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Every adventurer (that is to say, player character) is a graduate of the School of Heroes and therefore a licensed adventurer by default.
Every adventurer (that is to say, player character) is a graduate of the School of Heroes and therefore a licensed adventurer by default.


Jolinn desired a proving ground for the many god-backed [[lineage]]s that sprang up in the wake of the [[Sundering]]. It also serves as a way for people to self-select into and prepare for the often difficult and isolating life of an [[immortal divine]], which is the fate of many adventurers. Because Jolinn prizes choice and free will, any of the sapient lineages may enroll, regardless of [[resonance]] or personal morality. Adventurers exist in a dubious legal grey area in most places, and many regions such as [[Daphoa]] and [[Ashta Harrud]] ban the presence of adventurers entirely and will kill, imprison, or forcibly exile them on sight. In those places adventurers are allowed, they exist under an entirely separate legal code that permits a wide range of antisocial behaviors even within the boundaries of lawful cities. Conflicts in those places between adventurers are adjudicated through direct and extreme violence by the [[Guardians of Law]] under the hand of [[Iandir]], but other acts of violence or destruction are not. All of this means adventurers thus enjoy and suffer reputations of being agents of wild instability and incredible and often random violence and social upheaval, even when good-intentioned.
Jolinn desired a proving ground for the many god-backed [[lineage]]s that sprang up in the wake of the [[Sundering]]. The school also serves as a way for people to self-select into and prepare for the often difficult and isolating life of an [[immortal divine]], which is the fate of many adventurers. Because Jolinn prizes choice and free will, any of the sapient lineages may enroll, regardless of [[resonance]] or personal morality.

Adventurers exist in a dubious legal grey area in most places, and many regions such as [[Daphoa]] and [[Ashta Harrud]] ban the presence of adventurers entirely and will kill, imprison, or forcibly exile them on sight. In those places adventurers are allowed, they exist under an entirely separate legal code that permits a wide range of antisocial behaviors even within the boundaries of lawful cities. Conflicts in those places between adventurers are adjudicated through direct and extreme violence by the [[Guardians of Law]] under the hand of [[Iandir]], but other acts of violence or destruction are not.

Together, this means adventurers thus enjoy and suffer reputations of being agents of wild instability and incredible and often random violence and social upheaval, even when good-intentioned.

Revision as of 05:59, 2 February 2024

The School of Heroes is an ancient human institution located in a remote part of the Yagash mountains. Created by the hand of Jolinn with the influence of Dolgrael and Lilune after the War of Fire, the School of Heroes is the sole way by which one may become an adventurer.

Administration of the School of Heroes has passed through many, many varied hands over the millennia, and attitudes towards its graduates change with the era and the culture. Jolinn seems content to allow its stewardship to remain in the hands of mortals regardless provided it continues producing adventurers. It is currently in possession of Zebenar Kinest, a fire scholar with an infamously vicious desire to see every adventurer dead.

Adventurers

Every adventurer (that is to say, player character) is a graduate of the School of Heroes and therefore a licensed adventurer by default.

Jolinn desired a proving ground for the many god-backed lineages that sprang up in the wake of the Sundering. The school also serves as a way for people to self-select into and prepare for the often difficult and isolating life of an immortal divine, which is the fate of many adventurers. Because Jolinn prizes choice and free will, any of the sapient lineages may enroll, regardless of resonance or personal morality.

Adventurers exist in a dubious legal grey area in most places, and many regions such as Daphoa and Ashta Harrud ban the presence of adventurers entirely and will kill, imprison, or forcibly exile them on sight. In those places adventurers are allowed, they exist under an entirely separate legal code that permits a wide range of antisocial behaviors even within the boundaries of lawful cities. Conflicts in those places between adventurers are adjudicated through direct and extreme violence by the Guardians of Law under the hand of Iandir, but other acts of violence or destruction are not.

Together, this means adventurers thus enjoy and suffer reputations of being agents of wild instability and incredible and often random violence and social upheaval, even when good-intentioned.