[Center][h1][b]PANMUNDIA[/b][/h1][/Center] [Center][img]http://th09.deviantart.net/fs70/PRE/f/2013/181/d/f/monster_hunter_map_by_azophel-d6bdtlj.png[/img][/Center] Welcome to Panmundia! The forgotten parallel world to our own earth, lost to both space and time. It is a place of wonder and dreams, of adventures and danger, and of both enemies and friends. To where both humans and extinct animals coexist side by side. To take the step into Panmundia is to take a step into another realm, and a realm where you will be gladly welcomed by the numerous inhabitants of this great land. Are you ready to take the plunge? [hider=History Info]Panmundia is a parallel world from Earth located in mirroring dimension. It is very similar to Earth, being roughly the same size, has a habitable atmosphere, and ecosystems similar to our own. Unlike Earth, the oxygen levels are a lot higher on Panmundia, and the world is mostly dominated by a giant continent called Midgard. Midgard takes up more than half of all the land on the planet, and is home to a huge variety of ecosystems. The remaining land is divided among the remaining continents, Acra, Metape, Beteyubatom, and Aya, as well as many smaller islands throughout the world. Having a link with Earth allows for portals, or rifts, to form between the two worlds. These rifts allow for microorganisms, plants, and animals from Earth to travel to Panmundia, which unlike Earth, is never thought to have been inhabited by its own evolutionary life forms, and thus has acted as a guardian world, keeping extinct creatures from Earth safe from going extinct. The portals, however, appear to be one-way, as objects attempting to enter from Panmundia's side fail to cross back to Earth. No one knows why this happens, nor even how or why rifts form, but they appear more frequently during polar shifts, suggesting to Panmundian scholars that they are magnetic in nature. They have yet to be discovered by Earth scientists, as they're incredibly hard to witness, forming at what seems to be complete random and disappearing quickly afterwards. However, rifts may explain such phenomenon as UFOs and mysterious disappearances on Earth. The extinct creatures that have crossed over into Panmundia from Earth over the many past hundreds of millions of years include virtually every species of extinct animal known, and even some which had evolved and diversified in this new land to form new species (see below). However, upon crossing over, Amniotes which had enter Panmundia gained a strange gift: intelligence. Mere days after crossing into this world, higher-level land vertebrates that are part of the Amniote group gain a surprisingly high level of intelligence at least comparable to humans. Why this happens is still unknown, and one of the biggest mysteries plaguing Panmondium scholars, leading to countless debates. The current leading hypothesis is that this boost in intelligence might have something to do with Panmundia's energy field which surrounds the planet, but the exact reason this field exists and how it effects the brain of amniotes is still unknown. Many of these early creatures engaged in all-out wars against each other, looking at differences and trying to survive in a world with their overall low populations. However, over millions of years of senseless fighting among clans, towns, countries, and empires, nearly wiping out many of the last of their species, a policy for peace was made, and the world has since been described as a utopia by some. Instead of seeing only differences, they started to see how they could best live with one another, and found a way to live in peaceful interconnectedness. Over hundreds of millions of more years, more creatures which evolved on Earth crossed into Panmundia via constantly-opening rifts. Only a few species, notably a few tribes of carnivorous animals, have been problematic, forming gangs which attack Panmundians that enter their territories in the Wilds. Only recently, members of genus Homo, began coming through to Panmundia, and have been a big influence on Panmundian life in general with their great engineering abilities, making Panmundia what it is today. The current regime of Panmundia is a monarchy, ruled by the monarch King Shaug. However, he does not hold most of the power in the government, instead being controlled mostly by the High Council, similar to a nations congress. Council members are voted into the Council every three years and can only serve two terms, and are responsible for keeping peace, as well as having control over the military and task of supervising Guilds. Most of the economy is regulated through trading between businesses. Coin money is employed, used in monetary units called Scales.[/hider] [hider=Ecosystem & Life]Panmundia in a diverse world with just as many, if not more, ecosystems than on Earth. Geological landmarks include the Panmundia's tallest mountain, the Thousand Blade Mountain, which is located in the Himeroon Mountains and rises over 6 miles into the sky. However, it is situated in a warm tropical air front, and thus snow rarely falls even at the peak. Instead it faces constant showers and thunderstorms, which eat away at the faces of the mountain at its sides and produce high cliff faces with sharp blade-like rocks judging out, giving the mountain it's name. On the southwestern side of Midgard is the Great Desert and Sandy Plains, which are the largest open expanses of open habitat in Panmundia, and are constantly being crossed by merchants, traders, and sandships to exchange goods in Loc Lac. Midgard is also home to a huge volcanic belt which spans a large peninsula in the middle of the continent, called the Latio Volcanic Belt. These volcanoes are highly active, but are also sources of rich mining and metal resources, and thus are constantly exploited. Indeed, the mining is so good that a small underground village called Naguri was set up here, and is home to some of Panmundia's best blacksmiths, capable of building nearly anything. Native Panmundians include every known type of Amniote, including (but not limited to) synapsids, snakes, dinosaurs, and plesiosaurs, and even modern animals like housecats and dogs which have recently passed through. All upon entering this world gain a high level of intelligence comparable