Friday, October 18, 2013

To let you all know more about the guilds. (Common knowledge)

This entry will just inform you about the current guilds in the game.

Warrior's Guild  Guardian's Guild (I'm an idiot, okay?)

           The warrior's guild is made up of five ranks: Recruit, Warrior, Guardian, Specialist, and Master. The task of gaining these ranks is no easy one. There is a Head Master of each guild, but the Warrior's Guild is so large large that is contains it's own council to help with job commissions and promotes the guild.

           As a recruit you'll deal with troublesome citizens. Although, the guild is misinformed, or bribed to kill someone, although who, you don't know. You may need to discover that yourself as a new recruit, even if you're going outside your ranks to perform higher job levels. If you do a good job and keep is clean, you'll obviously be rewarded and praised highly for your efforts.

           When you become a Warrior, the first thing you'll get to start doing is martial training. The training at this level is weak, but remember, it's not easy leveling the ranks in this guild. There are more members in this guild than any other, and the council have debated on increasing the number of ranks, although the Head Master prefers to keep the ranks a tradition and keep them the way that they are.

           Guardian's and Specialist are similar, and sometimes the rank doesn't quite describe how good someone might be at their job. For example, Guardians do what you think they would, guard. Specialist are the strikers, the specialize in killing. The ranks are set this way to teach a better fundamental purpose to being a true warrior in the eye's of the Goddess. An exceptionally good Guardian can prevent a decent Specialist from killing their target, and vice verse. They're not assassins, Specialists, but they could be if they wanted to. They're a team of elite warrior's with many years of training.

           Masters are rare, and bluntly, there are fewer of them every year. People want to do dirty deeds, cheap tricks, and bribe people to get by within the Warrior's Guild. It takes honor to be in these ranks. Masters are in a completely different league than any of the other guild members, with the exception of the head master. In the Warrior's Guild, there is only one way to become a Head Master, and that is to defeat five Master rank warriors.

This fight must in a team of five vs. one, no battle royal of six people. If you worth isn't proven, you're not allowed to retake the challenge. Masters are considered to be the best of the best and therefore, by the council of the Warrior's Guild, can not improve. Some members believe that is not true due to legendary members, such as Tardis's Grandfather, Tyreal.

           Tyreal was said to be the greatest warrior who would ever live. He can make a weapon from anything without trying. They said he lived to be two-thousand years old and never suffered an injury once he became Head Master. Tyreal's test was also the world record breaker of Head Master's test. In a single swing of his halberd, without hitting the masters, knocked them out by the force of his swing and not the steel of his weapon. Tyreal was considered too dangerous and was banished from the Warrior's Guild by the council. Tyreal was never seen again.

Wizard's Guild

           The Wizard's Guild was a small guild to begin with, when magic was first birthed back into the universe. This was because no one really knew about it. Eventually scientist found that magic acted like a single celled organism, similar to a parasite, but on a massive scale that spanned from one end of the universe to the other. Although magic in this universe doesn't cause harm to people, it can give the wrong people power to change the laws of physics.

           Magic, as the organism is called, can create anything from itself, and replenish itself again over time. People that began to first understand this power and new found gift were scientists. Using magic with science and technology became more and more dangerous over the technological advancements of mankind, so the council aboard the Nexus banned the practices of combining magic and technology. Leaving many scientists without purpose, except with their new powers. They studied their power, learned to control is, mastered it even, and eventually formed the Wizard's Guild. The Wizard's Guild is similar to the Warrior's Guild in its ranks.

           There are five ranks: Magician, Mage, Warlock, Wizard, and Master Wizard. These ranks vary in job descriptions based on what the person wants to learn in a certain school of magic. The school of magic are as follows: Spell Casting, Aura, Alchemy, Enchanting, Dispelling, Curses and Hexes, Black Magic, White Magic, Summoning, and Special Magic.

