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The Adventurers' Guild (OOC/Signups)
By prepare-to-die#5222 January 02, 2013, 22:52:28Welcome to the Adventurers' Guild, a safe haven for those who live by the sword. Go on epic journeys, look for ancient artifacts or venture into dark alleys to hunt down the criminals of the world as a bounty hunter. The Adventurers' guild has a place and an opportunity for anyone.
Lore
Almost two hundred years ago, King Gavon first passed a set of laws that allowed noblemen and certain other people to hire men without a license for any non-national military purposes. A few years later, his son expanded this practice, allowing any person to take on tasks involving forms of violence as long as these are not explicitly against the law. Mercenaries and bounty hunters soon rose in large numbers. Common guards and soldiers were mostly replaced by these new job-takers, and the business flourished. The Adventurer's Guild was founded as a safe haven for those who sought to find their riches through a life by the sword, and as a recruitment site for those in need of such people. From expert bounty hunters who tracked down those sought by the law(or sometimes an anonymous of wealth) to youngsters simply searching for a more interesting job than work at a farm, the guild offered opportunities for everyone. Following the painful losses that came with the peace treaty of the third great war, many aspects of the guild were put under massive control to keep an eye on the criminal organisations using the guild as a recruitment hall of their own. With conflicts brewing around the border and mysterious magics holding the land in its grasp, the adventurer's guild continues to stand out as a beacon for those who wish to venture into the world.
Setting
The Adventurer's Guild is a sandbox-style RP, meaning the players are allowed to go and do as they please, within the rules and the setting of the world. While the world is based off Dofus, the RP takes place in an Alternate Universe, where the same rules do not apply. Most notably, most(if not all) NPCs from the dofus universe do not exist in this one, and the landscape as well as the presence of nations is different.
As far as classes and powers go, magic is regarded far more loosely in TAG. Being able to use magical powers is not exclusive to those who belong to a certain class and accompanying religion, and being a member of such a religion does not automatically provide you with powers either. All forms of magic are simply a way of using the magic energies of the world, and spells can therefore vary. Please note that this does not mean your character can have all abilities of all classes. In fact, just presume you won't even have all abilities of a single class. Gods are worshipped in different manners far and wide, and magical powers are used in many different ways. There are only very few people who can practice magic without being a member of a certain religion that practices magic, though there are those who do not know their magic is linked to a 'class' The 'church of the twelve' is the dominant religion in the more civilized areas of the world, though many choose not to devote themselves to a single god. Appearance-related characteristics of classes are a result of practicing their particular type of magic and of rites of devotion to a certain god.
Please note that your character can be able to use very simple magic without belonging to a class, but will have to specialize in order to gain a wider skillset. Also, no hybrids and class choices are permanent.
Wildlife and terrain may also vastly differ from the ordinary Dofus universe.
Rules
No godmodding
No controlling other people's characters
Do not post before your character has been approved
Post regularly and do not make the story come to a halt waiting for you
Respect for your co-rper
All regular forum rules, of course, still apply
Character sheet
Name:
Gender:
Age:
Class(if any):
Appearance:
Personality:
History/biography:
Combat(skills and weapon usage):
Other:
Other
Please limit your character to a small but narrow set of useful skills.
I don't know what the deal is with those 'new classes' everyone keeps talking about, but as far as I'm concerned there's 12 gods and 12 classes.
Srams have skin. Deal with it.
I may add to this later.
Lore
Almost two hundred years ago, King Gavon first passed a set of laws that allowed noblemen and certain other people to hire men without a license for any non-national military purposes. A few years later, his son expanded this practice, allowing any person to take on tasks involving forms of violence as long as these are not explicitly against the law. Mercenaries and bounty hunters soon rose in large numbers. Common guards and soldiers were mostly replaced by these new job-takers, and the business flourished. The Adventurer's Guild was founded as a safe haven for those who sought to find their riches through a life by the sword, and as a recruitment site for those in need of such people. From expert bounty hunters who tracked down those sought by the law(or sometimes an anonymous of wealth) to youngsters simply searching for a more interesting job than work at a farm, the guild offered opportunities for everyone. Following the painful losses that came with the peace treaty of the third great war, many aspects of the guild were put under massive control to keep an eye on the criminal organisations using the guild as a recruitment hall of their own. With conflicts brewing around the border and mysterious magics holding the land in its grasp, the adventurer's guild continues to stand out as a beacon for those who wish to venture into the world.
