Sprite)
Average Height: 5’0’’ (Spriggan), 3’5’’ (Sprite), 3’0’’ (Pixie)
Average Lifespan: 30-40 years
Fairy folk are short lived, but burn brightly. A fairy of seven years is considered an adult. They have the strongest connection to nature, and magic, of all the races. They typically live in secluded areas rich in plants and wildlife and tend to feel uncomfortable in cities. All fairies possess a single pair of insect-like wings on their back and are all capable of flight. As such, their clothing is typically backless or has some kind of slit to allow their wings to function. Fairy folk are divided into three distinct sub-races, each with their own traits. Fairy cities consist of small, separate, one-room houses that are little more than a place to sleep. These houses are built in perfect harmony with the land around them and though pixies grow and nurture plant life and animal life alike, their efforts don’t resemble what other races would call “farming” at all.
When most races hear the word “Fairy”, they tend to think of pixies. Pixies are short and cheerful, but slow to trust strangers. They favor open areas, hills, grasslands, meadows, and other bright, sunny lands. They have a natural affinity for flowers and fruits of all sorts and are well known as excellent beekeepers. Though it is odd (though not unheard of) to see a pixie trained in combat arts, all pixies are skilled casters. Their wings are wide and rounded, like a bee’s. Pixie’s have a certain child-like quality to them that endears them to other races, especially Humans and Undine with whom they share a certain level of appearance. Pixie’s have large eyes, even when compared to other Fairies, and are particularly fast and nimble. Their lightweight body and efficient wings allow them to stay aloft almost indefinitely.
Spriggans are taller than most fairy folk and are the kind most likely to wander the land. Their height lets them fit in better in mixed-race cities as well. They live primarily in thick wooded areas and have excellent night vision and hearing. Spriggans have a natural affinity for herbs, trees, berries, fungi, and other woodland plants and frequently employ potions, poisons, tonics, and other apothecary skills. Their wings are long and thin, like a dragonfly’s, and though they are the most acrobatic flyers of the three fairy kinds their heavier weight limits their flight time. Spriggans have a reputation as risk takers. Seeking to make the most of their short lives, spriggans are adventurous to a fault and are well known for being “trouble magnets” in inexperienced Guild parties. Like all fairies however, spriggans are lithe but fragile. And misfortune hits them harder than it would other races.
Sprites are a reclusive and secretive bunch. They rarely leave the snowy mountains where they live, but will gladly welcome any who brave the cold to visit. Unlike the other fairies who could pass as young humans, sprites have bluish or purplish skin and are immediately recognisable. Their cities consist of cabins that surround natural hot springs were fungi and hardy vegetables grow in abundance. Sprites are naturally easy going, but their casting skills are unparalleled. Their wings are bright and vibrant and scaled like a butterfly’s and no two sprites have the same color patterns on their wings. Their skin is actually cold to the touch and they run a body temperature much colder than other races. Likewise, this makes them uncomfortably hot in places other races might find to be quite tolerable. Sprites have a habit of using magic for everything, no matter how mundane the task, and when cut off from mana they are particularly helpless. They are widely sought out for their unique healing arts, and travelers lost in the mountains often tell tales of how they were saved from certain doom by the kindness of a passing sprite.
Human
Average Height: 5’8’’
Average Lifespan: 60-70 years
Humans were the first race to build cities in the open expanse of the plains, where no natural resources were apparent, as opposed to hollowing out the natural landscape. Their kind originally settled the grasslands and plains and no race has built structures as masterful or grand as the humans, except perhaps for the titans. Though it was the undine who originally created the Guild system, it was the humans who turned it into what it is today. It is perhaps for this reason that the home of the ruling monarch, the great castle Bastion is surrounded by a human-founded city. Human cities are primarily made of wood or stone buildings and many have paved roads.
Due to their ancestral homelands being in the center of the continent, humans are the most welcoming of all the races and you can find people of all races in their cities. Humans are industrial, creative, and master a wide variety of skills. They are the most adept shepards and herdsmen of the races and are the only race to raise horses. The casting ability of humans varies wildly as well, with some humans being totally incapable of using magic. Many human settlements rely heavily on farming and trade to survive and being cutoff from either for a season may well lead to a town’s demise.
Though their industriousness is widely recognised by the other races, humans are often seen to be as stubborn as the drakes and their determination to settle lands other races would consider unsuitable is widely regarded as a sort of folly unique to humankind. Humans are known to master a single craft, even to the detriment of all others, and this diverse array of specialized talents make human cities a chaotic and bustling place that teems with opportunity and chances to learn new crafts or purchase strange curios.
