Guild Ties Discussion & Info

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Guild Ties Discussion & Info

Post by JerriLeah7 on 8th May 2017, 2:33 pm

Guild Ties Discussion, Setting & Information Thread


Welcome to the World of Braeguard, a lone and large continent surrounded by a vast ocean that has never been explored. This lone continent is the home of three separate countries, one of which is directly in the center between the other two and is run by a joint council, whereas the other two are run by a monarchy.

The country in the northwest is known as the Holstein Kingdom and it is led by King and Queen Arshield. The most prominent Guild in this region is the "Blazing Swords."

The country in the southeast is known as the Sarrice Kingdom and is led by Prince Tarren. The most prominent Guild in this region is the "Sheherazade."

The country in the center is known as the UMS, or the United Merchant States, which is led by a council that is selected from both Kingdoms and is founded to maintain tranquility, relations, and governance of the disupted lands between the kingdoms. The most prominent Guilds in this region are the "Walsh," "Infinity Edge," "Valoria," "Rhodes," "Quinsenterra," and what used to be "Dark Ascension."

In this continent, there are two separate councils. The first council, which runs the UMS, are known as "The Unfortunate Thirteen," as they are elected for life to handle the duties of commerce, trade, taxation, domestic protection, law enforcement, and infrastructure.

The second coucil, known as the "Guild Council," run the overall balance between Guilds and the populace of magic users. This guild is made up of the senior most member of each established guild and is expected to govern all magic users in general.

The purpose of the Guild is to protect and negotiate terms and benefits of its members, as well as to provide services to the common populace of non-magic users via the bounties issued by the UMS Council. Each Guild has a Guild Master, but not all guilds have the same values, methods, or structure.

This role-play is set in the early industrial time period, where trains have just been developed, but are not used for transportation. Transportation consists of walking, horses/carriages, and ships. Medieval weapons are allowed, but it is preferred to only be used by Magi when they aren't using magic at the same time, to fit the style of the RP. (Unless their magic is a weapon, obviously.)



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Next Post: Guild Information


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Re: Guild Ties Discussion & Info

Post by JerriLeah7 on 8th May 2017, 2:37 pm

Guild Name:  Blazing Swords

Guild Master:  Rook "Battlemaster" De Ro'dchester

Guild Symbol:  Red sword sheathed in orange flame

Guild Slogan/Motto:  "Join us, or fight us."

Location:  Holstein Kingdom, Royal Capitol City "Terrenia"

Guild Goals:  Make Money, Expand Influence, Devastate All Opposition

Guild Structure:  Pseudo Militaristic--Military based structure, but mercenary loose

Active PC Members:  Sylmeria Groff, Nymeria Sonata

Guild History:
Spoiler:
The "Blazing Swords" was founded twenty years ago by a mercenary, Jay Parks.  Though it was only a small guild during his ten years of being the guild master, it remained successful in that it maintained a low crime rate within its region of the capitol city and became quickly established by the council through its fast pace in completing guild quests.  After Jay stepped down from the guild, Rook took over, leading the small guild for five years before it grew enough to become prominent, not only for its numbers, but for its outstanding aggression, especially in the Guild Games.   It has been in one of the top three placings of the Guild Games for the last five years.


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Guild Name:  Infinity Edge

Guild Master:  Ilyana "Justice" Tsundre

Guild Symbol:  A green infinity symbol with a yellow dagger looping through it

Guild Slogan/Motto:  "Justice Prevails"

Location:  UMS and Sarrice Border, Perta City

Guild Goals: Protect the Guild and City Residents, Prevent Crime, and Expand

Guild Structure:  Ranks are earned by a series of trials, all ran by the Guild Master and other S Ranks.

Active PC Members:  Tanaka Ryūko, Claire Alexandra Lokhorst, Xiax Vemiborpela, Hamlet 'Ham' Napolitano, Juliette 'July' Napolitano

Guild History:
Spoiler:
This guild was founded thirty-three years ago, though the founder's name has been lost over time.  The original goal/purpose of this guild is unknown, but the symbol and title have remained the same.  The current guild master has led the guild for the past sixteen years, promoting justice, law enforcement, and honor.  Though this guild has been viewed as ruthless in their methods, it is still loved by the local people.  This guild has never before participated in the Guild Games, but has become prominent within the last year and is rumored to participate in the upcoming year.


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Guild Name:  Quinsenterra

Guild Master:  Lady Aurella De Gant

Guild Symbol:  Pink and Blue peacock feather

Guild Slogan/Motto:  "Beauty is refined."

Location:  UMS and Holstein Border, Gir'ratown

Guild Goals:  Promote high self-esteem, assist those in need, become the definition of refinement

Guild Structure:  Loose, unorganized

Active PC Members:  "Lady/Madame Silk" Challant, Princess Sonja Kristine Rosenburg

Guild History:
Spoiler:
This guild was founded by Lady Aurella De Gant a mere three years ago, climbing up the ranks quickly and steadily and becoming prominent within royal social classes.  Though the guild is generally liked by the people and many royal bloodlines, other guilds tend to dislike this guild, finding it "conceited" and "stuffy."  However, the Guild claims to accept any who is interested, commoner or royalty alike, despite the large intake of mostly "beautiful ladies."  It is rather slow on completing Guild Quests and has participated within the Guild Games, but has never made it far.


