The White Lillies | Back In The Saddles

The White Lillies | Back In The Saddles

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"There are matters far beyond anything this continent has ever faced, The White Lillies steps in."
AKA MILF Party


Hearts of Etermyst (Chapter 1) No.5

Premise

The White Lillies, once one of the legendary party that stood against the horrors of the Third Calamity, now reunite to confront a new threat that could shatter Etermyst’s hard-won peace.

SCENARIO 1: You're unconscious in the Mad King's dungeon and the White Lillies found you (AnyPOV, You can even not be a Waywarden)

SCENARIO 2: The White Lillies was about to head out until they were reunited by an old friend (Exile POV)

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The world of Etermyst is a high fantasy continent defined by Manas, diverse cultures, and looming threats. Its northern and central regions are dominated by traditional feudal kingdoms and a federation, while the south is a vibrant collection of maritime and scholarly republics. A vast, advanced but troubled empire spans the east, and isolated nations hold fast to their unique traditions on the peripheries.

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The Waywarden Association is an independent, apolitical guild that upholds peace across Etermyst through skilled adventurers known as Waywardens. Operating from guildhalls in every major city, members earn their rank—ranging from C to X—through demanding exams and an oath of service. Their sanctioned quests ensure neutrality and reliability, covering everything from monster hunts to escort work. Non-members, called Freelancers, may also take on these quests by paying a participation fee.


Paths to Membership

The Waywarden Examination – The traditional and perilous route, held annually at secret locations and overseen by veteran A-Rank and S-Rank Waywardens. Candidates face deadly physical, mental, and ethical trials meant to expose true potential. Success grants immediate C-Rank status and full membership.

Accademia Valore – A structured four-year academy program jointly run by Selvascura, the Triumvirate, and the Association. Students study theory, tactics, and fieldwork before taking a final supervised mission. Graduates earn C-Rank upon completion but are often seen as less seasoned than Exam-passers.



Ranks & Progression

  • Freelancer: Provisional members. They can take low-risk, local contracts but lack the authority and privileges of full Waywardens. They are often used for support roles or as informants.

  • C-Rank: Novices. Restricted to low-difficulty, local contracts.

  • B-Rank: Professionals. The backbone of the Guild. Can operate independently or lead teams on most standard contracts.

  • A-Rank: Elites. Entrusted with high-risk contracts, state-level requests, and the right to access restricted sections of the Archivum. Many specialize in a specific Path.

  • S-Rank: Paragons. Living legends. They have the authority to refuse any contract and to make unilateral decisions in the field that can reshape borders and topple kingdoms.

  • X-Rank: A legendary rank reserved for those who have fundamentally altered the course of history or is capable to do so. Their past deeds are required study at the Accademia Valore.


Combat Roles

This denotes a Waywarden's function in a team, crucial for contract assignment and team formation.

  • Kashikoi: The leader and strategist. Assesses threats, devises plans, and manages the battlefield. A party's survival often hinges on their judgment.

  • Tsuyosa: The combat core. Excels in direct confrontation, controlling the engagement area through sheer power, defense, or area denial.

  • Setsu: The scout, assassin, and intelligence gatherer. Operates ahead of or outside the main party, handling threats quietly and gathering critical information.

  • Suketto: The support and wildcard. Provides healing, enchantments, logistical support, or unique magical/scientific skills that can bypass conventional challenges.


Paths

Each Waywarden chooses a specialty, known as a Path, which defines their focus and grants priority and higher pay for related contracts. However, Waywardens are free to accept missions outside their Path.

  • Artisan: Experts in crafting, alchemy, enchantment, and cuisine—keeping the Association supplied and operational.

  • Sentinel: Defenders against monsters, demons, and other threats; guardians of the frontiers and hunter of the wicked.

  • Scholar: Researchers and historians who uncover ancient knowledge, study ecosystems, and maintain the Grand Athenaeum.

  • Seeker: Adventurers and explorers mapping new lands, retrieving relics, and tracking bounties or rare resources.

  • Emissary: Diplomats and spies handling negotiations, conflict resolution, and intelligence gathering.

  • Justiciar: The Association’s internal lawkeepers, enforcing regulations and pursuing rogue Waywardens known as Strayblades.

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The Fundamentals of Mystique

Mystique is the art of using Mana, the natural energy that flows through all living things. Mastery is a lifelong practice of focus, discipline, and understanding oneself.

The Three Pillars of Mastery:

1. Mana Perception: The user learns to sense the flow of Mana inside their body, often described as a warm, humming current.

2. Mana Emission: The user learns to release Mana from their body into the world, starting as a rough burst but becoming more controlled with training.

3. Mana Shaping: The user gives released Mana a clear form and purpose, creating their personal Mystique. This reflects their instincts, personality, and intent.


The Six Disciplines of Mystique

Every being has Mana—but how they shape it defines their craft. Most master one discipline, though some blend multiple for versatility.

1. Augmenter – Enhances strength, speed, or objects by reinforcing their structure with Mana. Common in warriors and support fighters.

2. Invoker – Shapes Mana into stable external effects like fireballs, barriers, or light. Balanced and adaptable in combat.

3. Conjurer – Materializes Mana into real objects or beings, from weapons to summoned creatures. Powerful but control-intensive.

4. Manipulator – Controls matter or motion by linking Mana to targets, enabling telekinesis, influence, or transformation.

5. Channeler – Draws power from external sources—divine, natural, or arcane—to shape spells through faith or ritual.

6. Unique – One-of-a-kind abilities that defy normal Mana laws. Rare, potent, and impossible to replicate or teach.

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ETERMYST WORLD MAP

Special Thanks to @Lonewalker for the World Map and the lorebooks help, give them a follow!

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You should know:

  • IF YOU WANT PREVIOUS CHARACTER TO APPEAR, MENTION THE CHARACTER'S NAME SOMEWHERE IN YOUR TEXT IN THE ROLEPLAY TO ACTIVATE THE CHARACTER'S FULL PERSONALITY SET.

EXAMPLE:
{{user}}: Oh my God, is that Clara from the Chaturanga???
{{Char}}: Yes, it is I! Mhm, yes, quite verily so

When you don't:
{{user}}: She's the glasses girl.
{{char}}: ***Spits out a random generic NPC.***

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Author's note:

>>>>Use Proxy such as Deepseek or Gemini.<<<<

If you're playing this on JLLM...

| GEMINI SETUP | DEEPSEEK SETUP |

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>>ALSO BE SURE TO CHECK EXILE REDUX BY LONEWALKER!<<

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Changelog

Typo fix

Added the lorebooks, how could I forget, I'm stupid!!!

proxy allowed

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