to humans, and are treated as equals in Panmundian culture. Many roam and live in the cities, towns, and villages spread throughout the land, but most actually live out in the wilderness, known to Panmundians simply as the Wilds. Those which do are known as Hermits, and are typically looked up to in Panmundian culture because of their great knowledge of nature. The relatively stable conditions on Panmundia have kept many of its species from changing even after such a long time, but some rare groups have actually morphed into new niches in this world. Humans have also changed in this world, and descendants of the first humans to have arrived on Panmundia are distinguished from newcomers mostly by their pointed, elf-like ears. Non-amniotic animals have also evolved in this world, notably a species of Anamolocarid known as a Skyfish. They are small, only a foot long, but have large wing-like fin plates along its sides which it uses to glide long distances over water, which is used as a defense method. They are considered a delicacy to many Nobels in Panmundia, but taste downright offal to most inexperienced tasters. Some non-amniotic animals have also been domesticated by Panmundians, most famous of which is the Bogrog, a type of land-living Labyrinthodont related to Seymouria, with dry skin and the ability to live on land for extended periods. They are highly popular as pets, and numerous breeds are kept by people all over Panmundia. Plants in Panmundia have changed too, and numerous forms of them have changed Panmundian life. The most influential of these plants is a type of herb known as Purple Bellroot, or Uronis longevis. The flowers of this plant are used for healing wounds, while the root is used in a variety of things such as tea. When consumed, the root has been said to rejuvenate the body, and thus allows one to extend one's lifespan anywhere between two and four times over, depending on the species and one's own lifestyle. However, the plant seems to promote neonatal traits to develop in creatures if it is consumed before skeletal maturity, and thus, children are not allowed to consume the plant until they reach such as form and are clarified by a doctor to do so. Other unique plants include Tulapodium chenoca, which is a type of grain widely used in place of wheat; Gloamgrass, which is a medicinal herb that can cure virtually any illness; and Choracenis rechi, which produces a bizarre type of fruit which mimics the consistency and taste of steak. In the case of the latter, as can be expected, most herbivores dislike consuming C. rechi, but carnivorous animals love it. Food in Panmundia contains of; plants, berries, bread, modern/small amphibians, and immigrant domestic animals (Like Pigs, Cows, Chicken, etc). Dinosaurs and many other prehistoric animals are all sentient. (If you have a question on what can or cannot be on the menu, PM me)[/hider] [hider=Panmundian Culture]Language in Panmundia is a mixture of different dialects, and typically differs on the animals' taxonomic family level. As a result, language classes of all kinds are taught in virtually all Panmundian schools, and inter-species ambassadors are almost never out of work, often having to escort and speak with numerous species throughout their travels, each with their own dialect. Human language is dominated mostly by old English, but it has slowly been dying in the presence of so many species dialects. The capital and largest city in Panmundia is Loc Lac, located on the southwestern peninsula of Midgard, and home of the High King Shaug and High Council. It is about 3,056 square kilometers and has population of 12,970,300 people, and is home to the most diverse number of non-aquatic animal groups. The next two largest cities are Mezeporta and Jio Wandoreo, but are much smaller than Loc Lac in both size and populous even when combined. Panmundia's military consists of the Panmundia Army, Panmundia Navy, and Panmundia Air Force, all of which are controlled by the Council. The armed force’s primary objectives are to defend Panmundia against threats, such as terrorism and Dark Guilds, and to contribute to overall regional security. However, the army is mostly reserved for truly disastrous scenarios. Guilds are employed to protect Panmundia against more minor threats, as well as to interact and defend individual civilians and the general populous. The primary form of transportation in Panmundia is by ship. Not typical ocean-going ships such as boats; but by Airship. Airships are large, boat-like aircraft that are supported in the sky by hydrogen-filled balloons surrounded by a flame-retardant rubber. They can take grounded animals up to amazing new heights, and allow for easy and fast transportation via global trade winds. They are by far the fastest and most efficient of transportation methods, but have a weight limit, and thus, large animals over a two tons often can't ride on them. Luckily, most of those species have ancestors which are migratory, so they are fine with walking anyway. Grounded transportation includes Sauropod Shuttles, which take smaller creatures across vast distances in a couple of weeks, and although in their infancy, some railways have also opened up to take people via train. There is also a postal service, run mostly by small birds, pterosaurs, and bats which carry mail across the world. Unique to the dry deserts in the Southwest corner of Midgard is a unique form of transportation called Sandships, which sail across the fine desert sands in the high winds. These ships are essential to the nomadic desert life of many tribes living there, and allow for traders and merchants to spread their goods over long distances. Agriculture contributes to the largest section of the tradable economy in Panmundia, as the largest population is herbivores, which need to be fed. After that is the fishing industry, headed by spinosaurs, unlagiines, and ornithocheirid pterosaurs, which provide fish for the less-common carnivores. Livestock farming is less common in Panmundia, mostly because typical animals you would farm on Earth are your equals in this world. Nevertheless, invertebrates, like cockroach, beetle, ant, termite, and even Arthropleura are farmed for their meat, as well as slightly less common fish and amphibian farms. Quickly following farming in the tradable economy is blacksmithing, as the need for clothes, homes, jewelry, and commodities among the hundreds of thousands of different species across the world means that blacksmiths have to take in numerous requests from different sized and shaped species and fashion what that customer wants exactly. It's hard work, but is a booming industry, and Guild often hire specially trained blacksmiths to provide their members with weapons for dangerous jobs. Blacksmiths then customize the weapon to exactly their liking and ease. Some famous examples of these weapons include Dunkle-Jaws (based off the design of a Dunkleosteus' jaw), which are axes which fit to the underside of a theropod's upper jaw when attacking, and Hunting Staffs, which is a tall staff with a blade at one end and club at the other to be used by small mainiraptors and simians.