The Ninth Dungeon OOC

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OOC Thread! This is where you can find all the info on the SB and where you put all your out-of-character posts or ask questions. Let's have fun with this, shall we?

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Information & Maps

Map Of The Realm
Spoiler
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Neighbouring Kingdoms:
Spoiler
Bhaeryn / Bhaerin to the North East
Dar'Shien to the Far East
Alythir to the Far South
Qarlan to the Far, Far North
Ocaris Empire to the West


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Dungeons & Adventurer's Guilds

Each city in Zelkar has an Adventurer's Guild, though some of these are larger than others. The larger guilds at in cities or locations with dungeons very their cities with the exception of Tar Bellur, as it's isolated at the base of Mount Bellur to the west. There is a small base nearby, but it usually only has a skeleton crew and one must travel from one of the nearby villages, towns or cities. Tar Iriax and Tar Onis are in the Hungry Isles and are some of the lesser visited dungeons, purely because of their location and most of the kingdom's attitude towards the people who live there. The newest dungeon, newly dubbed "Tar Pasnia", is in the middle of the old port city. The Guild from Dessa Port has started to rebuild some of the destroyed buildings in the old port with a camp setup near the dungeon's entrance, though most people prefer to stay in Dessa Port itself.

The Dungeons

Spoiler
There are five active dunegons so far;
Tar Adessa
Tar Odessa
Tar Bellur
Tar Iriax
Tar Onis


And three ruined dungeons;
Tar Valen
Tar Rasard
Tar Cormir


And the new dungeon;
Tar Pasnia


Be warned; dungeons are ever changing, however much they appear to be the same. The lowest floor in a dungeon is floor 100. You start at Floor 1 and travel downwards. The goal is to reach the dungeon's lowest level--or the "heart" of the dungeon. As you travel downwards, the enemies and monsters you find will also grow in strength--as do the items you find.

Guild Ranks

There are seven ranks for adventurers. Starting at the lowest, F rank, to the highest, S rank. When you join the guild, you start at F rank and slowly gain ranks as you complete missions. These missions are set as contracts and come in many forms--from simple fetch or gathering quests, to monster hunting and bodyguard jobs. If you can imagine it, the Guild will have a job for you. Rewards vary, from simple coin rewards to rare materials or even rarer weapons or armour. The contract for the new dungeon is Black but open to all ranks willing to explore it.

Spoiler

The ranks are as follows, from highest to lowest;
S
A
B
C
D
E
F


Most adventures are somewhere in the C to F rank category. Very few gain B rank or high. There are three S rank adventurers at the moment, eight A rank and a dozen or so B Rank. There is rumoured to be someone above S rank, though it's not be confirmed yet.

You gain ranks by completing a set number of missions or by overcoming an extremely dangerous one. Most missions should be safe, though occasionally the Guild will misjudge the skill level needed to complete a contract. Usually mission will have a warning for the type of danger one might face--in the form of colour coded tags. Blue and Yellow usually indicate a task outside of a dungeon, usually fetch or gathering quests with the occasional guard mission. Red, Purple and Black are reserved for monster hunting and indicate the level of danger involved--Red for mild danger, Purple for high and Black for risk of death. White and Green are usually support quests, meant for healers or rescue crews. Additionally, most missions will either have a silver or gold seal. Silver for outside dungeons; Gold for inside.

These colours combined with adventurer ranks make it easy to pick a contract that one feels prepared for. Adventurers may take on missions a rank above their own--or any that are their rank or below. If you're C rank, this means you can take on B rank jobs but not A rank. And heed the colour tags; they could mean you're unprepared if you fail to notice a B rank mission with a Black colour tag.

Mission rewards will be available upon your return to the nearest Guild.

You lose ranks if you fail too many high-rank tasks in a row (such as a C rank failing several B-rank missions) or exhibit worrying behaviour (for example; violent behaviour outside of dungeons, especially towards non-guild members). This decision usually falls to the closet Guild Master. They will not be kind about it, either. Bad behaviour is not tolerated, so try to be on your best behaviour.


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Races

Spoiler
Humans
Humans can be found throughout the Realm and usually have little to no magic. Any magic they do have is limited and uncontrolled. Humans make wonderful soldiers, though, because they reproduce so fast. They are a varied and resilient people who often don't know when to give up or stay down. They're determined to prove their worth as dragon riders.

Elves
Elves are creatures of nature and can live for hundreds, even thousands, of years. Their powers relate to nature and the elements They highly dislike anything too advanced and tend to avoid cities, except for the few who live in small communties that incorporate nature into their construction. Elves are rarely seen away from the forests. Elves are the race most likely to bond with a dragon.

