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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.

#2Odin 

Guild Creation Review Empty Thu Oct 22, 2020 12:58 pm

Odin

ETERNAL NIGHTMARE





Long ago, the nation of Wischtech existed on Earthland. While small, they were nearly unstoppable for they utilized something known as Nightmare. At the time, the strongest race on Earthland, the High Elves, warred against Wischtech for years to stop them from expanding. They sealed away the realm of Nightmare from which the powers poured into Earthland and empowered the Wischtechians. Lore about Nightmare was burned and destroyed so that it could never return again.

Having rediscovered the  powers of Nightmare, Eternal Nightmare are a guild that wish to reshape Fiore into a nation like the once great Wischtech. Unstoppable. No more factions, politics, scheming, and personal gains. One nation under Eternal Nightmare, so that Fiore would not be lost to the factions within the country nor to the influences from other nations. A meritocracy that would not judge a person by their lineage, but by their willingness to contribute and sacrifice themselves for the greater good of the cause.


REGULATIONS



  • The user may not take Good quests.

  • The user may not kill other members of the guild without first consulting the guild master.

  • The user must never reveal sensitive information about the guild. Failure to do so will result in the loss of a limb.

  • Recruitment can only officially be performed by the master or title holders. However, non title holders may suggest and recommend users they think will suit the guild's needs.


BUILDING





Eternal Nightmare is situated in an ancient Wischtechian tower built in the mountains that overlook Oak City. The founding members of Eternal Nightmare found the tower on one of their expeditions searching for the remnants of the Wischtechian civilization. The appearance of the tower is quite odd on the outside. Inside, the tower has remained in pristine condition due to the fact that no one has managed to enter it after the Wischtechians left it. It required the Black Key which was also found by the founding members in another expedition. Once abandoned, it now holds some of the strongest mages, and woe betide any who dare to attempt an attack.

Within the building is enough space for any kind of room one would desire. Bedchambers for every member, kitchens and rooms to eat, to train and to study the magical secrets of the world. The route to the guild is an open, winding rocky path which allows for any visitors to be seen long before they reach the large entrance doors. Finally, a magical elevator lies directly in the center, allowing quick access to any floor, including the very top of the tower. The Wischtechians also proudly built a throne room floor for the commander of the tower at that time. This room is now being used by the Master of the guild.




MASTER





Standing at the junction of madness and genius is Odin, a man who has shed his mortal coil to extend his time among the living. The world is his plaything and he doesn't shy away from scheming and controlling others to seek the thrill of excitement under disguises. He is someone that is in control, and when he is not he ensures that it changes. Even death comes on his own terms, and he now commands the legions of Eternal Nightmare. However, Odin has not forgotten his time in Midnight Cult, and still seeks to bring about the coming of HER, and aims to reshape Fiore, and Earthland completely, into a land fit for HER coming. Fiore will be changed forever by the acts of Eternal Nightmare, and Odin has the power to lead them for all time.


TITLES



  • Nightmare's Sword: The user is able to use the Darkest Night spell.

  • Nightmare's Shield: The user is able to use the Nightmare's Moon spell.

  • Nightmare's Hand: The user is able to use the Nightmare's Sun spell.

  • Nightmare's Mind: The user is able to use the Nightmare's Eye spell.

    Guild Spells:

    Name: Darkest Night
    Rank: S
    Mana Cost: 1000
    Requirements: The Sword
    Type: Offensive
    Element: Darkness
    Range: 100 Meters
    Cooldown: 14 days
    Duration: Instant
    Effect: The user manifests a katana of darkness on their hip. When the sword is drawn in a slash motion, an 100m wide, 50m tall, crescent shaped darkness beam of magic will surge forward at 20m/s. This magic will not affect any mages in Eternal Nightmare or their spells, instead passing through them harmlessly. This spell pierces through all equipment and anyone hit by the spell will suffer S rank damage. Afterwards the sword will dissipate back into the void.

    Name: Nightmare's Moon
    Rank: S
    Mana Cost: 500 per target affected, then 500 to sustain
    Requirements: Nightmare's Shield
    Type: Other-buff
    Element: Arcane
    Range: Topic
    Cooldown: 7 days
    Duration: Sustain
    Effect: The user folds their arms into a cross in front of their chest and then swipes them outward. A black moon is then summoned in the topic which hovers high above the ground in the sky. This moon cannot be destroyed while it is being sustained and changes the topic to night-time. When the moon is summoned the caster can choose one stat to buff all allies by 160. The caster may not change this stat once the spell has been activated. This buff includes the caster themselves.

    Name: Nightmare's Sun
    Rank: S
    Mana Cost: 500 per target affected, then 500 to sustain
    Requirements: Nightmare's Hand
    Type: Debuff
    Element: Arcane
    Range: Topic
    Cooldown: 7 days
    Duration: Sustain
    Effect: The caster raises one hand towards the sky and summons a black sun in the topic which hovers high above the ground in the sky. This sun cannot be destroyed and changes the topic into night-time. When the black sun is summoned the caster can choose one stat which is debuffed by 160 on all enemies. The caster may not change this stat once the spell has been activated.