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Guild Name:  Rhodes

Guild Master:  Connor Elriddien, "The Shield"

Guild Symbol:  A red, kite shield with small, silver streaks throughout
Spoiler:

Guild Slogan/Motto:  "We commit."

Location:  Holstein and UMS Border, Carter's Town

Guild Goals:  Protect and Serve, Inner Competition

Guild Structure:  Based on inner competition, skills, and membership length

Active PC Members:  TBA

Guild History:
Spoiler:
Rhodes was founded twenty-five years ago by the founder of the Guild Games, where competition is valued as a huge magical improvement within all Guilds.  Sarah Gilmore, who resigned her station as the guild master eight years ago in order to oversee the Guild Games in an unbiased point of view, still runs the tournaments today and has yet to offer Rhodes a top spot within the Games.  Connor has led the guild for the last eight years, rising them up into prominence with their inner competition, which is the only "true" way to rise in the ranks, as far as its members are concerned.  This guild has many public competitions with its own members, providing local entertainment.


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Guild Name:  Sheherazade

Guild Master:  "Rex"

Guild Symbol:  Black lion's face with a gold mane

Guild Slogan/Motto:  Daisan Zeruko

Location:  Sarrice Kingdom, Essentia City

Guild Goals:  Artifacts Discovery and Guild Growth and Improvement

Guild Structure:  Based on skills, Guild Quest History, and possibly Archaeology finds

Active PC Members:  Ryla Tarslen, Daisan Zeruko, Iasrite Tsundre

Guild History:
Spoiler:
The Sheherazade was originally founded by an archeologist known as "Rex" forty or fifty years ago.  Dedicated to discovering more about the past and introducing it to the world, it became a goal of the guild to find artifacts whilst away on Guild Quests in order to help the people and be an "archeology guild" at the same time.  As each guild master retires and is replaced, it has become a tradition for the new Master to be stripped of his name and become the next Rex.  This guild is generally quick with completing quests, very friendly towards the general public and other guilds, and participates regularly within the Guild Games, generally making it within the top five places.


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Guild Name:  Valoria

Guild Master:  Mia Al'verowich

Guild Symbol:  Silver star in the center of a purple plus sign that is outlined in a circle

Guild Slogan/Motto:  "Time remembers the name of one with success."

Location:  UMS, Holstien, and Sarrice Southwestern border, Chanda Lake

Guild Goals:  Guild Growth and Renown, Achievement, Recognition

Guild Structure:   Organized, generally based on skill, experience, and Quest achievements

Active PC Members:  Jacobi Rovengo

Guild History:
Spoiler:
Valoria was founded a year ago by Mia Al'verowich, who desired success and achievement and demonstrated that desire with an accomplished and quick rise into high Guild Quest completion scores and a steady climb within the Guild Games.  Addtionally, Valoria is known to randomly challenge other guilds for local and non-local entertainment, so as to "improve relations and skills" within both Guilds.  This guild is rather new, so there is much less known of its members and goals other than that of its ambitions.


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Guild Name:  Walsh

Guild Master:  Alexandre H. Grey

Guild Symbol:  Blue Phoenix with white streaks throughout

Guild Slogan/Motto:  None

Location:  Sarrice and UMS Border, Near the Jargot Mines

Guild Goals:  Guild Growth, Civilian Protection, and Guild Games Championship

Guild Structure:  Loose, but organized.  Based on guild duty history and experience

Active PC Members:  Chitanda Yuzuki "Yuzu"

Guild History:
Spoiler:
The Walsh is a Guild with an unknown founding history, but is generally heard to have only been established for up to around twenty years.  This guild has a fun reputation, one that is simply "laid back" and focused on helping the locals, competing in the Guild Games, and helping their own.  For the past ten years, the Walsh has been within the top five to eight places of the Guild Games, winning the championship once four years ago.


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Guild Name: Ferrum Coordinator

Guild Master: Rodimus Penn

Guild Symbol:
A red shield with a black design of a fist holding a hammer above a small flame

Guild Slogan/Motto: "Always building. Always advancing."

Location: UMS

Guild Goals: Develop new technologies, make metal goods for trade

Guild Structure: Fairly loose, but structured around metalworking and engineering skill

Active PC Members:  TBA

Guild History:
Spoiler:
Rodimus, a skilled metalworker and accomplished magic user, created this new guild to further the technology available and create new ways to use metals. He opened his guild not only to ambitious engineers but also to magic users specialized in manipulating metal. The guild commonly makes a revenue out of selling weapons, mechanics, and other steel goods while working in groups to make new inventions and improvements.


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Guild Name: White Cross

Guild Master: Ryushi Hirose

Guild Symbol:
Spoiler:

Guild Slogan/Motto: ''Spirits and Human alike are our friends.''

Location: UMS and Sarrice Border, Aer town

Guild Goals: Help victims of bad spirits by purifying those or exorcising if needed. Help spirits in need so they may then rest in peace. Help those with spiritual powers to find themselves a place as not everyone understand what they may be going through.

Guild Structure: Organized, but one may feel like they are a big familly.

