World and Characters

  • World and Characters

     Wake updated 6 years, 5 months ago 1 Member · 1 Post
  • Wake

    Organizer
    November 28, 2017 at 3:48 am

    Ok, so some of you might remember the world in the past, but some things have changed and I want to go into more depth about some things, so this will end up being really long. Without further ado, let’s get into it.
    The World: So the setting is the basic fantasy world, the sort similar to the type you’d find in an RPG, the era of swords and knights and the like. Long ago, humans had free reign over most of the land of the continent, although monsters still existed, they were weak enough that villages could defend themselves well enough, however an unknown power began to rise in the west, making the monsters stronger and creating ones that have never been seen before. The power of these monsters forced the humans to retreat eastward and rebuild their society there. In the human poplulated area, there are several big cities, mostly in the centeral area. The northern area is cold most of the year, some parts of it being a frigid wasteland. The south is a mountainous and arid region with a culture that differs greatly from the north, almost similar to that of the middle east or India. In the centeral region, their are 2 capitols, the people’s capiol which is a center of culture and trade and the adventurers capitol, he place hat holds all the headquarters for the Guilds as well as Excalibur. All aspiring advenurers have to pass through that city to be officially registered as a member of a Guild or Excalibur.
    Guilds and Excalibur: Shortly after humans were forced to the east, the orginization Excalibur was created as a resistance to fight the monsters. Their goal is to defend villages against attacks from monsters as well as send stong parties out west to try and combat the problem at its source. In doing this, Excalibur promises perks for its members, such as being able to stay at certain inns for free and getting discounts on armor and tools. However, the main draw to Excalibur is the hope to make it big and become a famous hero. In the past, many members of Excalibur have had their names go down in history as saviors, heroes, martyrs, healers and all-around great people. The establishments of guilds happened some time after Excalibur when members of parties began realizing the art to balancing members. To help create more perfect parties, people with specific skills got together to train others in those same skills. This eventually became guilds. Only one guild may be joined, joining multiple guilds is seen as treason and is met with the death peanalty. The art of whatever the guild teaches is something that’s kept under lock and key and is not allowed to be shared to people outside of the guild, this is also viewed as treasonous. Along with teaching a craft, guilds teach the ideals and philosophy of whatever skill they offer. When joining a guild, you are choosing what role you are going to play in your party, but aside from that, many guilds offer specialties. One could choose to take up one of these specialties or choose to remain a jack-of-all-trades.
    Monsters: There are several classes of monsters: Demi-human, Beast, Demon, Flora, and Undead. Demi-humans are generally considered the smartest of the lot, elves are included in this category biologically, however they, for the most part, side with humans so resent being called monsters. Undead and Demonkind differ from the other monsters because with certain sorts of guildcraft, they can be used to fight on the side of mankind. All other species save those few have the minds of beasts and cannot be reasoned with. The weakest of monsters live near the human-populated areas, monsters that even the lowest-raking guild members can kill, albiet with a little difficulty. The further out west you go, the more powerful and larger the monsters become. No one has made it all the way to the west-coast, and not all monsters that populate the inland of the continent have been discovered.
    Party: The art of adventuring lies with the party, the key to becomming a successful hero is a well-balanced party. The backbone of such a party is having at least a knight and a priest present, and although it is possible to function without one of these, it’s far more dangerous. Its always good to choose party members that will compliment eachother before going out on an adventure.
    (Guilds will be listed in next post)

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