[/hider] [hider=Areas/Cities/Towns][b]Ruins Field[/b] - Also known as the Ancestral Steppe, Ruins Field has just about everything an explorer could wish to have. It features vast, wide open fields of yellow grass, numerous rocky outcroppings, deciduous forests, a subterranean cave, and towering mountain peaks which can be seen in the distance. Moreover, scattered across the landscape are forgotten ruins from a civilization that lived eons ago in the heart of Panmundia. Considering the amount of land that the ruins cover, the city that once was built here must've been many times larger than Loc Lac, and thus archeologists are always eager to examine these areas. [b]Barubaré Village[/b] - Located in the center of Ruins Field, this Village is bustling with travelers, merchants, and Guild members, doing business and gathering information. Surrounded with wildflowers and greenery year-round, it is a colorful settlement and has a large gong in the center of the town which is rung at the turn of every season. It is the home of the strongest Guild in Panmundia: Twin Tails. [b]North Oelde District[/b] - A region mostly occupied by a vast range of volcanoes, it is a harsh environment known for high quality rare metals, but is also filled with predatory tribes of terrestrial predatory Pseudosuchians. Because of the threat from these tribes, and the numerous treasures throughout the region, there is an unending request for high-level Guild Members to go here on missions. [b]Mezeporta City[/b] - Often said to be the cultural and historical center of Panmundia, this city is filled with examples of fine arts and beautiful sculptures. The town is virtually a huge museum, and underground passageways lead to libraries and storage areas where even more of the world's long history is kept safe. Most of Panmundia's scientists and scholars live and work here. [b]Latio Volcanic Belt[/b] - A savage, desolate land scarred by lava, it is home to many valuable treasures which are found nowhere else. Volcanic research teams are deployed in the area constantly to try to predict which volcanoes are about to blow and whether any part of Panmundia would be put in danger from their eruptions. At the heart of this region is Latio Volcano, which is constantly erupting from its massive peaks as smoke and plumes shoot up into the sky. There have been reported sightings of a bizarre creature in this area completely unknown to Panmundians, but investigation is highly difficult due to the severe environment. [b]Naguri Village[/b] - An underground village located deep within the treacherous Latio Volcanic Belt, creatures here live almost every day of their lives alongside red hot magma, as a river of the molten rock was deliberately carved out of the nearby volcano to flow through the settlement. The area is rich in ore resources, and the numerous blacksmiths which live here use the heat of the magma to make special equipment, weapons, armor, and even jewelry. [b]Port Tanzia[/b] - A huge trading port, Tanzia is the biggest exporter of raw metals in Panmundia, which it owes to being located directly south of the Latio Volcanic Belt. It is famous for its gigantic, thousand-foot tall lighthouse, fine dining, and the yearly Guild Seminar, where Guild Masters from around the world come to meet in order to discuss various Guild matters. [b]South Oelde District[/b] - Located between the vast blue sea to the west and the titanic highlands to the east, this area is tropical, lush, and full of life, very unlike its northern sibling. It's only major settlement; Jumbo Village, is located near the coast, allowing it to trade extensively with the neighboring islands. [b]Jumbo Village[/b] - Pronounced Jume-bow, this village is a very popular vacation spot due to its tropical climate and numerous five-star hotels. Children are constantly playing in the warm waters, and many nobles have vacation homes here. [b]Flooded Forest[/b] - The Flooded Forest is a large jungle area like the Amazon river, with many sections partially, or even completely, submerged beneath over 30 ft of water in some places. This habitat is ideal for a large range of creatures, including a variety of marine reptiles, crocodilians, and giant amphibians. Carboniferous insects also love it here in the swampy environ, and fungus, such as mushrooms, grow nearly everywhere. However, the Flooded Forest isn't always flooded, as a few months in the year, the heavy rains to the north stop and the water level drops by almost 25ft. [b]Telos Jungle[/b] - A lush jungle area which is rich and green, it is filled with fallen ruins from an unknown civilization who lived here eons ago. Many theropods make their home in this region, having lived there for hundreds of generations. Underneath the jungle is a huge cave and tunnel system where humidity and oxygen content increases greatly. The caves are thus home to many kinds of Carboniferous insects, as well as a strange beetle species which grows to abnormally gigantic sizes. Gigiyas Clan's main base is said to operate from these caves. [b]Telos Town[/b] - Although located deep within Telos Jungle, it's exact location is unknown to outsiders. It is a village with a population exclusively made up of large theropods, which is built on the ruins of a now-forgotten castle. Due to the general outsider view and consensus of theropods being ruthless killing machines (which is far from true) this village keeps its