Post by raptorx863 on Jun 9, 2014 21:58:33 GMT -8
Guilds
While many see Panmundia as a world of peace and prosperity, in truth, this peace can be rattled and destroyed very easily. Wars, terrorism, and thievery are almost as common here as on Earth, all of which threaten Panmundia daily. Many other methods, such as employing the army or police units, have so far not worked well for the Panmundian government or populous, with the exception of one.
A few million years ago, during a war between two independent factions, a new type of law enforcement started up, called Guilds, made mostly out of actual civilians. Guilds worked to protect individual people during these times, and played major roles to end the war itself. As a result, the High Council long made a strong decision; to allow small organizations of voluntary civilians to work in order to help other civilians like themselves. While not a perfect system, the Guild system has undoubtedly been highly effective, and no other time in history has there been such a great balance under the Guild's eyes.
Types of Guilds
Generally, there are three different types of Guilds employed in Panmundia: Legal, Dark, and Independent:
Legal Guilds - A Legal Guild is a Guild which has been approved and registered by the High Council. Legal Guilds work to defend against Dark Guilds and other criminal organizations, and also work to help protect the general populous against crimes, disasters, and other terrible events. Legal Guild Masters have to meet yearly at Port Tanzania in order to discuss about their guild's progress and various problems that occur. There are currently only seven Legal Guilds in Panmundia.
Dark Guilds - Dark Guilds are guilds which have not been registered by the High Council, and are thus are treated as a criminal organizations. Thus, Dark Guilds tend to be underground and difficult to locate. They conduct a variety of crimes and cause havoc across Panmundia. They are also run by some of the most sick-minded criminals imaginable.
Independent Guild - An Independent Guild is one that is not approved by the High Council, but at the same time is not considered a criminal organization. They are mostly allowed to do whatever they want, so long as the High Council does not disprove of them.
In general, Guilds are formed in order for talented people to come together, take jobs, earn Scales, and also to train their skills and grow stronger. In turn, a Guild provides people with objectives to aim for, cross, and aim even higher. Most of all, however, a Guild provides people with a family they can rely on and learn to love.
Hierarchy and Ranks
The hierarchy system within Guilds typically ranks from the most powerful to the weakest. From top to bottom, it starts with Guild Master, then S-Rank Members, High Rank Members, and then Low Rank Members. Members have to complete certain quests assigned by the Guild Master in order to raise their ranks.
Guild Master - Guild Masters are head of the Guild he or she is affiliated with. As heads of their respective guilds, they have complete authority over their subordinates. They are also deal with all the legal issues concerning their Guild, and have to power to chose which members join, when members can raise Ranks, and chose when to excommunicate members.
S-Rank - S-Rank members are often the most powerful members underneath the Guild Master, and are recognized by the Guild Master as capable of undertaking incredibly difficult S-rank quests. These jobs are rare to come by, but are so dangerous that even the simplest mistake can cost them their lives. Nevertheless, the pay to these jobs is incredibly good.
High Rank - High Rank members are advanced members of a Guild viewed as having power between that of S-Rank and Low Rank. They are allowed to take both Low Rank and High Rank Jobs, but not S-Rank ones unless under the supervision of another S-Rank member.
Low Rank - The "beginner rank", Low Rank is the starting rank for all Guild members in every Guild, no matter their skills upon entering. Low Rank members are not allowed to participate in S-Rank quests under any condition, but are able to participate in High Rank quests under a High or S-Rank member's supervision.
There are usually many sub-teams which form within Guilds; these teams are composed of various member of a Guild and can vary in strength.
Enlisting and Leaving a Guild
Enlisting - Despite a Guild's immense reputation and fame, becoming a member only requires little more than the simple approval of the Guild Master and a little bit of paperwork. Once finished, you are given the mark of the Guild you enlisted in the form of a tattoo of the Guild's Emblem on your body, and are treated as an equal regardless of abilities, former allegiances, and any of the other member's opinions about you.
Leaving - Whenever a member wishes to leave a guild for specific reasons, they are free to do so, but are expected to follow three specific rules.
1. You must never reveal sensitive information about the Guild or members within it for as long as you live.
2. You must never use former contacts met through your being in the Guild for personal gain.
3. Though paths may have diverged, you must continue to live out your life with all your might, you must never consider your own life to be something insignificant, and you must never forget about your friends in the Guild for as long as you live.
