The Kingdom of Regalo is one of the most famous world wide. Not because it's incredibly strong or large or old. It's because the King claims loudly and proudly that he gained his status of royalty by completing a trial. King Regalo is the most famous Treasure Hunter, by quite a large margin, the world knowing his name if only to laugh at it. Most take him seriously though, as he reportedly does trials regularly to stay in shape, and has much wisdom regarding the trials. He's even published a book on trials, which is an absolute must read among all Treasure Hunters!<br/><br/>That brings us to today! The Kingdom of Regalo, the Captial City of Regalo to be specific, has put out a call for Treasure Hunters the world over. They have decided to form a 'guild' of Treasure Hunters. All races, sexes, and kinds are welcome to attend this new guild of Treasure Hunters, but outside the borders of the country, few have any details as to what it's supposed to entail. The only thing required to join is that a Treasure Hunter present proof of completing at least one trial! Obviously this practically world wide announcement has attracted the attention of your characters, and before long they were all on their way to Regalo City, in Regalo, to discover what the man, King Regalo, would want with so many Treasure Hunters!<br/><br/>You all arrived in the thriving Capital, along with a flood of other Treasure Hunters of all shapes and sizes. Each Treasure Hunter was passed through one of several 'proving stations' set up throughout the city, near whatever gate they entered through. Anyone who couldn't present proof of a completed dungeon was turned away, but those who could enjoyed free meals, lodgings and a strange ticket that you were informed to hold onto 'for your life'.<br/><br/>The Ticket seemed to be a simple paper thing, with a number hand written onto it. Each of the ones your characters held had the number '45', written on it. Over the next few days, All attending Treasure Hunters were called into the palace in groups of about 40 at a time. They sent out a message over the whole city, "Would those with the tickets 41-50 please enter the palace." Which perked up your ears, finally! You set out for the grand looking palace, and were let in when you flashed the guard your ticket. Those who had entered already and returned were tight lipped about what was going on, but the rumors about the Treasure Hunter King were swirling non-stop, and it was impossible to tell who was telling the truth about being in the palace or not. You decided not to trust anything and just wait and see what happened. You and the group you all are with are lead through the palace a short distance and finally shown in before the King!<br/><br/>King Regola, the Treasure Hunter King, At last! You blink in surprise when A head sized glowing white orb with a golden crown a top it greets you. "Welcome Treasure Hunters!  I'm so glad you've answered my call to create a Treasure Hunter Guild! I'm Regalo, the King Treasure Hunter, and I want to make the world into a better place by finally completing one of the Glorium Trials!"  A gasp goes through the crowd of you. Glorium Trials are a mythic class of Trials that most don't even believe exist, and those that do believe them to be impossible challenges.(More on this later)<br/><br/>He continues, the orb bobbing about around the throne happily, "Before you shout me down as a mad man, I'd like to point out that none of you would be here if you didn't already have some faith in my word as the Treasure Hunter King. Secondly...I know where to find a Glorium Trial!" This news was shocking and almost insane. It was like someone had just said they knew the way to the gates of hell!<br/><br/>"Yes! I do! But, I need to make sure I don't just tell anyone, so I'm putting together a Treasure Hunter Guild to train the best of the best Treasure Hunters together in order to beat the Glorium Trial. I've tried it by myself, and even I couldn't get through it, but I'm sure that with some guidance from me, and a group of you will be able to do it!" The inspirational speech was practically infection, and his upbeat positive youthful voice was uplifting as anything you'd ever met in your life.<br/><br/>A cheer went up through the crowd, and he settled back into his throne, "That's the spirit! Now, the first test, to be considered for my guild, was to have already completed a trial, but now I must sort through you once again! The second test will be to complete a trial with the group I assign you! Look around. There should be 3 or four other people in this group who share the number on your ticket. You are now an inseparable group of Treasure Hunters! You're a team now! When I've finished informing all the Treasure Hunters of my plan, twenty four trials will appear through out the city. They will all be Magicite Trials! Complete one as your group, and you'll be fully fledged members of my new Guild! Good luck!" The Guards begin to lead you all out, not allowing any time to question the words of the glowing and floating 'King'. How could he know when and where  a trial would appear? That's insane. It was almost like he could summon them at will, but...if anyone could do it, it would be Regalo, the Treasure Hunter King.<br/><br/>You all are lead out a different entrance than the one you were lead in through, hearing the call go out for the next batch of Treasure Hunters. You sift through the crowd to find the ones who have the same numbers as you. Please begin by introducing yourselves to each other. (We're down a member yet, so she may retroactively join somehow if she misses this little meet and greet).<br/>__________________________________________<br/><br/>More Info on Trials! Below is a spoiler containing knowledge that Everyone should know about Trials. Adventurers know the most, but the basics are contained below.<br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">There are Four Tiers of Trials, or difficulty levels, if you prefer <br/><br/>Mithril: Minor trials. Can usually be completed by an experienced Treasure Hunter with little danger to themselves, even should they fail. <br/><br/>Magicite: Medium to Hard Trials. Most Common by a landslide. Should be attempted as a group and not without lethal dangers.<br/><br/>Jeweltomb: Difficult trials. Should only be attempted by a very experienced and well-practiced trial Group. Very Lethal, almost assuredly so. <br/><br/>Glorium: Mythic Trials of Epic proportions. These trials are said to be nigh impossible, even just finding them is a monumental challenge by itself, the entrances said to shift and move even if no one completes them. Only one Glorium Trial is ever widely believed to have been found, and it is by the current King of the human kingdom of Regalo. King Regalo says he found and got partway through the trial before he had to evacuate.