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Ali

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JANUARY
X001

SUNNY /w CLOUDS - 0% PRECIPITATION - THIN LAYER OF SNOW - 10 C / 52 F

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EARTHLAND, ISHGAR, FIORE

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Snow Peak; Fiore's northernmost town, with a low population, perched on a hill overlooking the sea. It is snow covered nearly all year minus the summer.


Pirate Cove; Pirates have plagued the world as long as there have been ships. Under all manner of banners and flags, names and titles. Vikings, Smugglers, scum and rebels. Pirate cove is a collection of caves, coves and shipwrecks, some shanty towns, and of course bands of marauders. While Piracy may have died down, you can be sure to still spot the Jolly Rodger flying from the shore.

Coppertown: First mining settlement along the "ridge" as some have termed it. Coppertown connects to mountainous paths leading to the mining camps. Mostly populated by miners and their families, they tend to be standoffish with outsiders, even as they fill carts full of ore for the Kingdom. The gap between rich and poor is readily noticeable in this small city, and many a squatter's tale is about how they came to Coppertown to strike it rich.

Kugumi: A city located on the high road north of the capital, a rather modest city, both in terms of size and temperament of its people. Kugumi is famous for its mountaintop temples and monks. The large grain brown rice grown on its mountain fields is a primary export.

Rose Garden: Home to noble estates and the Royal Vacation home, Rose Garden is a high class region for the Shakers and Movers of Fiore, new money, old money, noblemen and pompous asses. A beautiful area with great scenery, but these areas are not open to the public without a pass.

Given the beauty of the location and its villa's there is a public portion and tourist district. The local lords not being too foolish begrudgingly at the worst allow this. With tasteful, retreats, inns, suites and hotels, romance is often in the air. And the public sector is among the most safe and friendliest in all of Fiore.

Overall a highly famous location for lovers and weddings.. Oh, and of course honeymoons. The massive parks and Rose Gardens of the public sector are a tourism hotspot across Fiore, and beyond. Rose's from the Rose Garden are also highly valued and pricy, with the more rare the color the higher the price. A gift of one of these is often considered as good as an engagement ring.. Or at least alongside of one.

Motor City: If Foundry is the muscle Motor is the brains. Originally established as an educational city, for non-magical research and development. Fiore's first Locomotive and cannons were, even if copied from imports, reverse engineered here. Many products that have improved day to day life in Fiore come from here. Unfortunately the city is home to white collar eccentrics, blue collar thugs and has an unusually large number of mechanical contraptions. It and Foundry often work hand in hand on numerous tasks.

A grimmer part of Fiore, motor city is every wizards one stop shop for mechanical wonders of the ages. From magic mobiles to Sorcerer cycles this city has your back covered. Be wary though, when the night rolls around, Motor City becomes the home of thieves and thugs.

Foundry: The mother of all invention is necessity. Or in the case of Fiore, Foundry is. Originally founded by a tycoon willing to take a chance with novel ideas. The city is aptly named for its massive forges, cranking out the cannons of the Royal Navy, the massive gates of Crocus, and the rail works of the kingdom. Given the pro-industrial leaning of the city, mages are a rare sight. The Treasure hunter Guilds however tend to be rather active, taking up jobs for the wealthy and...the less honest of the population.

Ruins of Hanza: Hanza was an ancient capital of a long gone civilization. Scholars believe they may even be the originator for some of the cultural practices of Fiore. What is known is hidden tombs, forgotten magic, secret cults, and the scars of a massive battle, all linger this large region.

Izumu: Famed for its fishing and small boat construction, Izumu tends to be rather rural and peaceful. Valuing hard work and its isolation, Izumu has from time to time had landed more problems than fish with the passage of time.

Forest of Izumu: making naval trade a necessity, this massive forest is filled with all manner of nasty beasts, making travel fairly difficult.

Lavender Port: Fiore's 2nd largest port, Lavender is at the end of the so called "Industrial line". Carrying goods from Motor City and Foundry to the far reaches of Earthland. Primarily handling heavy shipping and construction, Lavender port has its fair share of corruption, but the various naval forces garrisoned makes it a rather safe location.

