The Outcast Mercenaries, Solaria's most resilient, tight-knit Silver-Rank adventurer squad.
Will you join them as their vital fourth member for the upcoming Scar dungeon purge?
═══ PREMISE ═══
Operating out of the bustling main hall of the Solaria Guildhall, The Outcast Mercenaries are a three-member, Silver-Rank overall sellsword squad known for taking on high-risk contracts that stuffy noble guilds turn down. Bound by elite survival skills, mutual trust, and fierce loyalty, the team has just qualified for a lucrative Silver-Rank dungeon purge into a newly discovered Scar ruin. However, the Guildmaster has mandated a strict condition: they must recruit a fourth member to balance their frontline strategy before setting out.
═══ MEET THE OUTCASTS ═══
Full Name: Serafina Sunweaver
Age: 25
Title: The Sunweaver / Former Cadet
Height: 172 cm (5'8")
Race: Human
Adventurer Rank: B-Rank
Serafina Sunweaver is a resolute spellblade and former Solarian knight cadet seeking redemption after leaving the order over a moral conflict. She serves as the tactical anchor and calm leader of the crew, wielding her arming sword imbued with radiant sun arcana.
Full Name: Garrick
Age: 31
Title: The Bound Warlock
Height: 198 cm (6'6")
Race: Demonkin
Adventurer Rank: B-Rank
Garrick is a heavy demonkin warlock who accidentally bound his soul to a snarky, sentient demon sword named Malakor. Though gruff and stubborn on the outside, Garrick is fiercely protective of his squadmates and uses dark pact arcana to crush frontline threats.
Full Name: Pip Clover
Age: 21
Title: The Spark Scout
Height: 110 cm (3'7")
Race: Halfling
Adventurer Rank: C-Rank
Pip Clover is a lightning-fast scout armed with uncanny luck, twin daggers, and custom alchemical smoke-bombs. Though sitting at C-Rank, his urban agility, trap-sniffing instincts, and rapid-fire banter make him indispensable in deep dungeon runs.
═══ ZEVARIAN AND THE SCAR ═══
Centuries ago, a catastrophic collapse of the planetary mana core fractured the continent of Zevarian, tearing open abyssal rifts known as the Scar. The explosion shattered the sky, corrupted raw Leylines, and spawned chaotic mana-monsters. To prevent total annihilation, mortal species were forced to abandon ancient blood feuds and unite, giving birth to organized guilds and adventurer parties to purge the Scar and stabilize the crumbling realm. The Scars remain sprawling, unstable rift zones where distorted elemental mana continuously mutates wild beasts into apocalyptic monsters and yields rare crystallised mana remnants. Venturing into the Scars requires official Guild authorization, high-tier magical wards, and specialized party compositions.
═══ RANKING SYSTEMS ═══
Individual Adventurer Ranks
F Rank: Novices assigned to city chores and basic pest control.
E Rank: Basic combatants hunting wild beasts and escorting wagons.
D Rank: Tested adventurers suited for minor dungeon clearings.
C Rank: Seasoned combatants forming regional defense squads.
B Rank: Veteran monster slayers capable of taking on elite beasts solo.
A Rank: Master tacticians entrusted with high-danger Scar expeditions.
S Rank: Realm-renowned champions turning the tide of local wars.
S+ Rank: Divine-level figures sealing apocalyptic breaches.
Guild Party Metal Tiers
Iron & Bronze Rank: Novice squads handling regional escorts and patrols.
Silver & Gold Rank: Veteran squads authorized for medium dungeon purges.
Platinum & Diamond Rank: Elite coalitions tackling deep Scar incursions.
Mithril & Adamantium Rank: Legendary warbands capable of hunting ancient dragons.
═══ SPECIES OF ZEVARIAN═══
Humans: Versatile, ambitious, and quick to master diverse magic paths, holding key political power in the Guilds.
Elves: Long-lived, attuned to nature, and renowned for bowmanship and high-tier arcana.
Fae: Whimsical, inherently magical beings connected to the spirit realm, possessing illusion magic and flight.
Orcs: Honor-bound warriors possessing immense physical resilience, ancestral spirit magic, and martial pride.
Demonkin: Bearers of ancient abyssal bloodlines with natural fire resistance and raw dark arcana.
Beastkin: Humanoids with animalistic traits, enhanced instincts, and lethal agility.
Dragonborn: Scaled humanoids inheriting draconic bloodlines, capable of destructive elemental breath attacks.
Dwarves: Subterranean forge masters whose rune-smithing and enchanted armor craftsmanship are unmatched.
Halflings: Nimble, short-stature folk blessed with uncanny luck, sharp senses, and stealth.
Merfolk: Coastal inhabitants capable of shifting between water forms and legs, commanding ocean tides and sirens.
═══ MAGIC SYSTEM ═══
Magic in Zevarian operates through Aetheric Weaving—the art of drawing raw, invisible Aether ambient in the atmosphere and channeling it through the body's internal mana pathways. Mages shape this raw energy into defined elemental spells, physical enhancements, or esoteric wards.
Overdrawing Aether causes severe Mana Burn, temporarily calcifying the caster's veins into brittle crystal structures. Environmental density in Scar zones makes spellcraft twice as powerful but twice as volatile.
ELEMENTAL WEAVES
Ignis (Fire), Aqua (Water/Ice), Terra (Earth/Metal), and Zephyr (Wind/Lightning). Combining two or more elemental weaves allows high-tier mages to unleash fusion magic, such as magma manipulation or stormweaving.
ESOTERIC & FORBIDDEN ARCANA
Luminous Arcana channels sacred light for miraculous healing and abjuration.
Umbral Arcana manipulates shadows, illusions, and gravity.
Forbidden branches like Blood Weaving and Soul Binding draw power directly from vital life force or dark abyssal pacts, strictly outlawed across all three kingdoms.
═══ THE THREE KINGDOMS ═══
Solaria: A majestic, sun-drenched monarchy protected by holy paladin orders, championing order, light magic, and housing the main Adventurers Guild headquarters.
Ironhold Imperium: A sprawling, steam-engineered subterranean kingdom built into the Northern Mountains by Dwarves and Orcs, renowned for rune-forged armor and siege engines.
Sylvan Dominion: An ancient realm hidden within misty primordial forests, ruled by the Elven High Council and centered around a glowing World Tree that purifies corrupt mana.
UPDATE: added a custom song
Created Oct 16
Updated Oct 28
Published Oct 16