Setting
The Adventurer's Guild is a sandbox-style RP, meaning the players are allowed to go and do as they please, within the rules and the setting of the world. While the world is based off Dofus, the RP takes place in an Alternate Universe, where the same rules do not apply. Most notably, most(if not all) NPCs from the dofus universe do not exist in this one, and the landscape as well as the presence of nations is different.
As far as classes and powers go, magic is regarded far more loosely in TAG. Being able to use magical powers is not exclusive to those who belong to a certain class and accompanying religion, and being a member of such a religion does not automatically provide you with powers either. All forms of magic are simply a way of using the magic energies of the world, and spells can therefore vary. Please note that this does not mean your character can have all abilities of all classes. In fact, just presume you won't even have all abilities of a single class. Gods are worshipped in different manners far and wide, and magical powers are used in many different ways. There are only very few people who can practice magic without being a member of a certain religion that practices magic, though there are those who do not know their magic is linked to a 'class' The 'church of the twelve' is the dominant religion in the more civilized areas of the world, though many choose not to devote themselves to a single god. Appearance-related characteristics of classes are a result of practicing their particular type of magic and of rites of devotion to a certain god.
Please note that your character can be able to use very simple magic without belonging to a class, but will have to specialize in order to gain a wider skillset. Also, no hybrids and class choices are permanent.
Wildlife and terrain may also vastly differ from the ordinary Dofus universe.
Rules
No godmodding
No controlling other people's characters
Do not post before your character has been approved
Post regularly and do not make the story come to a halt waiting for you
Respect for your co-rper
All regular forum rules, of course, still apply
Character sheet
Name:
Gender:
Age:
Class(if any):
Appearance:
Personality:
History/biography:
Combat(skills and weapon usage):
Other:
Other
Please limit your character to a small but narrow set of useful skills.
I don't know what the deal is with those 'new classes' everyone keeps talking about, but as far as I'm concerned there's 12 gods and 12 classes.
Srams have skin. Deal with it.
I may add to this later.
Respond to this thread
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Name: Jarid
Gender: Male
Age: 23
Class(if any): Sram
Appearance: Jarid is of average height, with dark eyes and very short hair. He wears a set of light armour under his clothes, protecting his shoulders and part of his lower back. He has a hood that covers part of his face and a mask covering up to his eyes, though he rarely wears these when not hunting. He has a dagger on his belt, and a relatively short glaive on his back. Jarid is slender, and moves around very rapidly. He has many throwing knives on him at all times, at hidden locations on his physique.
Personality: While Jarid generally enjoys company, he has conditioned himself to be wary of anyone he meets. He never talks to others regarding missions and will always work alone. He knows not to get attached to anyone, and always looks out for number one. Jarid hangs out in the relative safety of the adventurers' guild a lot when not working, and will often engage in conversation with others at the bar or with his retired teacher, Soruq. In his life, Jarid has killed exactly three people, and while he may be a better hunter than anyone around him, his lack of experience with anything other than the world of kill-or-be-killed has left him with some lacks in personal development.
History/biography: Jarid is probably an orphan, though he doesn't know for sure and couldn't care less about it either. His parents left him for dead when he was a kid. The former famous bounty hunter known as Soruq, who'd amassed a fortune that anyone but the king could only dream of, found him and took him in. While he'd become a rich man by then, Soruq's disabilities caused by former wounds kept him from travelling at all, and he chose to stay where he'd always lived: the guild
Jarid quickly showed talent for the trade, and Soruq decided to teach him. Soruq himself had had some unpleasant run-ins with the organisation behind the worship of Sram, most notably among the lines of murdering innocents as a ritual, and simply taught Jarid what he knew, avoiding any confrontation with other Srams. He rarely stayed in the guild for long during his teen years, and spent most time outside, training. On his 18th birthday, he went out to seek his first bounty, and within a day, he'd managed to track down an infamous Sram assassin who'd been sought for by the authorities for a long time.
Getting wounded in the process, he decided to refrain from any hunting until his training with Soruq was complete. Jarid is almost done with this, and is ready to go bring the realm's justice where there's none to be found. While he prefers to take targets in alive, he won't hesitate to use lethal force.
Combat(skills and weapon usage): Jarid is a true master in stealth and invisiblity, and will always avoid being seen. He is quite good at applying what magic he has, but rarely uses other things than his weapons. He may go invisible at will, and can track enemies through smell, footprints and magic, making it almost impossible to lose him once he's caught onto someone. He also has several enchantments that will give his weapons a paralyzing blow.
He has a large dagger on his belt and a makeshift weapon, slightly bigger than his arm, with a blade on each end that he keeps on his back. While Jarid can hold his own in a fair fight, he will usually strike from the shadows with deadly precision, ending the fight before it started. Jarid has a large amount of throwing knives hidden under his clothes, and knows how to use them well.
