In a world where magic was taboo for several generations, the slow return of Guilds was a welcome for those that had the talent, the need for places where those touched by magic could belong showed the world the benefits of the forbidden magic. Slowly Guilds once more began to take jobs, making life easier for the general population. Demons, magical creatures and highway robbers were soon quelled, and Guilds began to thrive. A few well known guilds began to make a name for themselves, and the return of the Grand Magic Games saw a return of the thrill of magic. Throughout it all however, a darkness was looming. Something that would put a damper of the tentative trust in magic, but the guilds joined together and fought to protect the world they loved. There were many rumours, theories and just general chatter about what happened, all didn’t come close to the truth, and probably never will. One thing is clear, Magic will always be around. The rise of the Light Guilds, Phoenix Wing, Dragon Fang and Frenzy Plant will always be remembered as a beacon of light in a time of darkness. When they joined together, a disaster so immense paled in comparison to their joint light. For a while, Everything seemed to be okay. The island conquered, the guilds at peace… but alas good is shadowed by dark, for balance is necessary in the world. Steadily Dark Guilds began to appear in greater numbers, more than ever before. The rumours of demons, and darkness… We know it’s coming. The destruction continued to a level that the guilds just couldn’t keep up with, although they will never stop trying. They…. We will always try. We will never give up. We will be the light that shines through the darkness. We will stand when no one else will. We will continue… even if it kills us. Some of us have faced death before, we will face it again. It’s up to us to fight…. Are you with us? [centre][i]”Failure is not falling down, but refusing to get up”[/i][/centre] [centre][color=fff200][sup][i]"Every time you laugh, Every time you grieve, pieces of those moments become ours as well, that's what it is to be a member of our guild. When a member is on cloud nine we all float, when a member is outraged, we all clench our teeth. When a member weeps we all wipe our eyes, so you have no reason to be riddled with guilt, because no one here holds you responsible, you are after all a member of our family .... a member of FAIRY TAIL!" [/i] Makarov Dreyar, 3rd Master of Fairy Tail[/sup][/color][/centre] Two years have passed since the Dragon Slayers were released from their imprisonment. The island unlocked a lot of secrets for what happened 100 years ago, but some still remain. Where did the Dragons of old disappear to, the slayers who unlocked that last precious secret? Perhaps no one will ever figure out the answers to those questions. One thing is clear however, dark guilds have begun to rise, their numbers fearsome, the light guilds are doing everything they can. We can only hope that it is enough. Places of interest [centre][h1][color=orange]Places of Interest[/color][/h1][/centre] [hider=settlements] [center][b]Magnolia Town[/b][/center] Magnolia Town is found in the southeastern area of Fiore. Western in style, the city holds a population of 60,000 and has been marked prosperous in magic since ancient times [i]East Forest[/i] The forest is located east of Magnolia Town. Plenty of wildlife inhabit the forest and small cabins can be found throughout the area [i]Southgate Park[/i] A quiet and tranquil park that has a walking trail, and a playground for kids. [center][b]Hargeon Town[/b][/center] Described as one of Fiore's most beautiful old towns, Hargeon Town is located just south of Magnolia Town. Due to its position near the ocean, the citizens have taken advantage of the robust fishing area rather than practice of magic. Thus mages are found scarce in the region. [i]Pier[/i] This is where most of the fishing is done, as fishermen stand on the edge of the piers and cast their rods. Somewhere at the end of the pier is an aquarium that contains most of the wildlife that live in the ocean. There is a dock here connected to the pier. [i]Beach[/i] Not one of the prettiest beaches you've seen but during the right season, you'll find kids and adults out and about enjoying the nice sand and warm sun. [center][b]Shirotsume Town[/b][/center] Shirotsume Town is home to many mansions and buildings alike. Located south of a mountainous turf, citizens of wealth and riches thrive in the town. It is said that the wealthiest family has control over the entire town, and has been subjected to feudalism in the past. [i]Shopping Mall[/i] More like a clothing center, here you'll be able to find any kind of accessories or clothing you need. From shirts, jackets, to handbags and wallets. Whatever you need I'm sure they'll have it for you, at an expensive price that is. [i]Gallery[/i] Shirotsume Gallery is a place to see Earthland's greatest artworks. Unfortunately it is also a hotspot for larceny and theft. [center][b]Onibus Town[/b][/center] Onibus is a town that is best known for