           Spell Casting is exactly what is sounds like, the fundamentals of casting spells, the elements you can cast, and how to prepare incantations for spells. Many young wizards take this class to begin their training.
            Aura is a martial art, physical combat form of magic. Monks practice this type of magic if they've been infected by the magical arts. They are increase their defenses, heal themselves, create barriers around themselves, or anything that involves using their own body as their implement. This is considered the hardest form of magic to master because Aura Wizard's must have the physical conditioning of a warrior.
            Alchemy is simply mixing different concoctions to see what the effects are. There are simple potions to powerful alchemical bombs, or even strange creatures that accidentally get created by mixing the wrong (or right) ingredients together.
           Enchanting involves taking an object and improving way beyond its normal limitations. A wooden stick can become a powerful one ton mace only someone with insane strength could use, or a child with enchanted bracers that add strength to their own. The down side to enchanting yourself is that its usually illegal except in sports where enchanting is permitted. Most enchantments that enhance the body in an unnatural way are banned from all practices. However, certain enhancements are allowed, such as personal protection enchantments that prevent cuts, bruises, scratches, or burns. Longer life span enchantments are given to certain people that want them, and sense enhancements are welcomed at all times, especially to children during school hours to help them focus and really absorb their school work.
           Dispelling is the knowledge to cancelling out other spells completely. Only certain kind of wizard's use this knowledge, but it's a basic fundamental knowledge that they must learn to protect themselves.
           Curses and hexes aren't exactly bad all the time, some curses are good, and well hexes are generally not. However, hexes are considered a unique kind of spell casting for wizard's who can't cast spells normally. Hexes are an alternative to spell flinging. For example, instead of conjuring a fire ball and firing it, a hex might drain the strength or magic from another wizard, or slow them down.
           Curses are really unique and focus around manipulating the mind. Curses are banned in all countries, but are still available to be taught, and practiced in controlled environments. Curses for evil intentions usually involve making someone think they're reliving their personal nightmares for the rest of their life, when really they're standing in a crowd of people just screaming for no particular reason, or making someone experience pain for any amount of time. Some curses are good, such as making yourself or someone else happy when they're sad. It's more of an illusionists of the mind game. Most good curses used are the ones in brothels, to make customers experience intense arousal and pleasure. This is still considered banned and illegal, but curses don't have incantations, so it's hard to tell when someone is using them.
           Black Magic isn't practiced in the Wizard Guild. It's only studied. It's outlaws by all planets and governments because it takes a portion of the organism and manipulates it for the casters own benefit, such as killing people infected by magic on a massive scale. Black magic is, and always will be considered evil. White magic is the opposite, and is used by healers, priests, doctors, and other medical professionals.
           Summoning is a controlled privileged in the world. It uses magic and creates another life form. It's illegal to summon certain creatures, although still allowed in controlled environments. Guards and police use special goggles to tell if something has been summoned. Things that aren't allowed to be summoned are other humanoids, foul beasts/creatures, golems, or anything else that is going to be considered alive for the intention of living. Golems and beasts that aren't alive, but are still physical illusions are considered safe to use, however, are still banned in public areas except when defending yourself. Those non-living summons are only alive for the during of which the summoner permits them. The summon does not have a mind of its own, but instead shares a mind-link with the summoner.
            Finally, special magic is special because it involves an interesting usage of spell casting, summoning, curses, enchanting, and other magic all wrapped into a single spell. For example, casting a volley of arrows from your hand. Not really an element, but still a ranged attacked with summoned wooden steel tipped arrows still would kill things.

           Magic in this world has made most military power obsolete. Police must use spell breaker bullets to break through barriers, although they don't work against the more powerful barriers or enchantments. Primitive weapons such as the bow and arrow, sword, and similar tools, are actually more effective during this time because technology is easily out classes by magic. Wizards, even a beginner, could make a nuclear bomb turn around and go back to its original position. Children are able to hack computers with encrypted passwords with encryptions. These reasons are only a couple, of why magic and technology are banned from each other. Wizard's can't make a sword turn around and attack the user, unless they're a master at special magic. They could however, use a hex to heat the metal, or curse their opponent to thinking the sword is a snake, or anything like that, although it doesn't work with special magic detecting goggles.

           The reason behind the Wizard's Guild is to learn from magic, practice it, and grow from it. Since magic was introduced to the world the Wizard's Guild has played a huge part in the universal peace treaties. The Wizard's Guild is almost are large as the Warrior's Guild, although with smaller numbers, it is considered more powerful because of the influence they can have over people.

Hunter's Guild

           The hunter's guild is very, very unique. It's rather small, and a local guild in the world of Symphone, but it's got a secret they want to keep hidden from everyone. The hunter's guild aren't exactly assassins, although, that's what they say. They are instead, calling themselves bounty hunters. Although not many of their missions involve bounties of the human kind.
       
            The Hunter's Guild has a reputation for killing monstrous beasts. And they only want the meanest, biggest monsters out there. The Hunter's Guild is responsible for rare beast slaughters in the past, and has said to cease their pouching actions. However, word get's around easily and people believe that they sometimes make certain deals with the Thieve's guild. They obviously do not claim this accusation, but instead fight against it.

           In the past, the Hunter's Guild used to slay dragons, trolls, lamia, demons, angels, anything they could to get valuable... Body parts. Angel feathers, dragon scale, horn, teeth, troll fat, eye, skin, lamia vemon, fangs, anything. They were very, very good at it. They don't have a rank system. (If someone said there was one in the game, I'll remove it.) Instead they have a "Do what's on the list" system. They post jobs in a book for people to take and they know you succeeded when you come back with your kill. They teach not only stealth, but strategical powers of the wild. The Guild Master, and only Guild Master, is an elf named Jin (Again, will change in game) Jin is the founder of the Hunter's guild, and is over 500 years old. He's been the head master for a few hundred years.

Thieve's Guild

           The thieve's guild has no ranking system. No known history, and a bad, bad reputation. They're hunted by an extremist group called "The Order" and so far the thieve's have done well to not get in their way. Not much is known about it, but from rumors, there's not even a master. The thieve's guild chooses their target to join. You don't get to join them by asking.

Adventurer's Guild (new)

           This guild was recently introduced in the game, and is apparently 50 years old, a new guild. This guild is called "The Baby Warrior's Guild" by muscle head's at that guild. This guild helps everyone, and I mean everyone. They have 0 bad reputation. They do any job for anyone, for a good deed though. The guards love them, the police love them, the thieve's guild laughs at them, everyone else enjoys what they stand for. And that, is adventuring. They hunt, like the hunter's guild, they cast magic, like wizards, they beat people up, like the warrior's guild. They do it all, in small ways. They have special trainers for the guard's and police that help new recruits learn new things like spells, stealth, or powerful attacks.

Joining this guild has no down side, unless someone ends up hating them, which also includes you if you join them, and they try to... well... kill you.

I'm a work and ran out of time to get more detailed with the last two guilds, but those are the basics. Thanks for reading. =)

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