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About This Game

A mixed-fantasy setting where we tell stories about characters, their lives, and the cozy misadventures they go on.

Game System

Ryuutama

Detailed Description

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The Glass World: Cozy, Comfy, Casual Mixed-Fantasy Adventures

The Glass World is a world setting that focuses on adventures and campaigns with aspects of the cozy mixed-fantasy genre.

The cozy fantasy aesthetic is one in which the stories and plots that portray themes of comforting and healing ambience, like a warm hug from a friend or nice cup of hot chocolate at the end of a cold day. It centers largely on slice-of-life, low-stakes situations, stories of growth and change, renewal, and happy endings. These stories are often concentrated between the connections, bonds, and relationships between individuals or close-knit groups.

Less The Lord of the Rings, more Studio Ghibli. Expect to encounter curious places to explore and learn about, challenges that make you think with your head and not your dice, and lots and lots of room for interpersonal social situations. Become the best of friend or the worst of rivals, fall in love or just chase your dreams together! Aspire to greatness, or just enjoy the ride!

Also Note: This game is set to Ryuutama, and I do run that regularly, but I also intend to run other similar game systems in the Glass World, including Golden Sky Stories and so on.

  1. What's new in this game
  2. [floatright][img]https://live.staticflickr.com/65535/53202989734_a01606116b.jpg[/img][/floatright] Kvalt One of the nine continental landmasses of the Glass World, Kvalt sits in the central latitude of the northern hemisphere and neighbors the continent of Oscea in the east. A rich cornucopia of mountainous regions, verdant valleys, and rigid plateaus, it is home to a number of hardy nations who value peace and prosperity over the horrors and rigors of conflict. The majority of Kvaltish nations are meritocratic, and thus place a high value on skills and accolades. As a result, education is considered an important foundation, and thus there are numerous colleges and universities in the land. Above all others, six of these schools, known as the Grand Academia, are each considered neutral territory and given sovereign governance of the lands around in hopes that they would use this freedom to cultivate new generations of individuals who are allowed to grow and learn around students from other nations, strengthening the future of progressive minds as well as the bonds between countries.
  3. The Goddesses A widespread religion, particularly among the races who claim to be their descendants, 'the Goddesses' refers to a trinity of divine beings that are thought to have created the Glass World. These are: Astra, goddess of the sky. Her domain includes the air, wind, rain, and the stars. Terra, goddess of the earth. Her domain includes the land, the oceans, and the stratums. Mana, goddess of magic. Her domain includes the leylines and ephemeral realms, including the feywilds. Within this religion, there are also several other lesser deities, as well as supposedly a fourth 'fallen' goddess, though her name has long since been expunged from all religious texts. She is simply known as 'the Other One', and is thought to rule over the Depths. To the Darkfolk, she is named Omni, goddess of fate. Her domain is the Depths, as well as the Core of the World. Returning to the Planet Within the religion surrounding the Goddesses, when a person dies, their spirit returns to planet and eventually reborn or reincarnated, usually as a reflection of the kind of life they lived. A life full of good deeds and appreciation is believed to grant one a peaceful new existence, while a life full of malice or bullying is likely to grant one eternal punishment.
