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Guild Creation Review

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#1Gamemaster 

Guild Creation Review Empty Thu Oct 22, 2020 6:29 am

Gamemaster
In order to get a moderator review your guild creation, post in this topic.

#2Lee Nakamura 

Guild Creation Review Empty Thu Aug 12, 2021 7:55 pm

Lee Nakamura

Infinity Wolves





Wolves for centuries have been a part of myths and legends alongside werewolves. Many cultures across Earthland have used the wolf as a symbol of loyalty, protective nature of friends and family, understanding, and mystery. The haunting howls to the moon to communicate with their pack members of the waning song at the midnight hour. Infinityy Wolves gives a place to call their own. Wolves don’t back down from a fight given the circumstances the world has against everyone.

Earthland is home to over a dozen different races that give it a colorful painted picture. Humans are relatively common amongst society in Earthland. Non-human races are very much ridiculed for something that’s out of their control. For centuries, many races have been enslaved, bullied, and ridiculed for not being human.

Races all across the board such as Wood Elves, half-elves, Nekomata, Demi-Human, and so on, are put down for something that is out of their own control. There is no advocating or representation of powerful figures to change the way society sees these different types of races. Let alone, any guilds or factions that really are made specifically for this cause.

Infinity Wolves was created for the sole purpose to change the minds of humans of how other non-human races are. This guild provides a safe haven to innocent who seek it that do not hold a bounty or are racist to others. They promote each other on strength and influence on culture of their own background. This guild provides easy work for those who seek it in a safe and non-discriminatory manner. It helps beginning mages and members who really need the extra work. Infinity Wolves is meant to give a sense of community and belonging even to non-members. The true goal is to show the world non-human races and humans can live in peace.

Infinity Wolves proposes a lot of revolutionizing laws and methods to fight racism. They provide a voice for in the political world. All races are welcome, even humans.


REGULATIONS





  • The user may only take Good and Neutral Quests

  • There is no tolerance for race discrimination within each other in the guild. This results in being banned from the guild permanently.

  • The user must never reveal sensitive information about Infinity Wolves to others for as long as they live, unless the guildmaster accepts.

  • Infinity Wolves will take in anybody regardless of rank or race as long as they do not hold a bounty or aim to hurt anyone within the guild walls.

  • Those who are on the banned list from the guild may never step foot inside of the guildhall ever.



BUILDING





The building stands on the side of a mountain overlooking a portion of the city of Astera. It stands on ancient grounds that have special properties making the guildhall have special characteristics. It's holds three stories that includes a basement that leads to the underground ruins that the guild was built on top of. The guild provides rooms of the members and all. The architecture resembles similarities to Celese and Icebergian cultures. It was built with the unique setting of Astera. Wolf statues are places all over the building to symbolize the guild and what it stands for. A noticeable wolf statues stands with bright ruby eyes in front of the guildhall.

This building once belonged to Vincent Nakamura as a secret from the rest of the family as a safe house. This was given to Lee Nakamura as a gift to create Infinity Wolves. The inside of the building is filling areas for the members to relax with a large library filled with knowledge of different races and cultures. All books are from all over Earthland and open to the public. A common theme within the guild is fish tanks of exotic fishes and animals in the personal collection of the guildmaster. It serves as a relaxant for any and all guild members. The second floor resides the dormintories, library, and meeting hall. The third floor resides as a private area for the guildmaster's office and living space.

The basement leads to an underground tunnel with ruins that's overgrown with plants and wildlife. The ruins run along a underground river the spews from under the building turning into a water fall. Only the guildmaster and certain members have access to this area.


MASTER





The mad woman herself, LeeAnn Nakamura, is a fire force to be reckoned with. Many people who see Lee consider her a scary person due to her harsh nature. She is a fair person who gives people a chance to prove themselves with careful consideration. The kitsune was once human, but her magical energy was sealed inside her body causing it to break. Later in life, she revealed she was a kitsune to herself after the seal broke. Lee has a strong background in both worlds as a human and as a non-human race. She understands the struggles of both worlds and aims to reunite them.

Lee is a quiet and private person. She doesn’t like revealing too much information about herself or the guild to just anybody. You have to gain her trust in order to gain anything from her lips. Many who cross her either consider her a friend, enemy, or neither. She is a very honest person who values honesty as the best policy. Though, her quiet nature is easily countered with that of her flaming temper. People she considers family and friends, she will protect to no end including her guild. There are a set of personal guidelines she follows for herself to follow in her elder brother’s footsteps.

Lee does not claim to be a hero or trying to be. She is just a person who does her job to give people a better life that she was not given during her time of need. The kitsune doesn’t want any spotlight and rather give it to someone else. Although she does not want to be a ‘hero’ spotlight, she does want to be known as a strong and capable mage following in her brother’s footsteps.


TITLES



  • Claw: This title gives the user the ability use Seed's Roots

  • Fang: This title gives the user the ability to use Maw's Binding

  • Howl: This title gives the user the ability to use


Spells:

PERKS



Level 1:

  • Lunar Eclipse: By tapping their guild mark, the user makes it disappear which hides their identity by nullifying the descriptive effects of reputation. Users with contracts have the effects of their reputation reduced by two tiers.

Level 2:

  • Minor Shop Discount: The user recieves a 10% discount on all items and magics in the shop except companions.

Level 3:

  • Short Cut: The user gets a 20% word reduction on completing quests.

Level 4:

  • Major Jewel Boost: The user receives an additional 20% jewels from completing Good and Neutral Quests.

Level 5:

  • Valiant Raiders: The user gains access to "Valiant Raiders" will receive successful rewards when raiding and defending against raids regardless if they are successful or not.



Members




  • User 1: LeeAnn Nakamura (Guildmaster)

  • User 2: Atani (Founder)

  • User 3: Raymus (Founder)

  • User 4: Konyo (Founder)




Guild Creation Review Tumblr_oua5s27DHT1v5lsxco4_r1_500
Character Sheet
One must emulate both the fox and the lion, because a lion cannot defy a snare, while a fox cannot defy a pack of wolves.
#3Khalfani † 

Guild Creation Review Empty Wed Mar 16, 2022 7:40 pm

Khalfani †

Paradise Dawn





When it all boils down to it, this guild stands as a beacon of not only resilience, but also compassion and freedom. While many may believe that these words describe the ideals of a light guild, Paradise Dawn has declared itself an entity of its own, choosing to be as far away from the Fiorian Government as possible to be its own entity. In short, they are a Monster Hunting & Mercenary guild that has established their territory as its own thriving nation. After the return of the dragons, with an influx of ruthless beasts and all sorts of other creatures seemingly crawling out of hell to cause destruction, Paradise Dawn has taken matters into their own hands.

They often have a variety of political stances, some more heroic and some even more on the darker spectrum so when it comes to mercenary work, virtually anyone can be taken for the right price. Giants, evil sea creatures, crazed vampires, cyclops', lords, villains, you name it, Paradise Dawn deals with it all. Dawn is an entity that is not affiliated with the King, the Magic Council, or the Rune Knights and many members aren't fond of the nobles for their long history of corruption. Instead, this guild focuses on the protection of Paradise.

Because the guild prides itself on Freedom, Paradise Dawn is an open guild with a lot less restrictions than other guilds. However, when it's time to come together to hunt down beasts or eliminate threats, they prove to be the most united of the guilds. Members tend to be Mercenaries, fighters, merchants, bounty hunters, explorers, assassins and scholars. They have all sorts of talents, making Paradise Dawn extremely diverse. Because they are Extremely organized and resourceful, common-folk tend to reach out to the guild for help as opposed to the Rune Knights, even going so far as to building homes around the guild to remain in close proximity. They see Paradise Dawn as a good thing and a Nation to be apart of.

Regulations





  • Members can take both good and bad quests.

  • Follow your heart and remain true to yourself.

  • Never give up. No pain, no gain.

  • Guild members agree to protect the guild location.

  • Members of the guild must not reveal sensitive information about the guild. This can result in Banishment or the loss of a limb.

  • Members help and protect one another.

  • Members must contribute to the guild in anyway that they can. to keep it running.

  • All races, religions, and genders are accepted.