    Name: Nightmare's Eye
    Rank: S
    Mana Cost: 500 per ally affected
    Requirements: Nightmare's Mind
    Type: Supplementary
    Element: Arcane
    Range: 20 Meter Radius
    Cooldown: Once per topic
    Duration: Sustain
    Effect: The user closes their eyes and speaks the name of the spell. Upon opening their eyes, the user will generate a 3-dimensional mapping of the surroundings in their head up to 20 meters in radius. Furthermore, if there are other Eternal Nightmare members in the topic, they will be capable of doing the same. Should there be multiple Eternal Nightmare members in a topic, the mapping may overlap each other if they are within the range of each other's mappings. This means that if ally A stands 17 meters away from ally B, they will also be able to view the 3-dimensional mapping created by ally B.


PERKS



Level 0:

  • Only Passion: Members can use this ability by tapping their guild tattoo. For the duration of the topic (unless willingly cancelled by the user) people will act as though the guild member's reputation is reduced by two levels. This ability cannot be nullified, however those with magic vision abilities can see through the deception.

Level 1:

  • Through Passion, Strength: The user gets an additional 10% jewels and experience from requests.
  • The Early Whispers: By spending 5% mana per post, the user gains a 10% increase to all stats (including intelligence). This does not count as a transformation and thus stacks with other transformation abilities, nor can it be nullified as it is an ability and not a spell.

Level 2:

  • Through Strength, Power: The user gets an additional 15% jewels and experience from requests.

Level 3:

  • Through Power, Victory: The user gets an additional 20% jewels and experience from requests.
  • Loyal to the Cause: By spending 10% mana per post, the user gains a 20% increase to all stats (including intelligence). This does not count as a transformation and thus stacks with other transformation abilities, nor can it be nullified as it is an ability and not a spell.

Level 4:

  • Through Victory, Unleashed: The user gets an additional 30% jewels and experience from requests.

Level 5:

  • At Last, Freedom: The user may claim a custom piece of equipment of rarity equal to legendary. The equipment piece can be any one of the following: Weapon, Armour, Headgear, Shield, Ring, Necklace, Earring or Relic.
  • One with Nightmare: By spending 15% mana per post, the user gains a 50% increase to all stats (including intelligence). This does not count as a transformation and thus stacks with other transformation abilities, nor can it be nullified as it is an ability and not a spell.



Members




  • User 1: Odin Morningstar - Guildmaster

  • User 2: Erebus Gresham - Sword

  • User 3: Christian Zane - Shield

  • User 4: Steel - Hand

  • User 5: Venus Rose - Mind

#3Karisa 

Guild Creation Review Empty Mon Nov 02, 2020 8:32 pm

Karisa

 Empyrean Divine





As years go by many factions appeared and disappeared, but none dared to stand in the middle of bad and good. Those that did usually disappeared within the same year. Although it is neutral, Empyrean Divine is known for what it stands for; Strength, power, and being beautiful. They don't care about those that are around them as the members within Empyrean Divine charge towards their goals and let nothing stop them rather its chaos or by being kind. The guild is for those that want maximum freedom without having to choose which side they want to be on yet have people to back them up. That is beside the fact that even this guild has rules that are needed to be followed.

In terms of how they treat the people, it depends on the goals of the members within caution of what they're doing. Members of Empyrean Divine want nothing more than; to achieve their goals, retrieving power, and have people who understand what it means to sacrifice for what they want around them. So rather if it's friends, power, or just because you want to belong somewhere, Empyrean Divine is here for you to join. Just be prepared for the whip if you misbehave too much.


REGULATIONS




  • The User may take both good and bad quests.

  • Users may not interfere with another member's goal unless it harms the guild and Empyrean Divine's members.

  • All are sworn to keep our secrets within our guild. Failing to do so will be punished.

  • Do not start trouble with other guilds nor known people without permission.

  • Do not be dishonest nor harm the Empress/Guildmaster. Punishment is death.




 BUILDING





The Empyrean Divine's Guildhall of Guardians is a magnificent place that is filled with peace and beauty. The area begins with a tall gate made of bamboo. Once opened the paths of stone are revealed alongside a large utopia of sparkling water and lily pads. There are sections of nature; Joyan trees of all kinds, lily pads, and lands filled with flowers. In the middle resides the Guildmaster as they live in a three-story home. The guild members live within the Wings of their respective Guardian with the title holders; Azure Dragon (East area), Black Tortoise (North area), White Tiger (West Area), and Vermilion Bird (South area). Each area is three stories fully decorated differently to respect both Sin and Joyan culture according to their Guardian.

On the first floor of the main building is where everyone gathers to drink all the booze and other refreshments all they want as well as eat. The second and third area is the guild master's section for meetings and her room. Each Guardian house has its own bathing spa, rooms for each member, and backyard for their gardening, training, and relaxing. At night the walkways to each destination light up with the lightning bugs and small lights within the water.  


