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02:49, 29th April 2024 (GMT+0)

TEMP: Guild Rules/Ranks/Info.

Posted by Triple BunFor group 0
Triple Bun
GM, 5 posts
Fri 20 Jan 2023
at 06:05
  • msg #1

TEMP: Guild Rules/Ranks/Info



What is the Adventurer's Guild?

The Adventurer's Guild is the largest known guild in all the land. They have at-least a couple dozens of branches scattered throughout Epela's seven continents. The main business of Adventurer's Guild is to receive requests instead of the individual adventurer needing to do so. The Guild examines whether or not the request is legal, and how difficult it will be. Afterwards, the guild classifies the request within the rank system, giving it an appropriate one and releases information about the quest to the public. Such requests would be listed on the guild board as specific missions for different ranked adventurers to accept. Also, if a client nominates a certain adventurer, the guild will liaise between the client and the adventurer.

What are Adventurers?

That is you. Adventurers are individuals registered under the Adventurer's Guild, regardless of race or ethnicity, whom undertake quests offered from the Adventurer's Guild and complete them in exchange for a monetary reward. The nature and fatality of these requests can vary, from monster subjugation, escort, investigation, etc. To ensure that the adventurers are fairly compensated, there is a bare minimum sum that has to offered, by the poster of the said quest, as stipulated in the Association's rules and regulations.

It is not compulsory for an adventurer to form a party, as certain adventurers are well known to be able fend for themselves and manage alone. However, the likelihood of survival and success in carrying out quests would increase should they form a party.

What is the Rank System?

Adventurers are identified by the rank officially assigned to them by the Adventurer's Guild once they sign up as members. An adventurer's rank can be identified by the quality and arcane signature emanating from an individual's tag-like plate given to them to be worn around their neck. A specific letter of an individual's rank is also carved into this plate's surface. Despite it being easily replicated or forged, the magic and arcane license or signatures inside these necklaces are unique to each individual and the Guild's high ranking officials are the only ones who know how to enchant these plates.

All newly registered adventurers of the Adventurer's Guild are given the lowest rank which is Rank H. However, as an adventurer's rank increases, so will they be given new tags to replace their old one. Ranks are as follows:

• Rank H: (Bronze) Beginner. Comprise of young adventurers that seek fame and fortune
• Rank G: (Silver) Rookie. Tasted a few battles and won, still naive and overconfident.
• Rank F: (Gold) Experienced. Getting the hang of it.
• Rank E: (Platinum) Veterans. They know their way around, but still aren't capable enough alone.
• Rank D: (Mythril) Expert Adventurers. Bulk of the adventurers in Epela.
• Rank C: (Diamond) First Class. Most Trainers and Guild Guards compromises of retired First classes.
• Rank B: (Darksteel) Nation Class. Rare individuals who are known to have slain Demons and Liches
• Rank A: (Etherium) World-Class. Kings and Queens hire these individuals for their skills
• Rank S: (Crystalline) Legendary and Mythical. They are read from stories and songs.


Note: Character levels do not dictate what Rank you are. You can be a level 20 and still be at Rank H. Gaining Ranks are solely composed behind completing quests (there are other ways to also increase reputation but that's finding out what they are in game). Failing a quest, killing, or insulting your employer would result in lowering your reputation points which influences your ranking. Once you are eligible to rank up, they would need to take a test specifically for that rank to see whether you are ready for higher responsibilities and greater danger.
Triple Bun
GM, 6 posts
Fri 20 Jan 2023
at 06:05
  • msg #2

TEMP: Guild Rules/Ranks/Info


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How do I sign up?
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Players start anywhere within the Guild's threads, deciding to take a stroll and tour of its facilities or just drinking your worries and pressures away in its pub area. After that's done, you can decide to head over to the reception desk and register to become a member of the guild. Congratulations! You are on your way to greatness and riches, keep in mind death, stolen goods, and injuries suffered during the course of a quest are not within the liability of the guild. Now onwards!