<br/><br/><br/>Each Trial is marked by a metal pad at the entrance made of one of the metal that indicates it's difficulty. <br/><br/>Trials themselves are a mystical and strange thing. Treasure Hunters have stories of spending days, or weeks in a trial, horror stories of traveling for days under the beading hot sun, not meeting another soul. Trials can be as simple as answering the question of a riddle, or can be as difficult as battling through a legion of demons straight out of hell itself. They usually have a few things in common though. <br/><br/>First, Even the un-initiated(non magical people) can feel the magical presence of the arcane when entering a Trial. There’s a different feel to the air, to the ground. Any who have experienced a trial know the feeling and can identify when they’re within a trial and when they aren’t. The Entrances to trials are always an archway, though some have been known to be a little hidden or shifted, such that the arch is horizontal or a ring. Besides the metal plate near the beginning of a trial marking it as such, all trials offer a reward to those who complete it, and disappear completely when they are completed. No creature alive has ever discovered two trials that were the exact same, however, similar trials tend to appear in the same area shortly after they are completed.<br/><br/>Trials can also appear anywhere at any time, and there is a famous legend of a castle gate becoming the entrance to a trial. Due to the mystical nature of trials, no one could leave or enter the castle through the front gate until the trial was completed. Trials themselves are like another dimension, each in and of themselves, which prevents anyone from teleporting in or out of them, and can be anything, no matter where one is found. A trial found in the frozen ice lands of the north could be a trial of fire and death, or a pleasant stroll through a grass covered glen. Often, though, trials will mimic the environment they are found in, so a trial discovered near a volcano will more than likely entail some kind of lava or fire, but of course this is not certain. <br/><br/>The basic laws of physics, nature, and even magic are sometimes changed within a trial as well. Sometimes, even a spell blade is rendered unable to cast magic, or magic items off all kinds will lose their power. Sometimes, anyone entering a trial will feel as weak as a baby, able to lift only their own body and perhaps just the clothes on their backs without assistance from others. <br/><br/>These are what is known to Treasure Hunters as ‘Conditions’. Conditions are usually displayed on the plaque when entering a dungeon, in the language of the trials, known to all as ‘The Lost Words’. Lost Words can only be read by those who have mastered the art of magic, though some Lost Words take longer to decipher than others, such is another mystery of how the Trials and whoever put them together works. They are not even consistently difficult to read, as one passage could be impossible to decipher, but after completing part of the Trial, the spell blade of the group could look at his notes again and find he can read the passage perfectly! <br/><br/>Obviously, Conditions can be discovered through trial and error, but only the most foolish attempt this, unless an experienced adventurer is in the party. Amongst adventurers, there is a list of different conditions they keep, and supposedly there is only a core set that varies only slightly from one time to another. They say the most veteran adventurer can identify the conditions of a trial by smelling the air and licking the doorway of a trial. <br/><br/>Conditions are not always bad or detrimental either. Some trials grant those who enter them supernatural strength or speed! Some give them the ability to fly or make them grow to enormous proportions. Again, these helpful conditions are on the entrance slate as well. Any conditions are only active while someone has entered a Trial, and never persist after they are complete, unless that is part of the boon Granted by the Trial’s rewards. <br/><br/>Trial rewards are completely random, though lower trials have lesser rewards. The most famous rewards are from the Jeweltombs, which are said to grant wishes from gods and goddesses, though few can be found who even claim to have completed such a trial. Those that do claim it are often kings and lords, but many kings and lords claim things all the time, so little is known about Jeweltombs or Glorium Trials. The vast majority of trial experience comes from Magicite and Mithril Trials. Jeweltomb and Glorium trials could have even more strange and complicated dealings on top or everything discussed already, or could throw the known rules away entirely. <br/><br/>The other thing that is most commonly known about trials is their tendency to follow a ‘theme’, based on one or two ‘elements’. These elements are roughly identified as Air, Water, Fire, Earth, Metal, Life, Darkness, Light, and Magic, though that list is debated heavily among adventurers. The theme of a trial is something that has to be discovered by observation, though not all have an identifiable theme, just most. <br/><br/>Another common knowledge component of trials is that anything in a trial can not be taken out of it. The Trial itself will prevent anything from being removed, or whatever is taken from the trial with fade from existence without a trace. This is of course with the exception of the reward or blessing of the trial, as well as anything that is found from other Treasure Hunters. This is rarer than one would think though, as many trials will make multiple ‘instances’ for groups that enter at the same time. This is referred to as the ‘parallel trial effect’, and can result in a trial being completed even as others are running it supposedly alone. Anyone caught in a parallel trial to the one that finished at pushed quite suddenly from the trial and deposited at the entrance, along with the ‘winner’.  Amongst Treasure Hunters, it’s considered extremely bad form to rob the winner when this happens, but it’s a known phenomenon. The most famous example is when a mithril trial appeared in the center of a large city, and there were dozens of people and treasure hunters who entered, only to have a single person reappear with a bag of gold. The fight for the gold became a riot, even though it was only a few thousand pieces. <br/><br/>The creatures that can be found in trials are as varied as the trials themselves. Some are simple beasts, some robots and automatons, and some can speak and think. There can even be humans or other ‘normal’ races inside! The odd part is, with the exception of only a few instances, each monster or person who resides in a trial seems to understand their purpose and their duty, as well as the situation. One of the things that makes these trial creatures so dangerous is that when they are to fight the Treasure Hunters, they never show fear, and never back down when wounded or in pain, like a normal creature or person would. Some creatures are also inexplicably immortal or weak, such is the nature of trials, though most are as they appear.</div></div></div>