Active PC Members:  Ryushi Hirose, Nadleeh Thessalonica

Guild History:
Spoiler:
Ryushi Hirose, born with high spiritual powers would first think his gift had been a curse all along... but after growing up and being accustomed to his powers, he

came to see that it was a gift regardless of the trouble it may cause. Wanting to help as much as he could the people around him with this power, he quickly earned support

from several people he helped in the pass. Although the guild has been created not this long ago, it has been growing quite well. They just recently were able to get an

actual base, a temple within Aer Town between Sarrice and UMS border. Some may say the guild have a bunch of weirdos, but anyone who delt with them know that in truth they

are truly helping and have a warm heart just like their guild master.


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Guild Name:  Star Sound

Guild Master:  Lord Arumand Crye (Lord * Ah - rue - mand * Cry)

Guild Symbol:  A "circle' of musical notes that touch end to end, but shape a star, rather than a circle.

Guild Slogan/Motto:  "Live to your own melody."

Location:  TEMPORARILY: Holstein Kingdom, Royal Capitol City "Terrenia"; within the Crye Estate House

Guild Goals:  Create Music, Enjoy Music, Serve the People, & Freedom of Individualism

Guild Structure:  Scattered and chaotic, as the Guild is still being established.

Active PC Members:  Kaimele Manistique

Guild History:
Spoiler:
There is no history...yet.  This guild is currently being established with the assistance of three of Lord Crye's best friends.  However, he's open to recruitment--and fast.  He's getting jobs on the start and it's going to be one hell of a ride.  Hopefully, musically inclined will find it in their hearts to join up and to help the people in their own way.

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Guild Name:  The Darkness Shrouds

Guild Master:  Nekron "Shadow Caster" Scarlet

Guild Symbol:  A blue skull with an open mouth spewing out a cloud of black smoke.

Guild Slogan/Motto:  "The darkness doesn't cause your disasters."

Location:  Bottom left part of Sarrice Kingdom

Guild Goals:  Show that they aren't villains, make money, maintain some isolation, and protect others.

Guild Structure:  Based on skill, then guild quest history

Active PC Members:  Elizabeth Scarlet

Guild History:
Spoiler:
The members of the guild The Darkness Shrouds are: Nekron "Shadow Caster" Scarlet with the power to summon things from shadows, Miguel "Beast Boy" Antonio Jalapeno Vanderez with the power to shapeshift into animals that he has seen, Christy Night with the power to turn her body into any material she touches at will, Alexander "Xander" Night has the power to cast one of four types of magic from his pistols, Elizabeth "NLG (Nekron's Little Girl, mostly to those that want to piss her off)" Scarlet with the power to teleport people.

The Guild was made by Nekron on the day that his daughter Elizabeth was born. This was done to give her a "safe place" to meet new people and go out to explore the world on her own. Although the guild is good, it does have a hint of evil in it, this is caused by the guild-master, who has turned over a new leaf when his daughter was born. It should noted that the guild tries to do good and be at peace with the other guilds, this is done by not always communicating to the other guilds of what is going on at the guild. The guild has been going on for about 16 years now, and has five members including the guild master. This is due to the lack of posts of wanting new members for the guild. Each member is normal chosen and accepted into the guild by it's master Nekron although one member was accepted by request of Elizabeth, who holds a small control over the guild. She also is in control of the guild when the master is away. The guild might be small, but the members do work very well together, which is what makes them strong.

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Next Post:  Currency & Map Information


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Re: Guild Ties Discussion & Info

Post by JerriLeah7 on 8th May 2017, 2:54 pm


Currency


Copper >>> Silver >>> Gold >>> Platinum

Most commoners use silver, and a slight amount of gold from day to day. Most Merchants deal with golds and guild quests are awarded in Gold.

We will go with a simple monetary system:
10 Copper = 1 Silver, 25 Silver = 1 Gold, 100 Gold = 1 Platinum.

Copper coins are about the size of a quarter, Silver and Gold about the size of a Nickel, and platinum is about the size Dime.

Animals and materials probably cost a lot of silver, more precious materials probably cost gold. Weapons most definitely cost a fair amount of gold, considering that they take time to make.


Post Format



When posting with your character, these are the requested information that you provide before each post that you make. It is of course, perfectly okay if you forget to add any of this information to your post, it is simply requested to make the RPM's job simpler as she runs the role-play. Thank you.


Suggestions: (All are optional, but preferred.)

--Location (City/Guild Hall Location)
--Estimated Time/Day (24 Hour System)
--ATTN Stamp (ATTN: Closed/Open/Character Name(s)/Etc.)



Example:

--Walsh Guild Hall; Saturday, 12:00pm (ish) --
[ATTN: OPEN]

Character Post


An optional table to use for location & time stamps is shown below, along with the code for its use.  This is entirely optional, but feel free to take advantage of this one.  If you'd like to split your table into three columns, rather than just two, simply change the number "2" to "3" in the first line of code.

If you have any questions regarding this code or table, feel free to ask in this thread!  Thank you!