Other: Jarid has a deeply rooted distrust for any followers of the twelve gods, and prefers not to be around them.
Soruq is a significant character most people will know about because of his actions, and is considered a legendary bounty hunter. He will play a big part in one of the following main quests. He can almost always be found hanging around the guild.
Rogue follow Sram (Emars I think it was).
Masqueraider follow Sadida.
Foggernaut follow Osamodas.
So, why? Oo
I don't love the new classes, and don't plan on ever using any of them in RPs, I just want to know why.
Oh and the line I struck through is the one I usually do anyways, hence the strikethrough.
I don't want to mar my character post with this so I'll post that after someone else posts.
Gender: Male
Age: 23
Class: Cra
Appearance: Ginoe can usually be found dressed in classical Cra attire, a typical, leather armor covering up their entire body except for their arms and legs. His clothes, though, are uniquely a deep blue hue in a camouflage fashioned after a tiger. A white-blue striped bow is strapped to his back for long ranged combat. His boots are modified so that they contain a sheath where he can hide his daggers, of which he has dubbed his Tiger claws. Ginoe’s most notable feature is possibly his hair, which matches his clothing nearly flawlessly and is slicked back down to his neck. Along his belt is a standard quiver, but fashioned to match his outfit.
Personality: He is normally an arrogant leader. Ginoe always tries to be the highlight of the show with his flashy arrows and deadly knives. Often, though, these streaks of cockiness are extinguished by the sense of failure when an enemy is superior to him, or worse. This arrogance does not allow him to use cheap tactics such as firing to the face or kicking in the genitals. After every battle, he places his bow on the ground and prays to the Goddess Cra.
History: Ever since he was a child, Ginoe’s parents shunned in any of the gods and were atheists who chose to instead focus on merchant trades where they could make a living naturally. Ginoe, instead, chose to disobey his parents and attended a Cra school and he bluffed to his parents that he was constantly leaving his household to go learn more about the markets.
One blistering summer day, Ginoe’s parents had uncovered the truth of what had been going on and Ginoe was punished by being trapped in the basement with no light and only fed once a day. His parents had planned to keep him encased for a week. On the second night of the torture, Ginoe had gained a great hatred for his family for treating him so cruelly. A tiger had invaded the house as Ginoe wished that his parents would just die. At this time, his mother and father had already went to sleep so they were left vulnerable to abnormally sized feline. After he heard the anguished cries of his parents, he felt not sorrowful, but relieved. He was free to worship whoever he chooses to.
The happiness soon came to an end when the same menace caught the stench of the boy. It slammed against the door and nearly burst it, but an arrow came and pierced through the beast’s head. A man opened the door to the basement and freed Ginoe, telling him that he was safe now. Ginoe knew that a Cra had saved him and that Goddess Cra was watching down upon him, and saved him thanks to his devotion. Since then, Ginoe acted as though his past hadn’t existed and tried to make a living through mercenary work. Until he had become 19, he had never killed any other soul, but it has become a natural occurrence for him since he joined TAG.
Combat (skills and weapon usage): Ginoe specializes in daggers when it comes to close combat, but from a distance, he uses customized arrows to manipulate his enemies’ mobility and to enhance his own.
Glaring shot: Ginoe fires a flaming arrow that detonates when it hits the floor, creating a bright light. This burns the eyes of its victims for a short time.
Sludge shot: Ginoe attaches a viscous substance to the explosive arrow. Upon reaching contact, the arrow explodes and releases the material, reducing movement of his targets.
Advancement Arrow: With one of his daggers tied to it, Ginoe fires an arrow at an exceptional velocity. As the arrow reaches the target, Ginoe swaps himself with the arrow, grabs the dagger, and attacks his target.
Gender: Male
Age: 20
Class: Osamodas (Yeah, I know)
Appearance: Loer is often mistaken for an Iop, due to seemingly lacking any form of horns and his abnormal height. The truth is, his long, spiky, rather Iop-esque white hair hides his miniature horns from view. Since Loer usually finds himself taking on missions in the cold regions, anywhere in the north, he wears warm gear. A fluffy, black longcoat is one of his favorite accessories.
Personality: Loer can be a bit of a jerk at times and may appear to others to have a superiority complex. However, deep down, he's deeply concerned about others and has a valiant heart. He also has a heroic streak that has gotten him in trouble more than a few times.
