So, me and Saku~honey had this little idea about an RP for this thread, and now that idea is a reality.
It is a fantasy RP, based around a "little" guild a adventurers who go on adventures together, kill bandits, dragons and trolls on industrial level and rescue pretty princesses.
I'm still ironing out some ideas, but the basic formula is that the guild (or "the League"), will periodically receive quests that they have to carry out, how they do it, will be determined by whatever you come up with!
As for how you can participate - you have to be a member of this League, for one, and that is up to Hanasaku. Another thing is that you can't also be whoever you want, your class - or role - is determined by that one Quizz I sent a link in a while. If you don't like your result, then you can re-take it in the space of next five days, starting from NOW.
Make sure you let us know by posting your results, and saying that it's the final one. If you already took the test, are happy with results and posted them, just specify if you want your char to have a specific name, and one of three races: human, elf or orcs. They are not stricte traditional human/elf/orc so please, please read the lore.
For inter-player interactions, make sure you have the permission of other characters to use themselves. You can write jointly via that pirate-pad thingy, or through PMs, mail, Skype...whatever strikes your fancy. Just try to keep it fitting with whatever everyone else will be doing...unless your character is meant to be crazy that way.
When we will not be doing quests, feel free to engage in whatever amount of devious machinations that the lore will allow you to do.
So,witout further ado:
I announce,
The League of Adventure
Across the continent of Euria, there exist many lands. Frozen wastes and magical jungles, parched deserts and savannahs, desolate wastelands and teeming oceans. Civilizations rise and fall, as ancient ruins sing of times long-gone by.
As world expands, one town, one civilization will take a precedent above all else. A mighty island off central part of Euria's continent, covered entirely by a single city. The City of Adventurers. Laventinn.
City of Laventinn – one of the largest towns on Euria continent. Located on an ancient island, for centuries it has been on crossroads of important trade routes. Goods from most unusual and bizarre cultures and races pass through here, and it is not surprising that many have came to call it home. Many empires have coveted this land in the past, but few actually managed to control it. Today, Laventinn is an independent city-state, ruled by the Sovereign. Although it lacks proper army, the various heroes that live here and their guilds provide for any external protection, as does the supremely-well trained navy and artillery crews that watch the coasts for any sign of hostilities. The current Sovereign has also skillfully manipulated all of local kings to do his bidding, thus everyone sees Laventinn more beneficial to them free and works to undermine the others.
The town is divided into five districts:
Dawning May:
South-Eastern district. It is filled with beautiful gardens and marble palaces. For centuries, the wealthy and influential of the island have maintained residences here. Many high-class “pleasure” establishments can also be found here, as well as some very prestigious Alchemy and Jewelry factories.
Passing Winter:
The North-Eastern district. Largely used for residences, but also various government storehouses. It’s position behind Rock of Haven make it cooler than other districts. It contains the airship port, one of most advanced of its kind. Many foundries can also be found there.
Reigning Autumn:
North-Western district. Renowned as business district, most of the shops, markets and taverns (or other less savory pleasure halls) can be found here. League of Adventure has its hall here, and many low- or high-class lodgings can be found as well.
Audacious Summer:
South-Western district. Contains mostly the headquarters of port authorities and most port wards (some which extend into Reigning Autumn). It’s otherwise mostly a residential district for less-well off citizens, and contains most of the fields that feed the state.
The Castellum:
Center-wise, it is a mighty castle etched into the Rock of Heaven, a small mountain that stretches from center of the island to Passing Winter. It from here that Sovereign reigns and resides. Many influential nations also have their embassies there, including Haelmann Alliance and Rascordia Empire.
Nations of the World:
Nations/Tribes
Haelmann Alliance: One of two massive Empires that rose to power in recent times. In reality it is more of a confederation of several smaller states. Their lands encompass most of the Southern and Western provinces in Euria, which consist of fantastic deserts, lowlands and jungles, with some temperate areas. Their people tend to vary between given member state, but they tend to be mostly hot-blooded, generous and emotional, but can be provoked into long-running grudges. Their colors are blue-black with silver and gold. Their nominal capital is Kitheem.
Rascordia Empire: The second Grand Nation. It encompasses most of the Northern provinces, composed of mountains, highlands and temperate pastures. Unlike Haelmann, they’re a very centralized, imperialistic nation that seeks to absorb everything under the rule of its God-Empress. Their people are mostly ambitious, educated and practical. They will gladly ally with an enemy if it serves their cause. Their colors are black, red, orange and white. They’re currently engaged in bloody campaign in the North-East, led by High Shogun Miles Amestrius. Their capital is the Sans Akashia.
Salis Kingdom: A nation that exists at the feet of Sanguilian range, massive mountains that span centre of Euria and divide Rascordia from Haelmann. It is managed to maintain its neutrality, largely thanks to powerful MagiTek imported from Laventinn. It’s lush forests are home to many elves and magical creatures. It’s color is purple gold and white.