Building





Guild Breakdown:

The Paradise Dawn guild building rests on two sides of a mountain in Seighart mountains directly in front of a waterfall. Truthfully, it is a sight to behold. The guild is made up of multiple subsections, all connecting to each other. The architecture is a fusion of many different cultures, mostly following the Desiertan style. The special thing about Paradise Dawn's infrastructure is that it is also technologically advanced. Overall the building is vast, bridges and small merchant shops around the guild, complete with member living quarters, training facilities and research facilities.

Commander





Khalfani Morningstar, the Anti-hero and once a slave in Stella, is known for many things. He is the rogue prince-brother of Desierto, a student, and the Son of a Wizard Lord. As such, he has been exposed to unique experiences that have molded him into a young man that seeks justice above all else, not just for himself, but all people who have experienced injustice in Earthland. Khal is a firm believer in the idea that the gods do not determine ones fate. This makes him an ambitious man with goals that could seem farfetched or impossible to some. However, the dragon slayer is no stranger to beating the odds. He believes that anyone can do anything if they put their mind to it.

As the Commander, he knows when to step up and lead and when to stand down and listen. It's what makes partnerships and teams work. Though needless to say, he is analytical and able to come up with a solution on the spot. However, Khalfani does not pride himself as a prodigy or anything of the sort. In fact, he is more humble than people may initially assume. He has always worked diligently to overcome any obstacle sent his way. From participating in a number of wars he has developed a knack for fighting and  is well capable of maneuvering through the world of politics unscathed. At first, his cold and straightforward demeanor may be off-putting to some, but it becomes no secret to those that get to know him that he's passionate and cares deeply about his friends and family, so much so that he is always ready to put his body on the line to defend his loved ones.

Perks



Passive Guild Perk:
  • I do what I want!: Members can do both good and bad quests.

Level 2:
  • Work Smarter, Not Harder: Users receive 10% more experience when obtaining rewards.

Level 3:
  • Unlimited Potential: Members of Paradise Dawn can do up to 3 Neutral Quests per week. This does not allow the user to bypass the S rank quest cap.

Level 4:
  • Work Even Smarter: Members receive 20% more jewels when obtaining rewards.

Level 5:
  • To Be a Hunter: The user may once per month complete a Special Quest called either "Monster Slaying", or "Mercenary Work." The quest may be one rank higher than the user (unless the user is S-rank) and is not affected by the monthly S-rank quest limitation. The quest may be done in any country available as long as the theme of the topic is slaying a monster or doing mercenary work relevant to that region. This special quest can be done with other guild members, however, they must meet the rank requirements to tag along per the quest regulations and it will also consume their monthly Monster Slaying. Once completed, the topic may be submitted in Quest Review with a reminder of the perk to receive rewards for the completed Special Quest.


Members


  • User 1: Azure

  • User 2: Amir

  • User 3: Brone

  • User 4: Haru




#4Khnurn 

Guild Creation Review Empty Thu Apr 14, 2022 12:15 pm

Khnurn

Halcyon Eclipse





Born out of frustration and a feeling of a lack of progress, Halcyon Eclipse is a testament to the values and goals of its Leader and Master, Khnurn Atenhotep. Standing as the last and only bastion against the occult forces that are determined to bring about death, decay and destruction, Halcyon Eclipse is dedicated to eradicating any and all occult groups that have made it their purpose to summon those that exist above. However in the process the Guild has also tasked itself with ensuring the safety of those affected by their actions by providing stable housing and lodging for those impacted. To that end the guild was built to be a mercenary guild, hiring out their services to earn the most coin possible as a means to provide for all of those under their care while simultaneously funding their crusade against the Occult Arts.

Halcyon Eclipse does not have any allies or inherent enemies currently. Maintaining a true neutral standpoint, they do not care for the King, the Guilds, nor any other faction or factor within the country of Fiore. They simply pay their dues as requested and focus on their own goals. This does not mean that they will not fight on a side in a conflict, only that to earn their services, one must pay the price.

Regulations



  • Members can take both good and bad quests.
  • Users must be B-rank and above to join.
  • All requests by outside forces require monetary compensation before a job can commence.
  • Users may not worship any Dark/Evil/Corrupt Deities that are currently being hunted.
  • Guild Members operate in teams of Two - Three
  • Member goals do not have to align with Guild Goals
  • Each member is assigned a Tarot Codename upon reaching GL 3.


Building




Currently located in a temporary Guild Hall in Baska. The Halcyon Eclipse Guild Hall is currently a rented out section of the Boar Hat Pub. It isn’t meant to be fancy but more so pragmatic until the necessary funds are built up to move the guild to a more suitable location.

Leader





Stalwart and Incandescent. Khnurn Atenhotep is a devout man who has devoted his life’s work to fighting the many evils that threaten to dunk the world into chaos. A well known Rune Knight for several years, he finally handed in his badge on the eve of his Kingsguard appointment after coming to the realization that the Rune Knights themselves weren’t enough going to help him fight what he considered the real fight. As such he’s gathered and built up a group of fighters who all somewhat share a similar goal or at the very least found it interesting enough to tag along.

Perks



Level 1:
  • At Any Cost: Members can do both Good and Bad quests.

Level 2:
  • The Right Person for the Job: Members receive a word reduction of 10% on completing quests.

Level 3:
  • No Exceptions: Members can invade and collect on both Contracts and Bounties.

Level 4:
  • Deeper Pockets: Members receive an additional 20% jewels when completing quests.

Level 5:
  • God Hunter: Members may once per month claim bonus stat points by either completing a quest or battling someone else. The outcome of the battle does not matter, however, the battle must be completed. The amount of bonus stat points received is based on the rank of the quest or opponent (D+2, C+4, B+6, A+8, S+10).

Members


  • Leader | The Sun: Khnurn Atenhotep | Seika
  • Founder | The Moon: Hitomi Minamoto
  • The Star: Tempris
  • Founder | The Devil: Ragnar Aesgir
  • The Fool: Kaito Todaro
  • Founder | The World: Sho Shimura

#5Kon 

Guild Creation Review Empty Sun Jun 05, 2022 8:54 am

Kon

Collective Mind





The Collective Mind is an order of Explorers, Adventurers, Researchers, and Scholars. A group who will spend months at a time travelling across countries to unlock the secrets of lost civilizations or learn new techniques from countries afar. The guild separates itself from its peers by truly remaining apolitical and avoiding pledging itself to anybody or authority. The Collective Mind will commonly assist both Legal and Illegal guilds in their goal for knowledge, however only in the hopes to learn more from them. Formed after the politics surrounding guilds became overwhelming the guild operates outside of the norm instead focuses on its own goals.

Hoping to disconnect themselves further from other guilds, The Collective Mind structures itself more akin to the Rune Knights, giving members titles based upon their order within the hierarchy of the guild itself. Although even the lowest of researchers is treated with respect as a fellow seeker of wisdom, their access to certain parts of the guildhall might be restricted due to concerns about whether they possess the means to comprehend what lies within those facilities. Rising within the ranks of The Collective is based upon the accomplishments of the members, their contributions to the overall research of the guild being more important than the time spent, or the overall power of the individual.

Should one prove themselves truly capable within the guild, the Convocation might award the member with a seat among them, this means the member will attain a title and a field of expertise they focus upon.

The Collective Mind's main goal is to create a renowned archive that is a depository for artifacts, knowledge, and treasure. The material held there is mainly in form of books and scrolls as new knowledge is recorded daily. When the guild members aren't busy with their studies and research, they are going on adventures to find artifacts or specimens to put in their labs for future analysis. The Collective Minds are willing to travel anywhere for their individual studies, though their ultimate goal in doing so is to find the Akashic Records.

Regulations


  • The user may take only take Good and Neutral Quests.

  • The user must never use former contacts met through their being in the Collective Mind for personal gain.

  • The user must value knowledge over their own glory and fame.


Building





The Collective Mind's guildhall is a large floating structure that curiously enough can often be seen hovering at different locations through Earthland, on a surface level the Grand Library is known to host several serene gardens, for even the most dedicated of researchers sometimes needs a moment to relax amidst some tranquility. Beyond the gardens there are also several sections that resemble the natural habitats of a reservoir, small lakes and lush parks serve to host some of the odd creatures one of The Collective Mind's members might have brought back, yet they are always ensured the safety of their specimens and fellow researchers by means of the unique contraptions that are in place to keep the creatures from escaping.