[ATTN:  Silk, Rocket]
Gir'ratown; Quinsennterra Guild Hall6PM


Code:
[table class="moty"][tr class="moty-title"][td colspan="2"][ATTN: CLOSED/OPEN/NAME(S)][/td]
[/tr]
[tr][td]LOCATION STAMP[/td]
[td]TIME STAMP[/td]
[/tr]
[/table]



Maps







Guild Marks/Tattoos


A Guild Mark/Tattoo is placed onto a person via the Guild's Markist (or the Markist of the Guild's closest ally, if they do not have their own Markist), which is essentially a magical symbol meant to be placed without any pain. A Guild member can choose the location, size, and color of their mark. Should they wish to leave the Guild, switch locations, or even join a different Guild, the mark can be removed, resized, or shifted upon request.

Disclaimer


This role-play was created with inspiration drawn from the Fair Tail anime.  However, this is nothing like the actual anime and a huge portion of the role-play is, in fact, very original.  Please do not assume that anything is okay in the role-play because it was or is in the anime.  Thank you.
[/center]


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Re: Guild Ties Discussion & Info

Post by HikariKuragari on 8th May 2017, 9:42 pm

Should we link whatever happened in the old for the new peeps though or will that be vaguely explained ? Like some kind of resume of at least whatever happened to the world, as in major events like the storm ect or ? Just in case more new people join this and then discover they kind of came in the middle of something that was already ongoing ish ? I know there'll be a timeskip so it'll still be a clean start, but I think maybe some stuff should be explained in case some characters need to have some prior knowledge on some things that affected the world before they entered in.

Like I said I'm just wondering and just thinking about them having all the info they need for their character and stuff without having to repeat the generic stuff to each one of them, if its here it might be easier. Let me know what you think =3

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Re: Guild Ties Discussion & Info

Post by JerriLeah7 on 9th May 2017, 12:00 am

I already plan on posting up a brief summary. ^^

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Re: Guild Ties Discussion & Info

Post by HikariKuragari on 9th May 2017, 4:41 pm

Alright sounds good ;D, also I noticed the white cross pict died and I have no clue where I saved it if I did, but I'll try to find a replacement.

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Re: Guild Ties Discussion & Info

Post by JerriLeah7 on 9th May 2017, 8:12 pm

O-o The image works for me.

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Re: Guild Ties Discussion & Info

Post by JerriLeah7 on 12th May 2017, 8:36 pm

Guild Marks/Tattoos


A Guild Mark/Tattoo is placed onto a person via the Guild's Markist (or the Markist of the Guild's closest ally, if they do not have their own Markist), which is essentially a magical symbol meant to be placed without any pain. A Guild member can choose the location, size, and color of their mark. Should they wish to leave the Guild, switch locations, or even join a different Guild, the mark can be removed, resized, or shifted upon request.

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Re: Guild Ties Discussion & Info

Post by JerriLeah7 on 20th May 2017, 4:44 pm

Inquiry to all participators:

Ryushi Hirose (HikariKuragari) will be heading out to a mission that deals with the primary plot of the role-play. This quest, without giving away too many spoilers, will involve heavy spiritual phenomena, powerful magical creatures, and demons. ^^

Who is and is not interested in this mission? If you are not interested in this quest, there are several side quests that I will be happy to put some of your characters on, as well!!

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Re: Guild Ties Discussion & Info

Post by xenolion on 20th May 2017, 4:50 pm

I know that Jacobi has a mission of his own. I am open to my other characters being involved.

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Member:  Leah7, Aernith OC:  Mori Harubana Uteke Merrick  Anime:  Lance from Voltron,  Cheetara from Thundercats  Video Game: Jade Curtiss from Tales of the Abyss, Auron from Final Fantasy X, Quistis Trepe from Final Fantasy VIII,  Jin Uzuki from Xenosaga, Keats from Folklore.

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Re: Guild Ties Discussion & Info

Post by JulietHasAGun on 20th May 2017, 4:54 pm

Ham and July are up for it! Spiritual phenomena is July's shit.

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Re: Guild Ties Discussion & Info

Post by LightningFang on 20th May 2017, 5:12 pm

Elizabeth would be up for it, if she's allowed to go and if they need someone to help get them out of jams.
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Re: Guild Ties Discussion & Info

Post by HikariKuragari on 20th May 2017, 5:14 pm

I'm obviously in xD... Ryla could get involved too, just I'm still unsure if she'll be wanting more to take a break then be rushed toward something hardcore again lol. Unless they force her to be a higher level due to what we spoke about and then are like ''well since you're high level go do that stuff yo'' XD

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Re: Guild Ties Discussion & Info

Post by Ink on 20th May 2017, 6:33 pm

Doubt any of my characters would mind, really.

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Re: Guild Ties Discussion & Info

Post by RadioTanuki on 21st May 2017, 1:24 pm

And once Rockett is officially in, YES.... ADVENTURE AWAITS!! She would gladly like to go help, actually.... plus, I want her to get involved in the main stuff, if possible, even if she's untrained mostly, she'll just have to be put on the fast track training.... plus, we can say she has been training a bit in the mean time while the other stuff was going on in the time skip, maybe? Smile

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Re: Guild Ties Discussion & Info

Post by Phirron on 21st May 2017, 7:16 pm

Totally down for tossing Sonja into the plot. Was wanting to get her involved with the White Cross anyways. Given her rather spiritual magic I thought it would be interesting to have her meet Ryushi.