Theoi: Mysterious sect that is known for collecting magical trinkets and ancient texts for its own purposes. They frequently provide requests to League of Adventure. Their representatives to the League are pair of eccentric sisters, Airdust and Stardust.
Meridia - a colloquial terms for "the Land Across the Sea", a rumored continent that exists across Gelis Ocean, west of Euria. It is from there that enormous airships arrived, bearing gifts of technology not seen in Euria since times of myth and wonder. As most West-lying inhabited island, Laventinn City is their favorite stop. Their traders reveal little about their own land, except that it seems to be ruled by an oligarchy of powerful Merchant Princes.
The Races. Because some people may not like to play almighty Man.
Humans:
The species widely considered as most widely diverse, both culturally and biologically. Human life has adopted to pretty much every environment, creating countless different cultures in process; few of them are ever alike. In terms of physical prowess, humans tend to be somewhat hardier then species like elves, but not as much as orcs. Human magical potential tends to be fairly average. Mages are not hard to find, and most people are magically attuned, but need considerable training to use their abilities. Occasionally however, humans produce mages of truly terrifying prowess, such as the Rascordian God-Empress. Elven scholars have also observed that humans are much more prone to magical or chemical mutations, which furthers their diversity. Individual humans may even live for millennia, but rarely do so without considerable magical prowess or chemical enhancement.
Humans are also relatively fast-breeding, meaning that they have the largest population out of every race. Conversely, this means that humans will inherently play great role in any event.
Although they cannot interbreed, humans, elves and orcs are closely related, particularly humans and elves.
Elves:
A very human-like species, barring their distinct long ears, lithe figures and head-horns, elves are naturally long-lived species that existed for millennia. Having considerable difficulty breeding (in spite of their nearly legendary sex drives), they remain a distinct minority in most nations, and their culture tends to be more monolithic then humans. All elves believe in some sort of inherently sentient “world spirit” or other naturalistic philosophies. Unlike humans, Elves are all naturally magically gifted, but very few can reach the same level of raw power as truly gifted humans. Elves are also physically weaker, though they posses particularly good hearing and sense of balance.
A particular quirk of elven biology is their ability to instantly absorb knowledge and posses ability to prefect recall any expirence – but at the same time, having noticeable “memory span” – after a certain point in life, elven memories simply begin to lose these experiences as they are replaced. This contradicts the traditional motion that elves have substantial wisdom due to long age. While they do maintain written records, many have became distorted over millennia due to penchant for dramatics.
Orcs
A species renowned for their physical strength and endurance. Orcs are nominally similar to elves, but are obviously more muscular and lack distinct horns. Their skin tends to vary with their environment, turning greenish while in jungle climates, or sandy yellow in deserts. Orcish biology has also adapted to frequently absorbing various substances, and using their properties to increase their performance, but they remain less prone to mutations then humans. Unlike humans and elves, orcs have also very little prowess for magic, and tend to view it with a sort of primitive, inherent superstition.
Orcish society tends to be divided into distinct clans, which have largely adopted combat as a part of their expression. Although orcs are notorious berserkers (a natural result of their redundant nervous system and pain responses), orcs are not mindless brutes. To them, combat is a form of expression, an ability to convey bravery, cunning, honor, strength and so on. Although treachery is not that rare among orcs, normal ones tend to hold authority and loyalty in high regard. Once a clear line of command is established, orcs tend to serve their superiors faithfully, often until death. As result, orc bodyguards are often highly valued by high-ranking personas and powerful mages.
NPC races:
The Magi:
Also known as “the First People”, Magi are a common myth to most cultures, a species of godlike magical and physical prowess that once ruled entire Earth through highly advanced civilization, until “they vanished in the Setting Sun.” Although mostly dismissed as a myth, recent archeological finds, and increasing prevalence of powerful artifacts, and some of the eldest elven role, hint that the Magi may have in fact existed for real. The Rascordian Empire officially encourages acceptance of this theory, and claims that their God-Empress is a manifestation of Magi’s collective divine power.
Curiously, while oldest myths tend to present Magi as fairly benevolent, “Golden Civilization”, more “recent” myths often portray them as all-destroying devils.
According to legends, the Magi looked largely humanoid, with distinct golden, glowing eyes and golden-glowing blood.
Yes, if you haven't noticed, there is meant to be an overarching story that I have planned for this, so that people playing would not just wonder aimlessly. Be afraid. Be very afraid.
If people want to, they can also come up with their own pieces of lore, which is the main reason why certain things are either imprecise or open to interpretation.
As a side note, guns do exist, on level of 18th century firearms. Magical weaponry also exists however, but is much more expensive. Limited airship travel is also a possibility, and if enough people will want it, the League can get its own airship.