Faction Information
1 Being in a GuildGuilds are founded by guild masters who have chosen to accommodate and guide groups of mages, following certain ideals. All mages that belong to a guild are branded with a guild tattoo to show their allegiance. Guilds motivate and stimulate team effort and interaction among mages, as well as competition with other guilds. Guilds can be Legal, Dark or Neutral with a leniency to one of the former.
1.5 Being GuildlessAs a guildless mage, you are free to form alliances with whomever you choose and there are no legal responsibilities to use your magic for a certain cause. However, you are also not gaining any of the benefits of being in a guild.
1. When ranking up, please inform the staff so they can proctor the exam.
2. You can take both Legal and Dark jobs.
3. You can team up with other guildless mages and register in the team registration thread.
4. You can take jobs, bounties, miscellaneous work from anyone willing to hire you. Be it the Magic Council or another mage with his own agenda.
2 Being a Guild MemberAs a guild member there are several guidelines you need to follow:
- Spoiler:
1. You can leave a guild anytime, but you can only rejoin that same guild with permission of the Guildmaster. Quitting a second time will result in a permanent ban from the guild.
2. Guild hopping is highly discouraged. Guilds (especially Legal ones) want loyal guild members who are dedicated to the cause of the guild. Not members who like to go from one guild to the other when they get bored or suddenly demotivated. Hopping guilds may result in being barred from guilds, or even becoming guildless.
3. By completing jobs, you can claim points in the name of your guild on the Guild Scoreboard. When the job is done and approved, post a link to the job's thread (where you applied for it) in the Guild Scoreboard. This scoreboard is updated every few months.
4. You can form a team with other members of your guild and register
3 Being a Guild Ace- Spoiler:
1. You can be chosen to become guild ace by your respective guild master as soon as you reach B rank.
2. Guild Aces are allowed to learn guild spells but must be at least A rank to cast them.
3. A guild can only have three aces at one time. If a guild ace leaves the guild, they loose the ability to cast guild spells.
4. Guild aces can be stripped of their position if they go inactive for 3 or more months without a given reason.
4 Being a Guild Master- Spoiler:
1. As a guild master, you have the right to refuse or ban any member(s) from your guild with a valid reason.
2. A guild master is allowed to create jobs and Guild Events with rewards, as long as they have been approved by the staff first.
3. The guild master is allowed to create 3 guild spells for the guild. The aces may only learn 1.
4. A guild master is automatically upgraded to X rank, and is allowed up to S rank spells.
5 The Magic Council1. The Magic Council is in charge of the Magic World of Fiore. It is made up of 8 seats and a chairman. The members of the magic council each get one vote in whatever matter is being discussed.
2. The Magic Council is responsible for keeping the peace. The Inner Circle can order arrests for certain mages that have disobeyed the law. During an arrest, the Magic Council either hires other mages to capture the outlaw, or sends out its own members to deal with the issue. Once the outlaw has been captured, there will be a trial to decide on the punishment.
- process:
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Discussion Thread: In this thread all Magic Council members come together to discuss a certain topic. A link to the thread needs to be provided in case of an arrest, or something that has happened in another thread that the MC needs to respond to. However, unless they have actual PCs ( Player-controlled Characters ) as spies inside the thread, they can only know of things that have happened in public. Without spies they cannot know of things that happen under the radar. In this thread all 9 members will give their opinion on the matter.
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Decision: After hearing all opinions the MC will have to come to a conclusion on what needs to happen. All members will then vote to decide whether they will go with a plan or go with a different one.
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Hiring: In case of an arrest. The MC can hire a mage to hunt down another. No killing is allowed and the other mage needs to be brought to court. At least 1 MC member will need to have a private thread with the mage they want to hire to establish a reward and to sign a contract. In the contract the MC will need to provide details on the target, a time limit, a method of capture limit, and a reward. It is the other mage's choice to enter the private thread with the MC or not.
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Trial: Once the outlaw has been captured they will have to appear before the Council. Questions will be asked by the MC to determine the punishment. The mage's behavior during the trial will be significant to determining the punishment.
- Punishments:
- Warning: The Mage will receive a warning by the Council. The amount of warnings a mage has had can indicate how severe a punishment should be.
- Fine: The Mage will have to pay X amount of money.
- Service: The Mage will have to do one or more jobs for the MC. For a certain amount of time.
- Prison: Coming Soon!
3. The MC can disband a guild by opening a thread declaring valid reasons for the Guild to be disbanded. With links to the threads where the guild broke the law.
- An admin must be contacted for approval.
4. The MC can fund certain projects of mages or guilds.
6 Being a Rune KnightAs a Rune Knight, you pledge loyalty to the Magic Council and take orders from the 8 seats and the chairman. In order to become a Rune Knight, you must be guildless first and approach one of the 8 seat members to request the title of Rune Knight.
Being a Rune Knight grants one legal authority that can be enforced on other mages. Rune Knights can arrest mages, hand out fines, collect bounties, etc. as long as they do not disobey orders.