Legal Guilds
Twin Tails
Often said to be the strongest Guild in Panmundia, this Legal Guild has a reputation for its highly rambunctious and powerful members. It's disliked by the High Council because of all the damages its members cause during job requests, but is loved among the populous and is seen as a symbol of justice and peace. Unlike most guilds, Twin Tails is not dominated by a single type of animal group, instead being a mix of many different species from all over Panmundia.
Location and Building - Twin Tails is located at the edge of Barubaré Village beside a small river. The Guild building is five stories, has aerial landing ports for flying members, and large, open windows for even the biggest sauropods to see inside. The first floor is a large lunch hall and tavern with long tables, and serves plenty of beer. The second floor has the Master's office, the S-Rank job board, and the nursing bay. The Guild and its members are almost always rowdy, drunk, and extremely happy.
History - This guild has been around for at least 400 years, and it's said that the original founder was an Archaeopteryx born with two tails, though no confirmation of this condition exists. Within the last 50 years the Guild has grown to its current prominence and strength under the wing of their current Master, a Jeholornis named Marcorav. In recent years, they have become close rivals of the Guild Sabertooth.
Specialties - Twin Tails specialize as an anti-crime Guild, and accept jobs mostly regarding the assistance of people in-need. They work as escorts, protectors, and investigators, doing everything in their power to assist people in need. However, some members also go on quests involving treasure hunting and explorations, mostly to hone their skills, but also to reap the rewards involved.
Sabertooth
Often considered the second strongest Guild in Panmundia, Sabertooth also has a reputation for having powerful, hardy members. Living up north in the ice and snow has made them a fierce guild to face in battle, but are nonetheless they are very kind and polite. Most of their members dress up in Viking-like attire, and wear mammoth and bison wool to ward off the freezing cold of their region. Sabertooth is mostly made up of animals adapted for bitter cold.
Location and Building - The Sabertooth guild is located on the outskirts of Pokke Village at the top of a high, snow-covered hill. The Guild Building is small, but has a doorway large enough to let even the largest mammoths inside. It has thick walls designed to keep out the cold, and a warm fire constantly blazing in the center. Around the fire are numerous tables where people can socialize, eat, and drink, and blankets are put down at night to let people sleep. A room in the far back holds the Guild Master's office.
History - Sabertooth is one of the oldest Guilds still in-action, having a long history going back some 2,000 years. For a long time it was the strongest guild in Panmundia, but it has fallen over the last 50 years with the presence of Twin Tails. While many members of Sabertooth are jealous of Twin Tail, and the two Guilds are fierce rivals, the Guild Master Bayonette, a Rubidgea, is on very good terms with Bright Feather.
Specialties - Sabertooth specializes as both an expedition guild, and as a rescue guild. Their members are trained to face some of the worse conditions imaginable, and they regularly have to take long journeys into the mountains and freezing tundra of places like Acra on rescue missions. They're arguably the hardiest of all the guilds, and use their skills to rescue people, explore and map regions, and fight off Dark Guilds alongside their comrades in the south.
Earth-Shaker
Earth-Shaker is a very remarkable and powerful Guild in Panmundia, mostly because it is populated by gigantic members like Sauropods and Elephants. It's members have very high confidences and a love of performing, and as a result, they throw a yearly parade celebration where they use their size and strength in fantastical performances. The event is looked forward to not only by its members, but also by the whole population of Loc Lac.
Location and Building - Located at the center of Loc Lac, the Earth Shaker Guild Building is positioned right alongside the life-sized statue of an Amphicoelias. It is a very large, Roman-style building with pillars supporting it's high roof, and an entrance big enough to allow even an Amphicoelias inside. Everything in the Guild is sized-up, with huge resting chairs and large fans constantly swaying to cool their members in the desert heat. Beer here is served by the barrel.
History - Earth Shaker's original master was an Amphicoelias named Titan, the same Amphicoelias who's statue is at the center of Loc Lac, and was their founding Master before his death many hundreds of years before. Since then, Earth Shaker has had a long line of Father-Son Guild Masters of the species Apatosaurus, each trying to live up to their father before them. The most recent Guild Master of Earth Shaker passed a few years ago, and now his son Winston has taken over.
Specialties - The Earth-Shaker Guild specializes in escorting people and resources over long distances, as many of its members are migratory species adapted for large-scale expeditions to far-off places. They also work as guards and defenders of the King when he needs to be escorted, and as well as demolitionists and builders during large-scale construction projects. They also are the only Guild in possession of the Ostland, a gigantic Airship capable of lifting up to four Titanosaurs into the air and over great distances.