Once one reaches the center of the floating structure there is a grand hall, where a secretary confirms the identity and access level of the guild member, after which they are able to travel further into the inner sections of the structure by means of an elevator. The first level, as one might suggest contains a collection of accommodations for the members of The Collective, and in some cases visiting guests. There is also a dining hall, which is often manned by those who enjoy the more culinary delicacies that old civilizations have to offer, albeit some rumors often suggest that the dishes served here can range from divine to downright once-in-a-lifetime experiences.

The floor underneath this contains various research facilities where the Collective Mind frequently investigates ancient relics or works on creating innovative or outright outlandish projects. This section is commonly only accessible to Guild Members, and guests can only be accompanied by the supervision of one of the Convocations of Four. (basically either the GM or one of the founders). Finally in the deepest reaches of the structure, one will find a facility dedicated to the personal endeavors of each of the Convocation. Due to the complex, and often dangerous research that is conducted there, those facilities are considered off-limits to those without an invitation.

Grand Maester





Konyo is a highly recognized, dominating individual who carries the burden of countless lives on his shoulders. A true veteran having fought in two wars. Due to his sheer awareness of his abilities as a fighter, he is incredibly self-confident in them. To ensure the safety of his members and avoid them meeting the same fate as his former comrades, Kon prefers to work independently however will work with others to achieve the goals of The Collective. His past shaped him into the man he is today, figuratively and literally having lost both his right arm and left eye.

Perks


Level 1:
  • Explorer's inventory: The user receives a copy of the Endless Pouch, this may be used to store their equipment in a pocket dimension. In topics, the user can summon and equip their items immediately using this effect.

Level 2:
  • Prospector's Greed: The user receives a 10% discount on all items and magics in the shop except companions.

Level 3:
  • Travelling Guild: The Collective Mind's guildhall is a forever moving object capable of moving once every 3 months to a different region at the Guild Masters discretion. Maesters have an innate knowledge of where the guildhall is at any moment and may roleplay anywhere within the Guildhall's current location.

Level 4:
  • Hunters & Collectors: The user receives a 20% word reduction to completing quests.

Level 5:
  • True Explorers: The Collective Mind devotes themselves to uncovering lost treasures around the globe as a result find themselves in a unique opportunity of being able to discover them far easier than others. This reduces the cool-down of Unique and Legendary customs through the storyline system by one month.


Members


  • The Cartographer: Esperia

  • The Theurgist: Atani

  • The Archaeologist: Priscilla Ivalice

  • The Toxicologist: Ikanbi

  • The Chronologist: Karisa

  • The Stitchworker: Vaxias

#6Guest 

Guild Creation Review Empty Fri Jun 10, 2022 7:52 pm

avatar
Guest

Utopian Demise




"Beware the things that go bump in the night"

Hidden deep in the shadows, where many dare not look, they have always been there. Beings of great power, shunned simply because of who they are. Vampires. Werewolves. Daemons, fallen Nephilim, humans corrupted by the abyss, demi-gods cursed as a result of their mistakes. These races have suffered persecution at the hands of the humans, but so too have the elves and dwarves of their time. And many of them have had enough. Whisperings have began to emerge from the shadows, people who wish to see those touched by the darkness to rise up against the tyranny they have suffered.

And those whisperings have created a group. Formed from those who wish to see the time of the creatures of darkness come, bolstered by the power of dark mages, Utopian Demise is a shadow. They act without recognition, keeping under the radar of the King and his cohorts as they build their army. An army filled, not only with the dark races who have suffered, but with humans who believe in the cause. All who wish to see the world change are welcome, and all can make a difference.

It is time for the world to hear our voices.

Regulations




  • Members may not take Good quests.

  • While the Overlord has the final say in all guild matters, The Reaper ranks above the Harbingers and the harbingers rank above ordinary members.

  • Support the cause.

  • Hide in plain sight.

  • Leave no trace.

  • Be free.


Building





Deep beneath the catacombs of Sagrada Church, further than any dare to explore, lies a forgotten, underground castle. Preserved by the magic that created it, it now serves as a home, and base, for Utopian Demise. Any who have navigated their way through the labyrinthine deep and found the ancient castle should turn back while they still can, as only darkness awaits them.

The interior of the castle has been stunningly maintained, as if the years spent beneath the surface has done nothing to mar the beauty of the ancient structure. Dining rooms that would incur the envy of kings, bedrooms larger than any noble could possess, the castle is filled with everything one could desire. Entire wings of the building remain unexplored, begging its inhabitants to discover what could lie within.

Overlord





Quiet, calm, and collective, Quillareine isn't at first one for conversations. She comes from a background of a Priestess's life and she has a vast amount of war experience within Joya. She likes to watch her surroundings and is very blunt when asked to speak. In battle, she is known as an actual Reaper, killing her targets and leaving no trace of the body afterwards. She isn't scared of many things, and her innocent look can trick those who are easily fooled. The daughter of the Shinigami of Joya is quite unpredictable in how she will react to situations. The woman is open to new ones; they are cruel or good towards the people as long as she sees justice in them.

The Reaper





Second only to the Overlord, The Hand is a highly regarded member of Utopian Demise. Dubbed as the "Ace" of the guild, they are incredibly powerful and influential. The Hand is respected, loved and sometimes even feared by the members of Utopian Demise.

Harbingers






These 3 members are second to the reaper and are always the most influential in the guild. They do not necessarily need to be the strongest (although power is important) but they have shown their determination towards supporting the goal of the guild. Any member can become a Harbinger, but their number is always kept at 3. If there already exists 3 members, a potential Harbinger must prove why they deserve the title. This can be through combat, acts of service to the cause, or simply by proving their case in front of the Guildmaster. The Harbingers command the utmost respect from the members, to disrespect them is to disrespect the Reaper & the Master.

Perks


Level 1:
  • Wolves Hunt Together: Members may bring along guild members to do quests that are within two ranks of the lowest ranked member.

Level 2:
  • Vampiric Seduction: The user receives an additional 10% experience from completing Bad and Neutral quests.

Level 3:
  • Hidden in Shadows: By tapping their guild mark, the user makes it disappear which hides their identity by nullifying the descriptive effects of reputation. Users with a bounty instead have the effects of their reputation reduced by three tiers.

Level 4:
  • Speed Daemon: The user receives a 20% word count reduction on completing Bad and Neutral quests.

Level 5:
  • Eyes of Utopia: The user, due to their underground connections, has been able to gather information about people all over earthland. Because of this, the user can see a brief description about someone as if their reputation is increased by two tiers.


Members



  • Overlord: Quill

  • The Hand: Achlys

  • Harbinger of Hell: Za

  • Harbinger of Façade: Akuko

  • Harbinger of Reckoning: Valeria Hildegard

#7Mishiko 

Guild Creation Review Empty Mon Jul 25, 2022 6:01 pm

Mishiko

Utopian Demise




"Beware the things that go bump in the night"

Hidden deep in the shadows, where many dare not look, they have always been there. Beings of great power, shunned simply because of who they are. Vampires. Werewolves. Daemons, fallen Nephilim, humans corrupted by the abyss, demi-gods cursed as a result of their mistakes or the past of someone else's being blamed on them. Whisperings have began to emerge from the shadows, people who wish to see those touched by the darkness to rise up against the tyranny they have suffered.

And those whisperings have created a group. Formed from those who wish to see the time of the creatures of darkness come, bolstered by the power of dark mages, Utopian Demise is a shadow. They act without recognition, keeping under the radar of the King and his cohorts as they build their army. An army filled, not only with the dark races who have suffered, but with humans who believe in the cause and have been shunned and abused by the higher people. All who wish to see the world change are welcome, and all can make a difference. Utopian's main meaning is finding information about every being and do what they wish with it; selling it, using it for their own purpose while destroying their enemies from the background till it's finally time to assassinate their target(s).

It is time for the world to hear our voices.

Regulations




  • Members may not take Good quests.

  • While the Overlord has the final say in all guild matters, The Hand ranks above the Harbingers and the harbingers rank above ordinary members.

  • Support the cause.

  • Hide in plain sight.

  • Leave no trace.

  • Be free.


Building





Deep beneath the catacombs of Sagrada Church, further than any dare to explore, lies a forgotten, underground castle. Preserved by the magic that created it, it now serves as a home, and base, for Utopian Demise. Any who have navigated their way through the labyrinthine deep and found the ancient castle should turn back while they still can, as only darkness awaits them.