Iris: Given the pollution from its neighbors Iris is a rather dark and gloomy town, famed for its fields of Iris flowers and its caves, Iris often serves as a "shadow city". Given the destruction of its local ecosystem, and its reliance of fungus growth products, namely mushrooms, people in the town have sought means to make extra money. Smuggling, burials and bribery. Iris is a town in a desperate situation.

Iwata: A curious little town, famed for being built on a collection of small islands and stilts, Iwata stands as a testament to the human will. Iwata was originally founded as a monastery city for a group of warrior monks. While that has lost its shine over time, the temples still stand, and a few are even active. Currently the city mostly survives as a tourist location.

Lilac Beach: The "poormans" Akane Beach. If the later is more known to host the rich and powerful, Lilac and its small towns often play host to the working class to the north.

Kazami: A rural sprawling Village with simple wooden structures, Kazami is renowned for its massive sunflower fields and being the last major "green lands" along this stretch of the highway as one heads south. Sporting a rather well rounded population figure, most job requests from here seem to be more of the peaceful sort. Kazami also has rather cordial relations with the National Council.

Bend City: founded upon old ruins, Bend City is in a rather fearful position, a crater valley surrounded by a river bend to its north. While it has strong earth works, it should be noted almost all structures are in the crater walls and rim, with parks and agriculture on the floor. Bend city largely exists and has a vibrant economy thanks to Columba, and Titanos.

Shipwreck Cove: with islands hosting terrible creatures not so far away, and the fog that's produced from this channel, Shipwreck cove is an ill advised location to attempt sailing to and from Hargeon. Crashing into the jagged rocks and mighty swells, many a ship has came aground.

Junction Station: Central railyard, rest stop and one-time construction site. Junction Station now serves as a small city built by railmen and traders, for railmen and traders. Welcoming to travelers, it should be noted the city values Jewels above most else. A curious note is rather than fixed buildings most of the inhabitants live in trade caravans and old decommissioned locomotive cars.

Lily: Located in the central dry plain, lily has a collection of swamps around its borders. A rather typical city, its in a rather isolated location.

Eldwald forest: Tundra like forest, extremely cold, seems to be home to numerous creatures at home in such an environment. Is famous for its rich mineral hot springs.

Edelweiss Town: Located high atop the northern straight, Edelweiss Town is culturally akin to Iseberg, where many of its citizens hail from, refugees unable to settle in Seven. Its famous for its breweries and the namesake flower, which only blooms in the summer.

Waas Village: A village to the East of Waas Forest, primarily counts on logging for its income.

Iss Forest: A rather "young" forest compared to Waas, given its remote location, Wyvern are known to dwell here.

Misty Peak: A ruined city buried beneath the mountains, filled with traps, goblins, golems, and other beings of ill repute, one should use wise judgment and sure vision while at this location. Famed for its never departing fog, adventures have been loath to explore too deeply within, calling it a crypt city.

Bloom: Cornerstone of two trade routes, Bloom is a multicultural city heavily dependant on outside trade. Rather uninterested in most of the internal ongoings of Fiore, Bloom is the primary destination for land-based trade to Fiore. The city is rather typical by most accounts, minus it does have an Army Garrison to keep security.

Seven Checkpoint, Bosco Checkpoint: Standing along the Eastern Roads is two moderately sized Forts, handling travel into and out of Fiore, the concerned countries maintain a custom post and small military garrison. Naturally, there is a small town around both, and the head aches of bureaucracy abound. Patrol issues, and bandit raids often plague the outer roads, not to mention scams and hijackings.

Fort Mashima: Principle key defensive base of the Royal Guard. Its men train here, and the families are often based here as well, the city around it often hosts retired soldiers, museums, and men who live on glory long past, at times searching for more.