Undine (Various)
Average Height: 5’3’’
Average Lifespan: 100-120 years
The undine are unique among the races for having cites all across the continent. Anywhere you can find a large enough body of water, fresh or salt, you will find an undine city or two. This widespread habitation probably contributed to them developing the guild system. Undine have a large amount of physical variation, with certain traits being distinctive to certain regions or even specific cities. Undine have long, colorful hair, rubbery skin in a variety of tones, patches of scales on their forearms, shins, feet, and back, and some have fins there as well. Their hands and feet are webbed, the feet more so, and they have two sets of eyelids, including one transparent set they use to see underwater.
All undine are capable of breathing air or water. They are more comfortable in the water than on land, and staying dry for too long can cause a variety of health problems. Undine cities are sculpted from natural resources with an attempt to blend into the landscape as much as possible. Sometimes, an entire undine settlement can appear, from the surface, as little more than a coral reef or kelp bed. All undine are skilled fishermen, hunters, and jewelers and craft everything from unprocessed natural materials. They decorate their hair with shells, string necklaces of pearls, weave clothing from kelp, scales, and sharkskin, and craft tools and weapons from animal and monster parts. Despite the vast differences in culture, craft styles, and appearances, undine make no distinction between different groups of their own kind.
Undine culture is centered around their environment. But unlike the fairies who nurture their surroundings or the humans who bend nature to their will, the undine seek to master nature. They see themselves at the top of their ecosystem, undisputed masters of the water, and have no qualms about taking what they need from the plants and animals around them. They also do not farm, collecting everything they need from the wild whenever it is needed. They often proudly display a trophy from a dangerous monster, a rare shell, or a hard to catch prey animal as a status symbol.
Drake (Highborn & Lowborn)
Average Height: 6’2’’
Average Lifespan: 90-100 years
No race casts as large a shadow as the drakes. Their kind are masters of war, peerless blacksmiths, and deeply motivated by honor, status, and glory. In ages past, they would wage war across the continent pillaging the other races for resources and seeking glory through battle. It was only the reformation of the guild system that allowed the drakes to know peace. Today, they seek glory and status not on the battlefield but by competing in the guild rankings, slaying powerful monsters, and completing challenging quests. These accomplishments are so important to their society, that many drakes do not even acknowledge a clan or family surname and instead use their first name followed by their most impressive titles.
Drakes are large and strong. Their bodies are covered in rough, leathery skin and hard scales. A pair of horns juts from the top of their head, with each individual having a unique horn shape and size. Their hands and feet are clawed and they never wear shoes. Their faces have a snout, like lizards, and their mouth is full of sharp fangs. All drakes have lizard-like tails as well. They carve their cities out of mountains, creating fortresses of solid-stone and towers of metal beneath which lie miles of tunnel systems.
Drakes are comprised of two castes, the Highborn and the Lowborn. The Highborn are comparable to what humans or undine would call “nobility” but in drake society it carries a special weight. Highborn drakes are born randomly into the population, with no apparent bearing on family history, bloodlines, or parentage and only Highborn drakes are eligible to hold seats of power. All Highborn are, upon birth, adopted into a noble house and raised as a part of that family. Highborn drakes have a large set of draconic wings on their back, while Lowborn have no wings. Highborn also have larger horns, a slightly larger build, and a stronger affinity to magic.
Geist (Normal & Elemental)
Average Height: 4’5’’
Average Lifespan: Indefinite
Geists are beings born not merely of flesh and bone but of arcane power. Though the origins of their race are lost to time, it is widely agreed, even by the geists themselves, that they were created as soldiers in a war long since faded from history. Today, their race occupies places of power. Ancient battlefields, sacred sites, ruined temples, and the like are places you may find a geist village. Geists are apparently incapable of dying from old age, though they can be killed by other means. It is also rumored that geists who become too stagnant and inactive will simply fade away. They reproduce slowly, with birth rates much lower than the other races, but their long lives give them a sense of perspective unique among the races and they take life slowly and at their own pace.
Geists are short and lithe, with thin frames and spindly limbs that are built for speed. Their skin is often dark in color, shades of grey, purple, or green being the most common. Their eyes are a solid color and glow faintly in low-light. They have long, pointed ears, and their long, wiry hair is often braided into intricate patterns. Geists have a natural ability to blend into their surroundings, becoming harder to spot the longer they sit still, and are notorious for being hired as spies, assassins, or thieves. How much of this ability is actual physical changes or magical alterations in perception is unclear. Many geists are highly skilled musicians and it's not uncommon to see geists employed as bards, actors, or performers in the larger cities. Geist villages are simple affairs, built primarily from stucco, tile, or stone work, materials that last as long as their builders.