The interior of the castle has been stunningly maintained, as if the years spent beneath the surface has done nothing to mar the beauty of the ancient structure. Dining rooms that would incur the envy of kings, bedrooms larger than any noble could possess, the castle is filled with everything one could desire. Entire wings of the building remain unexplored, begging its inhabitants to discover what could lie within.

Overlord





Quiet, calm, and collective, Quillareine isn't at first one for conversations. She comes from a background of a Priestess's life and she has a vast amount of war experience within Joya. She likes to watch her surroundings and is very blunt when asked to speak. In battle, she is known as an actual Reaper, killing her targets and leaving no trace of the body afterwards. She isn't scared of many things, and her innocent look can trick those who are easily fooled. The daughter of the Shinigami of Joya is quite unpredictable in how she will react to situations. The woman is open to new ones; they are cruel or good towards the people as long as she sees justice in them.

The Hand





Second only to the Overlord, The Hand is a highly regarded member of Utopian Demise. Dubbed as the "Ace" of the guild, they are incredibly powerful and influential. The Hand is respected, loved and sometimes even feared by the members of Utopian Demise.

Harbingers






These 3 members are second to The Hand and are always the most influential in the guild. They do not necessarily need to be the strongest (although power is important) but they have shown their determination towards supporting the goal of the guild. Any member can become a Harbinger, but their number is always kept at 3. If there already exists 3 members, a potential Harbinger must prove why they deserve the title. This can be through combat, acts of service to the cause, or simply by proving their case in front of the Guildmaster. The Harbingers command the utmost respect from the members, to disrespect them is to disrespect the Hand & the Master.

Perks


Level 1:
  • Wolves Hunt Together: Members may bring along guild members to do quests that are within two ranks of the lowest ranked member.

Level 2:
  • Vampiric Seduction: The user receives an additional 10% jewels from completing Bad and Neutral quests.

Level 3:
  • Hidden in Shadows: By tapping their guild mark, the user makes it disappear which hides their identity by nullifying the descriptive effects of reputation. Users with a bounty instead have the effects of their reputation reduced by three tiers.

Level 4:
  • Speed Daemon: The user receives a 20% word count reduction on completing Bad and Neutral quests.

Level 5:
  • Eyes of Utopia: The user, due to their underground connections, has been able to gather information about people all over earthland. Because of this, the user can see a brief description about someone as if their reputation is increased by two tiers.


Members



  • Overlord: Quillareine

  • The Hand: Achlys

  • Harbinger of Execution: Toge

  • Harbinger of Façade: Akuko

  • Harbinger of Reckoning: Valeria Hildegard


#8Tamás Horvath 

Guild Creation Review Empty Sat Aug 26, 2023 12:24 pm

Tamás Horvath

GUARDIA COMPAGNIA





Guardia Compagnia (Fiorian: Company Guard) is an Adventuring, Bounty Hunting and Treasure Hunting guild situated in Baska, West Fiore. It is a guild focused on tradition and unity. A guild that offers a home and a purpose to those who have none. But also to the curious ones that wish to learn and improve their skills, whether it be academical or combative. Guardia Compagnia is a neutral and seclusive guild. Taking any job that is given to them, but with a warying and secure measure not to be considered a dark guild nor a light fully. The guild finds itself to be the middle man of the grey area, wanting to reap benefits of both worlds and offer the best and most diverse experience to its guild members.

As a bounty hunting guild Guardia Compagnia essentially  works for the highest bidder. Got an absurd amount of jewels? Feel free to contact the guild to hunt down a criminal or perhaps a wild beast. If someone or something has a bounty on their head, with enough jewel its taken care of.

What this guild is focused on is the safety of its members which are like that of family. All for one and one for all mentality, where they look out for eachother, without the need to price them. If a guild member needs help, they will get it with whatever they need, training or otherwise.

Because Guardia Compagnia is a home for those who have no home, purpose or goal in life, it is a guild that welcomes all races, be it light or dark. It is one of the rare guilds where you're likely to see something like a nephilim and a daemon get along and work towards a unified goal. Even if its a guild focused on fighting and collecting the Bounty, many of the guild's members are non combatants. Its open to teach them how to weild their weapon and spell, or use alterior and more supportive means to help the cause.

Regulations


  • Members can take both Good and Bad Quests

  • One must not reveal sensitive information about the guild. Failiure to follow this regulation will cause extermination from the guild and becoming the target of the Guild

  • Members must  help, protect and support one another

  • All races are welcome


Building





The Guardia Compagnia guild hall is a humble and small building, showing the guilds humble and small begginings. The building has the old Fiorian architechture of its medieval age. The Guild Hall has the housing area for the guild members and offers a few services, such as the Blacksmith for the warriors, but also an abbey for those more holy and religiously inclined; and a library for those more mystical and magical in their arts, while the territory outside is used for training. The inside of the guild has a very warm, castle like and homey feeling, with the exception that the great hall is very tavern like in the way it feels, but also has some castle like elements to distinguish it from an average tavern. The guild hall has its guild banners and symbols strewn across in the main hall, behind the seat of the Guild Master.

Master





The Guild Master is a man who once had nothing. No place to call home and no purpose in life. He was sick of being under someones thumb his whole life and sought a way to change it. He wanted to take charge of life and help those that were like him. Tamas Horvath became one of the founders and the first Guild Master of Guardia Compagnia.

He loves to battle just as any warrior, but also learned how to quell his thirst and bloodlust for battle to temper himself and lead the guild in a stable and non savage way. He learned how to become a peacekeeper to keep peace in and out of guild. He has somewhat learned how to have some degree of compassion towards the helpless and would assist them in need if they need rescuing. But despite that, he is still a mercenary and bounty hunter through and through.

Guild Spells



  • Work in Progress

  • Coming Soon

  • To Be Announced


Perks


Passive Guild Perk:
  • Adventurers: Members can do both good and bad quests.

Level 2:
  • Bounty Hunter Companion:  User receives 15% more experience when finishing topics with a partner

Level 3:
  • Guardian Companion: User receives 20% more jewels when finishing topics with a partner

Level 4:
  • Hard Worker: User receives a flat +5SP when completing quests with a partner

Level 5:
  • Traveled Veteran: All word count requirements are reduced by 30%


Members


  • Tamas Horvath: The Guild Master

  • Vex: The Co-Founder

  • Scarlett: The Co-Founder

  • Nasira: The Co-Founder

  • Elyse: Member


https://www.fairytailrp.com/t66095-guardians-and-companions
Guild Formation Thread finished



Last edited by Tamás Horvath on Mon Sep 11, 2023 12:51 am; edited 3 times in total

#9Zariya 

Guild Creation Review Empty Wed Aug 30, 2023 11:37 am

Zariya

Akudama Syndicate





Their legacy thrives not in darkness alone, but in the cunning maneuvers that make them masters of their game.

The Akudama Syndicate's reach extends beyond the grimy corners of back alleys. They are the architects of unexpected alliances, trading goods, drugs, assassinations, technology and weapons with an audaciousness that catches even the most powerful off guard. From noble courts to halls of authority, they have their fingers on every pulse, maneuvering with a grace that disguises their true intent. They remain just beyond the reach of labels, a testament to their mastery of the art of subtlety, blackmail, and manipulation.

In times of conflict, when the drums of war resound, the eyes of those in power turn to the Syndicate. A force to be reckoned with, they stand ready to lend their expertise to the highest bidder who dares court their favor. But their ultimate goal remains steadfast: profit. Money flows like blood through their veins, and each member of the Akudama Syndicate is vital in the engine of opulence. Rumors whisper of connections to the highest echelons of power, yet such mysteries remain veiled in secrecy. It is from these hidden vantages that they orchestrate their schemes, commanding their pieces with deftness that few can fathom.

The Akudama Syndicate welcomes those who are drawn to the allure of their world. Thieves, assassins, drug dealers, and brilliant minds—all are embraced within their ranks. Here, every member brings a unique flavor, a new facet to this gem of criminal prowess. From the shadows, they rise like serpents, united by a shared drive to amass wealth beyond measure. This is the Akudama Syndicate, where shadows are a canvas and power is a brushstroke. In the underworld's ballet of control, they are the lead dancers, their every movement a testament to their mastery. They are more than a guild; they are architects of ambition, and weavers of wealth.

Rules





  • Members who join are called Akudama.

  • Members must be driven. If you aren't pulling your weight, than what the hell are you doing here?!