MASTER





Beautiful and calm, yet fierce when angered, Kurisa has been through many battles including war, against demons and troubles between Royalty and those that wanted to destroy them. The woman curses towards the gods and the Royalty. After an encounter with a certain man, it finally made her realize that fighting for those that represent Good isn't always what's good for the people. She feels determined to find those that have her views of conflict between the titles of good and bad as much as herself who has the will to want to be in the middle. She believes that power and allies make it through difficult times which made her want to make her own guild after many fails of the guilds she was in during the past.

Her mind is quite twisted and unpredictable as she could act calm, motherly, and nice, but once one misbehaves she'll come out rather cold and start her judgment rather it comes out cruel or with mercy. Her personality turned into that after she was turned into a Nephilim by a twisted angel. The most important people to her are her comrades within her guild as she takes care of them as if they are her family. Family and power are the two things she mostly seeks after her heart was destroyed time after time. If anyone is willing to listen to troubles and about your goals, it's her who will sit and listen.


TITLES



  • Azure Dragon: Retreives the Dragon's Judgement spell.

  • White Tiger: The user retrieves the Tiger's Strength Spell.

  • Vermilion Bird: The user retrieves the Phoenix's Rebirth spell.

  • Black Tortoise: Retreives the Shield of Longevity Spell.


Spell List:
Name: Dragon's Judgement
Rank: S
Mana Cost: 1000
Requirements: Azure Dragon
Type: Offensive
Element: Fire
Range: 100 Meters
Cooldown: 14 days
Duration: Instant
Effect: The user speaks of the Azure Dragon with a clenched fist, a huge dragon glides against the summoning circle to blast a hellfire meteor that's 100m wide, 50m tall, charging 20m/s towards the center. The spell only harms the enemy of the Titleholder as it phases through their allies. This spell pierces through all equipment and anyone hit by the spell will suffer S rank damage. Once it blazes the area, it'll crumble and disappear.

Name: Tiger's Strength
Rank: S
Mana Cost: 1000
Requirements: White Tiger
Type: Other-buff
Element: Wind
Range: Topic
Cooldown: 14 days
Duration: Instant
Effect: The user closes their eyes and places an open hand in front of them, calling upon the spirit of the white tiger. White aura starts to surround the user and a bright white orb appears on the palm of the user. The user then opens their eyes and closes their palm simultaneously, their eyes glowing bright white. A tiger's roar can be heard throughout the battlefield. All allies within 20 meters of the user will have a white aura around them and they receive a 160 increase to the stat of the user's choosing. The user may not change the stat affected by this spell once it is cast. The user receives the buff as well.

Name: Phoenix's Rebirth
Rank: S
Mana Cost: 500 per person affected
Requirements: Vermilion Bird
Type: Supplementary
Element: Arcane
Range: Topic
Cooldown: Once per 7 days.
Duration: Instant
Effect: The user collapses their hands together. All those who are allies of the caster will have any debuffs or other afflictions dispelled, as well as healing them for 1S-rank.

Name:Shield of Longevity
Rank: S
Mana Cost: 500
Requirements: Black Tortoise
Type: Defensive
Element: Earth
Range: N/A
Cooldown: once per topic
Duration: Sustain
Effect: The user will call out to the Tortoise Guardian to create a body defense onto themselves or onto their allies. It is able to protect against more than one person as long as they pay an extra 500 mana per person. The defense will protect against all damage up to x2 S rank. They cannot change who they put their defenses on nor can they add more once they use this spell. They can take away the defense if they decide to due to mana.

PERKS



Level 0:

  • Deception Empyrean Divine members are allowed to lie to people out of the guild without repercussions. Everyone will believe them without really questioning them.

Level 1:

  • Gotta get Stronger: The user gets an additional 10% jewels and experience from requests.
  • Quest Discount: The user gets a 10% word reduction on completing quests.

Level 2:

  • Potion Purchase: The user is allowed to purchase an extra statistic, mana or experience potion per month.

Level 3:

  • Quest Discount I: The user gets a 20% word reduction on completing quests.
  • Gotta get Stronger The user gets an additional 20% jewels and experience from requests.

Level 4:

  • Become the Strongest The user gets an additional 30% jewels and experience from requests.
  • Quest Discount II: The user gets a 30% word reduction on completing quests.

Level 5:

  • Empyrean Treasury: The user may claim a custom piece of equipment of rarity equal to legendary. The equipment piece can be any one of the following: Weapon, Armour, Headgear, Shield, Ring, Necklace, Earring, or Relic.



Members




  • Kurisa: Guildmaster

  • Judina: Founder

  • Yumi: Founder

  • Aegis: Founder

  • Lorelei: Member

  • Natsumi: Member






Last edited by Kurisa on Sat Apr 10, 2021 8:38 pm; edited 10 times in total

#4Ezekiel 

Guild Creation Review Empty Sat Jan 16, 2021 9:20 pm

Ezekiel

Paradise Dawn





Earthland remains a world dominated by human beings, while other species are forced to turn to darkness to survive. Vampires, Werewolves, Daemons, Liches- even Elves, Dwarves, and Demi-humans have been subject to humanity's lack of kindness for centuries. Vampires and werewolves are hunted endlessly, while others are frowned upon for simply looking different. Humans have caused destruction time and time again, yet take no accountability for the evil they've bestowed upon the world. One Vampire in particular decided that he would no longer live under the rules of a human society. Aware of his naturally superior abilities, he decided to create a society for other people just like him; people tired of humanity and people who recognize themselves as superior than humans.