  4. Descendants of Mana People who claim to be descendants of the Goddess Mana include humans, dwarves, and halflings. Half-bloods born of these races and other are also considered part of this group. The Fey Those whom originate from the first travelers from the Feywilds, the Fey, or 'Feyfolk', includes the various races of elves and gnomes, as well as dryads, sirens, and nymphs. Also includes: changelings, hags, merfolk, pixies, satyrs, trolls The Charmed Peoples who originate from the Lost Forest, the Charmed or 'charmed folk' appear as people with animal traits. This most notably includes the Tigere (tiger-folk), the Mauslings (mousefolk), and the Bonn (rabbit-folk), though there are numerous others. Often confused in foreign lands with henge, or vice versa. Also includes: centaur, minotaur, tengu The Darkfolk People who originate from the Depths, the darkfolk race includes demons, dryders, oni, and vampires. Also includes: gargoyles, gremlins, harpies The Fangedfolk People who originate from the Lower Stratums, the fangfolk include orcs, goblins and ogres. Also includes: gnolls, hobgoblins, lamia, lizardmen, troglodytes The Ancientborn People who are believed to originate from mythical creatures include giants and kobolds. Also includes: djinn Those of the Ley People who are believed to have been given a semblance of intelligence and reason directly from the leylines, such as familiars and golems. Creatures that have extensive magical affinity or have a special connection to the leylines are also sometimes lumped into this category, such as dragons, elementals, and the henge, however this is not actually accurate. Also includes: slimefolk
  5. [indent][font=Papyrus][size=7]Magical Leylines[/size][/font][/indent] Magical Leylines Also called 'arcs' or 'ars', leylines are the foundation of arcane magical existence that take the form of invisible currents. Though magic is everywhere, it is always stronger and more potent near a leyline. They are drawn to 'foci', which places or artifacts of vestigial magical power. In some cases, foci might be as small as a magical dias in which a legendary sword is thrust, or they might be as large as an ancient, untamed river. It is widely believed, too, that magical leylines have a consciousness, though to what extent is not truly understood. Those who draw upon the power of magical leylines, however, often get a strange sensation that is akin to human emotion, particularly within powerful foci. Ergo, it is common for magic practitioners to develop a sort of relationship or bond with leylines and foci as they might a living being. This might come in the form of a sacrifice or offering, an unspoken agreement or accord, communing directly with the source or some other similar act. In some cultures, the leylines and foci str revered as celestial or divine beings as a result.
  6. [floatleft][img]https://philgamer.files.wordpress.com/2015/08/ryuutama-logo.jpg?w=723[/img][/floatleft] [floatright][img]https://live.staticflickr.com/65535/53051949493_dcc9c7e2dd_o.png[/img][/floatright   [floatleft][img]https://philgamer.files.wordpress.com/2015/08/ryuutama-logo.jpg?w=723[/img][/floatleft]   Character Sheet Version 1.0   [floatright][img]https://live.staticflickr.com/65535/53051949493_dcc9c7e2dd_o.png[/img][/floatright] Character ------------ Player ------------ Level ---- XP ---- Age ---- Pronouns ---- Class -------- / -------- Type -------- / -------- d? d? d? d?   - / - - / - ? STR DEX INT SPI   HPMax HP = STR x 2 MPMax MP = SPI x 2 Condition Class Skill Stat Effect ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ Weapons   Accuracy Damage Durability Effects ---------- [---] + [---] [---] -- ---------- ---------- [---] + [---] [---] -- ---------- Armor / Shield   Defense Penalty Durability Effects ---------- -- -- -- ---------- ---------- -- -- -- ---------- Equipped Outfit Slot   Effects Shoes ---------- ------------------------------ Cape ---------- ------------------------------ Staff ---------- ------------------------------ Hat ---------- ------------------------------ Accessory ---------- ------------------------------ Personal Inventory (Capacity: -- / --)                         Backpack (Capacity: -- / --)                         Other Container (Capacity: -- / --) (Copy & Paste As Needed)                         Incantations   MP Duration Target Range Effect ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ Seasonal Magic   MP Duration Target Range Effect ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------
  7. [center][font=Papyrus][size=7]Town Creation Sheet[/size][/font][/center] Town Creation Sheet   Town Name -------- Population -------- Landscape --------   Topic Description Political Structure   Social Structure   Economic Structure   Sights, Sounds & Scents   Points of Interest   Legends & Folklore   Recent History   Ancient History   Other Information    