  • Members must never expose their clients identities to people who aren't Akudama.

  • Guild members agree to protect the guild location.

  • Members of the guild must not reveal sensitive information about the guild. This can result in Banishment or other forms of harsh punishment.

  • Members must be B-rank or higher & level 3 to be apart of the Kingpin Council & a horseman.

  • Sins are most trusted members and ranked directly below the horsemen.


The Base





The Akudama Syndicate base is a fortress that prioritizes the transportation of their illegal wares. Their method of transportation is heavily reflected throughout their guild territory- a megaplatform train station with six stations. Five of the stations are specific to the five forms of crime that the guild specializes in. Weapon trade, Human trafficking, Drugs, Espionage and Science. The sixth station is the general station which is used as the only entrance into the guild territory. There, folks are verified by the receptionist before entering. Inspection of cargo and visitors go through tight security here before being escorted to the other five appropriate stations. Each station is a platform, but within the stations are facilities dedicated to each form of crime. Laboratory, arsenal, drug house, chambers, etc.

The train itself is an elongated steel fortress used to transit the guild's illegal wares to undisclosed locations for sell and distribution. The guild territory has many train tracks that run through the course of its structures. These tracks circle through the guild territory at various elevations. The basement of the guild hall is where the armored train switches tracks or rests until further use.



At the center of the guild territory, is the main guild hall itself- a common area between all six of the stations. It serves as both a meeting place and living quarters for the guild members. While the majority of the guild members have their own quarters or share barracks rooms on the lower floors, only the Doms or Crime Lords live at the top of the guild hall. Each Don has their own section of the guild hall adjacent to the station they control. The main hall is a sight to behold; Spa's, state of the art dining hall, auditorium, casino, and even a pool. Akudama live a lavish life, and the hall is reflective of that.

The Horsemen (Kingpin Council)



 

Akudama Syndicate's leadership stands as an anomaly that sets them ablaze in the shadows. Here, no lone figure holds the scepter of command; instead, a collective of orchestrates the underworld's symphony. These architects are known as the Kingpin Council or the Horsemen of Akudama, a title that shrouds them in mystery, while beyond, they are whispered about as "Dons" or "Crime Lords." One may reign as the Don of Assassins, and another as the Don of Weapons-Trade. Yet, it's in their union that the true marvel resides, the Hand of Akudama, where leadership transcends a single person. Each Kingpin controls their area "area" how they see fit, so long as it doesn't conflict with the organization.

  • Death (Theft/Assassination): Erebus

  • Conquest (Science/Tech): Zariya

  • War (Weapon trade/Muscle): Knux

  • Pestilence (Drugs/Illegal Substances): Nana


The Seven Sins





The Seven Deadly Sins constitute a core group within the Akudama Syndicate, their status just below that of the Horsemen, endowing them with unparalleled influence that lower-ranking Akudama cannot dispute. While they may not always be the most powerful mages within the guild, each of the seven possesses a unique element crucial for the Syndicate's prosperity. Since the Horsemen aren't always directly involved in operations on the ground, the Sins play a vital role in guiding and instructing lower-ranked members when necessary.

Perks



Level 1:
  • Network: Akudama have a chip pouch item called the "Echo Chip" implanted inside of their body which allows them to communicate with other Akudama over long distances. This chip cannot be used between members present in the same fight thread.

Level 2:
  • More Power: Users receive 10% more experience when obtaining rewards.

Level 3:
  • Influential: Members receive a 20% discount on shop items.

Level 4:
  • Money on My Mind: Members receive 20% more jewels when obtaining rewards.

Level 5:
  • Great Exchange: Members may once per week claim bonus stat points by either completing a quest or battling someone else. The outcome of the battle does not matter, however, the battle must be completed. The amount of bonus stat points received is based on the rank of the quest or opponent (D+1, C+2, B+3, A+4, S+5)


Members



  • User 1: Nana (Horseman) | Level 5

  • User 2: Zariya  (Horseman) | Level 3

  • User 3: Knux (Horseman) | Level 3

  • User 4: Erebus (Horseman) | Level 3

  • User 5: Kanji (Pride) | Level 3



Last edited by Zariya on Sat Sep 09, 2023 7:54 pm; edited 5 times in total



Guild Creation Review 86545
#10Kon 

Guild Creation Review Empty Sat Sep 02, 2023 11:33 pm

Kon

The Collective Mind and the Rune Knights have merged: https://www.fairytailrp.com/t66020-establishing-a-new-regime-collective-mind-and-rune-knight-merger

Rune Knights





The Rune Knights are a powerful organization that oversees and protects various countries within the continent. Owing to its broader recruitment policies, the Rune Knights have some of the most diverse bases both cultural and racial. Previously restrictions were placed upon various dark races, however, due to recent wide-scale revisions within the organization these were expunged entirely by relying on the goodwill of those who joined the Rune Knights rather than using dated arbitrary, and racist policies that would target commonly the most vulnerable in the community.

Recruitment was one of the dozens of reforms that were undertaken with a recent meeting of the High Council prompted by Lord Albert Eswald, a significant figure within the organization who led the Rune Knights during the chaotic times prior to the revolution. These changes also included a more direct approach with criminals resulting in the further arming of Rune Knights alongside the restructuring of the ranks within the Rune Knights themselves. The last of which held a significant impact in the organization with many members being technically demoted whilst retaining their existing title formally.

The Department of the Rune Knights, formerly divisions within the organization that focused on the specific talents of members, were not immune to the revisions. These changes included the incorporation of the Department of Interrogation, and Secret Services into the Ministry of Communication, whilst the Department of War and Department of Information were renamed into the Ministry of Warfare and Ministry of Research & Development. Each ministry is led by a Colonel. The user may choose the ministry when it becomes available to them by posting in the Guild Review but may not change their choice once they have chosen. Users may join a different ministry when they progress in the rankings of the Rune Knights.

Perhaps the most impactful of the changes was the increased centralization efforts in the Rune Knights hierarchy with the introduction of a General who directs the Rune Knights in the absence of the Magic Council and oversees affairs beneath them. This title was granted to Konstantin Sokolov, a previous member of the Rune Knights who returned to the organization as a provision to the incorporation of the Collective Mind into it. Denoting the introduction of the information-focused guild into the Rune Knights, the organization's official color was changed, from the royal blue of old to the gold of the COllective mind, to acknowledge their contributions to the magical sciences.

Regulations


  • Members cannot have a bounty, should a prospective member have a bounty they must go through the process of removing it.

  • The user may not take any Bad Quests.

  • The user is not allowed to break any of the council-set laws.

  • The user must never reveal sensitive information about the Rune Knights to others for as long as they live.

  • The user must never use former contacts met through their being in the Rune Knights for personal gain.


Limitation


  • Users can select the Rune Knights instead of a Guild when creating their character to start out in the Rune Knights as a Private. It is also possible to become a member of the Rune Knights later on but the user will start out as a Private regardless of their rank.

  • Leaving the Rune Knights reduces the user's ranking by two ranks meaning that rejoining the Rune Knights requires the user to rank up from a lower rank.


Headquarters





The headquarters is located on top of the mountain in the heart of the city in Era, and it features a jagged pathway that encircles the circumference of the mountain as an entrance into the headquarters. The town is surrounded by forestry and snow-peaked mountains, which can be seen from the meeting room. The building has a very large facade, with the main part of the headquarters being flanked by two wings, further elongating the facade in a whole.

Research Facility





Formerly, the Collective Mind's guildhall, Construct #1 is a large floating structure that curiously enough can often be seen hovering at different locations through Earthland, on a surface level the Grand Library is known to host several serene gardens, for even the most dedicated of researchers sometimes needs a moment to relax amidst some tranquility. Beyond the gardens, there are also several sections that resemble the natural habitats of a reservoir, small lakes, and lush parks.

Within the structure itself, there are various research facilities where Rune Knights frequently investigate ancient relics or work on creating innovative projects such as the Dominator. This section is commonly only accessible to members who are at least Major in rank. Finally in the deepest reaches of the structure, one will find a facility dedicated to the personal endeavors of each of the ministry. Due to the complex, and often dangerous research that is conducted there, those facilities are considered off-limits to those who do not have clearance.