In order to gain entry into the Adventurer’s Guild, an Entry Fee of 50 gold is needed. Then you will be issued your first identification Tag, with the letter H on it. Loss or Damage to the tag will result in a fine of 100 gold which includes a replacement. While the profession of an adventurer may have been glamorous, even heroic, the administration structure is very strict and specific to certain standards and rules that adventurers must adhere to. Quests have certain criteria and categories placed on them for ease of comprehension.

These are;

Unsanctioned Jobs: The work given to adventurers are directly provided by the Adventurer's Guild, where the content and difficulty of the tasks were thoroughly investigated beforehand. Only the ones that are deemed suitable are assigned to adventurers that have the corresponding rank as the difficulty of the task. Jobs that might endanger the safety of the public, break the law, or damage the ecological balance, are instantly rejected by the Adventurer’s Guild.

Gathering and Fetch Quests: These are quests mostly adhering to pickup and delivery. They are abundant since Dene has a lack and shortage of couriers within its walls. Most of these quests can be found and classified within the lower ranking quests, designed to be low risk and less lucrative than other quests.

Subjugation Quests: The most common and abundant request for veteran and experienced adventurers. Ranging from Livestock thinning to Orc exterminations. As long as people caught wind of something they don't like they panic and immediately request for the cleansing or cutting of external forces in hope to prevent further catastrophes.

Escorts or Protection Quests: Being a body guard to a certain individual for an appropriate amount of time is also common to be seen int he quest boards. Some even require adventures to travel from a city to the next, which will take days.

Investigation and Mapping Quests: Individuals who wishes to have someone or something investigated while making themselves anonymous to the suspect in question. However aside from those kinds of requests there are also a different sort pertaining to this category; Similiar to Escort quests, these are mostly likely also known as expeditions. Adventurers are hired by scholars, scientists or just treasure seekers to escort them safely to unknown ruins and unlike Escort mission where the job is done by then, the adventurer's are also hired to explore the ruins.

Political: Ever since the creation of the Adventurer's Guild, its motto has been to defend humanity from external threats. So there is an unofficial rule that the Guilds would never take part in inter-human conflicts. If not, the Guilds couldn't co-operate with each other in different countries. Those who failed to follow these rules faced penalties by the Guild. Punishments ranges from issuing a simple warning to being blacklisted from all requests and in the worst-case scenario, expulsion from the Adventurer's Guild. However, this rule seems to be ignored most of the time due to bribes and threats.

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So how does quests work gameplay wise?
Do you have to make a new thread every single time when one player avails a quest?
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The game focuses more on player's being an adventurer and the plots and stories revolving around a adventurer's life. So we won't waste hundreds of posts learning about this selfish duke that had enslaved the people and you and your team took hundreds of posts questioning each villager and scouring the lands for clues on how to bring this duke down. There won't be anything like that.

What will happen will be a series of challenges provided to as a player and it is you and your team's choices given at bullet points and summarize effects to see what will the final outcome of the quest will be. Ex;

Player 1 Took the quests about killing 3 goblins. then as the GM I will be sending you a summarized plot event for when the quest starts-

quote:
Took you 2 days to reach the area where the goblins were spotted. Roll perception check to see if you find them. (Then an expedited battle will ensue, normal 5e system with initiative turns) Once the last of the goblin feel to your blade, you took their ears as proof went back to the guild. It took you only 1 day to get back since you didnt need rest and you were already familiar with thy way. You gain 3 goblin ears.

As you can see from the example above, it is simplified and quick. Don't get me wrong, not all quests are like this, higher ranking and more complicated quests may even be as long as a campaign itself when players reach that far.

However most quests from the start wont be as complicated as anything you glean from. That would mean there won't be any quests that will be as lengthy as a campaign itself. So most quests/requests will be expedited within a certain battle or 'rp challenges' to complete quests. There maybe super special quests that can reach the length of a normal campaign (subjugating a tyrant city, or eliminating a lich) but those will be reserved for higher level players or high ranked individuals. So players must climb the ladder to get to better quests since the complete purpose of the game is to increase rank and popularity within the establishment.