Tieflings, Fey'ri & Others Of A Fiendish Nature
These races have demonic bloodlines which may be reflected in their appearance and abilties, if they have any. Tieflings and Fiends are the most like their demons while the Fey'ri more often than not resemble the Elven side of their parentage. Those with fiendish blood are the least likely to bond with a dragon, and often struggle to adapt if they somehow manage to do so. They are often a violent, impulsive people, but can be reasoned with. If you're lucky.

Half-Elves & Other Half-breeds
Half-Elves are exactly what you'd imagine--half-elves. Others may be half-Dwarf or even half-elf and half-fiend--like the Fey'ri. They may live for a long time, or not very long at all. It's always a risk with half-breeds, but most resemble one sids or the other, such as half-elves, who live a lifespan somewhere between their human and elvish halves; almost as long as their Elvish brethen, but never the thousands of years some of the Elves reach. Half-breeds, especially half-elves, are second most likely race to bond with dragons, due to the varied races that are included in their bloodlines.

Dwarves
Dwarves are a short, sturdy race of humanoid people who prefer to live in mountainous areas and in the mines they love so dearly, deep below the surface where they're so rarely seen. They live almost as long as their Elvish cousins, but nowhere near as long as those with fiendish blood, and often outlive their human friends. They bond with dragons on a semi-regular basis, if they ever feel like stepping foot outside of their mountains and mines.


Dragons & Wyverns
Spoiler
Dragons
Dragons are inherently magical creatures, born of magic and nature. The reproduce much like reptiles--by laying eggs--and can come in a variety of shapes, sizes and colours. These eggs often need a magical componet to hatch, coming either in the form of their dragon parents, some force of nature....or a bond with a human, elf or other race that inhabits the realm. They usually prefer nature to civilization and can often been found in forests or mountainous areas. Dragons are intelligent creatures and usually live alone or in small--very small--family groups. Most dragons are hermit-like in nature and will often have a cave or nest--a lair where they protect a small pocket of land they've claimed for their own--where they sleep and live. These lairs often contain treasure, though there are varying opinions on the type of treasure one can find in said lair. Some dragons, if they are old enough, can have a humanoid form, though this is rare and almost never seen. That humans and the like are aware of. Dragons seems to be semi-secretive creatures.

Wyverns
Wyverns are dragons' smaller cousins, with two legs instead of four, and are often half the size of dragons or less. They do not breathe fire, and do not enjoy being ridden or imbue themselves to any other races. They are often more tribalistic and territorial than dragons, but are not as secretive or hoard as much. They often live with pixies and faeries because they enjoy the presence of the smaller beings who clean their wings.


Magic & Monsters

Both exist in this realm, but they are rarely seen or heard about. Magic users -- or mages, as they prefer-- are more common than monsters, but you don't hear them bragging about their magic often, if at all. As for monsters, well. If you hear about a monster, it's a pretty big deal and quite a few hunters/rangers will appear to hunt it down. For a price, of course.

Spoiler
Gypsies, Mages & Magic
Gypsies and Mages are two sides of the same coin. Gypsies are mages who wander, unlike Mages who settled down in one place. There are Light and Dark mages, along with every shade between these extremes. Both have magic in their veins, quite literally. They are similar to Sorcerers in many respects, but unlike Sorcerers, the magic often represents as psychical abnormalities such as unusual eye or hair colour, and sometimes even runes that appear naturally on the skin.

Some notable traveling clans are; Toril, Haverj, Almeric, Asyra, Shanni, Vanna and Belusa. Some of these clans are native to neighbouring kingdoms or the Hungry Isles.

Natural Talent vs Learned
Natural talent is rare and often highly sought after. It varies in strength, too, so weaker magic is more common. Strong mages are extremely rare. humans born with natural talent are pretty rare but they often find it easier to learn magic. Natural talent is more common in non-human races like elves, orcs and fey'ri. Half-breeds (a derogatory term for half-orcs, half-elves etc) are less likely to have natural magical talent but more common than humans. Fey'ri have much stronger magic, though it's usually not the levels of most elven mages. Orcs are less strong than elves but often have great talent in other ways, such as magic that makes metals and bodies stronger. They often end up as blacksmiths specialising in enchanting equal only to dwarven metalsmiths. Dwarves have their own kind of magic, usually something to do with minerals and gemstones, along with their enchanting. Dark elves and fey'ri usually deal in dark magics but that's not necessarily so. Fey'ri have demonic ancestry, so their magic can be quite dangerous if it's too strong and left unchecked, as it tends to corrupt them, especially if they're enouraged to reach for their darker natures. A fey'ri in a demonic rage is most dangerous. Most can resist it, but for a rare few, sometimes it can be quite overwhelming--a curse of their demonic ancestry. Primal mages often have trouble leaning magic, so there's a bit of a difficulty spike there for them.

