[personal profile] yukiotoko
Name: Honori Cstial
Age: Physically and mentally 16. (Can be aged up mentally depending on threads, physically requires some magic shenanigans.)
Height/Weight: 5'5"/140 lbs
Race: Half-human


Personality
To understand most of Honori’s mindset and personality, one must also keep in mind that he was raised in a very isolated and sheltered life in an environment where the only way to meet new people is if there are new recruits or traders of all ages and races coming to train in the same monastery Honori was raised and grew up to be at or to sell/buy any trades. The Kaikal monastery is high up in the northern parts of Trigam in the mountain ranges, where people were granted to leave for special reasons during in the middle or after their training if they were students. Otherwise, all members of the Kaikal monastery are to live within the monastery to train and attain enlightenment. The special reason Honori was granted upon leaving was because of his wish granted to him on his coming to age and his graduation gift as he made the argument of wanting to training through enlightenment and further improving his skills… when all in actually, he was being selfish on wanting to see what the outside world is like.

Honori also has a very romantic and idealistic view of the world in every sense of the word. With his already aforementioned method of meeting new people in his life; The only other ways available to him were reading books the best way he can and listening to stories from traders and adventurers is what painted the image in his head of how people in the “outside world” are like. The stories of brave knights rescuing villages from a horde of goblins and trolls and saving the day? AWESOME!! Princesses needing to be saved from towers while an ArchMage Doppleganger was the culprit all along? OH MAN, SOMEONE BETTER DO SOMETHING!! Corruption of a government and the common man needs a champion? I GOTTA GET IN ON THIS!! Its exaggerated and embellished stories like that is what enabled that kind of thinking ever since he was a boy that was wondering why he wasn’t ever allowed outside the walls of his monastery, so the best he was able to experience outside world was listen to the strangers that came by. Until years later that he became an adventurer himself.

Another thing to note about Honori is that it is almost entirely because of his naïve idealism and his rose-tinted vision of the world is why he has a very optimistic view of things in life. Whether it would be a matter of trying to look at the bright side of things when bad is turning into worse, to giving people support and hope even when on a mission that looks like a bleak outcome is imminent. He does what he can to ensure that things will stay positive even if the mood doesn't read it like that. Although he has matured greatly over time ever since the beginning of his "adventure", and the experiences of the world has greatly opened his eyes for both better and worse, Honori still has that idealism and optimistic outlook that somehow things will turn out for the better.


Honori also has A Thing about physical contact. Like he is intensely nervous of touching someone or being present around to the point of being self-conscious about it, given his yukionna heritage and his recent 'awakening'. Whenever he makes contact with someone with his bare skin, he does emit a cold feeling that increases steadily as if the recipient is touching a block of ice. This is why he wears special gloves or sashes to prevent his natural ability going out of control, but even with the gloves, his touch would still feel rather chilly to the other person.

Speaking of self-consciousness, Honori doesn't really feel confident about his appearance. While he may be attractive to some, it doesn't match the image in his head of how men are supposed to be like: Strong, muscular, and rugged. Things that Honori is definitely NOT. So to make up for what he lacks in strength, he puts more effort into his speed and agility to use that as his 'strength'. But in casual conversation on if someone were to tell him how he'd rate himself, he'd shy away and be very uncomfortable. He will, however, be very bashful but very pleased if someone were to compliment him on his looks and appearance.

With his Lawful Neutral alignment, it is pretty safe to say that Honori is someone who not only abides the law, but also does what he can to enforces it, whether it be good or bad. But generally, he enforces the law for the good of the people, and even more so when it comes to correcting/laying it down on people who are corrupt and twists it for their own gain. And despite the alignment saying Neutral, he does prefer working with causes for the good alignments rather than evil, but there are also cases that a lot dirty work must be done and accomplished while working with unsavory people all for the greater good, whether he likes it or not.

As an effect from of his adventures, Honori has developed a heavy sense of responsibility over his actions and the actions of others, even if he wasn’t at fault to begin with. As a leader of his own party in more than one occasions, the sense of leadership and the responsibilities with it has weighed down on him a lot more that he had initially thought it would. But its because of that heavy weight is the reason why Honori will go above and beyond his duty to ensure whatever is tasked to him will be done one way or another. Especially when he'll gladly protect his friends and loved ones from harm even if it meant he’ll be harmed in the process, he’ll take on the burdens for anyone else.

