In the world of Alerquite, nothing is how it seems. The Dark Lord of the land... is a young woman that wears a floor floral cloak, and hot pink heels that look like kittens. Magical glowy items appear at least twice a week, and most of the creatures in the land, are actually really conversational and always want to help. Yeah.
Of course, Alerquite has one certain thing that makes it special. The guilds. Guilds are dictated by the gift you were born with. Gifts, well, they often dictate what form of magic you decide to learn.
There are five known gifts;
Seekers- They can find and manipulate treasures and precious stones found in the ground or in caves and stuff. They tend to learn physical augmentation magic.
Seers- They can see the most likely future and into to other dimensions. They spend the entirety of their lives strengthening their abilities, normally.
Saviors- They’re the best of the best when it comes to gifts. They’ve got natural strength, pyrokinesis, and are capable of easily learning any and every type of magic. Everyone wants to be a savior.
Shadows- They can blend in with and manipulate shadows and darkness. They’re the most terrifying people to be around, because they see the world in a way only someone from the very depths of it all possibly could. They tend to dabble in necromancy and other dark arts.
Speakers- They can communicate with animals because they’ve got the ears and tail of one. They’re human-animal hybrids basically. It’s wrong. It’s socially unacceptable. It’s basically hell on earth. Only a select few are born with this ability, because it is probably the most useless thing ever and it’s also the most horrible. They tend to learn nature magic.
Certain guilds assign certain quests. Quests give Vim, currency, as well as a form of point, to your guild. The more points your guild gets, the more people that will come in and request thing of you as well as the bigger the jobs get.
Not everyone joins a guild because not everyone wants to learn magic. You have to dedicate your life to magic, and very few actually want that. Quests come from non-guild members.
Of course, Alerquite has one certain thing that makes it special. The guilds. Guilds are dictated by the gift you were born with. Gifts, well, they often dictate what form of magic you decide to learn.
There are five known gifts;
Seekers- They can find and manipulate treasures and precious stones found in the ground or in caves and stuff. They tend to learn physical augmentation magic.
Seers- They can see the most likely future and into to other dimensions. They spend the entirety of their lives strengthening their abilities, normally.
Saviors- They’re the best of the best when it comes to gifts. They’ve got natural strength, pyrokinesis, and are capable of easily learning any and every type of magic. Everyone wants to be a savior.
Shadows- They can blend in with and manipulate shadows and darkness. They’re the most terrifying people to be around, because they see the world in a way only someone from the very depths of it all possibly could. They tend to dabble in necromancy and other dark arts.
Speakers- They can communicate with animals because they’ve got the ears and tail of one. They’re human-animal hybrids basically. It’s wrong. It’s socially unacceptable. It’s basically hell on earth. Only a select few are born with this ability, because it is probably the most useless thing ever and it’s also the most horrible. They tend to learn nature magic.
Certain guilds assign certain quests. Quests give Vim, currency, as well as a form of point, to your guild. The more points your guild gets, the more people that will come in and request thing of you as well as the bigger the jobs get.
Not everyone joins a guild because not everyone wants to learn magic. You have to dedicate your life to magic, and very few actually want that. Quests come from non-guild members.