Paradise Dawn is considered a guild, but members often acknowledge it as a tribe or kingdom of its own. Deep within Worth Woodsea, Paradise Dawn acts as a safe haven for all outcasts of human society. The Royals and nobles of Fiore have no place in Paradise, nor do they have a voice here. This guild is completely off the grid and out of reach. Members farm, gather, hunt and embrace their beast-like nature without judgement. Members publicly feed on humans, animals or whatever they need to to survive. Often times- despite being home to many undead beings- the guild is full of life and personality. In Paradise Dawn, there is never a dull moment. People of all races are able to get along here. While most members aren't fond of humans and while it is unusual for a human to be apart of Dawn, it is not unseen nor is it against the rules. Humans too, are welcome if they truly consider themselves outcasts but it goes without saying that they may face scrutiny.

Members of Paradise Dawn have sworn to protect Worth Woodsea and their guild from all harm, thus many of the members become professional Monster Hunters to ensure that. Whether it's the occasional Vulcan pack, an Orcish army, or a three-headed hydra, Paradise Dawn holds some of the best hunters out there. Other members tend to turn to trading with some of the other villages, and tribes of Fiore and the other countries. As a Neutral guild, Paradise Dawn tends to remain out of Quarrels concerning the "Human Society" unless it benefits their Agenda. The guild focuses on Freedom & true liberation for all non-human races. By providing resources that can help members with all sorts of issues, Paradise aims to make members the best version of themselves, emphasizing on courage, loyalty, and honesty above all.

It could go without saying that Paradise Dawn would be happier in a world without humans, however, humans are crucial to many of the members' survival. Paradise Dawn hopes to achieve world "Liberation"and Dominate Earthland. A world where Humans don't facilitate anything is ideal. No more will they suffer under the tyranny of humanity. Dawn will conquer and bring freedom to all non-humans by any means necessary.


REGULATIONS





  • The user may take a limited amount of good/bad quests per week.

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

  • Members may not kill or seriously harm other members. This may result in being banished.

  • Members may work with other guilds as long as they aren't putting the guild's safety in jeopardy.

  • Members must not be racist towards non-human races

  • Members must denounce the Fiorian government.


BUILDING





Paradise Dawn's guild building remains deep within the mass forest complex of Fiore known as Worth Woodsea, closer towards the boarders of the country. Built upon two grandiose mountains, Paradise Dawn sits closer towards Dahlia which many of the guilds members come from. On one mountain sits the guild hall. It's a large building designed by the best Dwarven architects in Desierto. The building's first floor holds the guild hall where many members spend their time socializing or looking for quests. The second, third, and fourth floors hold the dorms where members stay. The fifth floor holds the rooms of the title holders, and on the top floor holds the guild master's chamber. The building has multiple towers which contain the guild's library, medical facility, Dungeon and storage rooms.

Across the bridge known as "Paradise Bridge" is where the Training hall & buildings of worship are. Many members spend their time training to become powerful fighters, or praying to their gods. The members of Paradise have a widespan of religious beliefs and are able to indulge in all of them so long as it doesn't negatively affect the guild or its members, even if those religions require members to sacrifice life. In order for anyone to get to Paradise Dawn's guild hall, they would first have to cross from the "First Mountain" (mountain on the right). Behind both buildings is large open land. Beyond that is a the ocean where many members are able to trade with other countries.


MASTER





There are many words one can use to describe the mysterious "Dark One". Selfish, evil, Intelligent, dangerously alluring, or warm, honest,  magically talented and passionate to a fault. As an elf turned vampire, Ezekiel is all of that and more. At one point he believed he was born to save the forests of Earthland. Upon coming to Fiore, the one person he thought would help him save the world turned out to be a disappointment, he learned that his god was a lie, and his only friend was murdered by a Lich. He was kidnapped, abused, forgotten and turned into a vampire. Everything he believed in was taken from him causing him to finally snap. With a distaste for humans, Ezekiel grew in power, being especially talented in the dark arts.

Even after being abandoned, apart of Ezekiel's humanity remained. He wanted companionship, to build a place where people like him could live freely, and an army to destroy the humans if he needed to. Wanting a community of his own, Paradise Dawn was born. Sentinel Syndicate had given him the power and connections he needed to build the guild atop two mountains deep within Worth Woodsea. Ezekiel believes himself to be a king in his own right and acts like a father to those who join his guild. He's overprotective of his guild mates, and treats all of them with love and respect, but he is also impatient, and does not take disrespect well. There are no second chances when it comes to betrayal for the guild master of Paradise Dawn. Once you turn your back on him, there is no turning back. There is nothing that hurts Ezekiel more than feeling abandoned.