its theater. Plays and musicals alike are held daily, making it a perfect tourist spot for travelers. Apparently, the local bar also works as a bounty board for those wanting to take up or turn in bounties. [i]Theater[/i] All kinds of entertainment ranging from musicals and plays can be seen here. A wonderful place for those men to take their women on dates and what not. If you ever want to become an actor just ask the owner of the theater for assistance. [i]Bang Bang Bar[/i] The outside has the appearance of your average everyday drinking bar, but the inside contains valuable information on powerful mages, those of whom have bounties placed upon their head. Just talk to the bartender and remember to use the secret password. [center][b]Oak Town[/b][/center] Founded on a large hill, surrounded forestry and mountainous terrain. A river flows by close to the town, and is used to catch fish of different species. An mysterious abandoned castle can be seen at the top of the hill. [i]Crystal Lake[/i] This lake and its waterways are iconic for the region. Tourists come to Oak Town year round just to see these waters. How they remain crystal clear is unknown, but it's believed a mage cleans it from somewhere up stream. [i]Abandoned Castle[/i] For those brave enough to wander through the castle, secrets have been spreading that there is treasure trove of riches inside. But no one ever goes in because of the stories surrounding the ghost of the previous owner who still haunts the castle. Enter at your own risk. [center][b]Crocus[/b][/center] Capital to the country of Fiore, it is widely known as the Flower Blooming Capital. Possibly the largest city in the country, this is where the king lives. The reason for it's name is due to the flowers garnering the streets and gardens all around. Rune Knights reside here. [center][b]Acalypha Town[/b][/center] Casino's, fine dining, magic shows, you can find all sorts of entertainment in this town. Acting sort of like a Las Vegas, it is also home to many exotic shops where you can buy foreign items and rare equipment. Holds true to its nickname of "the city that never sleeps". [center][b]Clover Town[/b][/center] There isn't much to say about the town other than its famous magical dojo. Although due the rise of guilds, the dojo has been out of business for years. But the owner is welcome to help those who come to train their magic. [center][b]Oshibana Town[/b][/center] Oshibana is a quiet and friendly town, with nothing out of the ordinary within its walls. The main feature appears to be the railway station positioned at the central point. Home to families that have a strong affinity to construction and industry. [center][b]Freesia Town[/b][/center] Religious in nature, Freesia Town houses small residential structures. Most notably the "larger than life" church located in the center has a strong influence on the citizens. The town doesn't take kindly to strangers, especially those who defy their religion. [center][b]Web Valley[/b][/center] Web Valley is similar to that of a large canyon, with thousands of fissures in the ground caused by an earthquake from centuries ago. One false move and you could easily fall to your own death. Strange animals are said to inhabit the canyon. [center][b]Akane Resort[/b][/center] Akane Resort is the most popular tourist spot in Fiore. There is a giant amusement park and a five-star hotel next door. Has its own huge sandy beach adjacent to the perfectly blue and clear sea. In the basement is a casino with numerous different games to play. [center][b]Mt. Hakobe[/b][/center] Mount Hakobe is the largest mountain on the eastern part of Fiore. Hakobe is the very definition of an unending and vicious winter as even in the high summer here heavy snowstorms and almost no life can be found on Mt. Hakobe although humans have for ages considered the mountain as the ultimate challenge of man against nature [center][b]Galuna Island[/b][/center] Far east of Hargeon Town lies the "The Demonic Isle" Galuna Island. Strange rumors explain that at night ghosts roam the island in search of human flesh. But besides that, the island is uninhabited and has a mostly forested and mountainous territory.[/hider] [centre][h1][color=Orange]Guilds[/color][/h1][/centre] [h3][color=fff200][b]Light Guilds[/b][/color][/h3] [hider=Phoenix Wing] [url=https://cdn.discordapp.com/attachments/365663079054180355/781107095256432640/unknown.png[/img][/url] Phoenix Wing is one of the most powerful Guilds in its own right- one of a few powerhouses after the 100 year ban on magic. Undergo owners, the guild thrived, and in partnership with other light guilds, namely Dragon Fang, the guild has gained a reputation of doing the right thing- if perhaps a bit messily. They are always ready to act, and have helped many people throughout Fiore. They have a variety of different mages- none are too powerful or considered weak to the Guild of Phoenix Wing. They will happily help each member gain confidence, skill and abilities in a way that boosts morale. The education of magic is a key concept of theirs, seeking