exact location secret. The only theropods which leave the village are those which are members of the Wyvern Fang Guild, who leave the region to do work in other countries occasionally. [b]Highlands[/b] - Also known as the "Fields of Natural Calamity", the Highlands are an area of high rocky plateaus with mountains and towering cliffs that are largely unexplored. At the tops of the Highland's summits there are deteriorating forest with weathered rocks - while below there is an endless sea of clouds. Waterfalls are plentiful in the area, and explorers have to constantly beware of rockslides and other falling debris. [b]Misty Peaks[/b] - From atop the wondrous Misty Peaks, a splendid view of the mountains and valleys below can be seen. It is a rich green ecosystem with an abundance of resources and a wide variety of plants and animals. Ungulates, hypsilophodonts, and flightless birds are known to gather near the mountain streams to gather young vegetation to feed on; spinosaurids and numerous birds move through the rivers while hunting fish; hadrosaurs and ankylosaurs roam the region in large numbers; and a pack of rouge gorgonopsians terrorize the region. This is also the only place in Panmundia where one can harvest Yokomo Wood, and thus, it's also the only place that one can find the Giants, a race of herbivorous carcharodontosaurs which feed exclusively on it. [b]Yukomo Village[/b] - Run by beautiful Queen Konaha, a Shixinggia, Yukomo is a flourishing mountain village at the center of a valley where hot springs flow. Structures are built along both sides of the valley because of the restricting terrain, and the center of the town is a hall which utilizes natural hot springs. Yukomo lifestyle is very similar to Earth's oriental culture, as evident in the buildings and dress code of the local villagers. This is also apparent in the Guild that lives there, Red Lambeosaur, which is a female-dominant Samurai Guild, which also holds a fair number of flirtatious male members. [b]Furahiya Mountains[/b] - Wrapped in silver snow-covered mountain ranges which tower in the northern parts of the continent, rivers flows as undulating currents that crisscross the landscape. The mountains themselves are almost unclimbable, and would certainly be if it wasn't for a plethora of cave systems which connect the various mountain heights, and the cave surfaces are covered with hard ice and stalactites. A hardy ecosystem exists despite the harsh environment. [b]Pokke Village[/b] - A small agricultural village in the Furahiya Mountains, despite the cold conditions, the people there have warm hearts and friendly demeanor. There are numerous myths and legends surrounding this region, such as those behind the origin of a Black Sword entombed in the ice of one of many nearby caves. This region is home to the Guild Sabertooth, who are friendly rivals with Twin Tail. [b]Acra Region[/b] - An area which is entirely covered in ice, the rapidly changing weather can go from clear skies to a sudden snowstorm faster than a heartbeat. For a very severe environment, the habitation is actually fairly high, and numerous cold-adapted species thrive up there. [b]Eastern Schrade[/b] - Long ago, the Schrade Kingdom was home to a mighty royal family who ruled over the entire region, but due to the class inequality and the king's absolute rule, a civil war was waged and the kingdom was split into two. The Eastern Schrade became the realm of the working class, and their capital became Liber City. Since then, relations between the two sides have eased, but their roots are still apparent. [b]Liber City[/b] - The largest city in the eastern Schrade region, it is a flourishing area which trades to various places throughout the east. The area is located in a basin surrounded by steep mountains and faces long winters and severe weather. There is an enormous tower at the center of the town filled with artillery, and is intended to be used when defending against Dark Guilds. Liber City has become famous for its trade caravans, as well as it's many hard-working citizens. [b]Schrade Castle[/b] - The abandoned home of the mighty royal family who rules over the entire region, Castle Schrade is an ancient castle located in the vast open plains in the heart of the Schrade region. Once a splendid feudal manor, it is now a mere shadow of its former glory, surrounded only by the ruins of the villages and towns that used to encircle it. No one goes to visit there anymore, and legends of monsters deep within don't make anyone keen to visit any time soon. [b]Dondruma Town[/b] - A mostly uninhabited settlement due to its current state of dilapidation and it's location directly on a mountainside, the Guild Sloth's Talon has been slowly trying to reconstruct the town, rebuilding homes and encouraging people to settle there. They're making slow, but steady progress. [b]Himeroon Mountains[/b] - A series of high mountain peaks to which beyond are widespread temperate regions, the Himeroon Mountains are also called the "Limitless Mountains to the Sky", and are filled with many mysteries. Beyond the mountains east of Schrade are widespread temperate regions. [b]Western Schrade[/b] - Long ago, the Schrade Kingdom was home to a mighty royal family who ruled over the entire region, but due to the class inequality and the king's absolute rule, a civil war was waged and the kingdom was split into two. The Western Schrade became the realm of the upper class, and their capital became Veld City. Since then, relations between the two sides have eased, but their roots are still apparent. [b]Kluputios Wetlands[/b] - A swamp covered in the stickiness of humidity, it is an uncomfortable and eerie place to be. When the sun sinks down, noxious gases rise up from deep within the earth and kill off all forms of life. Being located in a high, temperate region, the daylight hours are few with large amounts of rainfall throughout the year. Because aquatic resources are abundant, mold and fungi grow in thick mats in certain areas. [b]Kotoko Village[/b] - A small village located at the foot of a mountain, the town is run by a wise old Protoceratops who has lived here all his life. With mild climate, the villagers engage in subsistence living. They would be otherwise isolated in this region if it wasn't for the