TITLES



  • The Titan: The user is known by the guild as The Titan and is usually the most talented fighter of Paradise Dawn. The Titan is able to use the "Dominance" spell.

  • The Centurion: The user is known by the guild as The Centurion. The Centurion is usually the general of the guilds armed forces and is able to use the "Sentinel" spell.

  • The Seer: The seer usually acts as the informant of Paradise Dawn. Capable of revealing the hidden truths, they are able to use the "True Sight" spell.

  • The Savior: The savior is of the best healers in Paradise Dawn. They are known for their ability to cure most illnesses and is able to use the "Mercy" spell.

Guild Spells:


Name: Sentinel
Rank: S
Mana Cost: 1000
Requirements: The Centurion
Type: Defense
Element: Arcane
Range: Self-50 Meters
Cooldown: 7 Posts
Duration: Sustain
Effect: By pointing their hand at a target/target location, the user can create a defensive barrier, defensive armor, or a 16x16 meter defensive wall of Arcane energy on or in front of the target or target location capable of withstanding up to 4xS rank damage. When it comes to guild members, the user merely needs to touch their guild tattoo to use the defensive armor on the Paradise Dawn guild hall or up to any number of guild members present within 50 meters. What's special about this spell is that the user can coat more than one target with this defensive barrier/armor but the durability of the spell will be split, IE; 8 people could potentially receive an A rank defensive armor.

Name: Dominance
Rank: S
Mana Cost: 1000
Requirements: The Titan
Type: Offense
Element: Arcane
Range: 50 Meters
Cooldown: 7 Posts
Duration: Sustain
Effect: The user punches forward, causing a 50 meter magic circle to appear underneath them. Anything within a 50 meter range aside from those the user sees as an ally will have an ancient Desiertan rune representing the word "Smite". Those affected will feel as if their insides are being ripped out of their bodies, dealing 2x S rank damage to enemies within range. The power of this spell is so strong, that it can hold enemies in place for as long as it's sustained. Targets can break out of the bind if they have 2x S rank strength or if by spending mana equivalent to the cost of the spell.

Name: True Sight
Rank: S
Mana Cost: 1000
Requirements: The Seer
Type: Supplementary
Element: Darkness
Range: -
Cooldown: 5 Posts
Duration: Sustain
Effect: By tapping their temple, the user activates true sight. The eyes of the user, as well as every Paradise Dawn member present in the thread will glow a vibrant green color. With this spell the user and other paradise Dawn members cannot be blinded and will be able to see through invisibility and disguise spells. Members will also obtain 360 degree vision. When the caster themselves is looking at someone, they will gain knowledge of the person. They will learn the amount of mana they possess, their exact distribution of attribute points and their history up until that point.

Name: Mercy
Rank: S
Mana Cost: 1000
Requirements: The Savior
Type: Supplementary
Element: Light
Range: Thread
Cooldown: Once per thread
Duration: Instant
Effect: The user swipes their hand, causing every member of Paradise Dawn as well as every one the user considers an ally within 50 meters of the user to glow a vibrant golden color. This spell dispels any debuff or negative effects/afflictions of up to S rank, as well as healing them of S rank damage, knocked out allies will wake up with S ranked constitution.


PERKS



Level 0:

  • Apex Instinct: If the user is in a thread with someone who intends on harming the user, their guilt tattoo gives a tingly sensation, warning them of the danger. This gives no indication as to who or where their attacker is.

Level 1:

  • Motivated: The user is able to take an additional good or bad quest per week.
  • Power: The user gets a 10% increase in experience and jewels when completing quests.

Level 2:

  • Well connected: The user receives a 15% discount when purchasing anything.
  • More Power: The user gets a 15% increase in experience and jewels when completing quests.

Level 3:

  • Superiority: The user gets an additional 30% increase in jewels and experience when completing quests.
  • Walk freely: Many members of Paradise have bounties and are wanted in Fiore. To move around freely and stay hidden from bounty hunters, by tapping their guild mark the user makes it disappear which hides their identity by nullifying the descriptive effects of 'reputation'. This effect carries onto reputation effects from Bounties.

Level 4:

  • Well respected: The user gets a 30% discount when purchasing anything.
  • Too Easy: The user gets an additional 30% increase in jewels and experience when completing quests.

Level 5:

  • Mandate of Paradise: Some of the best Dwarven smithers in Worth Woodsea have sworn loyalty to Paradise. They have agreed to offer any Lvl 5 guild member any piece of Legendary equipment in their Armory or construct a custom piece of legendary equipment to the best of their abilities for the member if they so choose.



Members




  • User 1: Ikazuchi
  • User 2: Akushitsuna
  • User 3: Rameses



Last edited by Ezekiel on Wed Feb 17, 2021 2:04 pm; edited 3 times in total

#5Günter Von Wolf 

Guild Creation Review Empty Mon Feb 15, 2021 4:05 pm

Günter Von Wolf

Guild Creation Review W0VTx2F Crawling Chaos





For years, Fiore and the other countries have been rooted in corruption. A corruption that has never fully been dealt with. Dark guilds continue to pop up, light guilds continue to do nothing, and kings and nobles continue to use and abuse their power. This guild and its goal is to bring peace to the world, wiping out corruption at its very core through any means necessary. They believe in unity. Most guilds don't seem to truly work together for a common goal. Most of the time they split apart and do their own thing in order to get to that goal. It's respectable, but it doesn't get the job done.