All geists are born with a strong affinity for magic, but some geists are more in-tune than others. Geists with a strong enough connection to magic are forced to carry a totem (an ancient relic, magical talisman, or divine object of some sort) to ground their magical abilities lest they cast without meaning to. Referred to as “elementals”, these geists take on traits that reflect the sort of magic their totem embodies and become physically aligned with that particular flavor of magic. Destroying an elemental’s totem can cause a feedback effect that can injure or even kill the geist in question, depending on how strong the magical bond was and so elementals must protect their totems at all costs.
Titan
Average Height: 8’0’’
Average Lifespan: 200-250 years
An old and mighty race, the titans claim to be the first race to settle these lands. Their cities are ancient, layer upon layer of huge structures each built upon the last until their labyrinthine cites stand tall like mountains or sink into vast depths below the surface. With their long life, well respected demeanors, and well-established history, titans carry a measure of respect that the younger races can’t quite measure up to. Proud, but slow to anger, titans are often content to keep to themselves and it is rare for a titan to make a living in the city of another race. This may be partially due to any city not designed to accommodate their large size being difficult for them to move around in.
Titans are huge in stature, not just tall but bulky. Possessing mighty strength, they can perform feats that would be impossible for any other race. Conversely, they have the weakest casting ability of any race. They make up for this by tattooing protective runes on their bodies to make the most of their limited magical ability. Titans, like undine or geists, slowly absorb aspects of their environment and their appearance can vary depending on the climate they live in. Their skin tones are generally in shades of red, yellow, or blue, and their hair is short and rough, more like quills than hair. Many, though not all, have one or more large teeth that visibly stick out even with their mouth closed.
Titans, despite their appearance, are renowned for their written works from plays to histories to works of philosophy. Their minds are as strong as their muscles and they make excellent leaders, tacticians, architects, and even bankers. Each titan city is ruled by its own Philosopher King or Queen, who rules until their death, with the next ruler being chosen by public consensus. Despite this, the titans respect the ruler in Bastion the same as any of their own rulers, even when that ruler is not of the titan race. Current history holds that Bastion was originally inhabited by the titans, but was abandoned at some point.
Tengu (Kurasu, Dharma, Garuda)
Average Height: 4’5’’
Average Lifespan: 40-50 years
Tengu are a stocky, tribal race that make their homes in some of the most inhospitable, unreachable areas in the continent. Tengu are covered in feathers, like a bird. Soft, downy feathers on their face or torso, vibrant plumage along their arms, heads, and back, and long flight feathers on their wing-like arms. Their wing-like arms end in clawed, scaly hands, and their feet are likewise. They can fly, though must use their arms to do so.
A communal folk, tengu don’t build cities. Instead, they build huge towers within which are housing for hundreds of their kind. They share everything with their tribe and don’t have a concept of amassing personal wealth. However, that loyalty does not cross tribe lines. The tengu are separated into three main tribes, each with their own customs and they are almost never seen living together. Even in mixed-race cities, the tengu tribes are notorious for squabbling amongst themselves, divided evenly along tribal lines. Though their appearances and philosophies are quite different, tengu are actually on fairly equal terms with each other in regards to natural ability and the differences between tribes is simply a result of them living as divided tribes for centuries on-end.
The Kurasu tribe are dark feathered and have long, white beaks. They practice the combat arts and take pride in their prowess and self-discipline. They are the most likely to join a guild for the status and adventure it brings and as such many well-respected tengu in the guild system are of the Kurasu tribe. They believe that achievement in this life directly translates to reward in the next. Perhaps because of this, Kurasu tend to be overly ambitious and are more likely to die attempting a challenge too great for them than to back down and admit defeat.
The Dharma tribe are vibrantly feathered and have curved, pointed beaks. They are thinkers more than doers, valuing a philosophy of mind over matter. In the guild system, they are known mostly for scholarly work, making maps, exploring ruins, and the like. They believe in karma, and believe that all actions taken will be rewarded in kind. This tends to make them deliberate and slow in their day to day lives and some of the more temperamental races may find dealing with a Dharma more trouble than it's worth. It is commonly joked that if you ask a Dharma for an opinion, you’ll get two.
The Garuda tribe is white feathered and have short, rounded beaks. They often have a few colored feathers on their wings or in a crest on their head. They eschew physical discipline for mastering the arcane and are vastly more skilled in casting than their other tengu brethren. They can often be found in an organised party, doing their best to support those around them. Their philosophy is that all are expected to do good works and that failing to do so is a grievous error. This makes them particularly trustworthy and an oath given by a Garuda is considered as good as a formal contract. However, it also makes them gullible and susceptible to trickery. Perhaps it is for this reason that Garuda seem particularly willing to travel in groups, even with other races, when on the road.
~ The Rules
All standard rules apply.