And as stated as plenty of times, Honori is naturally curious about the world and everything about it. He was sheltered in an isolated area in the high mountains for so long that it practically became a cage to him. Learning about new people, the new culture, how the ways of life is to various people, as well as to learn how much more there is to the world than what the stories and books he had tried to read is what truly drives him forward in his adventures and missions given to him. It was actually because of his curiosity is how he was able to speak and read other languages, although with some difficulty due to having a minor case of dyslexia. And when one character is off on a written foreign language, it causes a whole case of headaches.

Now that he had acquired his ‘epic tier’ of advancement in his skills very recently, his body and now his perception has changed from what was being half-human to being an Outsider. Because now that he’s an Outsider, he has begun to view things from a different perspective now that he is on the ‘opposite end’. Mostly he had noticed was how there is little to no difference in what race is what and from what origin, its all the same. Now he has begun to slowly look at things at a more like an alien observing the way of life around him than before.

But overall, Honori is a person who tries his best to keep positive and be civil as possible. Friendly to people who are friendly to him, and passive to those who are not. The one thing he will not tolerate though is anyone berating or abuse to any other person for little to no reason other than being cruel. He does not take such abuse, even if its not to him, very well at all and will be vocal, and sometimes physical, to put a stop to it. It truly takes a lot to upset this monk, but if it comes to someone getting hurt and undeserving to it? That is when things become less than pleasant with him.


Abilities
A lot of Honori’s abilities can be seen in more detail with his character sheet for a little bit of flavor of description and what they do. However, I will try to summarize the best of what I can to give a better detail on what he is capable of.

Monk abilities: As a monk (in D&D terms anyway), Honori has been trained hard to the bone with all sorts of physical exercises and training by also combining psionic powers that was dormant within him to allow his body, mind, and soul as a unified weapon. The end result is that his body literally now is a living weapon for him to do as he pleases. This training provided him the following skills:

Improved Unarmed Strike: While most people who attack without a weapon deal lesser damage to those who do use one, Monks generally have a much greater effectiveness in unarmed combat thanks to channeling their ki and focusing them into each strike. While Honori can use a dagger in one hand, he can freely use the other hand (or other parts of his body) to make any other follow up attacks as needed. He generally prefers using a dagger because it does LESS damage than his fists when it comes to combat.

While it cannot count as a magic weapon as his dagger, allowing to use a Ki Focus power can grant it just as much effectiveness.

Unarmed Defense: So long as Honori is not wearing any armor (with the exception to cloth armor, if that even is properly considered armor) and not use a shield, his own body’s natural defenses increases slightly against any attacks coming to harm him whether it be physical, magical, or mental.

Full Discipline: A full discipline power gives a monk at least two actions to choose from, usually an attack technique and a movement technique, when in combat. Attack techniques usually require a standard action, and a movement technique are options for movement in the battlefield. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack. For most others an combat, they either choose to move OR attack or make a charge attack to have the same benefits of this ability.

Monastic Tradition (Centered Breath): Monks train in a number of traditional techniques with each monastery focusing on a specific style. The choices for most adventuring monks are Centered Breath, Stone Fist, Desert Wind, and Iron Soul; And the choice they make grants them a specific ‘Flurry of Blows’ power and a defensive benefit.

In Honori’s case, its Centered Breath. Because of being trained under this style, not only does his physical fortitude improves, but each time he strikes an opponent in the middle of an attack, each opponent that was struck is forced to move wherever he wants them to go without fail. If he chooses. A quick and fluid motion like the wind blowing in all directions, hence Honori's preferred style.

Yukionna Physiology: Even though his journal name would have clued that in, it’ll be fun to talk about anyway. This is more of a genetic thing as him being half-human and half-monster (technically), and from his mother’s side of the ice genes be where he is capable of ice manipulation and an intolerance to environments and objects of intense heat. Like a Yukionna, when those who make physical contact with him in any form, he’ll be greatly cold to the touch. Lightly cool if he were to control it successfully or wear his special leather gloves/sashes. He also doesn’t tend to stay around in places for long unless it is to rest and recover, since he had begun to notice from others that the ever since he had obtained his ‘immortality’, he had begun producing a literal cool air around him.