  8. Anime / Manga Recommendations Below are a few of my top picks for cozy fantasy+ anime and manga, in case you need a little positive energy in your life outside of this site.   Ascendance of a Bookworm (Kae's Cozy Score 7 / 10Positive Points: A story about hope, friendship, and following your dreams. Contains many instances where characters start out as adversaries, but eventually become friends. Several notable role model characters. A fair amount of wholesome content. Warnings: Contains depictions of medieval class struggles, inequality among genders, and neglect towards minors. Does include some light to moderate action and conflict, particularly in the second season.) (Crunchyroll) Avid bookworm and college student Motosu Urano ends up dying in an unforeseen accident. This came right after the news that she would finally be able to work as a librarian like she had always dreamed of. When she regained consciousness, she was reborn as Main, the daughter of a poor soldier. She was in the town of Ehrenfest, which had a harsh class system. But as long as she had books, she didn't really need anything else. However, books were scarce and belonged only to the nobles. But that doesn't stop her, so she makes a decision... "If there aren't any books, I'll just create some."   Campfire Cooking in Another World with My Absurd Skill (Kae's Cozy Score 8 / 10Positive Points: Several funny characters that are easy to get attached to. In particular, the main cast is sweet and wholesome. Lots of depictions of yummy food, with some very generic cooking methodology. Clever use of modern isekai powers. The story centers around traveling, adventure, making friends, growing and enjoying the tasty treats along the way. Warnings: This is a moderate action anime with several battle scenes and depictions of violence, blood, and dead creatures, but nothing really gore-y.) (Crunchyroll) When a magical realm looks to summon heroes, they’re sorely disappointed to end up with a mediocre salaryman. Mukoda Tsuyoshi may not be a hero, but this conjuring error has given him a delicious power—Online Grocery. And something about this modern food brings with it unbelievable effects. This easy access paired with his cooking skills will have patrons from across the land coming back for more!   Konohana Kitan (Kae's Cozy Score 9 / 10Positive Points: Features a wonderful cast of tropey, comical, and endearing characters, including a bubbly protagonist. Explores Japanese folklore in the form of visitors to a hotel. The story centers around youth, growing pains, making friends, and learning about the trials and travails of others. Lots of homey feeling, beautiful background scenery and landscapes, as well as several callbacks to traditional Japanese writing aesthetics. Warnings: Many of the episodic stories in Konohana Kitan are based on those of Japanese folklore and fairy tales. The subject material ranges into spooky territory, but the show mostly keeps things in a positive light.) (Crunchyroll) Konohana Kitan is the heartwarming story of a new apprentice named Yuzu, and the other fox girls who work at a hot spring hotel called Konohatei. The staff at Konohatei live by one belief: no matter who one may truly be, no matter what, anyone who is a guest is a god. Of course, that includes you. Let the hospitality of Yuzu and the Konohatei heal your tired soul.   Isekai Izakaya: Japanese Food From Another World (Kae's Cozy Score 9 / 10Positive Points: The story centers around normal people in a fantasy world who come to a shop to enjoy a meal and leave their troubles outside. A large cast of relatable and recognizable characters who all have very realistic problems and lives, with the added effect of 'anime nonsense'. The food is great, and there are tons of wholesome moments between characters. Themes include friendship, exploring new horizons, comfort, and creating a community atmosphere. Warnings: Depictions of alcohol, and some minor conflict between characters. There will be at least one or two characters you hate.) (Crunchyroll) (aka Otherworldly Izakaya Nobu) Izakaya “Nobu” is a modest establishment, staffed by only two people: master, Nobuyuki Yazawa, and server, Shinobu Senke. Despite its humble appearance, its entrance is mysteriously connected to an ancient city from another world: “Aitheria.” Nobu’s patrons consist of lazy palace guards, incognito clergymen, and the Waterworks Guildmaster - not your average clientele! But once they enter Nobu’s doors, they are greeted with the finest alcohol and dishes the likes of which they’ve never seen. The patrons leave their troubles at the door as they call, “Give me a cold ale, master!”   