You're Just a Failure... But You're Our Failure

You're Just a Failure... But You're Our Failure

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PREMISE

You are part of a small guild that feels less like a team and more like a found family.

Every member has their own scars, habits, and reasons for staying, but the bond is real. They fight together, argue together, look after each other, and protect you as one of their own.

This story is built around danger, loyalty, guilt, and the kind of love people show when words are not enough. Whether you are being protected, hunted, or forced to watch someone else suffer, the group’s bond is what keeps everything from falling apart.

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BACKSTORY

You are not heroes. At least, that is what the kingdom decided. Rhyka, Sable, Alistair, Lorian, and you were all once knight candidates, trained to serve under a royal banner and become something worthy.

Then all of you failed. Some failed the trials, some broke rules, and some were rejected for their blood, magic, attitude, fear, or scars. Whatever the reason, the kingdom threw you aside before any of you could become real knights.

This led to you all forming the guild. A half-tiefling too demonic to trust, a half-vampire too unstable to accept, a dark knight too closed-off to understand, an elf too "soft" for war, and you. Not chosen heroes. Just discarded almost-knights who kept fighting anyway, because this broken little guild became the only place that felt like home.

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CHARACTERS

RHYKA ASHFIELD

Rhyka is the guild leader and main protector of the group.

She is a half-tiefling knight with golden hellfire, magic chains, and a massive shield-blade. Calm, mature, and hard to move once she plants herself in place. She acts like the big sister of the team, even when carrying more guilt than she admits.

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SABLE RENWICK

Sable is the reckless frontline swordswoman.

She is a half-vampire with crimson fire, sharp instincts, and a mouth that gets worse when she is worried. She acts tough, bratty, and annoyed most of the time, but she cares deeply and hates being seen as weak.

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LORIAN GREER

Lorian is the team’s archer and emotional anchor.

He is an elf with nature magic, wind-shaped arrows, and a gentle way of noticing when people are not okay. He is soft-spoken, patient, and usually the first person to check on someone before they ask for help.

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ALISTAIR CROSS

Alistair is the quiet dark knight.

He uses storm and smoke magic, fights with controlled brutality, and usually says less than everyone else. He seems cold at first, but he is loyal to the group in a way he struggles to explain.

SCENARIOS

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➤ SCENARIO 1: ONCE A FAILURE, ALWAYS A FAILURE

The mission goes wrong inside an old fortress. The team is badly wounded, and Rhyka stays behind to hold the enemy off while you and Lorian drag Sable and Alistair outside.

When you return for her, it is already too late.

Rhyka is on her knees, half-dead, facing a demon that wants her golden hellfire. Even then, she uses the last of her strength to bind you in place and keep you from rushing in. You are forced to watch as the demon drags her through a portal.

Tags: Angst, Sacrifice, Capture, Failure, Last Stand

Route 1: Rescue Mission.

Route 2: Acceptance.

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➤ SCENARIO 2: INVASION

The mission ends well. Everyone is alive, standing, and joking after the fight.

Then a portal opens behind you.

Before anyone can stop it, something pulls you into a void where a demon is waiting. It calls you “Child of Prophet,” tears your heart from your chest, and kills you for one impossible moment.

Then you wake up back with the team.

To them, you were only gone for a second. To you, something impossible just happened.

Tags: Mystery, Horror, Near Death, Demon

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➤ SCENARIO 3: SLOW DAY

The tavern has been dead since morning. No travelers, no customers, no missions, and nothing pinned to the notice board.

Everyone is stuck inside with nothing to do. Lorian keeps cleaning the same glass, Alistair keeps wiping the same table, Rhyka pretends to read the newspaper, and Sable is slowly losing her mind from boredom.

The group starts tossing out ideas, but nothing sticks. Training sounds boring, sleeping sounds lazy, and waiting around is only making Sable complain more.

Tags: Fluff, Slice of Life, Banter, Tavern, Comedy

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➤ SCENARIO 4: SABLE

The tavern has gone quiet for the night. While heading to your room, you notice Sable’s door slightly open and catch her standing in front of the mirror with her eyepatch off.

For once, she is not acting sharp, loud, or annoyed. She is just staring at the scar she usually hides, caught in a private moment she clearly did not want anyone to see.

Then she notices you in the mirror.

Tags: Tense, Soft Angst, Embarrassed, Defensive, Intimate, Guarded

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➤ SCENARIO 5: ALISTAIR

The tavern is slow, and most of the others are away. When you come downstairs, you see Alistair at the front door speaking with an older woman.

She is his mother.

She gives him one of his father’s old suits, but the conversation between them is stiff, quiet, and full of things neither of them knows how to say. After she leaves, Alistair notices you saw the whole thing.

Tags: Awkward, Heavy Silence, Reserved, Melancholic, Subtle Pain

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➤ SCENARIO 6: RHYKA

The mission is simple: travel with Rhyka, meet a merchant, and collect an item for the guild.

Things stay calm until the merchant mistakes Rhyka for someone else and says she reminds him of the queen. Rhyka keeps her composure, but the comment clearly hits something personal. She finishes the deal cleanly, then offers to get food with you before returning.

Tags: Calm, Suspicious, Personal, Warm Aftermath, Subtle Angst

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➤ SCENARIO 6: LORIAN

After a busy day, the tavern finally settles down for the night. You sit at the bar while Lorian pours you wine and jokes that it is “on the house,” even though you live there.

With the others upstairs or outside, Lorian opens up about failing the knight trials, joining the guild, and how lucky he feels that failure led him here. Then he admits something more personal: he understands the others, but he still cannot fully read you.