to banish prejudices and fears of magic. [i]Guild Hall[/i] Phoenix Wing has a large great common hall, where members can eat, rest, talk and plan, with plenty of tables, and soft comfy chairs, there is a bar at the back that is often manned by Jarvis, with an office in the back that is typically open. The job board is on the right hand side, beside the office and bar. On the second floor is a more cozy and intimate common area, where members only can relax, a variety of bookcases holding many different books, items, knick knacks and bric-a-brac. To one side are some of the guild members rooms, with the third floor being primarily guild member residences. The guild has had to expand in recent years, to accommodate new members, but there are some training areas, stables and more resident housing on the land the guild stands. [i]Guild Roster:[/i] Master Jamie (Co-Master) Jarvis (Co-Master) [u]S class Wizards[/u] Penny Hoff Damian Gerald Nolan Waltz [u]A Class WIzards[/u] Isabella Pinelli -Sasha "Ice Princess" Shin James Avelane -Karn Arikalia(Unknown) Mithera(NPC) Lazarus Rex Joshua Tamashii Roseletta Griffonbane Lucus Griffonbane [u]B Class Wizards[/u] Sayuri Takashi (Unknown) Amelia Zenoram and Zero Azuron Amaya Van Isis Jane Addeson [u]C Class Wizards[/u] Ariel Gratus [u]D-Class Wizards[/u] Trinity Stratos [u]Other[/u] Elyse (Child) Sam (Child)[/hider] [hider=Dragon Fang] [center][img]https://img.roleplayerguild.com/prod/users/fdef0e96-3d1d-4d4f-8b7b-f58bce55736e.jpg[/img][/center] [center][h3]”Neque sacrificium, neque victoria. No sacrifice, no victory.”[/h3][/center] [center][h2]Dragon Fang, Monster Hunter Extraordinaires[/h2][/center] [u]Guild Master[/u] Jack Goran [u]S-Class[/u] Ammy Silver Jake Ronan Hunter Jorgenson [u]A-Class[/u] Joslyn Veran Zenron “Zen” Trentus “Iron Hand” Shujin Moritz Enma the Oni Ashlyn Johnson Jackie, Maiden of the Mist [u]B-Class[/u] Eden Rhongomyniad [u]C-Class[/u] Aria, Maiden of the Mirror [u]Other[/u] Other Member Count: 100 Over the years, Dragon Fang has come to be known for a number of things. At one point, they were known as a refuge for those who could find none elsewhere in the world. At another point in their history, they were known as the rising star next to Phoenix Wing, the two guilds burning a swath through the misconceptions of the magical world from the time of Zeref’s attack. However, for the bulk of their existence, is expertise in hunting and slaying the monsters that have popped up across the kingdom over the years. By now, they’re something of a specialist guild. Most recently they’ve been looking into new types of monsters that were unfamiliar to many hunters who’d been plying their trade for generations. Have things changed so much that beasts that once were well known have been forced out by these new arrivals? (Refer to list of monsters from Monster Hunter World and Iceborne for new monsters.) [u]Guild Hall[/u] The Dragon Fang guild hall is one large building with four floors. The first floor is the guild hall proper, with a bar, kitchen, common area and Guild Master’s office along with guest rooms for travelers and clients who arrive late in the evening. The second floor is a members only common area for discussing more sensitive matters and relaxing without the constant flow of job posters and clients, complete with kitchen, fireplace and other appropriate furnishings. The third and fourth floors are reserved for guild members who live at the hall. Behind the main hall is a training hall with a special containment field that prevents excessive amounts of damage to the hall outside of the sparring and training field. Master Jack maintains a house near the guild hall, though he more often found in the hall itself even late at night.[/hider] [hider=Wolven Pyre] Wolven Pyre “Magic itself is not beholden unto human morals. To cause harm or to heal it; we each must make that choice.” [u]Guild Overview[/u] An up and coming Light Guild formed from the remnants of the Daughters of Hecate - a Witches’ Coven founded centuries ago by Beatrice Duran. Priscilla Duran, the current head, has brought the coven into a modern Fiore by opening her doors to all Mages. In the few months since its inception as an official guild, Wolven Pyre has gained a handful of new members. Overall they are still quite small compared to more well established guilds, lacking in powerful mages to boot. Their unique talents have begun to gain recognition across the country. As practitioners of Witchcraft, Priscilla and her coven are well equipped to deal with issues in ways not available to all mages. The Daughters of Hecate walk the fine line between light and darkness - their power granted to them through communion with their mysterious deities. Whilst they themselves are practitioners of Dark Magic, it is their firm belief that darkness in of itself is neither hostile nor malevolent - and that light is not inherently pure and good either. Neither side can exist without the other, the balance of light and darkness creating an essential equilibrium in which the Witches dwell within. With the advent