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LEGEND: Red=National Holiday, Blue= Regional, Green= Local

New Years Day Jan 1st: Yee typical New Years day celebration

Auroris Festum February 12th: At the top of Snow Peak, a lovely Aurora showcases its self for the next 20 days, drawing in crowds of visitors to the remote location, given this beautiful, spectacular view, trouble comes hand in hand. Mostly from opportunistic bandits and the regional wildlife, ironically both out of greed and curiosity. The town tends to function as it always has, though community potlucks and some basic attempts at selling creature comforts, readily come to the front.

Planters Day/Spring equinox. March 20th: A regional holiday normally marked at the end of the first plantings in March. Most of your rural and agricultural cities celebrate this holiday in the form of a community feast.

Festival of Magic March 29th: Started up by the council, the goals of this holiday is rather self obvious. Guilds are asked to, out of their own pocket, to conduct regional outreach to the local community. Often in the form of magic shows or parades, Normally this is up to each guild, and is limited to the local city or town they may be aligned with.

All Fools Day April 1st: A holiday for jokes and tricks, for some a blast.. For others an annoyance in need of being wiped out. Regardless, you can bet someone will take it too far.

Children's Day April 23rd: Children's day was a rather minor holiday until the wake of the 2nd Trade War. With the massive casualties for all sides, and the influx of Orphans the Holiday is still a painful memory for some.

And through the smiling faces of those who are now alive, a relief. This holiday primarily is earmarked by local cities and officials organizing various arts and craft, or Carnival shows. Another important aspect of the holiday is the entertainment of orphans, or helping such institutions out with various tasks and quests.

Rose Festival May 1st: Marking the first blossoms in Rose Garden, it is a quasi-holiday, officially only pertaining to Rose Garden, it has came to symbolize a day of love, romance, and proposals. Generally one of the busiest days in Rose Garden, events are mostly drama in nature, including famous plays across the land, singing and a brief firework celebration at the end of the night. Often these fireworks are designed to fit in with the seasonal theme.

Across the rest of Fiore, while rosses and fireworks are not common place, it is the day of romance.

Night of the Fireflies May 15th Lily: After rains have settled, the swamps aren't as given to producing fog and the mud has hardened, a magical night happens in Lily. Thousands if not Millions of Fireflies from all across Fiore, come down upon the swamps that ring Lily. Namely to mate, finding the area agreeable and devoid of all the predators and distractions the other cities of Fiore have.

In general a strict no lights policy is observed. Guilds are mostly recruited to fend off any beasts (would like to add slimes here for the lulz), whom may attack tourists and nature goers.

Kugumi Ode to the Mountain June 13th: In Kugumi a festival is held marking the first harvests, coming of age and the giving of thanks to the Mountain's Blessing. In general while a Village affair, visitors can take part in some of the challenges, which includes, a boulder carry, wall climb, and a ceremonial offering of a maid to the Mountain God. Of course in the last one no one is really killed. Though dark tales of the past often hint this wasn't the case. Operating as a form of beauty competition, people from across Fiore often will flock to this. Given the requirements in physical fitness, its not strange to see Wizards winning this contest the vast majority of the time.

At the end a Mochi pounding event is held, with traditional foods from the mountains bounty fed to honored guests.

Summer equinox/Sea Day June 20th: A regional holiday concerning the Costal Cities of Fiore, each tends to have its subtle differences.

Pirate Cove; tends to have its various "elections" and communal events, given what the location is, public participation is NOT encouraged.

Snow Peak; host an Ice fishing championship, though that term is mostly misleading as almost all of the Ice off coast is melted, in place participants fish on rafts of left over ice to catch deep sea fish.

Izumu holds a Traditional Festival, nothing too special though, aside from a wyvern hunt, a rowing contest, and a strange form of theater known as Kabuki.

Both beaches tend to have an official opening ceremony with the obvious happenings.

Hargeon and Lavender both tend to have a Fleet Review, where the ships of various Navies carry out drills, showcasing the pride of Sailors who man them. Civilian ships later join in with the Parade, security is normally in demand here.