Sloth's Talon
Often considered the weakest Guild in Panmundia, Sloth's Talon could care less. Primarily made up of creatures with low metabolic rates, like turtles, therizinosaurs, thyreophorans, and xenarthrans, Sloth's Talon operates as a building guild, primarily focused on reestablishing the settlement of Dondruma town, which has been mostly abandoned for the past 100 years. Although slow in nature, they are hardy and determined workers that do their best every day.
Location and Building - Located in the dreary settlement of Dondruma town, Sloth's Talon's building is best described down-to-earth and cozy, literally. The tavern is actually carved from within a massive stone and moss-covered block, but despite outer appearances, it has a beautiful inner structure with hardwood floors and walls, and a beautifully constructed lamps and sunroof. Beer here is served in fancy hardwood cups with altered rims, which is said to make it taste better.
History - The youngest of all the Legal Guilds, having originally been an Independent Guild before gaining recognition by the High Council, they have been in operation for the last 25 years and most of the same original members are still in it. The Guild Master's name is Malcom, a Giant Ground Sloth, who has looked over the group's progress over the years.
Specialties - Sloth's Talon specializes mostly as a construction and agriculture guild. They rarely fight against crime guilds, but have occasionally teamed up with other Guilds on expeditions. Mostly the members stay in Dondruma Town in order to reconstruct, and luckily, they're nearing the end of their long work period. Now they're mostly facing the problems of getting people to resettle there and make their Guild more prominent.
Pirate Dagger
Pirate Dagger is the most disliked Guild among the High Council, mostly because it's Master takes his job WAY to seriously. It is only really kept up-and-running because it produces a lot of funds with its treasure-hunting members. The members treat themselves as pirates and even dress up in pirate attire (mostly at the Master's request). It is run mostly by marine reptiles, whales, ornithocheiroid pterosaurs, spinosaurs, and oceanic birds.
Location and Building - Pirate Dagger's Guild is not in any set place, as it's Guild building is actually a very large Pirate Ship, known as the Shining Sail, which docks mostly in Moga Village. The ship is over 500 feet long, 150 feet wide, and can support numerous large sauropods. Her massive sails carry them across great distances in a single day, and below deck is the captain's quarters, and a the tavern which serves an almost endless supply of Rum.
History - The founder of this Guild was a Tylosaurus who lived 300 years ago, with a love for treasure and adventure. Wanting to run proper expeditions to do such, he made the Guild first as an Independent, before it became recognized as a Legal Guild after assisting the army with evacuating the Deserted Island during a Volcanic Eruption. It's had many different types of Masters in the past, but it's current Master, Captain Claw Beard, a Suchomimus, takes his job way to seriously and believes himself to be a real pirate. His first mate, Toothbill, an Ichthyornis, thus takes care of all the Guild's legal issues.
Specialties - Pirate Dagger is a treasure hunting Guild, and is the best of their kind. They work to gain profits and send many of their major discoveries during their expeditions to archeologists in cities like Mezeporta. Their line of work produces a lot of money, the most of any guild, but their members will also work on rescue missions if they turn up.
Armored Knights
The Armored Knights is the most well-organized of all the Guilds, and produces some of the best results. Located in the town of Mingarde, it follows its military heritage in its army-like organization of the Guild system, and it's members all wear metal Knight armor during their jobs. Most of these members are already armored enough though, including many Pachycephalosaurs, Ceratopsians, and Ankylosaurs among their ranks.
Location and Building - Armored Knights' Guild building is located in the center of Minegarde Town, in what was long ago part of a military bunker. The walls are reinforced, and only limited light shines into the bunker from outside. Weapons and armor lines the walls, and the tavern puts a limit of one drink per day. You are also expected to salute the Guild Master when he comes out of his office.
History - The Guild was founded after a war long ago in the Western Schrade district by a member of the Silver Knights, one of the greatest Knights team in Panmundia's history, comparable to Earth's Three Musketeers. He made the Guild highly organized and used it to protect the town of Minegarde and its people. Hundreds of years later, the Guild is now run by Commander Maverick, a Titanoceratops who has participated in seven different wars.
Specialties - Being Knights, they specialized mostly in protecting the general populous from the harms caused by Dark Guilds. They send large-scale expeditions almost seasonally to search for such guilds and bring them to justice, and are often very successful. However, since they often run these large-scale operations, smaller jobs, like looking for lost individuals and escorting people, tend to be overlooked. They also have a powerful war machine at their disposal, called Silvia, which is an Airship equipped with armor-piercing harpoons and cannons.