constant tourism in the town, as it is the home of the once-famous hunter of legendary status Drejen, a Saurornitholestes who, according to legends, successfully took down a hundred Dark Guilds throughout his life single-handedly. [b]Veld City[/b] - The largest city in the western Schrade region and the royal capital, it is known as a fortress city, with massive exterior walls built around it. it's characterized by cannons and ballistas in all directions. A prosperous city that appears lively at first glance, its inhabitants are only those who possess economic power. People without the economic strength, the so-called poor, live outside the city walls in an area known as the painting district. [b]Melchitta Village[/b] - Originally a small village which has only started up in the past few years, it is built on on the banks of a giant lake, called the Great Circle Lake of Melchitta, which has rivers that empty into theocean to the north. Numerous meteorites have crashed in the area throughout history to form craters, and huge lake itself is a crater that formed over a long period of time. Scholars from Minegarde and Mezeporta visited frequently to study the lake and it's meteorites, and as more visitors came, it grew into a large village. [b]Mingarde Town[/b] - A town southwest of the Schrade Kingdom in the frontier lands that are still widely unexplored. It is situated on a small flat landing in the middle of a table-like cliff face, and the complex terrain is not very suitable for agriculture. The town was originally meant to be a village for people to live in, but the harsh has prevented this, and its focus now has moved towards an urban development for the Armored Knights Guild, achieving great results in the progress. Although it is mostly peaceful, the town is equipped with multiple cannons for defense. [b]Jio Telado Marsh[/b] - In the past, this land covered earth, sky and sea with a grey miasma, and has been avoided as detestable land from the people. In recent years, however, there was a discovery of a unique kind of mycelia that covers much of the vegetation of the land. This fungus is useful in a variety of applications, including building materials and medicinal purposes, and thus people enter the area regularly to harvest it. Valuable minerals can be mined from within some caves in the area. [b]Metapettato Village[/b] - A village used by Guild members as a base and relay point when on long jobs or missions, the main roads that runs through the village were all created by herds of mighty sauropods bringing their goods through the town. Materials from the East are transported across the Jio Kruk Sea, which lies just outside of the village. [b]Jio Kruk Sea[/b] - (Coming soon.) [b]Arcolis Region[/b] - Also known as the Forest and Hills, it is an easy land of neutral climate and temperature. The area has a high density of plant and animal life, and also has many kinds of mushrooms, nuts, and berries which can be collected and turned into sweets and other meals. Many consider this to be a very desirable area to come to get in-touch with nature, mostly due to its easy-to-navigate layout, memorable areas, and natural wonder. [b]Jio Wandoreo[/b] - One of the largest cities in Panmundia; second only to Loc Lac, it was originally built with exterior walls and crow's nest to guard against monsters in its infancy. It now boasts as one of the most robust economies in the region: producing its own technology and serving as a trade center between the East and West regions. A giant bridge which connects the two sides of the city across the mouth of the Jio Kruk Sea. [b]Rekusara Village[/b] - (Coming soon.) [b]Dede Desert[/b] - A wide sea of endless sand, it used to be feared as the haunt of a mighty Sand Dragon, but is now crossed regularly by traders. The few plants that grow here are useful and valuable for sandship building. There is also a large oasis in the center of the desert, which is a useful gathering area for merchants. [b]Loc Lac City[/b] - The largest city and capital of Panmundia, Loc Lac is a huge trading port for people around the world to sell their goods via Air and Sandships. Being the capital, it is also the home of the Grand Council and King of Panmundia. At the center of the city is a giant stone monument of a life-sized Amphicoelias, rearing up some 40 meters into the air. It is home to the Earth-Shaker Guild. [b]The Great Desert[/b] - A vast desert area with sand as far as the eye can see; virtually nothing can live here for extended periods, and absolutely no oases are known from it's heart. The desert only serves as an extensive range for sandships to cross while trading goods, as the high winds lead to favorable conditions for such travel. [b]Sekumaeya Desert[/b] - A desert who's name means "Fall of Moondust", the vast sand dunes are inhabited by rouge abeliosaurids and other theropods. The severe temperature difference between the day and night, coupled with fierce creatures, makes this a very harsh environment to live in. However, unknown to most, beneath the desert there are huge freshwater lakes with rivers which connect to the sea. In these lakes live the rare Sekumaeya Oyster, which if collected, might hold a rare Blue Sekumaeya Pearl inside. The pearls get the blue color from the unique mix of ores in the sand. [b]Gorge[/b] - Home to deep trenches, underground lakes, volatile weather, and many exotic species, the Gorge features a variety of novelties which are unique in Panmundia. At night the land is drenched with heavy rain and powerful thunder storms, but during the day the land it hot and dry, with wide open areas of sparse cacti. The underground lakes, which are fed by the massive river running down the middle of the gorge, are home to an aggressive cannibalistic eel species found nowhere else on earth. There are also extremely valuable minerals which occasionally jut out of the canyon walls; but for prospectors that can't fly, it's incredibly difficult to reach most of them. [b]Sandy Plains[/b] - A large, open plains system which is baking hot during the day, freezing cold at night, the Sandy Plains are almost as unforgiving as deserts from across the Southern Mountains. However, it is more temperate than those areas, and more like a desert scrubland, featuring broad leaf trees, rocky