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Re: Guild Ties Discussion & Info

Post by Luna on 22nd May 2017, 3:53 pm

Claire would like to be in the plot as well!

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Re: Guild Ties Discussion & Info

Post by JerriLeah7 on 27th May 2017, 12:08 am


RP Update 05.27.2017


An optional table to use for location & time stamps is shown below, along with the code for its use.  This is entirely optional, but feel free to take advantage of this one.  If you'd like to split your table into three columns, rather than just two, simply change the number "2" to "3" in the first line of code.

If you have any questions regarding this code or table, feel free to ask in this thread!  Thank you!


[ATTN:  Silk, Rocket]
Gir'ratown; Quinsennterra Guild Hall6PM
Code:
[table class="moty"][tr class="moty-title"][td colspan="2"][ATTN: CLOSED/OPEN/NAME(S)][/td]
[/tr]
[tr][td]LOCATION STAMP[/td]
[td]TIME STAMP[/td]
[/tr]
[/table]

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Re: Guild Ties Discussion & Info

Post by JulietHasAGun on 1st June 2017, 8:37 pm

Karnaca: Information and Geography

Karnaca:

Karnaca, described by many as a land pulled straight from a painting; it is the owner of many monikiers- 'The Land Of Love And Wine', 'The City Of Progress', 'A Land Of Fairytales', all popular titles among those who have visited the islands warm shores.

Karnaca is ruled by a prototype 'Democratic Monarchy', outside of the Unfortunate Thirteen, with the island's crown changing hands between islands noble family's every few decades through marriage. The current ruling family, The Vici's, have remained in power for just under a century, with many family's itching and impatient to see who will next inherit the Duke's throne.

Home to the Academy Of The Science's, some of the greatest minds in the world emerge from Karnaca's foreign shores, eager to make their mark upon the world. Several smaller schools, overseen by the academy; such as The Academy Of Natural Philosophy, The Academy Of Medicine, and the Academy Of Magical Physics all fall under their branch.

Karnaca is also famous for its vineyards, vistas and mithril mines, which supply the magic to power most of the city's luxury devices.

Ever since Duke Vici's protégée, Luca, came to become the island's Grand Inventor, the City has been the pinnacle of progress, automated carriages, magically powered electric walls, and automated sentry's now prowl the streets, ensuring the safety of every citizen.


Midnight Run:


Nobility

Among Karnaca's nobility there are four, distinct and infamous houses, The Napolitano's, The Vici's, The Medicci's, and The Teckara. Each have played crucial parts in shaping Karnaca's history in the past century.


The Napolitano's

The Napolitano's are a most ancient and prodigal house; dating back to the island's first relics of civilization. Their house words 'Into Darkness, Unafraid' have rung true for their many, many years in power. Famous for being planners, plotters, and the ones to fix the problems of others; the Napolitano's are both feared and revered for their cunning and wit. While half of the family struck out on their own, away from the island's confines, the remaining half refused to let that overshadow them; becoming an indispensable player in the running of the Isle.

The Napolitano's birthplace and home, often known as 'The Rookery' or 'The House Of Crow's', nestles itself high atop the islands peak, looking down at the city from above, basking in a beautiful ocean vista. It is rumored that there are many hidden passageways still tucked away within the ancient grounds, waiting to be uncovered.

After the death of the last patriarch, Othello, the running of the house fell to the hands of her Ladyship Pirmaveria Napolitano, with the rumored assistance of the Grand Inventor.


The Docks:


The Vici's

The ruling family in Karnaca for the past decade, the Vici's are no stranger to the spotlight; many of them earning their medals of valor as Chevalier's or knights errant. While Karnaca has no need for such heroes of yore any longer, they still continue to showcase their bravery; leading armies and taking up high positions in the Karnacan Grand Guard. Sadly, the state of the Vici's is a sorry one, with its house slowly dying out due to a recently developed illness which prevents them from having children. As such, the current Duke is the last remaining member of his house. He has, however, taken in his young Grand Inventor as his son and heir; an arrangement that benefit's both, and was quite pleasing to the masses. Their house words; 'May The Last Bastion Of Peace, We Remain', fit their history and ideals quite well; with their crest itself holding the image of a lion, they make their valor and bravery clear to all who cross Karnaca's threshold. The Vici estate is nestled on the very edge of Karnaca, an oceanside manor with a view that would endear anyone to the island's golden shores.


Rooftop Fog:


The Medicci's

Less infamous than the two prior houses, the Medicci's have proved themselves a stable, stalwart purveyor of Karnaca's arts and sciences. Proficient merchant's and famous traders, they made their way in the beginning buying and selling items between Karnaca and the mainland. They quickly amassed a fortune on their own; climbing their way up the social ladder to join the likes of the Napolitano's and the Vici's. Their house words 'For We Tread Lightly Upon Our Golden's Sands' is misunderstood by most; initially meant as a ode of love to the Karnacan shores their made their fortune on. Their family crest bears the semblance of a crab, generally taken as an inside joke amongst most family members. The Medicci's reside in a tall, spired mansion in the middle of Karnaca's largest city, its gilded gates always open to those with the courage to cross the threshold. They donate heavily to the Academy Of Science's, as well as to many of Karnaca's artists.