Crawling Chaos is a guild that focuses on the unity of individuals working together to bring true, lasting peace to the world. They accept all races, all walks of life, regardless of bounty. Though this is a religious guild that worships cosmic entities, they are accepting of individuals that may want to worship different gods. To Crawling Chaos, that is absolutely fine. The reason that this guild is seen as a dark guild regardless of its morals, is due to the fact that they simply do not accept the law that is in place. The law is often used by corrupt individuals for their own goals.

In order to reach the goal that this guild seeks, its members will do whatever it takes. That means that they will slaughter, annihilate, and crush any obstacle in their path regardless of the brutality. Their goal is to bring in an age of dark, forcing the light guilds to get stronger in the hopes that they will one day be able to combat any adversary that would arise, and if they are unable to, the corruption of this world has truly rooted itself into the very core of Earthland. This guild will purge it, sending it back into the void for life itself to become anew once again.

Members of the guild will have a tattoo with the appearance of an octopus.

 Guild Creation Review W0VTx2F REGULATIONS



  • The user may not take Good quests.

  • The user must never reveal sensitive information about Crawling Chaos to others for as long as they live, with the exception of guild master approval.

  • The user may not kill or seriously harm other members of the guild without first consulting the guild master or Team Leaders, and it must have guild master approval.

  • Recruitment can only officially be performed by the master or Team Leaders. However, non Team Leaders may suggest and recommend users they think will suit the guild's needs.

  • Upon joining the guild, new members will be assigned a Team that they will travel with. This is decided by the guild master and Team Leaders based off of their skill sets. This is done to ensure that members, brothers and sisters never travel alone. If a member is assigned to a Team they hate, they may refer to the third rule, where all troubles go away or they can request a transfer.

  • Visitors to the guild, so long as they do not take hostile actions against the guild, are to be treated with utmost respect. Failure to do so may result in punishment by the guild master and Team Leaders. That being said, this rule is only to apply so long as those guests are within the guild and sight of the guild building.


 Guild Creation Review W0VTx2F BUILDING





Located at the top of Sieghart Mountains is a cluster of small ruins that used to be part of a temple to Illumin. This temple was also a safe haven for artifacts of a more void-like nature. In the center of these ruins sits a black pyramid-styled object with four spikes protruding from the ground. All recent expeditions into how this pyramid works have been met with failure. Through Gunter and the efforts of a few individuals, Crawling Chaos was born. As to how they activated the guild building is a secret, just in case there are future ruins with such occult items around. They caused this black pyramid to rise.

As the guild building reached the surface, corruption started to spread, causing a thick mist to surround the area, driving the animals mad and causing dark races to find the surrounding area more favorable. Obviously, due to Crawling Chaos' nature and due to the fact that dark races are allowed within their halls and within their area, there is an acceptance. Monsters accept that they are there, and Crawling Chaos accepts them to live in the surrounding area and live peacefully.

The corruption that spreads from this black pyramid, however, has started to corrupt the very earth, causing the stone to darken as if the the mountain is being transformed into onyx. This does not mean it's killing living creatures, however It is starting to have unforseen side effect's on other individuals that may live in the outskirts, causing birth defects and deformities in such individuals such as third arms, eyes in places there shouldn't be, and even tendrils for limbs. But that does not matter to Crawling Chaos, for all are welcome, and all are loved.


Guild Creation Review W0VTx2F MASTER





Gunter has chosen to make this guild and to become guild master due to his past experiences with the world. Being someone that lost his family at an early age due to corruption and heinous nobles, fleeing to Fiore and finding himself in a land rooted just as much in corruption as it was back home, is disheartening. Unlike most guild masters, Gunter is very much a wild card. When it comes to combat experience. He is a tactical leader that will watch, wait and study his opponents carefully, getting to know their motivations, who they are, why they fight, and everything else about them. He does so to use that in an art of war.

Being that he was raised by a tactician as his father and warrior as his mother, he's no stranger to war. He knows that loss will happen, and that he will lose members. However, with enough information, and with enough training in his guild mates and friends, he knows that any opposition and anyone that stands in his way will be crushed under an iron grip and thrown to the void.

In the guild, to his guild mates, he's a very caring and understanding individual that will not stand in the way of their own motivations. Gunter is even accepting of guild mates that want him dead if that is their goal. He will not stand in their way, but if that's something they choose, he lets them know that they only have one shot. So they better make it count.


 Guild Creation Review W0VTx2F TITLES



  • The Smiter: User is capable of using Consuming Void. This spell does not take up a spell slot of the user.

  • The Watcher: User is capable of using Blind Dreamer. This spell does not take up a spell slot of the user.

