Post by The Martyr on Oct 28, 2015 19:45:58 GMT -5
At present there are only two factions, the first being freelance mages who are not aligned with any guild or organization, and the second being the world government. In time, depending on the things that happen in character, guilds and perhaps other organization will be added to this list.
Guilds
Member formed mage alliances that are created in character out of a necessity for survival and common goals.
Three characters can found a guild, and as they obtain more members and complete more missions they are similarly able to expand their guild facilities and reputation. Each guild starts at rank 0, and for every mission that they do with another member of their guild, 20% of their earnings are put towards the guilds funds. These earnings are not subtracted from the members earning and must be kept track of on the guild tracker.
World Government
Guilds
Member formed mage alliances that are created in character out of a necessity for survival and common goals.
Three characters can found a guild, and as they obtain more members and complete more missions they are similarly able to expand their guild facilities and reputation. Each guild starts at rank 0, and for every mission that they do with another member of their guild, 20% of their earnings are put towards the guilds funds. These earnings are not subtracted from the members earning and must be kept track of on the guild tracker.
Rank 0: The guild has two founding members, who have procured or created a makeshift shelter to live in that is anything but comfortable and not entirely sanitary.
Cost: 0 Jewels
Rank 1: A total of four members are in the guild, and with the expanding family comes a need to expand quarters. By doing missions in the name of their guild, a cottage is able to be purchased, allowing for more comfortable and sanitary living conditions that reduces sickness and increases restfulness. It is still a little cramped but members are likely able to make due.
Cost: 1000 Jewels
Rank 2: Six characters now occupy the guild. Out of character, the guild gains its own sub-board, while in character it obtains a small plot of land to accompany their cottage, which may be used for a variety of things, depending on the interest of the members (such as gardens, a training area, etc). Rumors have started to spread about a group of mages banding together, but not much stake is placed in these rumors. EXP earned by guild members doing missions with another guild member is increased by 15%.
Cost: 2000 Jewels
Rank 3: Nine members have joined the guild. Enough income is generated from completing missions and selling and trading goods earned on said missions to pay for their own in house healer, nullifying the need to find a doctor willing to deal with a mage. Naturally, a doctor needs a place to work out of and this expansion includes the doctors office and the basic materials a doctor would need to work. Rumors have started to spread about a group of mages banding together, and people have started to take note of the guild's name and members, for better or for worse.
Cost: 3000 Jewels
Rank 4: Twelve members now live in the guild, necessitating a larger location with more living quarters, a larger dining area, etc. The income from guild members now enables the guild to hire staff to keep the place in order. The guild's name is heard in whispers across Fiore, becoming a household name that many recognize, and will be more inclined to respond in a negative or positive light depending on the reputation of the guild. Jewels earned by guild members doing missions with another guild member is increased by 15%.
Cost: 4000 Jewels
Rank 5: With twenty members, the guild is now bustling and full to bursting, even with another set of expansions that provide the guild with additional quarters, rooms and staff. The guild is famous, or infamous, at this point, and has become an official guild, recognized by the world government. Civilians all across Fiore have come to know of the guild, and have a strong positive or negative reaction to its members. In addition to the aforementioned expansions, the guild gains defense weapons to fight off other mages. EXP and Jewel earnings are increased to a total of 25% for guild members partaking in missions with other guild members.
Cost: 5000 Jewels
Cost: 0 Jewels
Rank 1: A total of four members are in the guild, and with the expanding family comes a need to expand quarters. By doing missions in the name of their guild, a cottage is able to be purchased, allowing for more comfortable and sanitary living conditions that reduces sickness and increases restfulness. It is still a little cramped but members are likely able to make due.
Cost: 1000 Jewels
Rank 2: Six characters now occupy the guild. Out of character, the guild gains its own sub-board, while in character it obtains a small plot of land to accompany their cottage, which may be used for a variety of things, depending on the interest of the members (such as gardens, a training area, etc). Rumors have started to spread about a group of mages banding together, but not much stake is placed in these rumors. EXP earned by guild members doing missions with another guild member is increased by 15%.