How do the days and passage of time work? For example, I go on a quests and I come back 3 days later but the people in the pub are still rping in the same day.

That can be an issue, however I will be using the Downtime system in Unearth Arcana to mitigate discrepancies. The downtime system allows characters to pursue long-term activities between game sessions. So there will be constant time-jumps to pursue a less confusing narrative. Time jump will only happen once a certain amount of player have returned from a quest, so not a huge amount of players staying in the pub will be affected.

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How does leveling/ranking work?
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EXP is separate to your REP. REP stands for Reputation points and that will influence how far you have come around in being an adventurer in the guild. EXP is your character's level, and the experience he/she gains from fighting monsters, completing quests and solving problems. Exp will be given after every quests or battle. The amount of points given are dependent of enemies defeated, checks and problems solved within the quest. So points vary. Exp is also shared even from the total amount received on a quest should a party consists of more than 1 person.

Rep is earned based solely on completed quests, requests from the establishment itself or making good connections within the society mostly within the guild's circle (Ex; Befriending or ass-kissing the guild master.) earn enough Rep and you are eligible to take a test and should you succeed, you'll rank up. This is the list of requirements, needed to rank up;

• Rank H:   50 gold
• Rank G:   10 REP
• Rank F:   30 REP
• Rank E:   60 REP
• Rank D:  110 REP
• Rank C:  200 REP
• Rank B:  400 REP
• Rank A:  900 REP
• Rank S: 5000 REP


Take note: Some ranks have hidden requirements needed to be able to qualify for a rank up (Example; leaning a skill, doing a heroic deed, making a name for yourself, etc)

Ranking Up Process
When ranking up to the next level, there would be a specific test that needs to be passed. Every test is different based on what rank that character will be promoted to, and thus a certain difficulty comes with it. Failing the test would mean that they would have to pay the entrance fee again and take the same test from the top.

As stated, each test costs gold to participate in. This is a way for the adventurer's guild to earn their keep and to evaluate the adventurers on their earnings. The fee is like a test in of itself, since an adventurer that goes bankrupt cannot hope to achieve greater heights and one does not just become a high ranked individual without maintaining a semblance of wealth.

Exam Fees:

• Rank G:      100 Gold
• Rank F:      300 Gold
• Rank E:    1,500 Gold
• Rank D:    5,000 Gold
• Rank C:   12,000 Gold
• Rank B:   65,000 Gold
• Rank A:  100,000 Gold
• Rank S:       Unknown


Important: Once a Rank-Up has been established, I will look through all your achievements in the game. Most specifically things that your character made that have impacted the lives and hearts of an individual, city, organization, or just rumors in generally. All your quests will be noted as well, failed and the successful ones. These will earn you qualification to earn Titles

Titles can be earned once each time by ranking up, you can view titles as Feats or Boons. When ranking up, you will get a selection of titles to choose from, however the titles that are available for selection will only be limited to what achievements you made during your previous rank. (Ex; Player only completed quests all throughout his H career, didn't talk to anyone or even wasted time to do any casual down-times. The player would only then be able to choose from the titles: The Loner, The efficient, The up and comer. Choices would be a lot more varying had the player done more.)


Just because you gain REP faster than EXP doesnt mean level corresponds to 'qualification' in ranking. If I was gonna give these things a mechanical comparison, it would be something like this. And this wouldn't be quite accurate as well:

• S: recommended for levels 30+
• A: recommended for levels 18-20
• B: recommended for levels 15-18
• C: recommended for levels 12-15
• D: recommended for levels 10-12
• E: recommended for levels 8-10
• F: recommended for levels 6-8
• G: recommended for levels 4-6
• H: recommended for levels 2-4


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Interacting with NPCs
Favor Meter
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Favor meters are hidden values on every NPCs to the lowest unnamed soul to the most prominent. These favors will keep track of how much impact you have made into an NPCs personal life. The numbers are hidden so there is no way to actually measure how much an npc thinks of you. However I'll be placing some number here for everyone to understand how it works on my end behind the scene, which in turn will give players an idea how to handle RPs moving forward.

