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 4. Guild Rules

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Celeste
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PostSubject: 4. Guild Rules   Fri Aug 21, 2015 6:54 pm

Joining A Guild

Here in Fiore, there are these things called guilds. Now, people don't necessarily have to be in a guild but mages have the option to join a guild if they would like to. There are 3 main types of guilds, light guilds, dark guilds, and neutral guilds. As the names suggests, light guilds consists of light mages. They do good deeds for people. All of the damages they cause are typically dealt by their guild master. In dark guilds, if you do something wrong, you either get thrown in prison, pay the expenses yourself, or get punished in some other way. Dark guilds however, is the only type of guild that cannot participate in the Grand Magic Games. Neutral guilds works the same way, except they have a less likely chance to be put into jail for their wrong doings as a dark guild.

Now, you may be wondering how you join a guild. Well, in your character application, you may notice a guild and guild mark section of your application. You can put in which guild you would like to join there and that is the guild in which you would start out in along with what color and where your guild mark would be located. Now, what if you chose to start out guildless or in other words, an unaffiliated mage? Don't worry, all you have to do is do a topic with somebody from the guild you wish to join, and once they stamp you, you link the thread into the "Guilds" section of the staff notifications center, and a staff member will change your guild.
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PostSubject: Re: 4. Guild Rules   Fri Aug 21, 2015 7:11 pm

Leaving A Guild

It is sad, but there comes a time, when people must or choose to leave their guild. This can happen to all 3 light, dark, and neutral mages. This applies for the members of the Magic Council as well. When you leave a guild, you're becoming guildless or an unaffiliated mage. There is none switching guilds in an instant such as Lamia Scale to Sabertooth or the Magic Council to Grimoire Heart. It just doesn't work like that. You must make a topic of you removing your guild mark through either a member of the guild or through your own magic energy. This makes you guildless or unaffiliated. If you wish to join another guild or the Magic Council, you must make a separate topic and join whatever you want through that topic. For light and neutral guilds, it costs nothing to leave your guild. For dark mages, it is possible that you get a bounty price put over your head for your ex-guild mates to trace you down and turn you in to the guild master.
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PostSubject: Re: 4. Guild Rules   Fri Aug 21, 2015 7:20 pm

Creating A Guild

Are there any guilds that you do not want to be a part of? Maybe you're just the leader type and want to lead on your own guild. Well, there are a few requirements to do that. It isn't free to create a guild. To create your own, fully custom guild, you must pay a fee of 100,000,000 Jewels. On top of that, you yourself, must be at least S-Rank (as that is the requirement for you to be a guild master). You can't just create a guild with no members. It just doesn't work like that. Then nobody would be willing to join your guild. So, you must at least have 5 members who are willing to join your guild. They must contact the owner or an Admin, in order to create a guild. You must already have your guild symbol picked out, your name, where your guild hall would be located (unknown is reserved for owner-created guilds), and if it will be a light, dark, or neutral guild. You cannot create anything like the Magic Council to uphold laws and such. Once all the plans are discussed via PM, the person who you discussed your guild with, will send out a confirmation message to the 5 (or more) guild members you said in your PM's. This is just to make sure that you weren't lying about the 5+ guild members. Once all those steps are completed, you will get your very own, custom guild, along with your very own group and guild hall. Don't forget! You make the rules in your guild.
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PostSubject: Re: 4. Guild Rules   Fri Aug 21, 2015 7:45 pm

Guild Raids

Now, guilds do have their differences. Sometimes, one guild does something to another guild that cannot go unanswered. Now, what is the natural response that a guild delivers? That's right. A guild raid. This is where one guild invades another guild and completely just tries to destroy it or cause as much harm as they can. No matter what, all guild raids are maim viable meaning that people can loose limbs and become paralyzed via a spell or a specific amount of damage dealt to the body. The minimum amount of damage is S-Ranked damage or 32 damage. Of course, the person dealing the damage, or you (one or the other), has to specify if that did paralyze you or cut off your limb. For paralysis, the spell must have hit the back or neck though. A guild must to have sustained at least 1,000,000 damage before it is successfully destroyed. Once a guild is destroyed, it can be rebuilt with a rebuild topic with a word count of 10,000 words. Additionally, as long as a guild is destroyed, all members of that guild cannot take any requests until the rebuild is completed. The rebuild topics must be marked with [Rebuild] in the topic title and a guild raid topic must have the label [Guild Raid] or [Raid] in the title.
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