History:
Loer's parents were always rabid followers of Osamodas, so much so that they chose to force his teachings on their child at a young age. From the age of 5 and on Loer was already identifiable as a follower of Osamodas, but as he grew older and older, he began to doubt in the god he'd worshiped since birth.
Around the age of 13, Loer grew interested in another god, Iop. Even though he'd never be able to change away from his original religion, he'd be able to learn and grow with the one he wanted so greatly to be. Often, he'd find himself sneaking outside at the dead of night to join his friends in the Iop temple for training and similar activities. He grew familiar with the mechanics of the sword, as well as the many different styles associated with it. He even grew his hair out to cover his horns, which were already about as small as his belief in Osamodas. Of course, great things never last.
Around Loer's 17th birthday his parents found out where he was always sneaking off to and they were not pleased. Being the overbearing parents they were, heavily protective and keen to drill their beliefs in, Loer's parents sent him off to the Adventurers' Guild as punishment. He was to work there for free until he was 18. However, they did not know that this would be a mistake. Rather than solemnly and obediently obeying his parents, Loer engulfed himself in the work of the guild, learning more and more on the art of the sword along the way, albeit for free. A close friend Loer knew from the Iop temple also happened to work regularly for the Adventures' Guild. He was not shy about taking Loer along on missions and showing him the ropes.
A year passed, Loer was 18. Now he was free to do as he pleased regardless of his parents desires, free to wander off wherever he wanted to go. Now, rather than go anywhere amazing, he stayed to work for the Adventures' Guild, finding himself at home there. Two years later, he's yet to leave the guild, and has gotten himself a small reputation along the way.
Combat: Loer is not a dedicated follower of Osamodas, and as of such he chooses to not delve into the art of summoning, preferring a more combat oriented tactic. Using some of the Osamodas' many support spells on himself has proven to bring much necessary power to his arsenal:
Loer has a limited spell set because instead of focusing on his god and spells, he has chosen to train his sword skill. Equipped with an Otomai Sword of the highest grade, Loer is a swordsman to match even the greatest of Iops.
Gender: Male
Age: 22
Class: Feca
Appearance: Average height, short-cropped hair that's a fuzzy dark brown, Denn isn't really striking at first glance. At least, not until they see his eyes. Golden-brown with a hint of hazel, they're warm and welcoming. Assuring, even. Denn has a lithe build, lean limbs with little bulk to slow him down. He favours richer tunics to contrast his light skin tone and likes a scarf around his neck. Breeches complete the ensemble, with a worn pair of soft brown shoes that are scuffed at the sides. A walking stick doubles as his weapon and favoured tool of transportation. More often than not, he's usually seen with a unassuming satchel bag slung at his side when on a job - he contracts as a courier.
Personality: An affinity for one-liners and a mouth that just won't shut up, Denn's a little hyperactive. Clumsy and fumbling at times, he flails quite fair bit and churns bullshit with a straight face while falling over himself. Logical, intelligent, Denn's main problem is his lack of focus; he's easily distracted.
History/biography: Carter by name, carter by profession. Denn grew up in a small village in the forests of Amakna. He was a carter, picking up from his father and his father's father, until his sister Nell up and left the village to join a guild of Fecas in Astrub 'for honour and glory' or whatnot. Denn doesn't really care as long as his sister gets the kamas she needs to fulfil her dreams. Leaving the village to seek higher-paying jobs, he joined up with the Adventurer's Guild and never really looked back. His family still resides in Amakna, aside from Nell. Denn sends back a package of moneys once a month.
Combat(skills and weapon usage):
Glyph of Repulsion: A ward of sorts. Conceals and shields the designated area from entry. Denn triggers this by sketching the sigils of the glyph inside the desired area. Wards can be moved, but their strength diminishes the further Denn is from them.
Denn has limited control over the elements - water, fire, air and earth. Be it raising clods of dirt or pulling water from the air, it's a practical skill that followers of the Feca Goddess tend to be able to utilise in some way. Denn can only manipulate what is already there, rather than create something from nothing.
Denn's walking stick is merely a staff. A staff is a staff is a staff.
Other:
Denn doesn't fight. Much. He runs, he hides, he ambles through festival crowds at a snail's pace - he does whatever it takes to get the job done. But he doesn't go out of his way to seek confrontation.
To anyone who'd like to contact me now or future purposes, I can usually be found at the old dofus irc in the channel #sbt. Feel free to swing by.
Regarding previously posted signups:
Giga, yours seems to look okay though I've no idea why you don't just make a Iop. Will probably approve once it's been completed.
Ifonly, please change your history or your age considerably. A 17-year old does not have several years of experience in mercenary quests and probably wouldn't even be allowed to take part in them. This goes doubly for a girl.