But he cannot fully control this power of cold and ice manipulation naturally just yet, so most of the time Honori will rely using his magic dagger to help control and amplify his power as a focus. Hence in most attacks he makes, he can freely choose to either make them normal attacks with normal damage or turn it into cold damage. And whenever Honori himself is struck with cold/ice attacks, other enemies becomes slowed as if their bodies were beginning to freeze up.

Air Elemental Bloodline: On his father’s side, whom is also a monk from the 3.5 era of D&D, there were bloodline traits that gets passed on through generations. Thanks to this, Honori is capable to speak with wind elementals and wind spirits, as his control of the winds also grant him certain boosts to his already natural skills and attacks. Increased speed, adding wind powers to attacks if proven beneficial, and temporary ability to fly.

Divine Power: In Alverain, most divine warriors that do not follow a specific god are gifted with a divine power by converting themselves to an alignment cause (in Honori’s case, devoting himself for the cause of Lawfulness). Its because of this is why for a short moment of time, he is able to use radiant/holy powers in his attacks and utility powers. For a limited time, he can heal others, make other enemies weak against radiant/holy attacks, increase resistance against damage inflicted upon him, and has a chance to cause blindness with his attacks.

Martial Mastery: Through hardship of rigorous training and painstakingly unforgivable trials to push his body, mind, and soul to the limits to overcome other weaknesses that he lacked in strength, Honori was determined to further improve himself with his speed and natural abilities to make up for any slack on his part compared to his fellow guildsmen with the goal to protect his friends and defeat any threat that he encounters. The end result came to be very unexpected than what Darl or Honori had ever thought.

The result of that hard, bare-bones training had actually awakened something of primordial origins inside Honori like a wild surge, which is both of a double whammy thanks to his air elemental bloodline and yukionna heritage; A form of perfection. The reason of that claim? His ki focus ability, psionic and divine power, and what elemental properties that flowed inside him made his body a 'pure vessel' as close to what a human body can be. And because of this, certain things about Honori's physical form had altered greatly. One in particular is that he is no longer able to age physically at all, yet he can still die through many means. So he is not immortal, yet he has a form of it. But because of this, he was now considered as a full-fledged Outsider, yet still Honori at the same time.

Its because of this, he is no longer considered [Human] but more of an [Outsider] with the Lawful alignment, however if he were to die and be resurrected by any means that is common for humans to be revived as such, then he is considered as a human then at that point. Abilities that targets humans such as Charm, Illusion, or curse spells that targets specifically humans no longer effects him.


Item Powers
During his adventures while in the Guild, Honori has been able to buy and find certain special equipment he is able to use for his adventures. Some of them have unique abilities that Honori can use anytime so long as he has them on his person. Bold equipment means what he currently is wearing. Italics are items he has on his person, but not wearing.

Boots of Teleportation: With these boots worn, Honori is able to teleport at great distances equal to his normal speed and twice as far at-will.

Efreetweave Displacer Cloth Armor+4: Once a day, Honori's robes will create an illusion effect that anyone with the intent to attack him will have a staggering effect with a 50% chance of success or failure, whether it be from a ranged attack or a melee one.

Seashimmer Cloak: Similar to the boots of teleportation, Honori is able to swim as fast as he can run so long as he wears this cloak, and is able to breathe underwater. However, once per day whenever he is struck by an attack, Honori is considered insubstantial and cannot be struck by normal means for a limited period of time.

Medallion of the Mind+4: With this item, Honori is capable of communicating telepathically with anyone and anything, allowing the recipient to respond back in kind since the medallion is treated as tool to allow the two-way communication being used despite not being a Psion.

Also, whenever an enemy hits or misses Honori that he grants combat advantage to, it is the enemy instead for a short period of time.

Frost Dagger+4: It is because of this dagger is how Honori is capable of channeling and focusing his cold and ice attacks. It is also because of this weapon, whenever he strikes someone, it can be considered either a Cold attack or a Normal attack. Once per day, whenever Honori strikes with his this weapon, his target takes extra cold damage a lot more severe than normal and is temporary slowed from the coldness for a limited period of time.