Keep in mind, NPCs that are seemingly important or somewhat half of that value, have their unique favor meter. They aren't obvious, but they are out there. Common or mundance npcs can even turn them important if you interact with them a lot and gets woven into your story arc. Asking their name would immediately turn them into a named NPC. [This will be more work for me. I'm rethinking whether I should post and continue writing this info panel now.]

- 6 Nemesis
- 5 Hostile
- 4 Despised
- 3 Hated
- 2 Dishonored
- 1 Cautious
  0 Neutral
+ 1 Tolerated
+ 2 Acquaintance
+ 3 Familiar
+ 4 Friendly
+ 5 Honored
+ 6 Revered


Favors aren't just limited to individual NPCs, factions as a whole has their own Favor meter aswell. For example; you have +1 favor as whole in the 'Adventurer's Guild' faction due to helping out at a certain event without asking for anything in return, now that +1 gain may only effect some staff members, and non essentials, within that faction, you'll have to earn favors from named individuals like Fontana, other adventurer NPCs having her own favor counter, etc.

Faction List
Public Known

This list here is only the very basic list, most of you know and the public have knowledge of, hidden organizations needs to be discovered on your own through connections, happenstance, or pure luck (or lack of).

A large organization like a guild has a smaller group within them. For example, in the adventurer's guild, you could say a famous party of NPCs consisting of Rank Bs, have their own Favor meter. You can either choose to put favor in the guild as a whole, getting an overall improvement on staff members which is less significant than opting to put influence points into a speciic team of NPCs or a fairly famous individual, like Fontana.

Of-course the prerequisite for you to be able to points in these specific people, has to be that you know them, and are in talking terms with them. Another example would be, the merchant's guild, consisting of different shops, and those shops have also their own Favor meter. And as a Shop with having their own favor meter, the owner and employees of the shop also has their own favor meter.

~More will be added as people explore more of the world~
• Adventurer's Guild
• Merchant's   Guild
• Smith's      Guild
• Craft's      Guild
• Seafarer's   Guild
• Thief's      Guild (Only when applicable due to your narrative, ie; if you have met them, has a criminal background)
• Shadow's     Guild (Only when applicable due to your narrative, ie; if you have met them, has a criminal background)
• Assassin's   Guild (Only when applicable due to your narrative, ie; if you have met them, has a criminal background)
• Pirates            (Only when applicable due to your narrative, ie; if you have met them, has a criminal background)
• The Academy        (Only when applicable due to your narrative, ie; if you have met them)
• Cults              (Only when applicable due to your narrative, ie; befriended a few)
• Nobles             (If you know a specific house or family, they have their own favor meter)
• The Council/Government
• Criminals/Underground Network
• Commoners
• Religious Sects

Triple Bun
GM, 7 posts
Fri 20 Jan 2023
at 06:06
  • msg #3

TEMP: Guild Rules/Ranks/Info

Eventually the very first post of each threads will be buried under numerous posts, so I wish to put the general use of each thread in this area.


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Ongoing Quests
Thread
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This is the place where everyone starts there quests (with a few exception of special quests or group quests). Group quests or solo quests that a very unique will have their own thread made. But for common quests and exploration, this is the place you post in.

Once you have accepted a quest from the reception area, you can anytime post in this section which will commence the quest. Posting here will lock you from posting on the [reception area and downtime] threads since they are specifically used for downtime, leisure, preparations, negotiations, etc.

Ex of player post;
Anders starts his quest and leaves the city.
Ex of GM response;
Anders will take 2 days to reach the next town, Anders will have to roll perception check to see if you loses his way.

The cycle will then repeat. After which players will then have to wait for GM responses to continue with the quest until stated otherwise. This is will be the format in which quests will be made. Precise and concise to the point. More info than one-liners are also welcomed if you wish to get more precise options and more rolls for your quests to succeed.