Daytime Sidestreet:


The Teckara's

A mysterious house shrouded in the veil of its own infamy, few remember how they even came to rise to such a social position on the first place. The Teckara's are stereotypical noble's, ruining lives for the sake of fun and dressing down poor, rising socialite's and seeing them ruined within the week. The Teckara's control most of Karnaca's banks and investment berau's, which explains why they are able to maintain their trademark lavish lifestyle. If they ever had house words, they have been long since forgotten; lost to time; though the animal on their crest is generally believed to be a serpent. They make their home in a luxurious mansion a little ways off from the hustle and bustle of Karnaca's city streets.

Lantern:



Architecture and Culture

A Mediterranean Jewel, the architecture and culture of Karnaca has been fostered through many years of unique customs and original design. Many of Karnaca's buildings were, many years ago, painted in bright colors, now beautifully faded by the sun. The whimsical streets and intricate metal and glasswork which lines the roads is a common sight, preserved for many years thanks to its initial, fine craftsmanship. The modern styles of Karnaca differ very little from their older precursors; with the same whimsical, off beat tastes carrying on to this day.


Garden Gate:


Notable Structures

The Golden Cat: A brothel that resides in infamy in the lower docks of Karnaca. Despite its placement, it is visited by noblemen and commoners alike; with its historical pedigree and 'dedication' to customer satisfaction; any who have visited it speak of it in high regard. Though, the recent and concerning change in management has resulted in a less than savory clientele, many are still hoping that it will make a comeback to the gilded house of pleasure it once was.


Rosemary & Thyme: A low end bar towards the entrance of the Bastille district. Close to the water front, it is the frequented watering hold of many municipal workers, sailors, and locals. The music is loud and the booze is cheap; which is part of its continued success as an establishment. It holds an inn at the higher levels, and serves as an occasional meeting place for local organizations and adventurers.


The Cantarella: A cabaret, frequented by both low born artists and high paying patrons looking for a thrill; offering exhilarating sights and tantalizing sounds, The Cantarella offers an intoxicating atmosphere. Performers strut their stuff across the main stage by the bar, and artists hoping to get their art out there cram the walls with their creations, hoping someone might notice them. Upstairs there are open studios accessible to those who cannot afford ones for themselves. It is nestled away in the lower casts of the Verona district. It serves as the temporary meeting place for The Nightcrawlers.


The Luxe De Rouge: A theater, infamous for its tantalizing performances, its majestic operas, and its hypnotizing ballets; it is frequented by the high born and any noble family without a private booth is hardly considered a noble family at all. It is richly decorated in silvers and golds, with each noble family's crest adorning their respective booth, in its own way. A historic establishment, it was build a century ago as a testament to the islands wealth and progress.


The Institute Of Health: A man made island a little off the coast of Karnaca's main shores; it was once a recuperation center for the rich and powerful, later being transformed into an actual hospital for the sick. Recently it has been desolate, seemingly shut down due to unexplained circumstances. It is said that the islands famous physician, Alexandria Welch, still resides there in secret; though with all means of transport shut off, no one has any means to find out for themselves.


The Imperial Conservatory: A large, richly funded museum and scientific hall dedicated to the preservation and documentation of natural and scientific history. Within its walls are prototypes of mechanical marvels and taxidermized natural specimens. All are welcome within its walls but it's presence in the rather luxurious Verona district mean few people of common blood cross the threshold. As of late the Conservatory has been closed to the public, with a rather heavy guard ensuring no intruders making it inside.


History And Holidays


The Night Of Fovos De Foira: Years ago; the then ruler of Karnaca, Duke Euhorn, was informed by a humble sailor, barely having escaped the siege of his ship, that an entire fleet of heavily armed invaders came and stood to lay siege to the Island. The Duke, realizing Karnaca did not possess the forces to repel such an assault, decided to rely, instead, upon his wits. He ordered pyres set up all along the coast, and blazing fires to be set up across the city; in windows, atop bell towers and spires, on balconies and on ports. He told his subjects to dress in beastial masks; women painted their skin strange colors, adorning themselves in shrouds and fur, smearing coal around their eyes and goats blood across their faces. The men wore beastly masks, smearing themselves with animal blood and ash. The people were given torches, and boats that had been deemed not fit for sea were set on fire with permission from those who owned them. When the invaders finally came into view of Karnaca's shore; all they saw was fire, beastly monsters on the coast dancing in what appeared to be blood orgies in the streets as they lit the city ablaze. Euhorn, looking out across the vast expanse, saw the ships turn, leaving the 'savage people' to their own devices rather than risk their own fleet. He sent out a decree across the island, that henceforth it would be known as a holiday; The Night Of Fear And Fire, which is till celebrated to this day. People adorn themselves in masks, and some go as far as to dress in strange clothing and paint their flesh. They dance about the streets amidst fires and torches, drums beating out animalistic rhythms for the crowd to dance to. All parade through the streets, rich and poor alike, linking arms and sharing booze as if they were brethren.


