Little Guild House on The Hylands:
We've got mail: Prologue
Starring: @Luthien @Chako @Dynamax @Herculean Drakecon
Coms Thread: https://terrarp.com/threads/comms-weve-got-mail.2204/
Reference
The Guild Branch Manager.
A lander girl from the farming boonies with big dreams of living the city girl life. Was tricked into working in an even more remote location on the edge of human civilization.
Has big dreams and even bigger problems. But's she's not willing to pack it up and go home to the pea farm just yet...
Looks up to Cessia. Unlike Cessia, she's just a little bit lazy. Or maybe a lot.
Sirosi-kotan
One of the biggest villages in the entire valley that is considered the meeting place for all Sun Claw. All important meetings, discussions, and rallies take place here. The majority of the buildings in this village resemble early Japanese architecture and have a bit more design and a flair to them than elsewhere.
One of the biggest villages in the entire valley that is considered the meeting place for all Sun Claw. All important meetings, discussions, and rallies take place here. The majority of the buildings in this village resemble early Japanese architecture and have a bit more design and a flair to them than elsewhere.
Sun Claw
The Sun Claw are a wolf-type beastfolk (Caenis) who revere the land and seek to carry out their sworn duty as its keepers. Sun Claws believe that Hylands is a paradise built for them by the goddess of the moon, Uene. To honor Uene's gift, the Sun Claw foster a deep relationship with Kamuy, Holy Beasts that protect and maintain the land.
Socially, the Sun Claw are composed of many different clans. Each clan is led by a chieftain, with a council determined by the most qualified persons in a kotan (village) in their field. For the Sun Claw, the person in the tribe with the closest connection to the Kamuys, serves as chieftain. The council is then formed from a circle of elders serving as masters of their discipline. These elders have an apprentice each, and their apprentice another of their own. To move up in station is to serve as a teacher to those who would follow the path you have walked in life before. Typically, these paths are familial in nature, but not always, as the Sun Claw are free to choose the path that best suits them.
These paths of passed down knowledge are as culturally significant as they are practical in ensuring the skills of their trade are passed on. Each path represents a ray of the sun reaching outward, from young to old as the most distant lights pass into the darkness before dawn, in reverence of the circle of life. Similarly, as a rule, all Sun Claw family names contain "Sun", which is converted into "Moon" in death, signifying a Sun Claw's passage into the next stage in life's cycle.
Although most Sun Claw are highly mistrustful and weary of outsiders, a friendship earned from one can last a lifetime and even beyond into future generations. On the other hand, the Sun Claw also hold painfully enduring grudges that are not easily forgiven. Despite their reclusiveness, the Sun Claw are very receptive to new ideas that improve their lives and work together in bigger villages to meet their goals; new paths are always emerging, and lost paths are sometimes retread. They are a slow-moving people who value harmony and living in the moment. But, when that harmony is threatened, the Sun Claw are the lesson for the dangers of awakening a sleeping beast in its den.
The Sun Claw are a wolf-type beastfolk (Caenis) who revere the land and seek to carry out their sworn duty as its keepers. Sun Claws believe that Hylands is a paradise built for them by the goddess of the moon, Uene. To honor Uene's gift, the Sun Claw foster a deep relationship with Kamuy, Holy Beasts that protect and maintain the land.
Socially, the Sun Claw are composed of many different clans. Each clan is led by a chieftain, with a council determined by the most qualified persons in a kotan (village) in their field. For the Sun Claw, the person in the tribe with the closest connection to the Kamuys, serves as chieftain. The council is then formed from a circle of elders serving as masters of their discipline. These elders have an apprentice each, and their apprentice another of their own. To move up in station is to serve as a teacher to those who would follow the path you have walked in life before. Typically, these paths are familial in nature, but not always, as the Sun Claw are free to choose the path that best suits them.
These paths of passed down knowledge are as culturally significant as they are practical in ensuring the skills of their trade are passed on. Each path represents a ray of the sun reaching outward, from young to old as the most distant lights pass into the darkness before dawn, in reverence of the circle of life. Similarly, as a rule, all Sun Claw family names contain "Sun", which is converted into "Moon" in death, signifying a Sun Claw's passage into the next stage in life's cycle.
Although most Sun Claw are highly mistrustful and weary of outsiders, a friendship earned from one can last a lifetime and even beyond into future generations. On the other hand, the Sun Claw also hold painfully enduring grudges that are not easily forgiven. Despite their reclusiveness, the Sun Claw are very receptive to new ideas that improve their lives and work together in bigger villages to meet their goals; new paths are always emerging, and lost paths are sometimes retread. They are a slow-moving people who value harmony and living in the moment. But, when that harmony is threatened, the Sun Claw are the lesson for the dangers of awakening a sleeping beast in its den.
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Prologue: On The Road with Friends(?) and a Tortoise Cart