WARNING: This thread will have all players using them, so it will be a mass clusterfuck of posts unrelated to your quests. Be cautious and attentive to what GM posts are for yours. I will be tagging each of my posts with your character's name to indicate that post is for you to react with.

Take Note: This does not mean all quests will be in this thread. This thread is mostly used for minor, solo and duo quests. Larger parties will have their own thread made specifically for that quest. On rare occasions, if a solo player chose a quest that is special or unique, then it will have its own thread. Since unique and special quests will have a longer story.


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Reception Area
Thread
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The reception area is found by the entrance. At first glance you would think that such a place was too small for such a well renowned establishment, but looking carefully, the reception area is rather big. what makes it cramped was the crowds of people hanging around the area, chattering and looking over the quests boards for anything lucrative for the day. Despite the wide space it also has multiple counters for adventurers to talk with their advisors or receptionists while also having an exchange area to sell goods. The exchange area is where adventurers drop of their voucher that are given to them by clients once they have completed their quests. There also a trading area here where individuals can exchange monster parts or loot for gold. There are also small meeting boxes where adventurers can talk one on one with their advisor without anyone else hearing them. Aside from that there is a library area. Nearby as well.

The Guild staff also take the position of advisers for adventurers, often suggesting at what depth an adventurer should go in a dungeon in accordance to their level and skills, as well as warning them of any special dangers of certain floors and how to prepare against them. A staff member may be in charge of one or more adventurers. The standard Guild uniform for staffs a set of black vest and pants with a white collared long sleeve shirt underneath and a grey bow tie. The only distinguishing feature between the two genders is having black and brown boots for males and black shoes for females. Both male and female Guild staff are required to wear this uniform in the Guild.

This thread is where you inquire more about your quests, to sign up, or look for a quest. The Quest Board is here.


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Meeting Area
Thread
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At the back section of the reception area are a series of rooms where stratagem and meetings are held. These are mostly used by clients to meet up with their respective adventurers who happened to accept their requests. As with most quests, some client would not come out of their way to meet up with their requestees leaving the guild as their third party representative in charge to explain what they need to do regarding the quest they have taken up. Fortunately, most simple quests are devoid of such meetings since they are mostly a straight forward task. However quests with unusual circumstances, political in nature or have underlying complexity to them will have the need for adventurer's to be summoned for a meeting. If an adventurer did not get summoned into the meeting area after accepting a quest, then that quest would most likely be simple enough that it does not need such a gesture. The meeting Area is also used by adventurer parties as they strategize and talk about their plans to tackle their ongoing quests.

This thread is where you request to meet up with a client of a quest you accepted
(or will accept, if you are hesitant and would like to know more about the quest). This place can also be used to meet up with your party (player or npc) and strategize for your upcoming quest.



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Pub/Dorm
Time Exempt
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The Mage and Butcher is just one huge, dimly lit absolutely spotless room, with a small section of the hall cordoned off as the kitchen and bar area. Off to the side is a spiral staircase, which you would assume leads up to the lodgings. You look out the window, and see that the view is indeed nothing to scoff at; the bar is situated on the second floor of the guild just above reception area. The Pub has a veranda wide enough for people to look and appreciate the view. The balcony overlooks the sleepy eastern section of Dene, and one can make out the specks of people walking about below. It's an unbelievable location for a Pub. There's barely enough room to stand, let alone find a seat in the dimly lit bar, not because it was small. It was rather large however like the reception area, it woo was packed with people. Behind the counter is who anyone would assume to be the bartender, a rather tall man with a heart tattoo who is currently leaning against a stool, surveying the work of one of the barmaids.

The Adventurer's who rent or owns room in the Guild Center will find their room upstairs in the pub.