Princess Connect!: Re-Dive (Kae's Cozy Score 7 / 10Positive Points: A trope-y, over-the-top anime with a huge assortment of characters and lots of adorable moments. Focuses on a guild of adventurers who love food. Themes include making new friends, exploring, traveling, growing, and overcoming differences, as well as mystery, intrigue, and the pains of learning to trust. Focuses on food-centric quests, specifically. Warning: This is a moderate-to-high action anime with several battle scenes and depictions of monsters being slain, but very little blood and zero gore. The story becomes progressively more action-packed in the second season.) (Crunchyroll) In the beautiful land of Astraea where a gentle breeze blows, a young man named Yuuki awakens with no memory of his past. There he encounters a guide who has sworn to care for him—Kokkoro, a lovely swordswoman who's always feeling peckish—Pecorine, and a cat-eared sorceress with a prickly attitude—Karyl. Led by fate, these four come together to form the "Gourmet Guild."   Super Cub (Kae's Cozy Score 9 / 10Positive Points: A gentle, serene show that centers around finding new joys and interests, as well as making friends who have those same interests. The characters are mundane, but are at the same time believable and relatable, and make you want to root for them. The plot is slow, but in a good way, and the world quite literally gets more vibrant when the characters are enjoying themselves! The plot is originally centralized around the protagonist who begins to branch out as a result of growing confidence. Warnings: The main character appears to have some form of anxiety and/or depression as made evident by the fluctuating vibrancy of the world around her according to her current emotions, which may bother some people. There is one depiction of a weather-related traffic incident in which one of the characters is hurt, but fortunately recovers later.) (Crunchyroll) Koguma finds her freedom on a motorcycle. But with no parents, friends, or plans for the future, she doesn’t have much else. That is, until she meets a fellow biker, Reiko. Together, they’ll discover friendship, fun, and the adventure of the open road.   Yuru Camp (Kae's Cozy Score 10 / 10Positive Points: Focuses on the relationship between a group of high school girls who love camping. Themes include exploration, traveling, finding comfort, hobbies, doing what you love, and enjoying the company of friends. This show is basically built with positive vibes in mind, as its all about enjoying camping, making camping food, and being a responsible environmentalist. Locations are based on real-life places in Japan and you can actually visit them yourself! Warnings: Some very very light interpersonal conflict between some characters in the second season.) (Kae's Favorite!) (Crunchyroll) (aka Laid-Back Camp) Nadeshiko, a high school student who had moved from Shizuoka to Yamanashi, decides to see the famous, 1000 yen-bill-featured Mount Fuji. Even though she manages to bike all the way to Motosu, she's forced to turn back because of worsening weather. Unable to set her eyes on her goal, she faints partway to her destination. When she wakes up, it's night, in a place she's never been before, with no way of knowing how to get home. Nadeshiko is saved when she encounters Rin, a girl who is out camping by herself. This outdoorsy girls story begins with this first encounter between Nadeshiko and Rin.
  9. Sho Pahl's Heavenly Tea House An Open Roleplaying Area for Celestial Travelers In the world we know, doors have a finite purpose: they serve to connect two divided spaces. No more, no less; and no matter how many times you open a door, it will always take you to that same, single place, then back again. It is a mundane constant, something that no one really thinks about; they simply trust it as fact and go on about their lives, never minding that it could be anything but what they expect... ...but this rule is only true of doors in the realm of mortals. To the spirits of the celestial heavens, a door is not so simple. To the practiced traveler of realms beyond, a single door can lead to a thousand and one different destinations, each limited only by the power and creativity of those who choose to open them. [floatleft][img]https://i.pinimg.com/564x/9d/e4/ae/9de4aeb10dcb6b56408a7d41074154c5.jpg[/img] [center][size=2]The Heavenly Teahouse of Sho Pahl, dragon kami of stories and legends.[/size][/center][/floatleft] The Heavenly Teahouse of Sho Pahl, dragon kami of stories and legends. Thus do spirits and demons alike tread effortlessly through the Endless Expanses, seeking all number of truths, treasures, and travails. Yet no matter how many different places they see, few are as dearly remembered as a certain minor realm belonging to a particularly powerful ryuu-kami. When one enters the fabulous realm of Sho Pahl, the enigmatic 'Fate Spinner', they are greeted first by the aroma of a mellow, floral incense which pervades the whole of the space. Golden-brown wooden floors appear to gleam as is freshly lacquered, while slatted paper windows in the much darker walls cast a perpetual stream of light of an eternally rising (or perhaps forever setting) sun, masked by a thick blanket of fluffy clouds and ephemeral, far-away mountains. Shadows of leafy, flower-filled trees, too, dance against the yellowed