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Paradise Dawn

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#1Khalfani † 

Paradise Dawn Empty Mon Mar 21, 2022 12:04 am

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.


  • 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.


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.


The leadership of this guild changed quickly. It had gone from the first Guild Master, Khalfani Morningstar, who gathered some of the strongest people in Fiore, to now being led by the Second Guild Master, Yuurei Starlight. He is said to be one of the most fearsome mages within Earthland, but even then Yuurei is known to be a kind soul, who just enjoys a good fight over anything.

He has the heart, voice, and side of the people and they definitely see him as a leader within their region. The invasion with the giants depicted that he was someone that they could count on and brought many people within the guild to understand that there was truly a great leader within Yuurei. Yuurei sees everybody in his guild as people he wants to help out no matter what. They are like family to him, but he just does not like seeing the innocent harmed.

Guild Spells

  • Name: Entering Dawn
    Rank: S
    Mana Cost: 1000
    Requirements: Paradise Dawn
    Type: Supplementary
    Element: Arcane
    Range: -
    Cooldown: Once Per Month
    Duration: Instant
    Effect: The guild, known for its ability to monster hunt for other countries, alongside doing various hidden things within the countries, and even their own, need to be able to get to specific locations to help their allies, and even get out of a difficult situation. The user touches their guild insignia and a magical circle representing their color will appear in two different locations. This will grant the person using this spell two things. It will either allow them to be able to locate anybody that they consider an ally and teleport to them if they are in need of help, no matter where in the world they are, or it allows them to bring forth an ally into the topic if willing no matter where they are. This is not a means of traveling, and they will still be in the region they were in when using this spell, and the same for the person entering topics. When joining a combat topic, whatever durability on their items, mana they had and spells that were on cooldown in that topic will be transferred over to the combat topic as is. This cannot be used to flee a topic.

  • Name: Paradise Armament
    Rank: S
    Mana Cost: 1000
    Requirements: Paradise Dawn
    Type: Defense
    Element: Arcane
    Range: 100 meters
    Cooldown: Once Per two week
    Duration: Sustain
    Effect: The guild represented to help those that need their help, are able to offer their ability to defend the people around them. The user touches their insignia, and it will glow. Multiple magic circles will appear around everybody that the user considers an ally. This will engulf everyone and themselves in the armor of the god of war. This will be magically created and not the real thing but will be stronger than any armor the user can create. This allows each player covered with this to block up to 4xS rank worth of damage before dispersing. This spell coming from the insignia cannot be dispelled by nullification magic.

  • Name: Paradise’s Dawn
    Rank: S
    Mana Cost: 1000
    Requirements: Paradise Dawn
    Type: Offensive
    Element: Arcane
    Range: 100 meters
    Cooldown: Once Per Month
    Duration: Instant
    Effect: The guild represented freedom and the ability to do what they want without crossing the line, the user who chooses this spell will activate it by touching their insignia. This will create a cone of energy that expands out to 25 meters wide hitting everyone across the field. This will damage everyone that is considered an enemy throughout the field instantly. This will do 2x S rank damage to those who are considered an enemy or intruder to the user using it. This will also do 1x S rank damage to the target’s items that were hit by this move as well.


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.

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