Time Exempt: Players can still post in the Pub or Brothel since they are mostly used for social events and getting know other fellow adventurers. This means that you can still post in the pub/brothel even when your character is doing quests, will just chalk up the pub/brothel threads having their own timeline and doesn't correlate to any proper chronology to the rest of the game.

This thread is used to interact with you fellow players or npcs. Its a fun interaction thread that is its own timeline to the rest of the game.


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Erotic Escapades
Time Exempt
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This place is a general area where players can have fun. It is not limited to the Brothel. It can be other bath houses or just from lodgings and reservations of places from other people. Or it can be from your own house, your manor or just a mundane bastment beneath a public tavern. The point of this thread is so you can have fine in your own time bubble away from the main timeline.

More Info on the Brothel Area; which the locals dub it the 'Den of Silent'. Ironic when anything but silence comes out from under its covers. The brothel is located at the midsection of the guild structure, overhanging above the river that run the waterways of Dene. From worlds of swords-and-sorcery to libertine colonies, a lot can happen in a brothel. Intrigue, romance, murder, and all extremes of pleasure and disappointment wait behind the green door and under the red lanterns of seedy fleshpots and high-class seraglios. If one would want to bring a little exoticism, eroticism, and bawdy fun into an individual's life, then most would go straight to this brothel.

Private room are always behind velvet doors, intricate in its designs with vines and rose petals carved around its frame. Inside was a very spacious bath, feet for even a party but less grand than the public baths that the brothel has provided. The room was bigger than what you would expect cause beyond the baths was a lounge with a complete furniture and a even a large bed. They cost 10 Gold per person using it.

Time Exempt: Players can still post in the Pub or Brothel since they are mostly used for social events and getting know other fellow adventurers. This means that you can still post in the pub/brothel even when your character is doing quests, will just chalk up the pub/brothel threads having their own timeline and doesn't correlate to any proper chronology to the rest of the game.

This thread is used to interact with your fellow players or npcs. But more 'fun' specific than the casual conversation you get from the pub. There are some exceptions to this: So in short, the time exception for woohoo-ing is not limited to just the brothel. any 'play scene can be migrated here while you continue your grind and goblin killing misadventures in the other official threads.


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Adventurer's Guild & Shop District
Downtime Area
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Separating Downtime into four separate threads, If you are new to the game, go to the Downtime Thread Info to learn the rules on what to do here. If you are not sure if this is the place you should be posting in, I'll give you a simple guideline to know if you are in the right place or not.

This thread is where you:
  • Shop for Items in the City (Even if the shop is in a different district)
  • Selling your Items
  • Working Mundane and Common Jobs
  • Meet/Idle/Organize in your Guild Rooms or any Inn
  • Meet/Idle/Organize in the Adventurer's Guild (which includes all its facilities)
  • Meet/Idle/Organize in the Market
  • Visiting the Guildmaster or any Guild Staffs of the Adventurer's Guild
  • Visiting anyone located in this district


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Industrial District & Crown District
Downtime Area
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Separating Downtime into four separate threads, If you are new to the game, go to the Downtime Thread Info to learn the rules on what to do here. If you are not sure if this is the place you should be posting in, I'll give you a simple guideline to know if you are in the right place or not.

This thread is where you:
  • Crafting Items in the City (Even if the shop is in a different district)
  • Enchanting Items in the City (Even if the shop is in a different district)
  • Buying or Selling Steeds and Transports
  • Visit a Blacksmith (Even if the shop is in a different district)
  • Meet/Idle/Organize in these specific districts
  • Meet/Idle/Organize in the Merchant Guild (which includes all its facilities)
  • Meet/Idle/Organize in the stables
  • Visiting the Guildmaster or any Guild Staffs of the Merchant Guild
  • Visiting anyone located in these two districts
  • Researching on things since the Library is located here


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Agricultural District & Slums
Downtime Area
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Separating Downtime into four separate threads, If you are new to the game, go to the Downtime Thread Info to learn the rules on what to do here. If you are not sure if this is the place you should be posting in, I'll give you a simple guideline to know if you are in the right place or not.