Leaders





After the restructuring and rebranding of the Rune Knights, the position of a leader within the organization was created in the hopes of encouraging a sense of faith within the system once more. This position as the General of the Rune Knights was awarded to Konstantin Sokolov, a former member of the Rune Knights who served during the revolutions in Fiore, later fighting in the holy war before becoming disillusioned with the law. After years of briefly being a member before leaving months later, he returned proposing an audacious suggestion leading to the reforms that are seen today.

Though he is now officially the leader of the Rune Knights, they and by extension, him still ultimately serve at the discretion of the Magic Council. The council is an organization that reigns over the Rune Knights and enforces the law. It is composed of both Rune Knight members and non-Rune Knight officials. Even in the Council, there are political games being played among a few members. These positions are gained with the death or resignation of existing members with terms lasting for the remainder of their lifespan.

Ministries



Minstry of Communication:
  • Name: Thought Projection
    Rank: S
    Mana Cost: 1000
    Requirements: Ministry of Communication
    Type: Supplementary
    Element: Arcane
    Range: Self
    Cooldown: Once per month
    Duration: Sustain
    Effect: The user closes their eyes and enters a meditative state in which they disconnect themselves from the world around them. The user then creates and conjures a projection of themselves elsewhere in the world, where they are capable of hearing, sight, and speech only. They cannot physically interact with the world around them, meaning they cannot attack or cast spells. Meanwhile, the projection can not be directly harmed. For the projection to succeed it must be somewhere they have either been before or someplace someone close to the user is present. This spell cannot be used in a thread where the user is present.


Minstry of Warfare:
  • Name: Ultimate Defense
    Rank: S
    Mana Cost: 1000
    Requirements: Ministry of Warfare
    Type: Supplementary
    Element: Arcane
    Range: Self
    Cooldown: Once per month
    Duration: Instant
    Effect: This user presses their head on the temple of their skull creating a vast magic circle around, this will temporarily cause them to become immune to any damage they would have otherwise received, however, they are made immobile when this effect is in play equivalent to a binding effective equal to their rank scaling up to Z-Rank.


Minstry of Research & Development:
  • Name: Copycat
    Rank: S
    Mana Cost: 1000
    Requirements: Ministry of Research & Development
    Type: Supplementary
    Element: Arcane
    Range: 50 meters
    Cooldown: Once per month
    Duration: Instant
    Effect: The user is capable of copying any magical spell that they see within the spell range and casting it as though it were their own, This may only be done once and within the same topic, casting the copied spell costs base mana to do so and is not by any modifiers that the user or target possesses. If the user is an adventurer then they may copy an item spell instead. Should the copied spell be sustainable, they must pay 1.5 times the base cost of the spell.



Private





Following the restructuring of the Rune Knights, Privates formerly referred to as Pages are the lowest-ranked members within the organization, recruited from the general public and local law enforcement. These privates are normally tasked with more menial roles though can be seen swiftly scaling the ladder of hierarchy within the Rune knights if they have the aptitude. While they are arguably the weakest of members, their quantity is their strength with them making up more than 50% of the Rune Knights. Coming from across the continent these Privates are first trained locally however will travel to their respective capitals should they pass the various trials they face each time they wish to be promoted. Privates will typically serve where they were recruited only following their training will they be moved onto other regions of the continent

Corporal





After being formally trained and spending significant time as a Private, members in the Rune Knights gain the title of Corporal. Following receiving this title, corporals will become responsible for a small ensemble of privates acting as their chief officers, however, are generally mocked by both their lessers and superiors. Due to the harsh nature of the training required to become a corporal, they make up approximately 15% of the Rune Knights overall. Holding minimal influence within the Rune Knights, Corporals are given commands to follow and delegate in a compartmentalized fashion being provided solely what they need to instruct and lead their group in the area.

PERKS:
  • Sergeants receive an additional 10% jewels from completing Good and Neutral Quests.

REQUIREMENTS:
  • The user must be Lvl. 1 in the Rune Knights.


Sergeant





Upon obtaining the title of Sergeant, you truly become recognized within the Rune Knights though still falling short compared to your superiors. Leading both Corporals and Privates, you gain far more responsibility for the people below you but also become more informed about plans. Though still largely in the dark about affairs afar, you have proven yourself worthy amongst the Rune Knights and can bend the ear of any local official in your area.

PERKS:
  • Sergeants may purchase the Dominator in the Gun section of the thematic shop which may be purchased at a 50% discount.

REQUIREMENTS:
  • The user must be at least Lvl. 2 in the Rune Knights.
  • The user must be at least C-rank.

Captain





The title of Captain is earned after serving the Rune Knights and being recognized both in strength and going above and beyond their duty to their country and the organization. Upon gaining the position, captains will commonly be reassigned to different countries that are facing hard times to offer their support and restore the public perception of the community of the Rune Knights. Arguably one of the more dangerous positions due to the inexperienced nature of a captain, casualties and grievous injuries are not uncommon however thanks to advanced medical treatment and augmentation, fatalities have been significantly reduced in the past years. While you are now an active combatant in an assigned area, you are far from a veteran and there are many whom you serve under.  

PERKS:
  • Captains are always called Captain (or Cpt.) followed by their name by anyone ranked lower than them.
  • Captains receive a 20% word reduction on completing quests.

REQUIREMENTS:
  • The user must be at least Lvl. 3 in the Rune Knights.
  • The user must be at least B-rank.

Major





Ascending up the ladder of hierarchy with the Rune Knights becomes an even greater challenge at this point with hurdles. This is most evident with the disparity of numbers between the officer ranks of captain and higher compared to Sargeant, this becomes even more pronounced when comparing the numbers of Captains and Majors in the Rune Knights. A position gained through an assortment of tasks such as the need for sponsorship from a high-ranking official as well as simply being lucky enough to be scouted by senior members of the Rune Knights. Vastly more independent than the lower-ranking members prior, Majors may be tasked with voluntary missions that need to be handled with discretion and without tying the name of the Rune Knights to them.

PERKS:
  • Majors are always called Major followed by their name by anyone ranked lower than them.
  • Majors now have access to the Lethal Eliminator mode of the Dominator.

REQUIREMENTS:
  • The user must be at least Lvl. 4 in the Rune Knights.
  • The user must be at least A-rank.

Colonel





Colonels are the second in charge just under the General receiving commands from them whilst carrying out their own internal objectives. Besides the General, Colonels are the smallest group within the Rune Knights having enough power to depose the Generals themselves through the Magic Councils' consent. Colonels are said to be some of the most powerful public individuals to live within the continent capable of destroying entire countries albeit with great difficulty.

PERKS:
  • Colonels are always called Colonel followed by their name by anyone ranked lower than them.
  • Colonels now have access to the Destroy Decomposer mode and Forced Activation spell of the Dominator.

REQUIREMENTS:
  • The user must be at least Lvl. 5 in the Rune Knights.
  • The user must be at least S-rank.

General





Upon restructuring the Rune Knights, the title of Kingsguard was changed from a rank within the organization to an honorary title that may be presented to a person by a ruling monarch. This was prompted by the introduction of the centralization of power under a General appointed by the Magic Council who would enact their will at their own discretion for the betterment of the continent at large. A relatively new position, the General of the Rune Knights holds immense power within the Rune Knights capable of ignoring the Magic Councils' direct wishes albeit for a short time.

PERKS:
  • Generals are always called General followed by their name by anyone ranked lower than them.
  • Generals receive a 30% discount on the purchase of their castle.

REQUIREMENTS:
  • The user must have reached the Colonel rank.
  • The user must have a minimum of 25,000 Fame.
  • The user's Fame must be at least two times their Infamy.
  • The user must be at least X-rank.

NOTES:
  • This title is appointed through the Magic Council and can only be replaced through a direct appeal to them by a majority of Colonels of the Rune Knights or upon the death of the current General.


Please replace the existing Rune Knight content with this, archive the Rune Knight badge and move the Collective Mind guild page into the Defunct Guild section in the regulations.

#11Veles 

Guild Creation Review Empty Sat Apr 27, 2024 3:29 pm

Veles

Dragon Order




"Hic Sunt Dracones"

The existence of Dragon Slayers is no longer just a myth, whether the rise of their kin was an event set into motion by the dragons that taught them their ways remains open for debate, but one fact remains: Ever since the great conflict among the Ancient Dragons their kin has steadily disappeared from the surface of the planet. However, rare occurrences happen where for good or worse a dragon does appear.