Bounty board has been added. First post will follow soon.
kind of bored meI didn't like it okayName: Katarine Dejerne
Gender: Female
Age: 25
Class: None of yet
Appearance: 5'4, 120 lbs. Short, platinum-blonde hair, large grey eyes, dark complexion. Katarine gets cold very easily, so she usually dresses in a couple of layers. wears small, light shoes. Her ears are slightly pointed, and she usually has a flower tucked behind one of them.
Personality: Katarine is a very serious young woman. She spends most of her downtime studying books on various subjects, and is a familiar face at the library down the street from the Guild. She has an abiding love of plants and nature, and enjoys being around people. (though she often declines to interact with them.)
Likes things to be neat and orderly.
Biography: Katarine is the eldest of five children. Her family, which was not well-off, rented the apartment above an apothecary. She and her siblings spent much of their free time with Madame Cecelia, the middle-aged herbalist who ran the shop. Katarina especially loved to help out, and as thanks, Madame Cecelia gave her lessons in everything from herbology, to reading and writing and geography.
At age 20, Kat traveled to The Adventurer’s Guild, hiring herself out as a healer. Most of the money she earns is sent back to her family. She usually goes back to visit them for a couple weeks during the summer. She rents out a room at the guild the rest of the year.
In recent years, Katarine has begun taking an interest in aligning herself with a god, and is trying to decide whether she wants to worship Sadida, or Eniripsa.
Combat: Has a bow and a staff, is not very good with either. No offensive magical spells at present. Is a very fast runner, though.
I'm still working on fleshing her out a bit more, but I like Katarine more than my previous character.
Gender: Female
Age: 30
Class(if any): Feca
Appearance: Standing at just 5 feet, Alexi has always been memorable for more than her height. Wearing a snug, sleeveless shirt with a high collar, she pairs it with form-fitting pants. Both are a red hue so dark, they seem black in anything but full daylight. Her brown hair is kept extremely short (describe it as a boy's haircut in her hearing at your own peril) for the sake of convenience more than anything. Finishing it off is a pair of sister-swords belted to her waist.
Personality: Alexi is a person who's unable to tolerate carelessness, especially from those she's trying to keep out of harm. It makes her a hard person to approach and befriend, but those that have been able to understand that it is out of a deep-rooted desire to keep others safe. It is that desire that has shaped her into the person she is now.
History/biography: Once a naive child, Alexi's youth did not treat her well. She'd have died a month after losing her parents if it wasnt for a group of traveling mercenaries. Taken in and cared for, she began her long tutelage of swordsmanship, first with a single blade, and then the difficult twin-blade. At the age of 20, she split from her 'family' as a result of...occupational differences. Before long, she found her way to the Adventurer's Guild and has since been a member. She has a strong desire to resolve unfinished business with her 'family.'
Combat(skills and weapon usage): Alexi specializes in single- & twin-blade swordsmanship, complimented by the handful of spells she knows.
*Kinetic Spire- Focusing earth magic, Alexi is able to cause a spire of rock to burst from the ground. The spire can rise vertically to near-horizontal, following the motion of one of her blades.
*Earthen Bulwark- Another manifestation of earth magic, Alexi 'grows' a thin layer of rock armor as strong as steel. Crumbles away to dust with enough blows.
*Fractured Pain- A magic that has been with her for most of her life, Alexi is able to attune herself to those around her, taking a portion of their injuries.
Modified history. I realized that what PTD had said was true, so, I added a berserk button. Kind of an ***-pull, but I needed somewhere to put my sadism into. If you've read Force, you'll know what I mean (cute and fluffy doesn't suit me).
If something doesn't seem right, let me know so that I could fix it.
I generally thought of the Adventurers' Guild as a lobby with a board having missions on it and a couple actual employees there for security needs and other stuff. Mercenaries and other hopefuls looking for jobs would look at the board, and if the mission they were looking to take was too much of trouble, they'd look for companions in the lobby. The people of the guild are just regular attendants who you'd see often, whether on missions or in the lobby.
Loer would take the missions, deny the pay, etc. Room and board supplied by parents close friends nearby (Need I add that? Seems like a trivial matter.)
I was talking in particular about how I handled religion.
--
That whole being sent off thing was a last minute thought, I can tweak it a little on request if it really bothers you.
Ifonly, while I'm genuinely interested in a character that's lived their life fending for themselves with the help of animals, I'm finding it hard to take this seriously. Please put some more effort into trying to make a valid RP character or just leave as much of the lore blank as you can to fill in later, but this is rather ridiculous.