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Party

A group of 2 to 6 adventurers travelling together. Typically consists of different types of travellers so that the individuals can utilize the strengths of each other. Parties are independent and usually seek work from quest givers for a living.

Composition

Manpower

Usually 2-6 individuals of different specialties. Typically a party includes at least one warrior to protect the rest of the party from physical threats.

Equipment

Mainly decided by the individual members. Members choose equipment based on their class and specialization. Members must agree on the logistics in carrying and purchsing supplies.

Weaponry

Individuals carry their own weapons which they specialize in using. A party usually contains at least one of close combat and ranged specialists each.

Vehicles

Parties might have no vehicle at all, they might have a mule for transporting supplies, or they might each have a horse. Sometimes vehicles are provided by quest givers.

Structure

Some parties have a clear leader, commanding the others. This is typically the most experienced or strategic party member. Other parties lead in unison and therefore have no clear leader. Even if one is leading the party, the loot and payments is typically divided equally.   Usually parties have at most these two levels of rank, leading and non leading, but it is also not unheard of for a party to have someone with lower rank than the others in the group. This might be someone less experienced, or someone weaker mainly seeking protection while executing their profession. They typically get a smaller portion of payment and loot, and is tasked with cooking and other practical things for the rest of the party.

Tactics

Parties of different compositions use different tactics. Some consist of one type of adventurers, and therefore excel at one particular tactic, whereas others include a range of adventurer types and therefore can execute a wider range of tactics.

Training

Level and nature of training varies based on the types of adventurers included in the party. The level of a party is judged by their combined possession of Adventurer's Badges at different levels.  

Internal Roles

Party members might have one or several specific tactical roles within their party. Usually, a single party holds a variety of roles whos strengths and weaknesses support each other. Some are described below.   *internal role types, image of individuals claiming each role*
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Tank

This party member typically has strong armor and high endurance. Their job is to be on the recipient end of enemy attacks to keep them from attacking other party members. Members with this role are typically warriors.  

Melee

Physical damage at close range is the specialty of this party member. This might be warriors with powerful weapons, or sneaky rogues.  

Magic Melee

This party member specializes in close range magic, such as that applied with a touch of hand or staff. They typically wear heavier armour than their ranged counterparts.  

Ranged Physical

Throwing weapons, arrows, bombs and other non magical damage dealers are used by this party member, which is usually lightly equipped but carries a lot of ammunition.  

Ranged Magic

Mages in this role are charged with dealing magical damage at long range, while the tank distracts the target.  

Healer

Healers keep other party members healthy by healing them during battle. They are well protected by the rest of the team as they keep the team going.  

Debuffer

Removes unwanted buffs from fellow party members.  

Supporter

Supporters provide buffs to other team members, increasing their strength.  

Controller

Has abilities and spells used to control enemies.  

Scout

This lightly equipped party member is knowledgable and light on their feet. They move in front of the others and are the first to spot enemies, camping spots and potential loot.  

Sneak

Use their sneaking abilities to obtain things without combat and other tasks requiring silent steps and staying out of sight.  

Communicator

Usually a bard, this team member obtains information, negotiates and receives quests for the party.   *top down view of 2 situations with role types and their actions indicated*
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Logistics

Logistical Support

Parties don't usually get support, but must acquire and handle supplies themselves. The party might have one or more members tasked with this.

Recruitment

Parties are typically formed when members meet each other at a tavern and agree to travel together. Rarely, guild officials might combine lone party members for a new party. This is especially common among beginners.  

Outside Perspectives on parties

Views of parties are greatly divided in Ropla based on previous experience. Some despise them due too failures or accidents caused by previous Adventurers they met. Others love them due to critical successes performed for them or their loved ones. Parties are almost always popular amongst children and young ones, who are eager to hear their stories of triumph and often look up to them.   Most known parties have a reputation of 2 aspects, one of skill and one of morality. A merchant usually won't hire a party with a reputation of criminal active to protect his goods. Some parties have broken up after getting a clumsy reputation, simply because they could not find work.  
I knew I shouldn't have hired that clumsy fireside party for my hay escort! They heard a squirrel in side of the road and suddenly an entire cartload went up in flames. They even had the audacity to still ask for payment.Farmer after a hiring Party for a simple low level cart escort.
 
I hired the Golden Staffs Party to pick up some resources for me in the forest. Not only did they get what I needed, they brought several useful herbs back with them that I thought had pretty much gone extinct in that forest. I planted them in the back of my garden, and they are flourishing. Can definitely recommend! Herbalist at village festival.

History

Parties became common after the Adventure Revolution. This also led to the establishment of the Adventurer's Guild, which most party member are a part of.

Historical loyalties

Many parties are formed by, and it's members educated in, the Adventurer's Guild. This makes most loyal not only to the guild, but to the city of Ventura in which they spent a large portion of their lines recieving their education.  

Famous Parties

  *collage with mixed images of famous parties*
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1st Leading Party

The party leading the team of adventurers who defeated the Great Leviathan during The Leviathan Crisis consisted of a warrior, rogue, mage and specialist.   The warrior was the famous Sir Paltos who is credited with the defeat of the monster. The rogue was a shadow archer specializing ranged combat. The mage was a thundermage, who was killed by leviathan cult members during the battle. The specialist was a communications expert. The battle was known as End of the Great. The structure of this team was meant for leadership and communication. One thing that is unusual about the composition of this team is the lack of a cleric specializing in healing.


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