When it is for worse, people often fall back on those possessing the unusual abilities of a Dragon Slayer to deal with such dangerous threats. But like with all things there needs to be some form of order, some semblance of an organization to call upon.

Still, mortals are frequently prone to lack the desire to contribute to a cause unless they have some form of merit to gain from it, and it is for that reason a particular ancient dragon offered a price: Join this order and we will bestow onto thee power untold, prove thyself worthy of leading said order and I will bestow my own essence onto you... O Dragon Knight.

Regulations



"Peace is a lie, there is only passion

Through the pursuit of your passion, your conflicts will grant you strength,

By obtaining the strength to dominate your foes you will reach for the summit: Where the throne of the emperor awaits..."

  • The Dragon Order is situated in Pergrande.

  • The perks and items obtained through the Dragon Order only last as long as one remains a part of the faction. Leaving the order will require one to kill their wyvern and reclaim their heart from it.

  • As a member of the Dragon Order only Bad quests and Neutral Quests are available.


Building





Situated on the outskirts of the Voda River a mighty keep stands proudly guard over the domain of the order. Overlooking most of Pergrade atop one of its mountains, the keep has functioned as the headquarters of the Dragon Order since its creation. From traditional dormitories for lower ranked members, to stylish offices for the higher-ranks to receive guests in, of particular notice is the converted throne room which serves as both an audience room for the leader of the order, and a place of worship for the dragon the people of Pergrande came to rever as their guardian deity.

The Dragon Knight





The current leader of the Order and the first known Dragon Knight in Pergrande's history, Ryuko quickly established herself as an easygoing and cheerful individual with a knack for socializing and getting herself into trouble. Despite the fact people often describe her as a battle-hungry woman, the fact she has gained the backing and respect of the dragons speaks plenty for her skills.

Despite the fact most Dragon Slayers tend to learn their magic either directly from dragons or more commonly from having a Lacrima implanted into their being, Ryuko is considered a special case in this regard. As her appearance reveals she has dragon-like features that betray she has started to evolve beyond the typical nature of a Dragon Slayer, and she might be willing to bestow her secrets to the rest of the order...

The Dragonborn





The Dragonborn are a select group within the order who have received the blessings of the dragons. Unlike the typical Dragoons that make up the majority of the order, the Dragonborn are an elite group that have far greater freedom in their activities.. Dragonborn their abilities are closer to that of actual Dragons, for instead of being bestowed a Lacrima they are given the rite of replacing their heart with that of a dragon, which empowers their magic, but also leaves them at risk of becoming the very beings that once granted them their might.

Perks


Order Perks:

  • Level 0: The user gains access to a Dragon Order egg, a pouch item the user can only obtain while in the Dragon Order

  • Level 1: The user's egg hatches into a dragon whelpling, an unique companion that takes up no slot and will evolve over time as the user progresses through the guild levels. This companion does not stack with druid. This whelping gains access to a Consumption spell that can absorb up to C-rank attacks.

  • Level 2: The user gains permission to purchase the Slayer relic shard at a 20% discount from the MM that stays as long as they are in the DO.

  • Level 3: The user's whelpling grows into a lesser dragon becoming an evolved legendary and allowing the dragon gains access to a Consumption spell that can absorb up to A-rank attacks.

  • Level 4: The user gains a 10% Wordcount Reduction when doing quests.

  • Level 5: The user's lesser dragon has fully matured, becoming an evolved mythic companion and allowing them to absorb up to S-rank spells. The user is now also able to purchase leafs at a 50% discount for their dragon and gains access to the merge spell.


Members



  • The Dragon Knight: Ryuko
  • Coventina Dragonborn of ??? (founder):
  • Skald Dragonborn of  ??? (founder):
  • Karstaag Dragonborn of ??? (founder):

#12Knuckles Shi 

Guild Creation Review Empty Fri May 31, 2024 6:41 pm

Knuckles Shi

Sleeping Calamity



Guild Creation Review Img_2510
Situated within the ancient and culturally rich country of Seven, known for its Greco-Roman architecture and deep-seated traditions, lies the formidable guild known as Sleeping Calamity. Seven is a nation steeped in history, with grand marble temples, intricate mosaics, and sprawling amphitheaters that echo with the voices of philosophers and the clash of gladiators. The very air is thick with the legacy of heroes and the spirit of competition, making it the perfect homeland for a guild whose very essence is rooted in the art of combat.

Sleeping Calamity is a guild unlike any other in the realm. Its members are bound not by a desire for dominion or wealth, but by an unquenchable thirst to master the martial arts and prove themselves as the strongest warriors across all dimensions. Vast training grounds where the sound of steel meeting steel is a constant symphony.
The guild's training regimen is rigorous and all-encompassing. Members of Sleeping Calamity are trained in a variety of combat styles, from hand-to-hand martial arts to the wielding of mystical weapons imbued with elemental powers. The guild places a heavy emphasis on physical and mental discipline, understanding that true strength comes from a balance of body, mind, and spirit.

Regular tournaments are held within the guild, drawing spectators from all over Seven and beyond. These contests are more than mere displays of strength; they are profound tests of strategy, skill, and resolve. Victors are celebrated with lavish ceremonies, their names etched into the annals of the guild's storied history.

Unlike other guilds that might seek political influence or territorial control, Sleeping Calamity's primary objective is personal and collective growth through combat. Their motto, "Strength in Serenity," encapsulates their belief that true power is achieved through inner peace and unwavering focus. The guild is a sanctuary for warriors who seek to push their limits and transcend their own potential, regardless of their background or origin.

Sleeping Calamity is both respected and feared. They are known for their unparalleled combat prowess and their unwavering commitment to their principles. While they rarely engage in conflicts for political or economic reasons, their presence in any battle is a guarantee of intense, honorable competition. Allies and rivals alike recognize that crossing paths with Sleeping Calamity is an opportunity to face some of the most skilled and disciplined fighters in existence.

The guild fosters a strong sense of camaraderie and mutual respect among its members. New recruits are mentored by seasoned warriors, creating a lineage of knowledge and skill that is passed down through generations. Despite their fierce dedication to combat, the members of Sleeping Calamity are bound by deep bonds of friendship and loyalty, finding solace and strength in their shared journey towards becoming the ultimate warriors.


Regulations


  • Members of Sleeping Calamity must adhere to a strict code of honor both in and out of combat. This includes showing respect to opponents, never striking a downed adversary unless they rise to continue the fight, and always maintaining integrity in both victory and defeat.

  • Every member is required to dedicate a significant portion of their daily routine to training. This includes physical conditioning, combat drills, and mental exercises. Regular attendance at guild training sessions and tournaments is mandatory to ensure constant improvement and readiness.

  • Senior members are responsible for mentoring newer recruits, and sharing their knowledge and skills to ensure the growth of the guild as a whole. Acts of camaraderie and mutual support are essential, and any form of internal conflict or division is dealt with swiftly and decisively.

  • Participation in the guild's regular tournaments is a crucial aspect of membership. These tournaments are not only a test of skill but also a celebration of the guild’s spirit. Members must enter these tournaments with the intention of showcasing their progress and learning from their peers. Cheating or dishonorable conduct during these events is strictly prohibited and punishable by severe sanctions.


Building





The guild hall of Sleeping Calamity is a majestic structure perched on a rugged cliff overlooking a vast, shimmering sea. This awe-inspiring edifice, reminiscent of ancient Greco-Roman architecture, stands as a testament to the guild's dedication to martial excellence and its deep cultural roots in the country of Seven. The guild hall is an architectural marvel, featuring grand columns and intricate designs carved into the stone, showcasing the craftsmanship of a bygone era. The imposing central tower, capped with a red dome, rises high above the surrounding structures, symbolizing the guild's unyielding pursuit of strength and honor. Golden domes adorn the tops of various buildings within the complex, reflecting the sunlight and casting a warm, inviting glow.


Nestled on the edge of a cliff, the guild hall is both a fortress and a sanctuary. Its elevated position provides a strategic vantage point, with sweeping views of the sea and the horizon beyond. A series of terraces and balconies extend from the main structure, allowing members to train while gazing out over the water, drawing inspiration from the natural beauty that surrounds them. At the base of the cliff, a bustling harbor welcomes ships from all over Seven and beyond. The harbor is connected to the guild hall by a series of elegantly constructed pathways and bridges, illuminated by torches that cast a soft, golden light. This harbor serves as a crucial point of contact, facilitating the arrival of new recruits, visitors, and dignitaries who come to witness the guild's renowned tournaments and training sessions.