Red Lambeosaur
Red Lambeosaur is a well-known Guild, known for its highly talented and wealthy members, mostly made up of highly attractive and fashionable males and females. The men are famous for being womanizers, while the women are well-known flirts. They are mostly made up of highly flamboyant members, such as Lambeosaurs, Pterosaurs, Oviraptorids, and colorful birds, as well as some parthenogenetic species of animals.
Location and Building - Located on the outskirts of Yukomo Village, the Red Lambeosaur Guild is a very large, Japanese-style palace. It's three stories tall, and made almost entirely out of wooden frame built with a fabric finish. The interior is mostly made up of an extremely large hallways with hardwood floors, and at the center there is a room with a stage where members may sing and show off their talents, and a bar where they serve wine, not beer. Male members can be seen all over the place courting beautiful women they found in the village, and women are constantly seducing other male members. Parthenogenetic members mostly watch from afar while rolling their eyes.
History - The Guild was founded some 800 years ago by a samurai who fell desperately in love with a beautiful noblewoman. However, before the two could wed, the woman was killed by a thief who wanted her riches, and the samurai was devastated. Wanting to avenge her and make it so that no one would ever need to suffer heartbreak ever again, he started up Red Lambeosaur for that exact reason. The current Master of the guild is Karen, a Parasaurolophus who also had to face heartbreak.
Specialties - Despite seemingly like a joke guild, Red Lambeosaur's is actually the best detective guild on Panmundia, and have located many a Dark Guild. The members use their looks and whit to their advantage and charm suspects into giving them information. Whether it be using their smaller members' cuteness factor, or finding a member who can seduce their foe into submission, they know how to use each of their individual talents to find out what they need to know.
Wyvern Fang
Wyvern Fang is a poorly-known Guild with very few members. Unlike all other Guilds, it is made up of almost exclusively large theropods, which to most Panmundians are seen as evil creatures due to their huge bodies and carnivorous habits, which is far from true. Their members dress in war paint, as they and their members lack access to metal armor from afar.
Location and Building - The location of Wyvern Fang's Guild is unknown other than that it is deep in the Telos Jungles. It is rumored that they're Guild is in the ruins of a once-great city.
History - During a war thousands of years ago, large theropods of all kinds faced years of oppression by a King, who saw them as monsters and despised them. Despite their size and strength, they were slaughtered by the King's forces, and those who survived faced oppression. One day though, Legend has it that a great and all-powerful Wyvern flew down from the heavens and rescued the few theropods who remained before they were completely eradicated. He then lead them all deep into the Telos Jungle, where the thick vegetation kept them safe from the tyrant's gaze. Now in the modern day, theropods still have a bad reputation in most people's eyes, and most big theropods hold fear of the outside world. Forty years ago the Wyvern Fang Guild opened up to try and create better relations with other Guilds and species, but many of their members still are nervous around meeting and interacting with outsiders, including their new Guild Master Draco, an Aerosteon, who took over after the founding master passed recently.
Specialties - Despite being encouraged to go out and help other Guilds, their nervous nature around outsiders causes many to work locally and help other theropods in their community. So far they have at least acted as escorts, helping creatures passing through the dense Telos Jungles, but years ago their former Master helped Twin Tails take down a powerful Dark Guild. Others too have followed in his footsteps and now are also trying to head out across the landscape to help.
Dark Guilds
Gigiyas
A mysterious guild, filled with monstrosities of the unknown, it is one of the most powerful Dark Guilds in Panmundia. They are known for terrorizing other bases and responsible for murder. Like Wyvern Fang, it is almost entirely made up of large theropods, but the members here fit the views that most of the world sees them as.
Location and Building - Unknown. Their primary base seems to operate from deep within Telos Jungle, which is run by Moebius himself, but their three other secondary bases take place in far-of locations across Panmundia. His two sons, Gigan and Tuco, and his daughter, Valentina, each run the three bases.
History - Originally formed by Sincraft, a Giganotosaurus, it was made to combat other guilds and become the strongest Dark Guild in Panmundia; hell-bent on taking over the other Guilds and the Monarchy of the land. While Sincraft ruled the Guild with an iron fist, he was watched jealously by his son and his enforcers. The power-hungry Moebius wanted the throne for himself, and assassinated his own father, taking the crown as leader of the guild!
Specialties - A guild of murderers, and assassins, and pillagers, Gigiyas desires no more than to conquer all of Panmundia and rule the entire land themselves. Their rumored four bases means no corner of the continent is safe from their attacks, and Guilds around the world have to be prepared for an attack at all times.