Ring of the Dragonborn Emperor: When Honori is brought to a bloodied state (being at a half-health state for a simpler idea) and used an encounter power already, this ring allows him to use the same power again. If he hasn't used that same power already, it would not count as being used after using this ring's power first.

Ring of Aquatic Ability: Similar as his Seashimmer Cloak, only with the exception of the inability to become insubstantial when hit. Honori carries this as a safe back up when traveling on waters.

Survivor’s Boots: Whenever Honori is in a bloodied state, he does not provoke attacks from enemies whenever he moves in their range, using ranged powers, or using area powers.

Everlasting Provisions: An enchanted food basket that magically provides a day's worth of food for five people or one large person that replenishes itself daily. An adventurer's best friend while out on the road and getting hungry.

Iron Armbands of Power: These armbands grant Honori more damage applied to his attacks when attacking at enemies.

Gloves of Ice: Its thanks to these gloves is how Honori is able to at least give handshakes and make physical contact with people when he is not using sashes wrapped around his hands and wrists. With the ability to help Honori suppress his power, it also focuses it in allowing either more cold damage being applied to his attacks OR penetrate a target's resistance to cold attacks and using it to his advantage.



World
Alverain is, for the most part, a high fantasy world where things like demons, dragons, ghosts, and the like you'd expect from fairy tales and mythologies actually do exist with the humans race being the current ruling in numbers. It isn’t uncommon to see spirits, dwarves, elves, humans, daemons, celestials, and the like intermingling with one another in a commerce like place given how diverse a lot of races in Alverain are, yet even with humans having the most power in the world, there are implications that there are ‘Demon Lords’ that held humans as servants in certain parts, as with lords and nobility of other races all while having spirits and daemons like kitsunes, tengus, dragons, and so on as vassals of their own. A general idea of thinking is that if something had existed in folklore or myth, it had definitely made its appearance in Alverain at one point, if not still existed but isolated somewhere. A great majority of races are just as the same as other fantasy based work, only with some slight differences depending on the country of origins in Alverain. Honori's story takes place on the Lougash continent, a semi landlocked continent of four nations and one string of islands at the east side.

The world of Alverain has a rather odd lore that many people are still debating on how things truly came to be. Whether it was all a creation of the gods, or if a cycle of life suddenly sprung from years of evolution, or if it all was just magic taking form and everyone just shrugged because no further explanation was necessary. Regardless of the reasons, the world so diverse of nearly everything from culture to landscape so much that the only information of its origins from ancestors long ago is nearly forgotten. The most common belief is that there was one Great Creator that gave birth to all the gods of each race, each one having their own goals and purpose to achieve. While the different races do worship their respective gods (some of the time), each one do have a special day of celebration to their Great Creator for everyone to worship and praise for that one day.

There ares also diverse races in Alverain too. While humans are the most numerous ones out of them all, the current races to be counted for are the following: Humans (Native to Trigam.), Elves (Native to Durahan, except for Dark Elves in Trigam), Dwarves (Native to Seriv), Celestials (Native to Serva. Demigods, angels, and general divine creatures and people a considered Celestials), Gnomes, Halflings (Both native to the Kaluba islands), Warforged (Created on the Great Ark. Sentient automatons of metal, wood, and rock not unlike with golems), and Outsiders (Native to the Outer Planes. Dragons, demons, devils, shifters, dragonborns, spirits, monsters, and other supernatural and otherworldly creatures and people are considered Outsiders.).

There are cases of interracial races such as half-elves, half-humans, tieflings, and aasimars and the like are not common, but not rare either. (Although generally the last two would be associated with Outsiders and Celestials respectively.)


The countries in Alverain are:
Trigam; The central country mostly covered in plain fields and bits of forestry, and most commonly home to the humans. The spark of discovery of the unknown and the vast numbers of man that populates and spreads through all over the world in search of more things to search and learn all originated from Trigam, just as Trigam soon became a centralized location of all races converging into a singular location. While humans are indeed a versatile bunch, their real contribution to Alverain is the concept of military tactics and warfare training. In times of peace, humans are generally the most common guard you would find anywhere always vigilant to keep their homeland safe from all kinds of threats. In times of war, there could be no more of a common soldier working for whomever’s banner the most counted for. While generally hard to comprehend of other gods and ways of life from other races, they are mostly the ones who seek out and establish some sort of connections as well to broaden their world. Trigam is not only the central location where most races converge for trades and adventure opportunities, but it is also home to Alverain’s globally known organization: The Trigam Adventurers Guild. A guild organization so large that attracts adventurers and heroes alike that Trigam’s own military power to its Lords could only rival such a vast number.