paper dividers, alluding to a world beyond that one will never behold. Here, one must remove one's shoes and coats, as well as their grudges and woes, replacing them with simple wooden sandals that sit in a neat line atop two small steps, wash their hands in the ever-flowing basin, and then enter the building proper. A chime sounds as one passes through the circular archway, hearkening a strange warmth as the teahouse's patrons turn to greet newcomers, offering seats aplenty at small curved tables that encircle a great pool of water, in which one can spy several lotus blossoms floating atop it and numerous koi fish of exotic colors swimming within. On approach, the pool shimmers in the light, giving the waters themselves a tinge of amber hue. Sitting down, one gazes about at the artful décor: large, solid wooden pillars with intricate, classical designs in Far Eastern-stylings; small, fat pots from which sprout twisting bonsai of elaborate coils and lush leaves; and thin vases filled with neatly arranged flowers. All this and much more, arranged in such a way that every facet has its own space and place of prominence, and the wandering eye is transfixed with even the slightest movement. Spirits. Demons. Demi-creatures. Great and small, powerful and not, all gather together within these walls to share in the revelry of food, drink, and story, forbidden by the dragon kami from violence. [floatright][img]https://live.staticflickr.com/65535/53156876957_6b4e9f61e5_o.png[/img][/floatright] It is strange company, to be sure, but none can compare to the proprietress herself, who after only a short wait appears next to the table, holding a wooden tray. Atop it sits a basket of simple wheat treats and an elaborate tea set which always seems to be in the most pleasing colors to the one who beholds it. Already the steeper is filled with piping hot water, and several cups stand ready to be filled alongside tiny bowls with various admixtures of tea leaves and spices ready to please the lips of those who partake of them. She--the enigmatic dragon, Sho Pahl herself--is distinctly tall and long of leg, though much of her form is all but consumed in a long, slender dress that is gold, brown and green, leaving her milky arms to protrude out of draping sleeves marked with a number of short haikus. Her face is of porcelain--barren of blemish and imperfection save for the red mark upon her forehead--and her golden eyes peer down upon her patrons from beneath pale wheat hair that fountains down her shoulders and back, crowned with a pair of twisting horns and a number of curious golden floral hair ornaments. She gives each newcomer the ever-so-slightest of smiles, but remains silent, and sinks down to her knees so as to gently place the tray on the table. There, she prepares the tea exactly as each patron requests, though in addition to what they choose to add to their drink, each also gets a tiny spoonful of a glistening yellow sap that immediately disperses into the liquid--Ambrosia, the so-called 'nectar of the gods', though in reality it is little more than a rare honey that grows only in Takaamahara's highest peaks. Lastly, she leaves a single brown coin beside each cup. Looking down into the pool, one can see numerous coins just like it resting at the bottom--each a blessing...but for what? And as if to answer the question as it springs to mind, Sho Pahl takes some of the tea in the pot into her hand, pouring a small stream into the great pool before. The water begins to shimmer, emitting a soft light which then grows to encompass the whole and revealing a scene...and then, an image...a face...a...mortal face. Ah...so this is it then...one of the greatest treasures of the dragon kami beside her magical paintbrush. The Well of Tales. A scrying glass that gazes down upon mortals during the most important moments of their lives, that the celestials might watch over them and grant blessings to those worthy. Thus the purpose of the coin, too, revealed. The act of throwing the coin into the pool itself was the blessing, imbued with the thoughts and wishes--and perhaps a little bit of power--of they who tosses it. "Enjoy..." she finally speaks in a voice that is haunting and unearthly, like several tones mixed into one, but blended in a way that was harmonious and singularly unique. She offers only this single word before she stands, moving in such a way that it seems like she is gliding across the floor to a long, wooden string instrument in the corner. Here she kneels once more, her nails lengthen slightly, and she reaches down, plucking one of the strings. This releases a hollow reverberation into the room, and then another...and another. The melody of song soon becomes evident, one that befits such an ancient and regal realm as this. A stranger, more magical place few will ever know, yet for a weary and lonely traveler of the realms, it is a little known secret paradise, tucked away in the folds of countless realms, where one