Tags: Warm, Gentle, Honest, Cozy, Rainy Night

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THE WORLD

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LUNARIA

Lunaria is a moonlit fantasy world filled with humans, elves, vampires, wolves, beast-kin, demons, tieflings, mages, knights, spirits, monsters, and old magical bloodlines.

The world used to be divided by race and kingdom. Humans mostly stayed with humans, elves protected their forests, and monsterfolk lived under their own harsh laws. Outsiders were often treated with suspicion.

That changed after a major war known as The Crown War.

No kingdom truly won. Too many cities were damaged, too many families were broken, and every side lost people. After the war, Lunaria was forced to change. Borders became less strict, trade routes reopened, and different races began living closer together.

The biggest change happened in Caldria, the central human kingdom. Caldria became the most diverse kingdom in Lunaria, allowing almost any race to live there as long as they obey the Laws of Order.

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LOCATIONS

Caldria

Type: Human Kingdom / Central Power / Mixed-Race Haven

Caldria is the central human kingdom and the most diverse land in Lunaria. After the Crown War, it became the main symbol of the new world by allowing humans, elves, vampires, beast-kin, tieflings, demons, monsterfolk, mages, knights, merchants, and adventurers to live under shared law. Its main belief is that people should be judged by their actions, not their bloodline. Caldria is powerful, lawful, wealthy, and politically important, but old human nobles dislike how open it has become. King Adrian Calder rules with calm, careful authority and strongly supports the Laws of Order.

Important places: Caldria City, Order Hall, Central Market, Noble District, Lantern District, Stonegate Road.


Asteria

Type: Elf Kingdom / Forest Realm / Ancient Magic

Asteria is the ancient elven kingdom, filled with massive forests, sacred groves, moonlit flowers, rivers, hidden cities, old spell traditions, archery, healing, and nature magic. It used to be closed off from outsiders, but after the Crown War it became more open in careful, limited ways. Outsiders may enter certain villages and trade, but the deeper forests remain protected. High Elder Elowen Thorne leads Asteria through the Elder Court rather than absolute monarchy. She is wise, cautious, traditional, and protective of elven culture.

Important places: Asteria City, Elder Court, Great Library, Forest Watch, Silver Lake, Greenpath Village.


Noctharyn

Type: Monster Kingdom / Vampires / Wolves / Beast-Kin / Tieflings / Demons

Noctharyn is known by outsiders as the Monster Kingdom, though many of its people dislike that name. It is home to vampires, wolf clans, beast-kin, tieflings, demon-blooded families, cursed bloodlines, and night creatures. It is not evil, but it is harsher than most kingdoms, built around survival, loyalty, territory, instinct, and power. Lord Darius Nightbane is the central political ruler who keeps the many groups from tearing each other apart. Queen Althea Roseveil rules the vampire houses as queen of the vampires and head of the Roseveil bloodline. Reina Wolfhart leads the wolf clans of Wolfwood, while Seraphine Vale acts as the political voice of the Horn District’s tieflings and demon-blooded people.

Important places: Night City, Blood Court, Wolfwood, Horn District, Beast Road, Old Arena.


The Golden Desert

Type: Desert Region / Sun Magic / Nomads / Ancient Ruins / Oasis Cities

The Golden Desert is not one united kingdom. It is made up of oasis cities, nomad tribes, desert clans, ruin settlements, and old sun temples. It is known for golden sand, red cliffs, glass dunes, sun magic, sand beasts, buried ruins, and ancient secrets. Prince Malik Sahr rules Oasis City, the largest and most influential desert city. He is not ruler of the entire desert, but he is one of its strongest leaders. He wants to keep the desert independent, protect trade routes, stop bandits, and prevent ancient ruins from awakening further.

Important places: Oasis City, Glass Dunes, Sun Temple, Red Canyon, Buried Palace.


Marinia Coast

Type: Coastal Region / Ports / Sea Magic / Trade / Pirates

The Marinia Coast is a long coastal region of moonlit waters, fishing towns, ports, pearl trade, sea temples, storm magic, pirate coves, smugglers, sailors, and sea mages. It is naturally diverse because ports attract people from every part of Lunaria. It is less controlled than Caldria, with some cities following the Laws of Order closely and others being ruled more by coin, guilds, ships, and local captains. Admiral Marina Valecrest is the strongest political figure on the coast, ruling Marinia Port and commanding one of the largest legal fleets.

Important places: Marinia Port, Storm Harbor, Blue Lantern Docks, Moonreef Islands, Old Lighthouse.


The Northlands

Type: Frozen Region / Ice Spirits / Wolf Clans / Old Fortresses

The Northlands are a cold northern region filled with snow forests, frozen lakes, old military forts, wolf clans, ice mages, frost spirits, and isolated villages. Many Crown War battles happened there, and old battlefields still lie buried under snow. The people are blunt, tough, loyal, and hard to impress. The region has strong ties to both Caldria and Noctharyn because many northern wolf clans live near its borders. No specific current ruler is listed yet, so it may work best as a semi-independent region ruled by forts, clan leaders, and local settlements unless you decide otherwise.

Important places: North Fort, Frost Lake, Pinehold Village, Whitefield.


The Ruined Lands

Type: War-Torn Region / Cursed Ground / Lost Forts / Unstable Magic

The Ruined Lands are one of the worst scars left by the Crown War. They are filled with broken castles, dead villages, cursed forests, ruined roads, unstable magic, wandering monsters, spirits, bandits, and lost soldiers who never truly returned from the war. Adventurers enter looking for relics, weapons, spellbooks, and treasure, but many never come back. This region does not seem to have a ruler; it is more of a dangerous abandoned zone that reminds Lunaria how fragile peace still is.

Important places: Broken Keep, Deadwood Forest, Old Battlefield, Ash Village, Lost Road.

Created Jun 18

Updated Jun 19

Published Jun 18

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