The Foivou Feast: From the original Night Of Fovos De Foira was born a week of celebration; also put in place by Duke Euhorn. During the feast; one could do whatever they pleased without fear of persecution or shame. Things such as thievery, arson and murder were still outlawed; but one could drink, fuck and dance naked through the streets as they pleased. A high born woman could have an orgy in a sailors bar, a noblewoman could mysteriously fall pregnant, and a barrister could be caught pants down with a consenting servant; and none would bat an eye or hold any such evidence against them. A holy man could get drunk and prance naked through the streets and none would utter a peep. The masks from the first night are also frequently worn  throughout the fest; as a way to conceal ones identity. Many royal bastards are fathered during this week. During this night most children stay inside; being treated to candies and toys by their parents, who leave them to their own devices during the feast, or to an older sibling.


Religion


The Abbey Of Eternal Fire


Though it cannot be said that Karnaca is an overly religious country, they do possess their own, unique, religion. The Abbey is almost as old as the Island, dating back to the first established monarch. The Abbey is a conservative sect, believing that the only just way to live is through a strict set of laws; and, in the past, severely punishing anyone who does not live by that code.

The Abbey Of Eternal Fire founded itself on a severe 'anti-magic' stance. Believing the taint of magic and it's unfathomable power to be mans worst corruptor. In the earlier hours of their history, they were known for burning suspected magi at the stake to 'cleanse' their souls for the afterlife- believing themselves to be doing those tainted a favor. This barbaric trend was only stopped when two ruling families; The Napolitano's and the Teckara's, put a stop to it, and stormed their bases, rounding up the fanatics.

The history on the exact happenings of that 'religious coup' have been largely lost to history, yet it resulted in a stunting of The Abbey's influence, and a cease of their more barbaric methods of religious cleansing.

In the modern day, The Abbey is led by a woman known as 'The Oracle'. Those beneath her claim she is all seeing, an exacting eye on the corruption that plagues Karnaca. Few have met her face to face, though with recent goings on it has been suspected that she will make a public appearance.

Within the traditions of the church, most bodies in Karnaca are cremated; and newborns are baptized in ash rather than water.

It is tradition for those within the Abbey to cover their faces, with men adopting an eyeless mask with a maw to speak through, and the women adopting a simple face covering that smooths over down to their chin. The material itself is mesh-like, with a finishing akin to opaque glass, so the brothers and sisters of the Abbey can still see.

'From the fire, we are born; to the fire, we shall return.'

TBA


Last edited by JulietHasAGun on 13th July 2017, 1:20 pm; edited 1 time in total

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I have loved the stars too fondly to be fearful of the night.
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Re: Guild Ties Discussion & Info

Post by Ink on 8th July 2017, 1:59 pm

NIHON (日本)

An island nation to the far East, Nihon is a mystery in many respects to the land of Braeguard. Travel between the two nations is fairly new, and rare, due to the great distance between them, and the perils of the sea. But beyond the dangerous waters is a land of what many describe as unparalleled natural beauty. The sun casts its golden glow over the land and the people live very modest lifestyles, for the most part, close to the earth. It is based on this that Nihon has come to be known as "The Land of the Sun's Embrace."

Government

Nihon's government system is a feudal shogunate. While the nation does have an Emperor, the role is almost entirely ceremonial, with little actual power. Meanwhile, the Shogun holds executive control. Then there are the Daimyo - powerful Feudal Lords who serve as subordinates to the Shogun. The system in place divides power between the Shogunate and provincial domains throughout the country. These domains maintain a level of autonomy, provided their loyalty remains to the Shogun.

Daimyo are divided into categories - the shinpan, the fudai, and the tozama.

The shinpan daimyo were related to the shogun.
The fudai daimyo were allies to the shogun in battle.
The tozama daimyo were not allies, but likewise didn't stand in the way of the Shogun during his seize of power.

Beneath the Daimyo are Samurai caste, followed by commoners - farmers, artisans, traders, and so-on.

Nihon previously endured what many referred to as a "Warring States" period. Cycles of constant battle tore the nation asunder until came the Three Unifiers, all of them ruthless military leaders. To this day they maintain their power, the youngest among them acting as Shogun, and the elder two acting as Roju - essentially intermediaries between the Shogun and other offices, given the power to dictate policy. These men are called Toyotomi (The Adventurer), Nobunaga (The General), and Tokugawa (The Manipulator).

While the daimyo are generally left to their own devices to govern their land as they please (within the power granted them by the Shogun), there is another force at play. The country is divided into seven regions. The daimyo of those regions are closely observed by a group of seven individuals. Each boasting tremendous power of their own. These would come to be known as the Yattsuhi (八つ日) - the Eight Days. At best, they are enigmatic as an organization. Each one seems to operate in their own style. Some are more mysterious than others. Some never seem to appear to the public at all. What is known is that they are said to be the most powerful and skilled magic warriors in Nihon. They are tasked with observing the loyalty of the daimyo to the Shogunate. The Yattsuhi do not govern, they enforce. Some do so with more of an iron grip than others. Each of the Yattsuhi possess a form of magic that the people of Nihon regard as the most sacred, and powerful. Their souls can manifest into mighty tools, and partners, with the content of their character determining the beast of the Yattsuhi that the soul will take after. It is believed that, accompanying superior strategy, the Three Unifiers wielded this very power in order to seize control over the nation. There are accounts of people who display this capability at early ages being approached for teaching, that they may one day succeed the Yattsuhi they mirror.