The rating will technically be between PG-13 and R, but that’s mostly to avoid clamping down too hard on language and violence while also allowing darker themes should players wish to include them. Do not abuse this however. Don’t get carried away. Don’t get needlessly graphic. And there won’t be any issues.
There is no character limit, though please do not take on more than you can handle.
Reservations will be accepted just to give others an idea of how the roster is shaping up, but there is no limit on race/job/etc nor on the amount of open slots, though I reserve the right to close the sign-ups if I feel that the roster of players has gotten large enough.
~ Important Info and Sign-Ups
Quick notes on the sign-ups.
I’m leaving some aspects of the world building intentionally vague. This is to allow players the freedom to work within their sign-up. Feel free to invent cities and towns, customs, historical events, NPCs, what have you so long as it doesn’t directly contradict something I’ve included in the descriptions of the races or the world’s basic geography both of which are listed in the sections above. In addition, any locations important to your character that are large enough to add to the map (the global map or the local area maps) will be added.
That said, I have available a series of world-building snippets on each location on the World Map should anyone want a short bit of info on each of the currently labeled regions, areas, or landmarks on the World Map. These snippets are written as if from an undine scholar's travel guide and I will post them in a reply if requested. I'd list them all in the post, but then the post would be gigantic.
For Guild Rank, use the (low-to-high) Wood, Stone, Bronze, Silver, Gold, Platinum, rankings listed in the Guild section. Job title and weapons can be anything you want it to be. Skills include magic and should somewhat reflect your job title and Guild rank but otherwise there are no restrictions other than the obvious of making an all-powerful character.
Additionally, there is a discord sever for any accepted players already set-up and running and I'll see to a Cafe thread if you all want one. Sign-ups below, be sure to grab the correct one for your chosen race.
- Fairy -
Name: (Typical Fairy names are whimsical or flowery)
Age: (Due to their shorter lifespan, a fairy has reached maturity at around seven standard years.)
Gender:
Sub-Race: (Pixie, Spriggan, Sprite)
Appearance:
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History:
Guild Rank:
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Age: (Due to their shorter lifespan, a fairy has reached maturity at around seven standard years.)
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- Human -
Name: (Typical human names are about what you’d expect)
Age:
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- Undine -
Name: (Typical Undine names are melodic and lack harsh sounds)
Age:
Gender:
Region: (The region of the world that you hail from and what makes Undine in that region unique. This is optional. Anything you note about your home region will be considered as fact going forward.)
Appearance:
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Region: (The region of the world that you hail from and what makes Undine in that region unique. This is optional. Anything you note about your home region will be considered as fact going forward.)
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- Drake -
Name: (Typical Drake names are grandiose or intimidating. Drakes also do not have set last names and often replace them with titles.)
Age:
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Caste: (Highborn or Lowborn)
Appearance:
Personality:
History: (Note that Highborn are automatically granted the privileges of a noble, while a Lowborn is barred from the nobility. Depending on the circumstances of your character's history, this may not be relevant.)
Guild Rank:
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Caste: (Highborn or Lowborn)
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History: (Note that Highborn are automatically granted the privileges of a noble, while a Lowborn is barred from the nobility. Depending on the circumstances of your character's history, this may not be relevant.)
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- Geist -
Name: (Geist names are as quirky and varied as their bearers, with some being known only by a single nickname.)
Age: (If playing a Geist of over 400 years of age, I may need to PM you additional world history info depending on your history section.)
Gender:
Type: (Normal or Elemental)
Appearance:
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History:
Guild Rank:
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Weapons: (If playing an Elemental, your totem goes here)
Skills:
Age: (If playing a Geist of over 400 years of age, I may need to PM you additional world history info depending on your history section.)
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Type: (Normal or Elemental)
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Weapons: (If playing an Elemental, your totem goes here)
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- Titan -
Name: (Typical Titan names are long and complex. The average Titan has no less than five names and as many as a dozen, each expressing a deeper meaning.)
Age: (Titans are not considered to be fully privileged adults until over the age of 30)
Gender:
City: (The specific “mountain-city” your Titan hails from. Any details you give about this city will be considered fact moving forward. This is optional.)
Appearance:
Personality:
History:
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Age: (Titans are not considered to be fully privileged adults until over the age of 30)
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City: (The specific “mountain-city” your Titan hails from. Any details you give about this city will be considered fact moving forward. This is optional.)
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- Tengu -
Name: (Typical Tengu names are short and direct, often consisting of a string of quick syllables.)
Age: (Much like faries, their shorter lifespan means Tengu of age twelve or over are considered adults)
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Tribe: (Kurasu, Dharma, Garuda)
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Age: (Much like faries, their shorter lifespan means Tengu of age twelve or over are considered adults)
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