  • The Corrupter: User gains access to the Corrupting Chaos ability. This spell does not take up a spell slot of the user.

    Guild Spells/Abilities:

    Name: Consuming Void
    Rank: S
    Mana Cost: 1000
    Requirements: The Smiter title
    Type: Offensive
    Element: Arcane
    Range: Topic
    Cooldown: Once Per Topic
    Duration: Instant
    Effect: The user raises the their hand into the air and points it to the sky. Almost instantly, a storm of shadows will appear in the skies above and a beam of magic will strike down upon those considered as enemies of the user. The bright beams can't be dodged and it causes 1x S-rank damage to the targets. The damage bypasses equipment.

    Name: Blind Dreamer
    Rank: S
    Mana Cost: 1000
    Requirements: The Watcher title
    Type: Supplementary
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user snaps their fingers. Everyone in range will lose all ongoing sensory, detection, invisibility, or flight based spells and will be unable to be cast any until this spell has stopped being sustained. The caster and allies are affected as well, but there's no additional cost per target. The spell is instantaneous and cannot be dodged.

     
    Name: Corrupting Chaos
    Rank: S
    Mana Cost: 500
    Requirements: The Corrupter title
    Type: Debuff
    Element: Darkness
    Range: 16m
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user crosses their arms. A flow of shadow and mist flows outward in a all directions from the caster and moves with them. Anything touched by it receives an A-rank debuff to Constitution and A-rank damage per post as long as they are in the area. The spell does not affect the caster.


 Guild Creation Review W0VTx2F PERKS




Level 1:

  • The Grind: The member may apply for one extra Neutral Quests per week.

Level 2:

  • Cosmic Offering: The user receives an additional 10% jewels from completing Good, Bad, and Neutral Quests.

Level 3:

  • Abyssal Legion:  Bypass travel to  respond to any hostile guild conquest/invasion, or guild raids as long as it's in guild hall's city.

Level 4:

  • Dark Tribute: The user receives an additional 20% jewels from completing Good, Bad, and Neutral Quests.

Level 5:

  • Easy Time:The user receives a 30% word reduction on Serving Time in Prison


 Guild Creation Review W0VTx2F Members




  • Founder: Tempris Ashflare

  • Founder: Fala

  • Founder: Rinni Faithe





  • Member: Avianna Brandt

  • Member: Destin Eaves

  • Member: Alistair Morningstar

  • Member: Akushitsuna Mono

  • Member: 

  • Member: 

  • Member: Ikazuchi Kumo

  • Member: Jikan Supēsu

  • Member: Glory Nakamura-Halphien

  • Member: Blake Vanderdekken

  • Member: Shichiro


#6Esperia 

Guild Creation Review Empty Tue Jun 08, 2021 8:34 am

Esperia

Beyond Divinity





~What is there beyond divinity?~

It is that question that has led to the creation of the organization that is commonly referred to as 'Beyond Divinity'

In the aftermath of the Sentinel Syndicate their disbandment, the North quickly started to fall under the threat of outlaws and criminal organizations. However, while the government and the light guilds turned a blind eye to the suffering of those people, one saw an opportunity.

Using her power and connections, Esperia disguised herself as an enigmatic figure called the 'Emissary' and took care of the threats, the mysterious knowledge she possessed over all, and the power at her disposal quickly led to the common folk to mistake her gift as a divine blessing.

While the young woman amassed a large following in the form of a cult, the truth was that she planned to use their support to help her organization with a much more complex goal:

As one who had traveled directly into another dimension: The realm of Asgard she knew that the deities people worshipped were actually gods, but what about other deities? What about other religions? Was there even a realm beyond the veil where even the divine were considered mortal? A place... Beyond Divinity?

Her curiosity and desire for knowledge made Esperia adamant in discovering this, rallying people under her banner with the promise of aiding them in their personal ambitions, as long as they wouldn't conflict with her goal of discovering what was beyond.


REGULATIONS





  • The User may take Good, Bad and Neutral quests

  • Under no circumstance should guild members attempt to disrupt the guild's research into what is beyond the veil of dimensions.

  • Members should do their utmost to investigate other realms and dimensions and report on their experiences

  • Under no circumstance is it allowed to reveal the identity of the Emissary, the Watcher, the Speaker or the Paragon, or the location of the Guild by a guild member, doing so will cause the cult member to suffer an intense headache and be forced to mumble in frightened paranoia for 5 posts.

  • While it is allowed to earn a bounty or contract, your own personal motives and goals should never endanger the goal of the organization.


BUILDING





Since Orchidia is known as a place where its people try to live alongside nature as much as possible the founders of the Beyond Divinity attempted to carry on this tradition in the design of their guildhall. Situated within an enormous lake, should someone attempt to enter the lake they will instantly find themselves able to breathe and walk on the surface of the lake.

While the interior of the lake seems to represent an ancient city of a long lost civilization, most of its buildings are oddly enough empty aside from one giant tower within the center of the city:

Situated on the base floor is a large lobby which also serves as a general meeting room or a lounge to relax at when there isn't a meeting going on. Once one ascends to the first floor there are rooms dedicated to the personal quarters of each member, being given the opportunity to model their own room as much to their liking.