cliffs, and open grasslands. This small change allows for many more species to survive here than in the desert, and numerous flightless birds, ceratopsians, hadrosaurs, and plains-living ungulates make their homes here. [b]Deserted Island[/b] - Also known as Moga Woods, Deserted Island is a is a large, vibrant island teeming with variety. It houses lush, grassy areas, forests, pitch-black caves, and watery channels which open into the ocean. The island is home to many island-loving animal species, such as dwarf titanosaurs and mammoths, ornithocheiroid pterosaurs, giant birds, and a variety of crocodilians. [b]Moga Village[/b] - In the middle of Deserted Island's southernmost bays lies this quiet fishing settlement, made entirely out of fishing docks which streach out into the the nearby ocean. Moga village is a town filled with mystery, wonder, and hoards of bloodthirsty Dunkleosteus in the nearby waters. Nevertheless, the region is rich with adventure treasure, and home to the famous Aquatic Guild known as Pirate Dagger, which specialize in treasure hunting in these fearsome seas. [b]Aya[/b] - Many hundreds of generations ago, a king with a craving absolute power had tried to rule over the island's native people to gain control of their pristine wilderness and rich island resources. Not wanting to fall prey to his control, the creatures of the island fought back against him in a massive island war which had many losses on both sides. Eventually, the king died and the war ended, but the people of Aya had never really recovered. Although trade is still maintained with the country, relations have been very stationary and quiet. [b]Absolute Island[/b] - Termed Absolute Island, it is actually three separate, extremely remote islands which are closely spaced to one another. The islands are virtually uninhabited, and each show characteristic signs of volcanic activity; such as geysers and acid pools. Beyond the islands stretches endless ocean with swirling vortexes, and travel is limited to just airship. As you can expect from their isolation, most of the islands are unexplored. [b]Tide Island[/b] - As the name suggests, it's a tropical island with beaches, a mangrove swamp, and more heavily forested regions inland. The island is only really accessible by boat, as there are no clear areas for airships to land safely (with the exception of big, semi-aquatic airships like the Ostland). The name tide island comes from the extreme changes in the water level of the island. During the full moon, up to half of the entire island is submerged underwater, but it manages to recede back completely by daybreak. The area also has cavernous areas which connect to the ocean, and are inhabited by hundreds of sea scorpions. The island also harbors a unique type of poisonous insect that lives within trees, and shoots jets of toxic poison at anyone who disturbs it. [b]Hermit Forest[/b] - (Coming soon.) [b]Metape Rainforest[/b] - Located on the coastal edges of Metape, there are hundreds of tropical plant types in this forest, and is a paradise that is easy to live. In addition, fishing has become rich thanks to the warm coastal waters and vast rivers, and fishing species, notably Spinosaurs, thrive there. The locals have continual skirmishes with a strange kind of Panmundian bird species that lives in the area. [b]Milad Village[/b] - A distant village on Metape, Milad isn't just isolated due to the fact it's far away from other settlements, but also because it is located deep within a mountain chain where transportation is limited. Nevertheless, the hardy inhabitants of this village are able to make do with the abundant resources and favorable weather. There is a watchtower located on the edge of this village, built as both a defensive post from carnivores in the area, and as a hub for scientists studying the region's unique bioluminescent insect fauna. [b]Thunder Desert[/b] - (Coming soon.) [b]Kunbel Wetlands[/b] - (Coming soon.) [b]Wind Valley[/b] - (Coming soon.) [b]Shiki Country[/b] - A small nation located on some far eastern islands, there has been very little contact with this area by the rest of Panmundia, and much of the people's lifestyle and way of life is still unkown. However, many years ago, a blacksmith from the Shiki Country came to the Midgard, and had worked with the land's native Guild's for some time, passing on his people's many technological teachings to them. [/hider] [hider=Magic]Panmundia is also known for having great wizards and mages. Yet humans, native or immigrants, are not the only ones that can wield magic. Dinosaurs as guild members or masters also have the ability to use magic as well. They have the abilities of controlling elemental abilities like that of; Fire, Water, Ice, Earth, Stone, Wind, Wood, Poison, Light, Darkness and so on. Powers usually depend on the element they choose. They can fire elements from their hands or have special powers to their weapons [b](depending on what element they use "Fire can use Flame Slash, Water = Water Slash, etc")[/b].[/hider] [hider=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. [Center][h1][b]Types of Guilds[/b][/h1][/Center] 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. [Center][h1][b]Hierarchy and Ranks[/b][/h1][/Center] 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. [Center][h1][b]Enlisting and Leaving a Guild[/b][/h1][/Center] 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. [Center][h1][b]Legal Guilds[/b][/h1][/Center] [Center][h2][b]Twin Tails[/b][/h2][/Center] 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. [Center][h2][b]Sabertooth[/b][/h2][/Center] 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 Wulf, an Ivantosaurus, 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. [Center][h2][b]Earth-Shaker[/b][/h2][/Center] 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. [Center][h2][b]Sloth's Talon[/b][/h2][/Center] 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. [Center][h2][b]Pirate Dagger[/b][/h2][/Center] 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. [Center][h2][b]Armored Knights[/b][/h2][/Center] 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. [Center][h2][b]Red Lambeosaur[/b][/h2][/Center] 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. [Center][h2][b]Wyvern Fang[/b][/h2][/Center] 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, a Tyrannosaurus rex, 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. [Center][h1][b]Dark Guilds[/b][/h1][/Center] [Center][h2][b]Gigiyas[/b][/h2][/Center] 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. [Center][h2][b]Lesser Known Dark Guilds[/b][/h2][/Center] 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. [Center][h1][b]Independent Guilds[/b][/h1][/Center] 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. [center](Anyone is allowed to create their own Independent Guild/Dark Guild if they want. Just post it's name, details, history, founding Master, and specialties in a post below.PM me a message and I shall see if it's approved or not.)