Cost: 2000 Jewels
Rank 3: Nine members have joined the guild. Enough income is generated from completing missions and selling and trading goods earned on said missions to pay for their own in house healer, nullifying the need to find a doctor willing to deal with a mage. Naturally, a doctor needs a place to work out of and this expansion includes the doctors office and the basic materials a doctor would need to work. Rumors have started to spread about a group of mages banding together, and people have started to take note of the guild's name and members, for better or for worse.
Cost: 3000 Jewels
Rank 4: Twelve members now live in the guild, necessitating a larger location with more living quarters, a larger dining area, etc. The income from guild members now enables the guild to hire staff to keep the place in order. The guild's name is heard in whispers across Fiore, becoming a household name that many recognize, and will be more inclined to respond in a negative or positive light depending on the reputation of the guild. Jewels earned by guild members doing missions with another guild member is increased by 15%.
Cost: 4000 Jewels
Rank 5: With twenty members, the guild is now bustling and full to bursting, even with another set of expansions that provide the guild with additional quarters, rooms and staff. The guild is famous, or infamous, at this point, and has become an official guild, recognized by the world government. Civilians all across Fiore have come to know of the guild, and have a strong positive or negative reaction to its members. In addition to the aforementioned expansions, the guild gains defense weapons to fight off other mages. EXP and Jewel earnings are increased to a total of 25% for guild members partaking in missions with other guild members.
Cost: 5000 Jewels
World Government
The government has always employed mages that were willing to hunt their own kind, largely regarded as 'dogs' and other impolite words by their brethren, but with the new found freedom of mage kind comes the ability to join the government on less strict terms and to help shape the future.
However, the government is still a very biased organization, where many will look down upon a mage simply for being a mage. Many agents will treat a mage as less than human, disrespect them, pull mean pranks or use violence against magic using agents while hiding behind their like minded companions. It is not for the faint of heart or weak of body.
Every member begins as a Rune Knight and has to work their way into their preferred division. As the lowest ranking members of the government, Rune Knights cannot command other members of the government or even fellow Rune Knights, rather they are expected to follow whatever orders given, no matter how trivial they may seem. Most members of the government are Rune Knights - basic fighters that patrol areas and help to ensure the peace.
To get promoted, a character needs to do five missions in the division they wish to be a part of (and another five should they choose a specific subdivision they want to be a part of). To be further promoted to a Commander of their division, the character must complete one mission of every rank aside S rank. A Commander outranks anyone but someone of their own rank.
Divisions
Law Enforcement: As a general rule Law Enforcers are well rounded people that are adept in combat. Most of their time is spent patrolling their designated areas or guarding specified locations. Their main duty is to uphold the peace, protect civilians and furthermore ensure that laws are being followed. Higher ranked individuals are armed with the magic cancelling lacrima that mages dread facing. Similar ranking members in the subdivisions also possess such weapons.
- Special Operations: A small group of very skilled individuals that deal with secret, perhaps not strictly legal, missions that allow the rest of the government to keep their hands clean.
- Internal Affairs: Representatives of the public that work behind the scenes to reduce corruption among the ranks and they strive to rid the government of their hateful, biased views of mages that often garner stricter punishments than necessary.
- Combat Squad: Law Enforcers that are particularly apt fighters are promoted to this division, where they no longer need to carry out run of the mill patrols. Instead, they are mobilized when a threat is present that the Law Enforcers are not skilled enough to handle.
Research and Development: An influential, noncombat oriented division that specializes in all brands of information. This includes worked in the wield, in laboratories, as spies, etc.
- Medical: Members of this division offer medical support in the field and delve into medical research behind the scenes. Research teams are usually work independently in various locations, depending on the sort of work they are doing - and there are even a number of 'ghost' teams said to exist, which dabble in the more taboo aspects of medicine that usually include human experimentation. Though they are not required to be proficient in combat there are, of course, exceptions.
- Intelligence: Often regarded as spies, Intelligence based agents specialize in highly classified information and secrets, both pertaining to the government and potential threats. This subdivision can further be broken down into two sections, separating those that encrypt and decipher data from the spy masters. It takes a special sort of person to succeed as a spymaster, but they are invaluable to the government.
- Journalism: This division deals with releasing press releases from the government as well as documenting this that are happening not just in Fiore but across the rest of the continent, tasked with picking out the tidbits that look interesting or important and passing them on to Intelligence agents or the higher ups. They are scarcely recognized, but it is widely regarded as the safest division.