Serva; The country in the north that is home to the Celestials. While not exactly noted for worldly power or conquests, the Celestials are more known for being the connections between mortals and the gods. They are actively sought out as peace delegates and negotiators during times of war to form treaties, if not make agreeable rules of war should any conflict were to arise within nations. In other countries, most specifically in noble and royal houses, they are seen as advisers and chancellors in doing what is best to keep the peace between the Lords and their people. It is said that their clerical magic is to be the best of all races, and those of the outside race who travels to the icy and snow capped country of the cold north is bound to experience an ‘enlightened state of mind’ and eventually learn the art of cleric training and surprisingly psionic training as well.

Seriv; The rocky and volcanic spread country to the west that is known home to the Dwarves. While on the landscape, one could only see only desolated grounds and the occasional caves connected to volcanoes and underground holes. But once one enters those caves and travel deep underground, they’ll find a whole different world that is constantly buzzing around with miners, traders, and warriors alike. The dwarves of these lands are just as the same you’d expect in other fantasy worlds; They are proud, they are honor bound, they have a lust for all things valuable, and they much have hot-tempers as their other fantasy counterparts. The only difference, however, is that there is hardly any rivalry with elven folk. The Dwarves are most noted for being masters of magic smithing and mercantilism, and Seriv being the high capital of demand for such master artisans. The concept of trade and armor/weapon making, as well as applying magical runes to improve weapons and armor, all came first from these hardy folk whom take great pleasure of mining through volcanic depths in search of gems, gold, and silver or anything of precious value. Seriv’s (and most of Lougash's) grand bank sits at the deep dark ground next to a constantly active volcano at the capital of Seriv. All stored materials deposited into the bank vaults are stored within specific rooms and warded with magic inside ‘Magma Cells’ with a mixture of gnomish technology and dwarven materials. Mostly the rich, the famous, and the well-connected people are able to have their most treasured valuables guarded within these protection wards and have it further protected from the natural lava seem to be the current best in terms of security in Alverain that has to offer.

And the east is the archipelago called Kaluba that is just ways off the shores of Trigam. It is also known to be the home of the gnomes and halflings races mostly, but all races with a love of machinery and the wish to learn how to master the arts of artificing and engineering will find their home here. While the separate islands tend to become the primary target for unsavory weather such has storms and hurricanes, it is the combined geniuses of these two races is how the islands are able to remain safe. With the gnomes’ constant love of tinkering and building all sorts of creations from using machine to lumber to the very rocks on the ground, and the halflings natural ability to read certain signs via primitive meteorology as well as well versed in arcane lore; These two races were not only capable of creating the worlds’ first magical protection dome from natural disasters, albeit with minor miscalculations initially, but also pioneered Alverain to the study of craftsmanship and architecture into a world of science. It is said that there is a Grand Arc filled with nothing but gnomes and halflings that sails across the ocean of Alverain all while conducting research and creating more and more brilliant works. While the archipelago is home to the smaller race, the Grand Arc is actually home to an accidentally created race thanks to the gnomes; The Warforged, sentient robots that are more commonly known for being labor workers, but also provide protection and security enforcement as well. It was actually thanks to the birth of the Warforged is how the current mission of creating sky flying ships is the current goal of the gnomes and halflings.

At the southern country of Durahan, the deep jungles that cover the country are prime locations on where one would find the elven folk of various kinds. The High Elves tend to have a more central location within the country as overseers of most Elven politics and arcane lore, along with the Wood Elves having more of a tribal villages around the outskirts of the Durahan border with the neighboring countries. Yet just very recently, there is rumors of a new kind of elf appearing near the border of Durahan completely in dark color and white hair, but actually in Trigam all hailing from underground (or so the ones discovered claim), yet they all bear markings and symbols as the High Elves do. With this new race having caught the interest of the world as a sudden new group and a possible key to what the true origins for the other races, the elven folk have gone through great lengths to research more into more information regarding about any possible relationship between themselves and these ‘Dark Elves’.