A third floor leads up to a spacious room containing the personal office of each of the title-holders with a central space being used to discuss matters among each other in a semi-private matter. This floor also contains access to the rooftop where a spacious terrace allows one to oversee the surrounding area, including a makeshift magical barrier device from a foreign country that helps shield the terrace from having people fall off the tower.


MASTER





Formerly serving as the advisor to the Sentinel Syndicate, this young witch is known both for her immense amount of magical energy and her outlandish magic prowess. In the aftermath of recent events and a terrifying revelation to Esperia, Esperia's moral compass led her to make the decision that in order to create the future she desires, Esperia would need to walk a different path.

However, this plan backfired when the internal plays of the Magic Council led to the creation of a new organization that was initially meant to be used for Esperia's purpose, forcing her to adapt to a new plan after the government had well and truly forsaken her noble intentions.

Despite all this one thing that never perished, was her genuine curiosity at what was beyond the veil, having traveled to another realm before, she knew deities were simply 'Otherrealmers' and she desired to discover what was hidden beyond that veil

A clever trickster and manipulator with an the end justify the means mentality, this mindset made Esperia answer the call for aid from the helpless in a very dangerous manner. Shrouding her identity in secrecy, she introduced herself as the 'Emmisary' an individual who could hear the voice of the world, and that she had come to answer the pleas of the helpless people, those who were abandoned to their own fate by the heroes of the light.

Her strength and knowledge over various subjects quickly earned her a large following, one that by all means could be called a 'cult', and with the aid of several powerful individuals at her side Esperia intended to turn her promise into more than lipservice.

While Esperia might come over as a playful and kind woman with a mysterious agenda of her own, she clearly holds little patience for those who she perceives as truly evil which shows in her cruel judgemental nature toward them.


TITLES



  • The Watcher:
    Name: Ethereal Identity
    Rank: S
    Mana Cost: 500
    Requirements: Watcher title
    Type: Supplementary
    Element: None
    Range: -
    Cooldown: 30 Days
    Duration: Sustain
    Effect:
    The Watcher is able to erase any presence of the founders their true identity from the minds of those they encountered. While this does not make the user forget the 'true identity's existence' they will simply lose any memory of the connection between the Founders and the person behind the mask.

    As a result, of this spell people will often find themselves forgetting who Founders truly are, even if they knew their true identity in the past.

  • The Speaker:
    Name: True Salvation
    Rank: S
    Mana Cost: 500
    Requirements: The Speaker title
    Type: Supplementary
    Element: None
    Range: -
    Cooldown: 30 Days
    Duration: Sustain
    Effect:
    As the embodiment of the manipulative nature of the Ascians, the user is able to rally the common folk to their cause. This will essentially make even ordinary civilians consider the caster to be righteous. Any aggression initiated against the caster will make the target receive the bounty equivalent of fighting a person of the same rank. This is represented by civilians protesting against the aggressor.

    Should the user wish, they can leave the topic during the commotion, or fight back without gaining a bounty for that particular fight. The important part is that the user can't, by any means be the first to open aggression against the target.

  • The Paragon:
    Name: Unsundering
    Rank: S
    Mana Cost: 500
    Requirements: The Paragon title
    Type: Supplementary
    Element: None
    Range: -
    Cooldown: 30 Days
    Duration: Sustain
    Effect:
    Being considered the founder that represents the values of the guild to the extreme, this 'Champion' possesses the secret spell commonly called Unsundering.

    What this spell does is a reverse summoning so to speak: When in a topic the Champion is able to create a portal that can summon any willing Founders of the guild into the thread. Usually used when the Paragon is outmatched or outnumbered. The moment a founder accepts the summon they can no longer start a new topic in their old location.



PERKS



Level 1:

  • The Travelers:
    Those who embraced the way of Beyond Divinity have been gifted with a peculiar talisman that grants them the ability to travel into other dimensions and realms: The user is allowed to do a single storyline a month in another realm focused on investigating the realm, this additional storyline can't give a custom.

Level 2:

  • The Emissary's guidance: The user gets a 10% experience increase in completing their Quests and storylines.

Level 3:

  • The Ancient Convenant:
    When doing a storyline with another guild member, the user is able to bypass the usual rank limitations and take quests up to 2 ranks above their own. However, they need to participate in the entire storyline. Should they be in a quest above their ranking, the rewards for them will be scaled to their limit.

Level 4:

  • The Emissary's favor: The user gains an additional 20% experience from completing their Quests and storylines

Level 5:

  • Knowledge over All:
    The user's constant adventures into other realms have given them knowledge over all sorts of matters and subjects, as a result when dealing with merchants to purchase something from the store, the user gains a 30% discount



Members




  • Esperia: Guild Master/The Emissary

  • Priscilla: Founder/The Speaker

  • Tomoe Tanaka: Founder/ The Paragon

  • Azure:

  • Jin Tatsumi:




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