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Forum Games and Roleplaying / Re: Fire Emblem: Marks of Royalty IC
« on: October 08, 2019, 02:40:59 pm »
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"Yeah, I totally get you."
"You're right. Gotta perk up if I want out of this hole. Now that I can spread my wings, feels like a burden's off me. I can worry about me for the first time in a while and not scrounging up bail for whatever stupid thing my brother did this time."
"And....not that you need me being your wingman, since you've kicked more ass than just about anyone else I've seen even in the Adventurer Academy back home, but I got your back every step of the way, Rio. One, I gotta make it up to you over Gil. Two, I'm glad you're on our side."
"And three, I guess I just like having a kindred soul around. 'Sides, it'll be less miserable here if you got friends, right?"
"Yeah, I guess. The evidence is there. But... really, that's a goddess? She's the kind of person they try and take donations for?"
"I'm right here, you know."
Ever wonder why you require an Emblem to travel between Kingdoms? Ever ask the question why we need Emblems? Do you know the significance of the Emblems? If you've ever asked yourself these questions and more, this pamphlet is for you.
History of the Emblems:
For the five hundred years, the Emblem system has been used to ensure the readiness of adventurers throughout Generia. Prior to the Emblem system, many adventurers were unproven to be skilled, and so often took dangerous jobs beyond their skill level and endangered both themselves and civilians during taking these quests. The Penultia Salt Mine Fire Incident of 2812 sparked a reform in adventurer qualifications as the public demanded that adventurers be proven competent enough to take on difficult quests by the Adventurer Guilds, who faced immense pressure to qualify adventurers for quests in difficult areas. The Guilds introduced Emblems in 2830 as a test of basic adventuring competence.
How Emblems Work:
Any prospective adventurer or adventurer group that graduates from any adventurer school in Generia is only given an Adventurer Card, proving their basic training had been completed. Each Kingdom's Guild has the responsibility to ensure any trainee adventurer is provided with a quest at their skill level to ensure that their capabilities are accurately tested and that they are not in undue danger. For more information, consult The Adventurer Code.
To earn Emblems, adventurers must either be given a quest by the local Adventurer Guild or complete a task of high importance to an equivalent authority, such as the local ruler, trade union, other, fully-qualified adventurers or other equivalent authorities. Upon successful completion, the Guild will hand out an Emblem to the adventurer or adventuring party in addition to the rewards due for that quest. The other authorities permitted to hand out Emblems are the Crown authorities of the Kingdom and other individuals or groups with Guild accreditation for awarding Emblems; adventurers may apply for the right to hand out Emblems after completion of the Seven Kingdom Path.
Each Kingdom's border prevents adventurers without the appropriate Emblem from entering on adventuring business until they have earned the right Emblem. For Adventurers using air or sea transport, their Emblems are checked before and after arrival. Unauthorised entry can lead to penalties such as fines or imprisonment, as can entering Kingdoms on false pretenses to do adventuring duties. All Kingdoms of the Seven Kingdom Path must provide an Emblem to an adventurer or adventurer party before the adventurer can be certified as a fully trained adventurer. Upon acquisition of Penultia's Emblem, adventurers must do one more mission, in any Kingdom, deemed of high importance, to earn the final Adventurer Emblem marking them as a fully trained adventurer with full access to any Kingdom for adventuring purposes as well as awarding them full benefits and protections with the Adventurer Guilds.
Level of Qualification:
Basic: No Emblems acquired, marking the adventurer as completely new to adventuring. This entitles the adventurer to take on Basic-level Quests and Emergency Quests.
Begnin: The Water Emblem, dedicated to the Goddess Serena. Awarded for successful completion of quests in Begnin, the Water Emblem marks the possessor as an amateur, not ready for the highest quests but proven capable of adventuring. This awards passage to Bastapa and basic access to any Adventurer Guild in Generia as well as Bronze-level Quests.
Bastapa: The Chaos Emblem, dedicated to the Goddess Discordia. Awarded for successful completion of quests in Bastapa. This awards passage to Wybernia.
Wybernia: The Wind Emblem, dedicated to the Goddess Borea. Awarded for successful completion of quests in Wybernia. This awards passage to Midgardia.
Midgardia: The Light Emblem, dedicated to the Goddess Freya. Awarded for successful completion of quests in Midgardia. This awards passage to Blobbonia. In addition, this also entitles adventurers to requisition assistance from other adventurers in the area if necessary through the Guild system and to take on Silver-level Quests.
Blobbonia: The Earth Emblem, dedicated to the Goddess Gaia. Awarded for successful completion of quests in Blobbonia. This awards passage to Kaisei.
Kaisei: The Order Emblem, dedicated to the Goddess Rhea. Awarded for successful completion of quests in Kaisei. This awards passage to Penultia.
Penultia: The Thunder Emblem, dedicated to the Goddess Megara. Awarded for successful completion of quests in Penultia. This awards access to all Kingdoms in Generia as adventurers, full access to any Adventurer Guild, access to Gold-level Quests and permissions to join raids towards Ultima.
Final: The Fire Emblem, dedicated to the Goddess Pyra. Awarded for completion of the Adventurer Trials. This awards access to Superior-level Quests, as well as the ability to become Guild-accredited Mentor Adventurers (legally permitted to award Emblems when appropriate) and Guild Masters (allowing one to establish Guild branches in whatever country they please with permission from the country's Guild). This also denotes that the owner is a fully-trained and highly experienced adventurer.
What to Do After Earning Your Emblems:
So, what now? You've earned your Emblems, proven your mettle to Generia as the best and brightest adventurers in the world and proven your talents to everyone. What do you do now? There is always the option to continue adventuring as you are, saving the world one quest at a time. For the more ambitious, those seeking a career change or people who just want to try their hand at different things, here are some suggestions:
Join the Front Line: There are always people attempting to break the barriers to fight the Demon Lord and keep the Demon Lord's forces away from Generia. You can continue to test your mettle by joining raids on the Demon Lord's domain.
Field Adventurer Mentoring: You can use your talents to train other adventurers in the same way you are, allowing you to accompany less-skilled parties, train them in adventuring, hone their skills and with permission from the local Guild, give them Emblems.
Guild Mastery: Perhaps you'd like to help organise adventurers in your area. By applying to become a Guild Master, you can establish a new branch and Guildhall, allowing you to establish a place for adventurers to meet at, take missions, trade, socialise and form parties of their own.
Further Specialization: Perhaps you'd like to be come a Monster Hunter? A Demon Slayer? Or something else? Completing a further course at any accredited Adventurer Academy will permit you to become a more specialised adventurer in any field you wish.
What else?: The sky's the limit for any adventurer in Generia. With your talents, most people in Generia will be seeking your experience, talents and skills in any line of work that they might be looking for, from working at the Adventurer Academies to joining the country militaries.