Excilabur Guild
In a world where dark and light clash, monsters and humans are in a constant war for land and... View more
Info and Characters.
-
Info and Characters.
(This will probably be really long and complicated, please forgive me (-_-“)
About the world:
In this world, many years ago, monsters began showing up in the west of the continent. They killed the humans and drove them to the easternmost side of the land. Some time later, the Excalibur Guild was established to bring all the guilds together against the common enemy of the monsters. Young men and women who trained in guilds form parties together and go out to battle for defense of their land or to gain land from the monsters. Becoming a member of Excalibur Guild gives people certain privileges that non-Guild members have, still, its a tough life. Fighting in a party will rarely leave someone rich, when someone first begins the guild life, it’s a struggle between dying in battle and dying from starvation. People who join the Excalibur Guild usually do it for the adventure, glory, or because they have no other option. Large towns have blossomed near the borders between the human and monster territories, towns made to house the guild members and parties, as well as the people who made their businesses on selling things to those guild members.
About Monsters: There are monsters spread across the entire western area of the contentment. Monster-populated land spreads across around two-thirds of the continent, from the border of the human’s territory to the coast. The further west you go, the stronger the monsters get. The ones near border-towns are generally weak things like goblins and dire wolves, in the center they have things like treants and giants, in the west they have the most powerful of the monsters that only the most legendary parties have seen, things like dragons. Some scholars believe there is some kind of force uniting the monsters in the west, so some powerful parties devote themselves to figuring out what that is and if they can kill them. Although mos monsters are evil with no other motive than to kill people, few species are friendly to humans, monsters like elves. They prefer to stay with humans rather than their barbaric kin, and because often they have certain skills beyond humans, they’re welcomed into human towns.
About Guilds: The guild organization is separate from the Excalibur guild, which although being called a guild, technically isn’t one. The guilds are establishments built to train and unite people wishing to learn specific skills. The strongest parties are built with an arrangement of different classes. Once joining a guild, one is sworn to that guild for life. For most guilds, the penalty for breaking that oath is death, so it’s important to choose a guild carefully. The two founding members of a party are usually a priest and a knight, although parties can function without them. Each class has different skills and weaknesses, so balancing one is important. The most prominent guilds are:
Knight: Well-rounded combat class. Strong defensive capabilities and almost as strong defense. Knights are usually the muscle of their parties, fighting on the front lines. They are practically useless in the back row, as they almost exclusively use melee weapons like swords or axes.
Priest: Healing class, mid-level defense, low defense. Although they usually aren’t very handy for attack, a priest is crucial in battle as the only class that can heal wounds. Their main weapons are typically the same staffs they use for casting spells, but they can sometimes carry separate weapons. Usually, they stay in the back row to prevent themselves from injury and to heal their party members more effectively.
Mage: The most prominent magic class, mid-defense, mid-low attack, an extremely versatile guild with many different disciplines within it. The main ones are pyromancy, necromancy, summoning, water, air, earth, and shadow. There’s also a forbidden discipline of magic, blood magic. People who use blood magic are known Red Mages, they’re dangerous and generally no allowed in Excalibur Guild. Mages can fight in the front line, but are usually more effective in the back row.
Hunter: Combative class. They don’t have as strong defense or attack as knights, but they have far higher speed. They usually use ranged weapons like a bow and arrow or crossbow, thus are by far most effective in the back row. Along with being good fighters, they are good with animals, very high-level hunters can even tame wild beasts. Hunters are also survivalists, they can aid their parties in the wild, especially in wooded areas.
Thief: A somewhat versatile class weather in towns or in combat, high attack, high defense. Although it’s a class originally invented to teach people how to steal, now it’s almost more of an assassin class. The guild teaches people how to walk silently and hide in the shadows. A thief’s fighting style relies heavily on this, jumping out to attack people in their weakpoint then returning to hide. Because a talented thief can kill a monster in a single hit, and even a less talented one can take a large hit of damage in a single hit, however because their attacks need to be extremely precise, they have a long cool-0ff period between attacks. Depending on the thief, they can either fight in the front of back row.
Dread Knight: A class with both combative and magic traits. Defense at around the same level as a knight, however their attack is a little weird. A typical dread knight would start off a little weaker than a normal knight, and they level up far slower, however the powers that a strong dread knight can unleash are often worth the time it takes. What makes a dread knight unique from a normal knight is the fact that the swords they hold have a demon sleeping in them. The only way a dread knight levels up is with blood sacrifice, their sword has to be the one to take down the enemy in the end.
(If you want another class, please run it by me and I’ll add it to the list \(^0^/)
When setting your character, include this, if you want more stuff, feel free to put it~
Name:
Age:
Guild:
Level:
Appearance/Equipment:
Skills:
Personality:
Bio:
Extra:
Log in to reply.