This thread is where you:
  • Visit the Slums
  • Visit the Farms
  • Meet/Idle/Organize in these specific districts
  • Meet/Idle/Organize in the Thieve's Guild and other Guilds (If Applicable)
  • Visiting the Guildmasters or any Guild Staffs of the Other Guilds
  • Visiting anyone located in these two districts


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Misc Locations
Downtime Area
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Separating Downtime into four separate threads, If you are new to the game, go to the Downtime Thread Info to learn the rules on what to do here. If you are not sure if this is the place you should be posting in, I'll give you a simple guideline to know if you are in the right place or not.

This thread is where you:
  • Go outside of Dene when not in a quest
  • Travel to a different city or location when not in a quest
  • Meet/Idle/Organize outside the city
  • Visiting anyone located outside the city
  • Camping, Hunting on your own for Materials or Items, or Exploring the World while not in a quest


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The difference between the OOC Bought/Sold thread and the Downtime Shop District
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Bought/Sold
OOC Thread

  • To lessen the hassle and time it takes to buy generic and mundane items, you can use this thread here. It keeps a tab on all the items you bought and sold.
  • Anything that's in the shop list can be bought here and but is limited to the price graph and your rolls.
  • If you wish to get a higher discount, you'll need to use the downtime area thread instead of here to try to roleplay yourself a better deal.
  • If you wish to sell magic items, this isnt the thread for it. You need to roleplay it in the downtime area.


Shop District
Downtime Thread

  • This is more for finding magical items or rare items for your character's needs.
  • Materials and rare components that arent listed in the shop list are also needed to be roleplayed to find your materials.
  • You can only sell your magical items on this thread by finding a buyer and roleplaying the haggling.
  • You can still buy and sell mundane and generic items in this thread if you prefer to roleplay it out.

Triple Bun
GM, 8 posts
Fri 20 Jan 2023
at 06:06
  • msg #4

TEMP: Guild Rules/Ranks/Info

The Adventurers' Respite Quickstart Guide
by ENA

So, welcome! If you've been given the go ahead by The Old One to post then I'm sure you'll be keen to get started. There is a lot to this game but most you can take on at your own pace. This small guide will help you get started on your first quest and possibly make some friends!

Step 1
Make your way to the Reception Area (Guild) (group I) thread. This is where all Notice: Quest Board (group I) quests begin and likely where the majority of your quests will commence. Stop by and talk to a staff member at the reception area to pay your 50 gold membership fee and receive your membership perks.

Step 2
You can then approach the Notice: Quest Board (group I) and choose a H rank quest you believe suitable. Take the quest notice to a reception area staff member to be registered as the entrant.

IF the quest recommends 2+ adventurers you can find other player characters in the following ways.
- OOC Ask in Notice: OOC (group 1)
- IC Ask in [Time Exempt] Pub/Dorm Area (group I)
- IC Post a notice in Notice: Notice Board [Player Recruitment/Services] (group 1)

IF the quest requires a meeting with the client you will be told to visit the meeting area. Once you have been registered as the quest entrant you can post in the Meeting Area (Guild) (group I)

Step 3
IF you are questing alone* you should put an introductory post in Ongoing Quests (group I). This is where most solo quests take place at the same time, make sure to pay attention to GM posts that include your character's name, it can get quite busy in this thread! Your introductory post should include reading your quest scroll to get further information about the quest and where to go.
*Rarely, simple group quests may be completed through this thread.

IF you are questing in a group* a private thread will be created for your group to begin their quest. Post in this thread when available.
*Rarely, a unique/special solo quest may be completed in a private thread.

Step 4
Once your quest is done you will be advised by the GM that you can post again in the Reception Area (Guild) (group I) thread. This is where you can complete your quest and receive your rewards.

If you have any questions the best person to ask is the GM but for simple and quick queries I may be able to help as well so feel free to send me a PM or visit Ena in character in [Time Exempt] Pub/Dorm Area (group I)!

Good luck!

Ena
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