can simply come and enjoy good tea and cakes, good company among friends, and fascinating tales of the mortal realm. A place of austere peace amid a torrid beyond. Such is the Celestial Teahouse of Sho Pahl, the dragon kami of stories. So come...and but for a moment, let go of your troubles to bear witness of the next grand tale, through the mirror of fate. Open Roleplay Rules Welcome to the Open Roleplay area for Glass World. Sho Pahl's Heavenly Teahouse is an inviolate space in which observers and readers may interact in the form of celestial spirits who have come to the Teahouse during their travels at such a time as to witness the story that is currently being played out. So long as you are not a player in one of the Glass World games, you may participate in this role-play, which has no plot nor purpose other than to be an in-character discussion of the events transpiring in the mortal realm. You may appear within the teahouse in any form you desire, and as often--or not--as you wish to. In addition, you may develop your identity as much as you like, from history, to relationships with others. Perhaps you are a deity, a kami spirit, a yokai, or something quite unknown. Nevertheless, while you are here, the formless has form, and the imperceptible is visible, and regardless of what relationship you may have to the others around you, this is a place of peace, and you will find swords unable to leave their sheathes, and magic intended to harm or hinder will fail to manifest. In addition, you are each provided with a single brass coin, which symbolizes a blessing. You may throw this coin into the pool at any time you wish, naming a recipient (a player-character in the game) who garners your favor. This character immediately receives a free re-roll (taking the better of the two rolls), to be used on a roll that they have just made or a roll that they are about to make. You only get one coin per game, but you may continue to be involved in the roleplay even after you use it. However, you may not otherwise interact with the mortal realm and with the story being told in the scrying pool. Beyond this, please feel free to interact with the teahouse and the other denizens as you see fit, but if you choose to leave the teahouse, your part in this narrative will end till such a time as you may choose to return there again. I will occasionally play Sho Pahl, though of course my focus will always be on running the game. I hope you enjoy the experience! Let's have fun!  
  10. A chat section for anyone and everyone, whether you're a player, a stalker fan, or just someone who wants to get in on the conversation! Feel free to get involved!
  11. The Adventurer's Guild [center][img]https://2.bp.blogspot.com/-VlcYOajHp4Q/VAfNIV4n-1I/AAAAAAAACek/mLDcDykEbBM/s1600/pic5.png[/img][/center] Capable, courageous, and candid in their work, Adventurers are notorious for being eccentric individuals and certainly one must be in order to put themselves in harms way day in and day out all for the sake of fame and fortune. A mixed bag, one will likely not find as much diversity gathered in any one place than in an Adventurer's Guild Hall. Adventurer's are professional problem-solvers, some specialized in certain classes and skill sets, while others tend to be more flexible jack-of-all trades who are willing to do anything as long as the coin is right. The most common types of adventurers are warriors who sell their steel against monsters that inhabit the lands, followed closely by delvers who plumb the depths of old ruins on behalf of scholars and other parties of interest. No matter what kind of help a person needs, there is at least one or two adventurers out there out there waiting to assist. Structure & Politics Though technically single organization in the eyes of the average outsider, the Adventurer's Guilds of each region largely operate independent of one another, sharing information by way of a network of special couriers. Though they do not observe jurisdictional boundaries in the way that law enforcement or political entities often do, there are rigid guidelines as to which Guild certain quests fall under, especially in the fringes and distant hinterlands of the civilized world. Each Guild Hall is headed by a Guild Master, who is responsible for the overall conduct and guidance of the adventurers of the region. Depending on the guild's size and notoriety, many also have Captains, who serve as an extension of the Guild Master's will and assist with training new recruits, overseeing particularly dangerous ventures, and otherwise helping with more important functions that the guild serves. Though most members of the Adventurer's Guild are technically not bound to remain and operate in only one location, the Guild at which they submit their membership is considered their 'Home' establishment, and they are usually 'assigned' to the Captain who trains them, who may keep tabs on them throughout their career and send important