Within the guild hall's sprawling complex, vast training grounds and arenas are meticulously maintained. These areas are designed for rigorous combat training and are equipped with the finest weapons and equipment. The sound of steel clashing and the sight of warriors honing their skills are a constant presence, embodying the guild's relentless pursuit of martial mastery. The guild hall is more than just a place of training; it is the cultural heart of Sleeping Calamity. Grand halls and chambers are adorned with tapestries and artifacts that tell the storied history of the guild and its legendary members. Statues of past champions stand in honor throughout the halls, serving as inspiration for current members to strive for greatness.

Master





Knuckles is an imposing figure, radiating strength and power. His physique is muscular and well-defined, indicative of years of rigorous training and countless battles. His eyes, a striking pink hue, are often intense and focused, reflecting the depth of his emotions and the intensity of his inner turmoil. His armor, now dusted with snow, adds to his formidable presence, with Shattered Mjolnir—a massive hammer—often held ready in his grip, crackling with elemental energy.

Knuckles is a man of deep emotions, his rage a constant undercurrent that he has learned to channel and focus. He carries a history of personal loss and betrayal, fueling his drive for vengeance against those who destroyed Sleeping Calamity. Despite his anger, Knuckles adheres to a strict code of honor, respecting fellow warriors and acknowledging their strength and integrity. This honor-bound nature often guides his actions, even in the heat of battle.



Perks


Level 1:

  • Way of the Warrior The user can do good, neutral, and bad quest

Level 2:
  • Zenkai Boost 10 SP per fight, but capped at 40 SP per month.

Level 3:
  • Shards of the Thcalz: The user may purchase the Shards of the Thcalz in the Modification section of the Mysterious Merchant which may be purchased at a 50% discount.

Level 4:
  • Great Impurity: The user unlocks the Great Impurity Perk of the Shards of the Thcalz

Level 5:
  • Magics Pressure: The user unlocks the Magics Pressure Perk of the Shards of the Thcalz




Members


Guild Master: Knuckles Shi

Founders:
Jikan
Ikazuchi
Tsukishima Higurashi





"There shall never be peace as long as there are Gods in a Man's world"
#13Kon 

Guild Creation Review Empty Sun Oct 27, 2024 7:00 am

Kon

Shattered Serenity





Built upon an uneasy alliance between former prisoners and their captors, Shattered Serenity is a guild whose affiliation, alignment and loyalties are solely to their own. With enemies all around them, the guild finds itself enemies to the law where they can only find common practice with those of like-minded individuals. Rising from the ashes of the merge between the Rune Knights and the Collective Mind, many of the core tenets of the latter guild still linger with the continued drive for knowledge being a shared belief amongst all Shattered Serenity members.

No longer bound by sentiments of neutrality or law, Shattered Serenity immediately garnered a notorious reputation as a ruthless group that will do whatever it takes to further their plans, best illustrated by their heinous act of being the first group to steal from the Rune Knight headquarters in the last decade with the Guildmaster Konstantin Sokolov seizing the Construct, a research facility gifted by the very same man to the organization, this was just the start of their chaotic international crime that would plague the banks across the world.

With allegiances and relationships crippled beyond repair, Shattered Serenity found no safe harbour to reside in save for Talaz Lagaar, an island known for valuing its independence, crippled by the destruction brought by the Fractured Sky, Kon pounced on their vulnerabilities presenting the Construct as evidence of their loyalty to the artificial island. This generous act served as a means to dismiss any misdeeds the members of the Shattered Serenity performed beyond the confines of the island both past and present.

Regulations


  • The user may take only perform Neutral and Dark Quests.

  • Shattered Serenity is known as a criminal organization to the world, but a neutral guild to Talaz Lagaar.

  • The user must never use former contacts met through their being in the Shattered Serenity for personal gain.

  • The user must value knowledge over their own glory and fame.


Building





The Shattered Serenity's guildhall is a large floating structure that curiously enough can often be seen hovering at different locations through Earthland, on a surface level the Grand Library is known to host several serene gardens, for even the most dedicated of researchers sometimes need a moment to relax amidst some tranquillity. Beyond the gardens, several sections resemble the natural habitats of a reservoir, small lakes and lush parks serve to host some of the odd creatures one of The Shattered Serenity's members might have brought back, yet they are always ensured the safety of their specimens and fellow researchers using the unique contraptions that are in place to keep the creatures from escaping.

Once one reaches the centre of the floating structure there is a grand hall, where a secretary confirms the identity and access level of the guild member, after which they can travel further into the inner sections of the structure using an elevator. The first level, as one might suggest contains a collection of accommodations for the members of The Shattered Serenity, and in some cases visiting guests. There is also a dining hall, which is often manned by those who enjoy the more culinary delicacies that old civilizations have to offer, albeit some rumours often suggest that the dishes served here can range from divine to downright once-in-a-lifetime experiences.

Guild Master





Disillusioned with the authoritarian control that governments hold over their country's people, Kon stood his ground and with the support of countless others helped create the Shattered Serenity, a venerable beacon for those who are disenfranchised by society at large. Painfully aware of the policies and procedures that slow down progress, Kon removed himself from those bodies and thus those limitations but equally their support. This departure equally made him enemies with the Magic Council and made him a primary public enemy. Despite this, he continues to push his luck by engaging against law and order by removing wealth from the rich and giving it to the people in need.

Guild Spells



  • Name: Telepathy
    Rank: S
    Magic Cost: 1,000
    Requirements:
    Class: Supplementary
    Element: ~
    Cooldown: Once per topic
    Duration: Sustain
    Effect: The user holds their index and middle finger on the temple of their head allowing them to talk to everyone on the topic regardless of the distance. This can be isolated to a single individual, the user may choose to use this to talk to their allies, enemies, or even someone they have just seen. The user must know of their presence within the topic either by visually seeing them or hearing them speak initially.


  • Name: Magma Torch
    Rank: S
    Mana Cost: 1000
    Type: Supplementary
    Element: Fire
    Range: Self
    Cooldown: Once per month
    Duration: Sustain
    Effect: This user engulfs a weapon or their arm in a molten hot coating spell that will deal 1x S-Ranks worth of damage upon striking something and apply a damage over time effect equivalent to one rank lower than the damage dealt, this effect lingers for two turns reducing by one rank each turn, however, can be reset by reapplying the same spell upon the target. When striking equipment and buildings Magma Torch instead deals 2x S-Ranks worth of damage while the Damage over Time effect deals the same rank worth of damage per turn equivalent to 1x S-Ranks worth of damage each turn.


  • Name: Mana Transfer
    Rank: S
    Mana Cost: ~
    Type: Supplementary
    Element: Arcane
    Range: Self
    Cooldown: Once per turn
    Duration: Instant
    Effect: The user brings their hands together in front of them to activate the spell. Once active, they may freely touch their allies to transfer up to 1,000 Mana per turn. Mana can only be transferred in increments of 50. Every turn, the user may choose to transfer more mana to anyone. When a recipient exhausts all the mana they have been given, the user must touch them again if they wish to transfer more. Mana cost reductions do not apply to this spell and it cannot be nullified. Note: Despite being an S-Rank Spell, Mana Transfer can be cast once per turn if the user has sufficient cool-down reduction.


Perks


Level 1:
  • The Great Heist: Users can perform Heists twice per month instead of once per month and after completing a successful heist, they will receive a 10% discount to all purchases outside of the Misc. Section and the Mysterious Merchant.

Level 2:
  • Reaping the Rewards: Users gain the full rewards when completing a heist that is undefended instead of 50% and receive +10 SP for each successful Heist

Level 3:
  • Mask of the Thief: The user may purchase the Heisters Mask from the Event Shop, which may be purchased with a 50% discount

Level 4:
  • Fiction is Truth: The user unlocks the Constant Repair perk of the Heisters Mask

Level 5:
  • Five Finger Discount: The user unlocks the Five Finger Discount spell of the Heisters Mask


Members


  • Kon: Guildmaster

  • Rhea: Guild Ace

  • Erebus: Founder

  • Ikanbi: Founder

  • Zerutod: Founder

  • Nahla: Member

  • Tsutomu: Member

  • Joyo: Member


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