It shouldn't be too much longer now. Though, I guess, that's when the work really starts...
Emma Peasea said with a long sigh, while continuing to keep her hands on the wheel of the Automatic Tortoise Cart (A.T.C.). It was a nice sunny day with plenty of fluffy clouds. Swishing grass danced in the gentle winds as far as the eye could see across the soft green hills. The ATC's legs moved in a gentle rhythm on the dirt road as you rode along with everyone else on the way to Sirosi-kotan.
...So what the heck is an Automatic Tortoise Cart? You can think of it like a pickup-truck-sized tortoise robot. Where a shell on the actual animal would be, there's a wagon bed instead, and that's where you're currently sitting. The shell is currently drawn down, convertible style, but it can be raised like a dome when there's rougher weather like rain. This is one of the Adventurer Guild's fleet vehicles that was commissioned from MIT. Emma's driving it.
And so! As you and the rest of the part mosey along you recall the meeting of how all this got started. It went something like this...
<Flashback Scene>
Yesterday Afternoon at the The Remote-Central Adventurer's Guild House (RC-AGH).
You are seated at a long table in the smallish yet cozy main hall. Emma sits at the head of said table blabbing and waving her hands around. This is what she's saying:

Ok everyone. I'm very glad you could make it! So, as you can see here...
Emma gestures to a large pile of letters.

We've been letting the Sun Claw mail pile up for a little too long now. Tomorrow's assignment, that you've all graciously agreed to help me out with, will be to deliver this mail to our drop off point at Sirosi-kotan---which I'm probably pronouncing totally wrong.
She continued to gesture to the massive pile of letters spread on the table like the loot from the end of a raid with both hands. Her hands are waving like in a "ta~dah~" sort of way.

Annnd that's it! We'll set out together bright and early tomorrow morning after breakfast! This is a routine thing we do here at the Guild House, so do your best to get used to it. Most of the quests are like this, actually. Any questions? Of course not. That's all! Dismissed! And~! Don't! Be! Late!
<Flashback Scene ends>
By this point it was nearing around 11am. You'd already been on quite the journey. You'd also lost an hour's start when one Emma Peasea slept through her alarm. And, cresting over yet another gently sloping hill, you began to Sirosi-kotan in the distance.

Yaaaaay~! There it is! And it's almost lunch time too! hehehe~
Emma was in somewhat uncharacteristically high spirits. Though she thought this job could be kind of a pain, she really enjoyed taking the Automatic Tortoise Cart out for a spin.

Right, but before I forget... As I'm sure everyone's already well aware, the Sun Claw are important trade partners, and the reason The Adventurer's Guild was welcomed into these parts in the first place. So we basically want to be on our best behavior. Though really, that just means delivering the mail on time. That's the main thing we do for them. We help connect them to Astorea. And Falderan too.
Emma waved her pointer finger as she spoke, as if she were conducting her own little solo performance.

But we can't work on an empty stomach right? Ooooh do I want noodles? I think I want Sun Noodles... ahh but what about Sun Dumplings? Grrr this is hard.
As you listened to Emma begin to chatter about narrowing down the choices of which local specialties she would try now and which she would buy to take back the Guild House... your mind couldn't help but wonder to how you got here.
And soooooo~
Why are you here? What caused you to accept this quest? And what do you think of the people around you?
This is only the prologue of your little misadventure, and once you arrive at Sirosi-kotan in the next cycle the quest will begin!
- Come up with a simple backstory of why you accepted this quest.
- Decide how familiar you are with your fellow players.
- The adventure will begin in the next cycle at Sirosi-kotan.
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