[/center][/hider] [hider=The Guild Board] The heart of any Guild are it's members, and those members both hone their skills and gain reimbursement by taking jobs and quests, which members receive upon completion. [Center][h1][b]Levels of Jobs[/b][/h1][/Center] Jobs all vary in difficulty and are divided into different job classes. These job classes are separated into Low, High, S, SS, and 100-Year and are divided as such in order to have members distinguish the level of difficulty involved within the Job and, in turn, assist a member in selecting a Job that is convenient of their capability. Low Class - These consist of 1 - 2 Star Quests, are available for all members of the Guild to participate in. The quests should show little difficulty for most, and are the only quests that Low Rank members can take. They mostly consist of gathering and delivery quests, as well as general things to help assist the people. High Class - These consist of 3 - 5 Star Quests, and are available for High and S-Rank Guild Members to participate in, as well as Low Rank members under the supervision of one of the former members. These quests mostly consist of missions involving escorts, rescue, and capturing outlaws. S-Class - These quests aren't found on the normal Guild Boards, but instead are on separate S-Rank Boards made only for S-Rank members. They consist of 6 - 8 Star Quests, and are some of the most difficult a Guild has to offer. Only S-Rank Guild Members can participate in these quests, but High Rank members can join under the supervision of an S-Rank member. The missions typically involve having to explore poorly-known regions and having to take down Dark Guilds and other dangerous organizations. SS-Class - Also found on the S-Rank boards, only the most experienced S-Rank members can participate in them. They consist of 9 Star Quests and possess a much higher level of risk and difficulty than typical S-Class jobs. Only those with a S-Rank status can undertake these missions; High and Low Rank members can not participate under any circumstances. These jobs include things like Guild Wars and long undercover operations in dangerous settings. 100-Year Quests - The only quests with a 10 Star rating, these jobs are mostly named as such due to the fact that they have been available for over 100 years but have yet to be completed by anyone due to their incredible difficulty. These are the most dangerous quests available in any Guild, and involve an incredible level of risk and danger when engaging them. Even the strongest members of a Guild are typically unable to complete these mission, and only one person in the past 100 Years has been able to return alive from one of these quests. That person was Twin Tail's Master, Marcarov. [Center][h1][b]Types of Quests[/b][/h1][/Center] As well as varying in difficulty, jobs in a Guild can also vary depending on what you do in them. There and many different types of jobs to choose from, and Guild Members have a vast selection to choose from. Gathering Quests - Gathering Quests typically involve going into the wilds of Panmundia and finding a specific object that a client wants to possess. These objects can range from lost artifacts, to rare herbs to be used in medicinal purposes. Delivery Quests - These quests involve bringing rare merchandise from one basic area/town to another, and keeping it completely protected and in pristine condition along the way. Escort Jobs - These jobs are similar to delivery quests, but instead involve escorting actual people through dangerous territories where they could be at high risk of danger. This isn't just limited to high-ranking citizens, but even middle and lower class citizens might require assistances with moving. Rescue Missions - Jobs that require finding people who have gone missing and require search and rescue, Guilds put high priority notices on these missions. Capture Missions - Missions that include the apprehension of a criminal or other dangerous creature. Exploration Quests - Quests that involve exploring the most far-flung parts of Panmundia for many weeks at a time, these missions have a very high risk factors involved and require a lot of preparation. Organization Takedowns - Operations that involve the takedown of large criminal organizations; normally teams of S-Rank members will use their power to engage such organizations. Guild Wars - Highly dangerous operations that include sending powerful S-Rank members of Guilds to engage other, extremely dangerous Dark Guilds. Sometimes Guild teams will join up with each other to handle such quests. Infiltration Missions - Undercover operations that are normally kept very secret, even from other Guild members, they involve infiltrating Dark Guilds and gaining information about their whereabouts, number of members, and plans which they can relay back to the main Guild. Urgent Quests - Urgent quests can be quests of any of the categories above, but are of such importance or potential threat that they must be carried out immediately to prevent wide-scale disaster. They rarely happen, but completing such quests can get a member respect among his/her peers, showing that he has valor, courage, and skill. [Center][h1][b]Job Outline[/b][/h1][/Center] Quests typically come in the standard outline listed below. [b]Job Title[/b] Job Type: (What type of quest is this?) Job Difficulty Level: (Answer in number of stars it is. The higher the number of stars, the more difficult.) Main Goal: (What you need to do for the job to be considered complete?) Locale: (Where does this job take place?) Environment: (Are there any storms or other factors that might impede the quest itself?) Reward: (How much money in scales, or what other kind of reward will you get for taking this quest?) Hazards: (What dangers would be faced upon taking this quest?) Terms: (What terms must be taken before taking part in this quest?) Client: (Who are you doing this for?) Details/Description: (Background about the problems the client is facing.) [Center](Feel free to post your quest ideas in a post below.)