And just like the Dark Elves, another kind of race also exists and scattered all over the countries in various places. No one truly knows why they keep appearing, but generally a summoning or an interplanar gate portal seems to be a cause of their arrival. This particular group seem to not get a long very well with the Celestials, and a very few rare exceptions had been made and that was more for more personal matters. These are the demons, the devils, youkai, spirits, and other supernatural creatures that seem to have mysteriously summoned from an outer planar world that is completely unnatural to Alverain. While initially, these creatures did wreck havoc in everywhere they were able to find, it was through a combined effort from the natives of Alverain to fight and mitigate any potential threat the Outsiders would present. While some Outsiders are not as malicious as others, the certain view painted on the majority did weigh down a lot on the few that were actually trying to help with the efforts.

To this very day after thousands of years, the Outsider threat is still at large with more monsters appearing and invading every day, but now the people of Alverain are more active in quelling any threat to its people. In fact, there are now Demon Lords who had built their kingdoms in certain parts of the lands as part of a declaration against the hostile Outsiders themselves that they will stand as one of the natives of Alverain, thus labeling them as ‘traitors’ to the Outsiders.


In the middle country, Trigam, there is a globally known organization known as the Trigam Adventurer Guild, also known as the Adventurers Guild, that hires recruits from any point of origin regardless of race, religion, or social status. Everyone is equal from the starting up and rank applies only when you’ve achieved your duties and get promoted.

The Guild’s creation was a response to both the Outsider threat and as a force of power within the Trigam during times when the Trigam Government was corrupt with its leaders and Lords treating their citizens poorly all the meanwhile the Outsider threat were laying waste to the landscape repeatedly, enslaving all survivors and pillaging homes and villages. As a result, the people had banded together to form an organization to protect and defend themselves from the Outsider threat and their own government. However, once enough manpower and demands have been made that had reached Trigam’s Republic Guard’s own numbers, that’s when it’s ruling King had to make his appearance to quell the fighting before the nation collapsed on itself. The result? The Guild was dubbed as an official organization when a sudden threat of Outsiders had attacked Trigam’s capital with a massive dragon attack with orc raiders making breeches through the barricades with the intent of bringing down Trigam as a symbol of victory and its people for enslavement.

Fortunately, the Guild, now initiated albeit informally, had dragons of their own at their disposal, which four dragons (Gold, Silver, Bronze, and Copper) had begun flight to take down the aggressors (Red, Black, White, and Blue) as the banded guildmates rushes to join the Trigam Republic Guard in fending off the attacking horde. With their victory, along with heavy sacrifices, the Trigam Adventurers Guild had marked its name upon all Alverain as an organization willing to handle Outsider threats and accepted recruits from all parts of the world to join them in their cause, as well as handle any international issues as needed.

Today, the Guild has offices in all major cities and many of the small towns across Trigam, operatives regularly undergo missions around the entire country. International work is rarer and mostly confined to Trigam, but there have been exceptions. The head offices are stationed at Trigam’s capital, Nodare, rebuilt in a more central location after the previous attack from the orc horde and dragon attacks. The Guild is Trigam’s largest private organization, consisting some 4,500 members. Today, the Guild is considered a military services by the government and members are expected to act as a militia in times of national crisis. In return, members receive several perks associated with military service, including decent post-retirement wage and better access to health care.

The Guild does not scrutinize their applicants before accepting them. Employment usually amounts to visiting a guild office and signing the appropriate forms and contracts; Leaving most Problem members being weeded out before they reach Scout rank, and definitely before they become Soldiers. The Guild also has the ability to suspend or discharge any member it deems fit at any time. During either circumstance, they will no longer have any access to guild benefits or pay until reinstated.

Clients are carefully scrutinized before their requests are accepted. The guild does not tolerate pranks and has power required to persecute those making fraudulent offers. Some guarantee of payment is usually required as well, usually in the form of a down payment or collateral. How much a client is charged is down to the judgment of the resident officer handling the request, but usually takes into account many factors including risk, time required, and any start up costs or fees. Bronze Class missions rarely cost more than 100 gold; Whereas Diamond Class requests can run up to millions.