of Wolven Pyre, Priscilla and her followers seek to spread their doctrine to the rest of Fiore by closing the gap between witches and mages. In her halls, all practitioners of magic may dwell and live harmoniously. Those looking to start anew or escape unfair prejudice for their craft can find a home in Wolven Pyre. They may be small, but they are a very tight knit group who share a familial bond of trust and acceptance. [u]Guild Mark[/u] Wolven Pyre’s Guild Mark depicts the three-headed Goddess Hecate, the progenitor of all Witchcraft. The heads from left to right are a bull, a wolf and a snake. The wolf head is breathing fire, with the flames rising up to encircle the three heads to complete the mark. [u]Guild Allegiance[/u] Light Guild, Neutral Good. [u]Guild Hall[/u] The Daughters of Hecate solidified their coven in the deepest, darkest depths of the Silverbranch Glade, just southeast of Shirotsume and sitting north of Crocus across the mountains. Thorny vines, thick canopy of territorial wildlife act as natural protection for the guild. Entry to the hall almost always requires a guide well versed in the wiles of the Glade in order to make it without getting lost. Recently the Witches have set up enchanted lanterns that light the way from the forest’s edge to the guild hall. The Guild itself has the strategic advantage of being located amongst the trees. Hidden in the canopy, magically created huts of vines, leaves and wood naturally camouflage into the surrounding area. The main hut is situated in the centre of the complex, inside a hollowed out great tree, with rope bridges connecting the smaller huts among the treetops. The only part of the guild not among the trees is the tribunal - a pit which those who broke coven law were tried and punished. These days it functions as a training ground. The main hall has four layers; the largest being the common room where the guild members congregate. Here they may indulge in refreshments, good food and even better conversation. Below is the library – though to call it such is generous. The Witches weren’t known for their avid fascination of traditional literature. As such one will mostly find various tomes and scrolls detailing Dark Rituals and complex spells. A useful tool for the Witches who remain, but of little relevance to most other mages. At the very least, the library is a nice quiet place to sit and think. Above the common room one will find the Ritual Room. Here, many Witches would gather to perform complex spells. Nowadays it functions more as an office for Priscilla – though it is by no means restricted. Any and all are welcome to traverse it. Those who try to sneak a peek at her private notes suddenly feel the most peculiar bout of nausea; having to quickly rush off to find the nearest restroom. Finally, situated among the leaves of the great tree, is the Greenhouse. A most wondrous plantation of all manner of magical herbs and plants. Many of the produce grown there are essential ingredients for Priscilla’s concoctions, or vital ritual materials. In the Coven’s prime, many more strange and exotic plants were grown in this room. The other huts contain your usual amenities – bathrooms, sleeping quarters, sick room, study nooks. Mostly a lot of the huts remain empty; eagerly awaiting bright young mages to call them home.[/hider] [hider=Character Sheet] Character Sheet (please delete anything in parentheses) [i]Name: [/i](I.E. “The Demon” Mirajane Strauss) [i]Age:[/i] (Keep it Reasonable) [i]Birthday:[/i] [i]Magic:[/i] (See Above, No Godmodding Please) [i]Magic Level:[/i] (C, B, or A) [i]History: [/i](Paragraph or more) [i]Personality: [/i](One-Two Sentences) [i]Guild and guild mark location:[/i] (If in a guild) [i]Team Members:[/i] (If Any) [i]Three Strengths:[/i] (Not just combat) 1. 2 3. [i]Three Weaknesses: [/i](Make them Applicable) 1. 2. 3. [i]Appearance:[/i] (A picture works, use the image function) [i]Additional Details:[/i][/hider] Rules [list] [*]1. Standard rules of Roleplaying apply, no mary/gary-sues, god-modding or powerplaying etc. [*]2. This is not a completely serious Roleplay, Fairy Tail-esque humor will be involved, things such as the ridiculous magic and personalities are allowed and to an extent expected but don't bog down the Roleplay by putting jokes where they don't belong or being downright offensive. [*]3. Absolutely no canon characters or copycats. Similar magic is allowed, but original magic is encouraged. [*]4. If you have been absent for an extended period of time and wish to rejoin the RP, please ask in the OOC before doing something in the IC. If you wish to make a new character you may. [*]5. Remember we're creating a guild, not everyone is going to be as powerful as Gildarts or have the potential to become the next master like Laxus, some will never be stronger (Macao and Wakaba for example aren’t necessarily weak, but they don’t gain strength). [*]6. There is a TWO POST rule, meaning that you have to wait for two separate posts before posting yourself. [*]7. Remember have fun and help make this an enjoyable Roleplay![/list]