[/Center][/hider] [hider=Character Sheet]Here is a basic profile layout for your Panmundia character (Will also be shown in the CS Thread). [b]Name:[/b] Your name. Simple enough. [b]Nickname:[/b] Your nickname (Optional) [b]Appearance:[/b] You can use a picture, write a simple description, or both. [b]Species:[/b] Any species you like of an extinct animal. You can even make-up your own species that evolved from within Panmundia, as long as it isn't too preposterous. The only requirement I have is your species must try to at least seem realistic based modern scientific knowledge (Optional). That means no 500 foot T.rexes please... [b]Native or Immigrant:[/b] Note, all extinct animals are natives. Immigrants include modern animals (including humans) which recently passed through a rift and into Panmundia. Note that modern animals can also be natives, and that native Panmundian humans have pointy elf-like ears due to being isolated for so long. [b]Age:[/b] How old you are. (Keep in mind that a lot of creatures in Panmundia can live to be over twice as long as they would on earth.) [b]Sex:[/b] Your sex. Note if your species is Parthenogenetic. [b]Size:[/b] Basic size of your species. You can be lenient and chose any size you want, just no 500 foot T.rexes and what not... Guild: The Guild you belong to or wish to join. You may chose any of the guilds listed in the Guild Guide section, or create your own Independent Guild. You should also list the rank you are within the guild here, but beginners who wish to join always start in Low Rank. If you do not wish to be part of any guild (which is an option) say so here. [b]Weapon/Armor:[/b] In Panmundia, Guild members have access to experienced Blacksmiths from Naguri Village, who make the members armor and weapons that they are most comfortable using. They can make almost any type of weapon you'd possibly wish for, including swords, shields, hammers, axes, bows, bowguns, small guns, cannons, and more which will fit comfortably on your species' body. Just write a simple description of your weapon or armor here that you wish to use. You can also use pictures. [b]Magic:[/b] Your character can wield elemental magic, but only if its in a guild. Do not make their powers too extreme. Moves are optional, just as long as they are not too insane. [b]Personality:[/b] Tell us about yourself. [b]History:[/b] Your past: why you were driven to join the Guild you are in and/or do what you do. [b]Misc:[/b] Can be anything. Character's theme, FYI info, etc.[/hider] [hider=OC Custom Species & Sheet]In Panmundia, most of the creatures have remained virtually unchanged since their time of entering the world millions of years ago. This is due to the relatively stable conditions found on the planet, which have kept many of its species from evolving much at all, even after such a long time. However, there are exceptions... Some rare groups have morphed into new niches in this world and taken on new shapes. These new morphs can range from humans with overly pointy, elf-like ears, to whole new lineages of giant, bulk-feeding herbivorous carcharodontosaurids that occupy only a few forests of the world. You can even propose your own species of creature that evolved from within Panmundia. As long as the creature isn't too preposterous and doesn't break the laws of nature, it can enter this world as well. This thread is made to express those ideas. Feel free to propose species ideas in here. The outline below is a basic guide to how you can make the outline. [b]Common Name:[/b] (Centered) Not needed. Photo/Picture (Centered) [b]Scientific Name:[/b] [b]Average Size:[/b] (Height, length, wingspan, weight, etc...) [b]Anatomical Characteristics:[/b] (What characteristics makes your species unique?) [b]Age:[/b] (When the animal first appeared on Panmundia relative to Earth's time periods?) [b]Classification:[/b] (What is this creature most closely related to?) [b]Distribution/Habitat:[/b] (Where is this creature typically found in Panmundia?) [b]Behavior/Habits:[/b] (How do these creatures typically behave?) [b]Notes:[/b] (Anything extra you might want to add.) Post these down below! Have fun with your ideas! But as I said before, don't be too preposterous! We don't want giant monsters that shoot lasers running around...[/hider] [Center][h1][b]Rules:[/b][/h1][/Center] [b]1.[/b] Do not Godmod! Your characters must be able to get damaged from other players. Even if your character is more powerful then another, please, play fair for others. [b]2.[/b] Do not kill another player's character without permission. Only then would you be allowed to kill the character. [b]3.[/b] No Meta-gaming please. Metagaming often refers to having a character act on knowledge that only the player has access to (such as tricking a Medusa to stare at a mirror when the character has never even heard of Medusa and should not be aware of her petrifying stare) [b]4.[/b] No auto-hitting: Auto-hitting is when someone attacks another role-player without giving the other player a say in what happens. [b]5.[/b] No sex scenarios! Settle that out in PM! [b]6.[/b] Elemental magic is allowed in this world, and while it'll be in the same style as Fairy Tail, don't make the powers too extreme. No teleportation, Celestrial Spirits, or any magic such as that. If you have any questions on magic that you want to add, but not sure if its aloud, feel free to ask me for permission. [b]7.[/b] Story Arcs will be controlled by me (and any Co-GMs), however you are always welcome to tell us your suggestions. If you present one that is really good, I will put it as a future Arc. [b]8.[/b] Have Fun! If you have any additional questions, PM me. If you want to get in contact with me I do have a skype. Also PM me if you want to know my Skype (Unless you ALREADY do know).