The Guild has a practical approach to mission ethics, they encourage the use of stealth and deception where appropriate in order to save lives or limit public disturbance. Unnecessary death is strongly discourage when dealing with humanoid targets. Damage to people and property not involved in the mission is to be kept to a minimum level. Excessive Guild casualties or recklessly endangering missions is staunchly opposed. In pursuit of maintaining these ethics, members will receive bonus payments for actions in accordance to these guidelines. Likewise, incidents contrary to these ethics will result in pay cuts. The group is held communally responsible, the actions of one will reflect upon the actions of the entire group except in extreme circumstances. To further ensure guild ideals, all missions of Gold Class and above will see the operatives equipped with Guild badges that will record everything seen and heard by its sensors during the mission.

Most cases for guild members is they partner up with youkai, spirits, or other daemons that were formerly Outsiders when dealing with things of the supernatural related in a Master/Servant relationship that the servant (the supernatural forces ie, youkai, etc..) makes a pact with a humanoid. In the exchange for power or partnership, they thrive off of either arcane, psionic, primal, divine, or the very life force that their Master partner produces, but there are other options of working within the guild without making such sacrifices. There are other skilled guildsmen of various natural talents/trained skills that can achieve results without the aid of a pact partner. Some of these are even the former Outsiders themselves can enlist as part of the guild presuming that they are capable enough.

Guild members are scattered throughout the country of Trigam (and a few in the neighboring countries), only very rarely are members sent on missions in groups larger than twenty members, with the average being closer to three or four. Even in large scale missions, members will usually break down into smaller squads that operate more or less independently with some coordination from a superior officer. Usually members of similar rank are grouped together with one squad member acting as a leader, for example, four Members working under one Scout, or six Soldiers under the command of one Hunter.

Hierarchy within the guild is loose, but is generally known to have six ranks. Most officer level members are primarily employed for the organization of lesser members and client-guild repartee rather than actual case work. Promotions are given on a case-by-case basis, considering number of missions, number of successful missions, adherence to guild standards, and difficulty of missions assigned. Individual missions are assigned their own hierarchy based on an estimate of the skill required and the importance of the job at hand. Operatives can and often will do work below their rank. Gold and above mission classifications are somewhat rare.

Guild members can retract their mission candidacy at any time, although entering non-active status with missions currently assigned usually draws ire of officers and leads to delayed promotions, if any come at all.

Guild Ranks | Associated Medal | Typical Members under Command
Grand Commander | Emblem of Command | 4,500+
Commander | (Personalized to Commander) | 1,000-2,000
Master | Platinum Medal of Service | 100-500
Hunter | Gold Medal of Service | 13-25
Soldier | Silver Medal of Service | 7-12
Scout | Bronze Medal of Service | 3-6
Member | None | None

Classification | Typical Rank required for Participation | Typical Missions
Diamond Class | Hunter+ | Extreme Supernatural Threats, Issues of National Defense against very strong opponents, any mission where failure could jeopardize national security or lead to national incident.

Platinum Class | Hunter, Soldier | Missions requiring extended conflicts against numerous threats, supernatural or otherwise. Missions with conceivably high mortality rates in case of failure. Missions dealing with coordinated enemy offenses from intelligent sources.

Gold Class | Hunter, Soldier, Scout | All Governmental Work is AT LEAST this rank. Monster Hunt Missions, Monster Lair cleansing, very important item retrieval and escort missions.

Silver Class | Soldier, Scout | Criminal Countermeasures, Fugitive retrieval, limited scale conflicts.

Bronze Class | Scout, Member | Surveillance, low-risk escort missions, most non-combat concerns.


Technology
The technological level of Alverain is close but not exactly similar to that of the D&D's official world campaign, Eberron, with the only difference is that the technology levels has not reached to the part of perfecting the art of magic to be used as a science, but with gnomish technology, halfling designs, and dwarven materials; they were able to produce both the Warforged race and the dome around the Kaluba archipelago that protects from natural disasters, they are catching up very close within another hundred or two hundred years at least.



Kinks
Refer to here for specifics.

A general NO from me is nothing watersports, vore, gore, and other bodily fluids not meant to be sexual. If you have questions about anything not listed, feel free to drop a PM to ask me and we can clear things up.

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Honori Cstial

February 2022

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