correspondences now and again. They are considered part of that Guild, even if they travel and work abroad, and their actions directly impact the reputation of their Home Guild. Adventurers can always opt to change their Home Guild at any point by registering directly at that Guild's regional headquarters and taking the requisite exam. After being accepted, they are usually able to select a new Captain, though their old Captain is usually informed during the process. Members of the Guild are offered work and paid based on their Rank, which is designated in the form of a coloured crystal that is prominently featured on their person at all times. The colour of a crystal represents their level of skill, experience, and reputation in the guild, with Gray or "Misty" being for Novice recruits, Black or "Onyx" for fully-trained cadets, and so on. The highest rank of the Guild is given a "Prismatic" crystal, which glows faintly with an array of different colors. Membership & Progression The specifics of joining the Adventurer's Guild vary from region to region, with some maintaining strict requirements for joining the cause, while others preferring to keep things fast and loose. Most Guilds' admission processes end in an exam--written, practical, or sometimes both--to be officially inducted to the ranks, and some basic training is provided thereafter if the Adventurers deem it necessary. Regardless of the region, the process typically begins with the potential recruit submitting an application either in the form of a written request, a direct personal interview with a trusted member, or some other medium. Some particularly bull-headed adventurers even apply by requesting a duel with an establish member, though this rarely goes well for them. Provided their application is accepted by the Guild Master and following the initial exam, hopefuls are allowed to take part in training and/or beginner-level quests. In most cases, Captains designate certain parameters that need to be met in order for adventurers to obtain a Lexicon, a lesser magical tome which allows them to travel freely to other regions, serving as a passport, as well as containing some other helpful functions. Without the seal of a region's Guild Master, however, the Lexicon limits function to only providing proof of identity, thus make it a required practice for adventurers new to a region to meet with the local Guild with all haste. Other Functions of the Guild Beyond serving as an intermediary between adventurers and venture commissioners, the Adventurer's Guild offers various amenities to its members. Guild Halls provide a place for adventurers to meet, socialize and relax between adventures, as well as providing some basic room and board as long as the member in question is either in training or regularly completes commissions. Most guilds also have a small infirmary just in case adventurers find themselves in hot water during their commissions. Finally, many Guilds also offer several resources to aid adventurers on their ventures. While most guilds buy and sell basic supplies to members, some also feature small libraries with information of locations, monsters and all manner of other topics, and in others one might find a fully-functional alchemy lab or even an observatory. The day-to-day affairs are overseen by the Guild's support staff, who serve as the guild's liaisons to the public, as well as quest givers, organizers of events, secretaries to higher-ranking members, and everything in between. Though adventurers are expected to regularly report to their Captains, most of their typical interactions with the Guild go through these support members.
  12. About Elementals [floatright][img]https://live.staticflickr.com/65535/53140404549_efc2807e34_n.jpg[/img] [center][size=2]A pair of elemental motes.[size][/center][/floatright] A pair of elemental motes. Creatures, or perhaps spirits, that embody the elements of nature, an elemental is a fragment of something that is not quite creature, but also not quite object. Imbued with depthless energy attuned to their type, they quite common, but tend to avoid the world of people, though how they act towards people varies from elemental to elemental. When roused to act, they can even combine together, fusing into larger, more fearsome versions of themselves, only to break apart again later. Elementals are usually left alone lest they become antagonistic, though in this modern age, people have learned to harness elementals and their power, creating a tenuous, but often symbiotic relationship. In particular, the people of the country of Mordun have harnessed the power of fire elementals to power their steam engines, while lightning elementals zip through power lines. Elementals come in many shapes and sizes, from formless, shifting matter with only vague shapes like Slimes, while others even look like humans or other races, such as Sylphs. Others, like the Djinn take on the form of animals or anthropomorphic creatures.
