The year is 660 AM.
It's been 660 years since civilization first discovered magic. 600 years since a magic experiment resulted in a large increase in mana density. 416 years since the mana density resulted in the creation of dungeons and demi-humans. 100 years since the God of Knowledge, Tach, appeared and established the Adventurer System.
You are an adventurer-in-training about to participate in your final exam. Good luck!
The center of the Adventurer System was the Adventurer's Guild. The Guild controlled everything related to dungeons, monster materials, missions, and adventurer qualifications. As materials found in dungeons were reinforced mana, they were often superior to their standard counterparts. As such, it was no exaggeration to say that the Adventurer's Guild was the center of everything in Ferrault.
The Adventurer System as it pertains to adventurer was simple. The Guild received mission requests and sorted them according to ranks. Only adventurers of that rank or higher could take those requests. This was for the safety of adventurers. Further, ranking up was a strict and rigorous system. Adventurers would need to meet the stat requirements as determined by Tach a century ago and pass an additional examination. The exams may be (and often are) waived according to an adventurer group's accomplishments.
The Adventurer's Guild also provides facilities beyond adventurer management. They keep a stockpile of equipment and consumables, can hold items in emergencies, and have access to the largest knowledge base in the world. The knowledge base is comprised of copies of tomes, scrolls, and manuals from the guilds of other professions. Naturally, this meant that the one-of-a-kind, super secret spells and skills were not present. However, this base of knowledge is sufficient for the 98% of adventurers below A-rank.
Feel free to pick / create any race you want. I will assign a benefit & penalty accordingly, though you can also suggest some. In fact, I encourage it.
The above are the standard ones, but I'm open to creating / adding some if you guys have any preference. As a genius I'm pretty good at balance. You can find the character sheets and such on the wiki linked below, but I'll adapt them to a post-friendly format soon.
This RP will be using the Dungeon World core system. This system usually means that the players roll, but a roll is a roll and it's easier on me to do it. What this also means is that during combat / non-trivial instances, the posts will be a shorter back and forth.
You can Google the system, but the rundown is this:
- Non-trivial actions are governed by 'Moves'.
- Each Move requires you to roll 2d6 (two six-sided dice).
- If you roll:
- 10+ is a critical success. You get added benefits / no downsides.
- 7 - 9 is a partial success. You will have to choose between two or more choices.
- < 6 is a failure. You get punished.
- Each roll gets a modifier based on your relevant stat. i.e. If you throw Insane Soul into a pit, you'd look to your Strength for the modifier. There is a table for it that I'll upload in a better organized post.
There are also additional mechanics like Hold / Forward / Bonds, but I'll explain those when it's relevant. You could also read up on it on your own but there is no pressure.
Due to the random nature / lack of plot armor, there is a chance that your character may die or suffer severe wounds. Worry not, because resurrection exists! Your character will suffer a penalty and potentially lose their items (if no one is around to pick it up), but they are not dead forever. In most cases, anyway.
The primary way to resurrect is to have a high-level priest conduct 'Resurrection'. For the adventurers who do not know any, there is also the option of asking the Adventurer's Guild to send one. Given that 'Resurrection' is an expensive spell to cast, these priests often charge high amounts for their services.
Surely your friends would empty their wallets to revive you. Right?
As this RP is closer to a game than a fanfic / plot-based story, there is a lot more freedom. This means I can and will move / incapacitate your characters if you take too long. No hard limits as of yet, but if you expect to take longer than a week, please say something. Either PM me your action or write a short post. Quality posts are appreciated, but an RP actually moving is even better.
The name is a placeholder... probably.