types of magic;
primal (pure instinct, requires no runes, spells or rituals, often just gestures, usually non-verbal)
runic/sigils (using symbols, often non-verbal, usually mildly complicated, often simple)
spells (usually verbal, can be complicated or very simple)
ritual (requires time to set up and often includes runes and spellwork, often complicated)
enchanting (has aspects from all other types woven into the metal, often in the form of jewelery or weapons)
forbidden magics (things like blood magic actually fall under this and is something one can be punished for)

Sigil-weaving
Sigil-weaving is a way of casting magic that involves ritual and non-ritual magic, hand gestures and verbal magic and finally the applications of tattoos for permament magic. It's a rarer form of magic, almost obsolete and not one that's taught much anymore.


Monsters, Demons & Other Creatures
Spoiler
Monsters are beings, usually inherently magical in nature, with a nasty reputation for death and destruction. It is one of the main jobs of the Council to seek out these monsters and deal with them, either with violence or diplomacy--depending on the creature. They can be a purely natural creature--a giant wolf or giant spiders--to more fiendish or magically-inclined creatures, such as Leshi and other nature spirits/beings to Sphinxs and Gryphons, and even the odd fiendish hound or other such monsters.



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Last edited by ScarlettFire on Mon May 18, 2026 6:04 am, edited 1 time in total.
"With friends like you, who needs a medical license?"
- Paimon, Aether's Heart


“It's easier to ask forgiveness than it is to get permission.”
- Grace Hopper.




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This looks so cool!! Might I request a spot?
Not all who wander are lost; some are just looking for their arrows.




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Absolutely!
"With friends like you, who needs a medical license?"
- Paimon, Aether's Heart


“It's easier to ask forgiveness than it is to get permission.”
- Grace Hopper.




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I'm terrified and aaa but might I also request a spot?
he/they




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Of course you can, Darlet! Welcome to the party!
"With friends like you, who needs a medical license?"
- Paimon, Aether's Heart


“It's easier to ask forgiveness than it is to get permission.”
- Grace Hopper.




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May I request a spot?? :eyes: I've been roleplaying off site for a few months, so I'm excited to dip my toes into this!




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Yes, of course! Welcome to the party~
"With friends like you, who needs a medical license?"
- Paimon, Aether's Heart


“It's easier to ask forgiveness than it is to get permission.”
- Grace Hopper.




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Woot woot welcome! Already full >.>

@candyhearts you've been rping off site? That's awesome! hopefully you'll enjoy rping on yewis ^^

And Salia is submitted!

︵‿︵‿୨ ♡ OwO ♡ ୧‿︵‿︵


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Also @Ranger I took the ranger archetype srynotsry

︵‿︵‿୨ ♡ OwO ♡ ୧‿︵‿︵


sass levels loading


[he/him]




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I feel a little bit guilty about Dirga.. Everyone did their best to make their characters good and stuff and they are really serious.. And then there's me with my cookie-summoning stalker cloakling from the dumpster..
he/they




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Thank you @ScarlettFire !

@Omni, hehe I saw XD and I was very confused for a split second as to why my name was on there
Not all who wander are lost; some are just looking for their arrows.




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@Darlet, don't feel guilty. It's good to have a not-so-serious character in the party! Zel and Salina are the grumpy ones lololol

Excited to see the last two characters!

i may allow one or two more if we feel the need
"With friends like you, who needs a medical license?"
- Paimon, Aether's Heart


“It's easier to ask forgiveness than it is to get permission.”
- Grace Hopper.




User avatar
Gender demiboy?
Points 3052
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Okay since there isn't a like button for characters I'll say it here: @ScarlettFire and @Omni I LOVE YOUR CHARACTERS. And @Ranger and @candyhearts I'm sure your characters will be amazing too, so I'm saying that I love them in advance!
he/they




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Okay Dirga has been updated and makes much more sense now!
he/they




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Oh, and question: can we die and what happens if we do so? Sorry if it was already answered somewhere.
he/they



Daddy Long Legs are more closely related to crabs than spiders and somehow the idea of crablike creatures with spider legs that have escaped the entrappings of the primordial sea and now crawl over land and can walk up and down walls and ceilings creeps me more than I can adequately describe.
— Snoink