  13. About Henge [floatright][img]https://live.staticflickr.com/65535/53140314444_0e37fa333a_w.jpg[/img][/floatright] Henge (also called Inanaka, which means 'those who have a curious center') are animals with latent magical powers that, through unknown cause, have the ability to turn into humanoid forms and can understand, as well as speak, the languages of people. Though at their cores they are animals, they are capable of might complex thought and reasoning beyond their bestial kin, albeit some concepts of living as a human are vague and difficult for them to understand. They live as animals, get their food like animals do, and like any other animal, have no concept of money, houses, or transportation beyond what is natural to them, though when appearing as a humanoid form, they usually mimic the appearance of those they have seen, which usually includes clothing. Henge almost always appear as children or teenagers, even if they are much older by human standards, which is quite common. Henge are rare creatures that are often drawn to people, usually those living in small settlements that live more in harmony with the natural world, and often possess diverse personalities. To the henge themselves, the ability to take on human form and other strange powers are something that just happens. Maybe all animals can change and have strange powers, and those that occasionally decide to use them to appear human are called henge. Whatever the reason, henge don’t trouble themselves over it. They are the mystery, and they never give any thought to why they can change. Some of the more common kinds of henge include foxes (sometimes known as kitsune), raccoon-dogs (also known as tanuki), felines, canines, birds and rabbits.
  14. About Ryuujin [floatright][img]https://live.staticflickr.com/65535/53131000717_94e0676fde_o.png[/img][/floatright] A divine emissary who can take many forms, such as plants, animals, or even people, they are typically depicted as beautiful humans with draconic features, namely dragon wings, horns, tails, or similar features. A ryuujin's lot in life is to care for and steward the eggs of Seasonal Dragons, collecting the stories of Travelers just like you and, when the need calls, nudging these stories along with a bit of help (or hinderance) in order to make them more fascinating and intriguing, eventually recording these trials and travails in Travelogues that they feed their charges. 🌸 Midori-Ryuu: "Green" Ryuujin are those who value journeys and tales of great significance to the individual, or those that grant new experiences. They are attracted to tales of adventure and exploration, pilgrimages of faith, and deeds fueled by hope, freedom, and balance. 🌸 Ao-Ryuu: "Blue" Ryuujin are those who are most deeply connected to the heart, and value tales of emotion. They are attracted to adventures that deal with youth, love, and heartwarming feelings, as well as understanding between people, their bonds and the intricacies of the human heart. 🌸 Kurenai-Ryuu: "Red" Ryuujin are those that are connected to the lessons behind challenges, conflict, and tribulations. Their preferred stories are those of heroic struggles, the rigors of war, and grand competition, and they deeply value feelings of rivalry, fortune, and growth. 🌸 Kuro-Ryuu: "Black" Ryuujin are those whose interests are deeply methodical, veering into the realms of intrigue and secrecy. They are attracted to tales lost in the shadows, such as spell-binding mysteries, the reality of life, death, and decay, and the dark properties of fear and madness.
  15. About Dragons & Seasonal Dragons [floatright][img]https://live.staticflickr.com/65535/53131820134_d4471d713b_n.jpg[/img][/floatright] Dragons are fantastical beings that live in, but also transcend the world, and indeed are deeply connected with the inner workings of all of life. Thought to be both the progenitors and guardians of all things, the world itself ebbs and flows with their heartbeats, and as dragons grow, the world grows with them, becoming brighter and more vibrant with each passing moment. Among the multitudes of dragonkind, the Seasonal Dragons have a particularly special place, being connected with magic, memories, and great stories of growth, mystery, danger, and hope. They begin their lives as mystical eggs in the care of Ryuujin, and feed off of the travel tales of the world's inhabitants. These stories shape the Seasonal Dragon, and as a result, also help to shape the world itself. Even now, the Seasonal Dragon that watches over you patiently waits within its egg, yearning for your stories to help bring it to life.
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