Oni
Kappa
Tengu
Tanuki
Nekomata
Kitsune
Ōnamazu
Dragon

The capabilities of one Yattsuhi will not necessarily be wholly identical. The the effect may be the same, but the specifics of one Tanuki's abilities to another may vary somewhat. The one capability shared across generations of this form of magic is the ability to manifest the soul into a weapon or item. Though the weapon, itself, may even be different from one to the next.

The Yattsuhi, as a phenomena, far predate the current shogunate. In fact, the Yattsuhi go back generations to Nihon's infancy. There have always been the seven. Legends followed the majority of them. They were people with incredibly powerful spirit magic at their disposal. It wasn't until recent years, however, that this power was truly harness. Over two decades ago, a plan was set in place. While some of the Yattsuhi were benevolent, others were not. A conflict broke out, reducing their number by a vast margin. Yet neither side won. Those fighting against the chaotic element banded together, erecting temples where they could train new Yattsuhi to use their abilities, and follow an honorable path. It was shortly after this that a then-young Nobunaga ascended to the post of daimyo. How he did it was uncertain, but he earned the loyalty of the Yattsuhi, later turning to them in a bid to unify the nation. After he and his allies claimed the land, it was by Nobunaga's suggestion that the Yattsuhi act as enforcers for the shogunate. And they have ever since.

Geography & Climate

Nihon is an archipelago, rather than an individual landmass. It's a largely forested, mountainous region that is environmentally harsh, only becoming less suitable for survival, the closer one gets to the center of the mainland. As a result, the vast majority of agricultural and societal development is coastal. Nihon's climate is largely temperate, but the geography divides the nation into climatic zones that cause variation across the country.

Architecture

Among the many things that other cultures have long hailed about Nihon is its architecture. The most defining features of Nihonese architecture are wooden frames, slightly raised from the ground, with tiled or thatched roofs. The interiors are walled with fusuma, rather than traditional mortar walls. These sliding, paper walls open the space, and allow for alteration of an interior to better suit different occasions. Often times the complex wooden architecture of Nihonese buildings is inspired by the temples built in service to the deities of Nihon's older religions. Interior design in Nihon has only just begun to incorporate many of the commonplace items found in Western nations, like Braeguard. Chairs and High Tables, for example, are only now becoming something used in a large amount of Nihon architecture.

Culture

Nihon subscribes to a very hierarchal culture, as demonstrated by their government, and even their language. With that in mind, their culture is very... reserved. They are a people who very much abide by a strong sense of order and balance. But this should not at all be mistaken for a lack of passion. The people of Nihon feel deeply. About everything. They are a pragmatic, hard-working culture, but only so they may enjoy the beauty of life when their work is done.

In Nihon, presentation is king. The way a person should carry themselves before the rest of the world, and the way they carry themselves when in the privacy of their homes are vastly different things. This likewise extends to art, ceremonies, and other aspects of life that lead to Nihonese people leaving an incredibly strong impression on the outside world. The presentation is such that it captivates the world abroad.

Food

Several factors contribute to the typical Nihon diet. The coastal society makes seafood a mainstay in Nihon cuisine, with the people having devised all manner of ways to prepare it - including delicacies such as sushi. Furthermore, the emphasis that Nihon places on presentation makes its own contribution to their food. Nihon chefs have spent generations devising ways of preparing food that looks as good as it tastes, if not better. They've crafted techniques to make edibility into an art form through grilling, seasoning, and more. This also extends to portable lunches, as they will pack food into beautifully organized containers called bento boxes. But aside from that, Nihon's presentation-centric society has placed a surprising emphasis on health. In order to look one's best, they must eat their best. Combined with their closeness to nature, the people of Nihon traditionally are among the healthiest in the world. There is far more. The prominence of rice fields, particularly in the current Shogunate system, makes rice a cornerstone of Nihon cuisine, such that it works its way into nearly every Nihon meal. The same goes for tea, given the commonality of tea leaves in the region, and its importance to religious ceremonies that have remained a significant part of the culture.

Religion & Holidays

Nihon's primary religion largely revolves around shrines, dedicated to the worship of various kami (spirits). Kami are spirits that supposedly reside within all things. Shrines are sacred places, in which kami are said to be housed. They represent a sort of separation from the ordinary world, in which a person worshipping may beseech the kami that so dwells in this place. Then there are the temples, which are built in the name of Nihon's greater deities - those who represent Nihon's creation. There are a number of incredibly intricate rituals and ceremonies held in the name of the many deities, from dances to theatrical performances.

Shrines likewise tend to be the hosts of various festivals that make up the bulk of Nihon's holidays. Nihon has few national holidays, and instead shrines hold these festivals. What's more, some of them tend to be secular in nature. The festivals are typically characterized by food stalls, games, and parades with elaborate floats and costumes.

Nihon does have a national holiday at the start of every season, each represented by different festivities. There is also a holiday meant to honor a family's ancestors. There are likewise several smaller holidays, such as a regular ceremony known as Toro Nagashi, where participants set lanterns adrift at sea after a festival, representing the visitation of lost loved ones from the afterlife, and their subsequent return.

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