The Outlaws
Location and Building - Mainly unknown; though some Council members have hypothesized that their base of operation resides somewhere on the other side of the Gorge in a decent sized patch of forests near the coast. Though trips to this region are extremely dangerous where it'll take many weeks to reach this particular location from the capital Loc Lac City and it'll mean traversing through the deserts and the lengthy, never ending plains. Not to mention the infamous Faceless Assassins are said to roam the front side of the mountain ridge.
However.. some members within Legal Guilds know of The Outlaws' home base, but due to respect and mutual agreement. An oath was formed between these particular Guilds and their members.
History - Tyrannus, the Guild's Master, was once a S-rank member of Wyvern Fang Guild of the Telos Jungles, but left it due to tension between the former Guild's Master and the High Council themselves. The Tyrannosaur believed more drastic measures had to be taken in regards to keeping Panmundia safe and that the majority of the Legal Guilds and the High Council were not doing a good enough job in protecting the general populace in this regard.
After leaving Wyvern Fang and the watchful eye of the High Council, Tyrannus formed his own Guild known throughout land as The Outlaws. A suitable name that represents the Guild's actions. His motto for newcomers was this:
"Those seeking to protect their fellow friends against maleficent forces, for those who do not wish to follow the tight fit and biased laws of the High Council, and for those who are ashamed of our very own who hide behind the protection of a walled city who are waiting for the problems and concerns to come to them. Join me, brothers and sisters of Panmundia. Let we be the ones to take action into our own claws. Let we be Panmundia's truest protectors! For we are The Outlaws.. the destroyers of those who dare usurp our homeland."
The Outlaws throughout the years of being active have grown into a powerful Guild and due to their actions and uncaring for the laws, The Outlaws has been classified as a Dark Guild.. despite the good intentions of the Guild itself. However, this only adds to Tyrannus' words regarding the High Council and the rather unjust laws that they bring forth upon Panmundia, and this will not stop him in quest to rid Panmundia of all evils.
Due to their actions, The Outlaws have gained the respect of the animals of Panmundia (whom are most important to them) and in turn, the respect by some Legal Guilds. They are heavily disliked and even perhaps hated by the High Council though.
Specialties - Some of the casual tasks that The Outlaws do include: Assassinations (against high-ranking Dark Guild members), thieving (never from the good folk of Panmundia), Black Market dealings, body guards, protectors, adventures, treasure seekers, payed escorts, hired mercenaries, etc.. basically a little bit of everything.
Other Dark Guilds
Yakuza - The Dark Guild in the Kunbel Wetlands has many nicknames. They carry a lot of heavy weaponry, including some that can only be used by official armies. They are extremely dangerous and kill anyone who dares to invade their territory, and many innocent people that cross the wetlands fall prey to their attacks. Many sinister rumors surround them, most of which have turned out to be true.
Lakeside Crew - Located in the South Oelde District, this Dark Guild makes and sells illegal weapons and drugs to criminals and other Dark Guilds. They are extremely dangerous, and known to kill anyone or anything that interrupts their sales. They often attack traders that cross through the region, taking their stock as their own.
Scorpion Claw - Thought to operate from deep within the caverns of Tide Island, this Dark Guild are pirates of a worse kind than Pirate Dagger, and plunder from trading ships on the high seas that cross their waters, and have been known to attack ports. They seem to have a lot of members that operate from underwater, breaking open ship bows and grabbing cargo as it spills out.
Faceless Assassin - An Assassin's Guild mostly made up of dromaeosaurids, this guild gets its name because it's members cover their faces with masks. They are hired assassins, and in use deadly poisons to kill targets, which has included council members in Loc Lac. Numerous expeditions have been sent to find their headquarters in the Sekymaeya Desert, but all have come back empty-handed.
More Dark Guilds are located throughout Panmundia, but none are as infamous as the ones above.
Independent Guilds
Independent Guilds are very small, insignificant guilds in Panmundia which are mostly run by. Anyone can starts their own Independent Guild as long as they have members, but are not considered Legal Guilds by the High Council, and are thus not allowed many of the same rights as they are. They are also not allowed to take on Dark Guilds under most circumstances. However, if an Independent Guild's actions become noticed by the High Council, it may be approached and asked to become a Legal Guild, but few get to that point.
(Anyone is allowed to create their own Independent Guild if they want. Just post it's name, details, history, founding Master, and specialties in a post below.)
If there are any more questions, feel free to ask.