Parents Day July 16th: To honour the Parents and Guardians of ones self, this holiday is mostly marked by Children, or young adults, doing various tasks for their elders to make the day more peaceful for them. Given hunting trips, and other activities, that one might not be able to carry out on their own, its not unusual for magic guilds to see a bit more odd jobs on this day.

Culture Day July 7th-9th: Held in Kazami, Kunugi, Oshibana, Izumu, Lily, Magnolia, and Kugumi. A holiday focusing on traditions and culture, food stalls, arts, crafts, magic shows, and tours are all fairly common. The holiday was largely developed to keep the Grand Race off of their streets. The people of these districts generally do not like the race. Of note some of the cities hold a foot race Marathon between neighboring cities with a cash prize, once the Grand Race has passed them of course...Izumu tends to, for obvious reason, not be part of this race.

Grand Race July 7th-9th: A grand race running from Bloom to Lavender Port down the Southern Rail. Minus a few towns that actively deny the race entry, it runs in a rather straightforward manner. The race is a marathon meant for the use of magical machines of all sorts, often a team of two compete with one machine between them. Of note a high-speed passenger train follows the action. Wizards are often hired to act as security, cleanup crew, and even as sponsored racers. If Culture day is a blast to the past, the Grand Race can be said to be a reckless three day race to the future. A cash prize is often on hand, plus blank slate sponsorship pay.

Valor Day August 5th: In honor to the Magic Guilds and the Royal Guard, this holiday is to remember those who died in the line of duty, and to honor those who now server. Generally Military Parades are common within the major cities, and a 10 minutes observance of silence is held at midday for the dead. Its not unusual for martial contests to be held across the country on this day.

Day of Trails August 15-16th: Held in Iwata, this is a seasonal holiday that follows the origins of the warrior monks and their modern day practices. Outsiders are normally welcomed to join in, though they must pass a fitness test and sign a wavier promising to not hold the Village to injuries they sustain. (I will likely take an active hand in running this one)

Broken into three events, the event is split among three groups as well. Mages, Monks and civilians. Of note, Monks skilled in magic often will compete alongside the mages.

The events are;

The journeyman's Walk, while the Islands of Iwata currently have bridges to one another and the shore this was not always the case. In reflection to older times, the bridges are torn down and removed. Contestants must then pass from the shore to the central temple. Of course not all routes are as easy as they may seem, while safety is upheld as best able, natural hazards, wildlife, and less than honorable contestants may prove troublesome, as you wade crossing points or attempt leaping from pole to pole. The Mage neck of this tends to have booby traps and somewhat threatening beasts.

Trial of the Masters, Upon reaching the Central Temple, a bald monk in an orange robe tends to meet each contestant giving them a path to follow, or to choose for themselves, if they will walk alone or with others. Overall the details of this contest is rather spotty, most contestants won't speak of it, and those that do have noted it is different each time or something they do not wish to face again.

From these details it seems to have a section based with a magical mirror that reflects ones fears and failings, some moral puzzles that may affect ones future progress, and problems that can be solved in a multitude of ways, some of which the Monks never mention as options.

Ring of the Worthy: Upon completion of the first two trials, one will end up at the smaller temples, then guided to three islands for the purpose of human to human combat. Split up by ranking, the final round of battles among the leftovers begins. Straws are often drawn to decide who faces who. One may simply walk away at any time. The winner of his or her circle is crowned winner of Combat. According to some a secret ceremony is then held, where outsiders may even fight a Grand Monk, be judged for their actions, and even awarded a master honorary title for the overall actions they have done.

As the monks are given to say in reply to protestors. "This wasn't for us to judge you, but for you to judge yourself. If you believe our judgements say you are a devil or a saint, we only recorded what you have done. It is yourself that made this opinion of you. There are no right or wrong answers, only the answers you gave and the results they made."

Grand Magic Games September 9th-15th (rough estimate of taking place here given observed factors) YOU KNOW WHAT THIS IS! YOU ALWAYS KNEW.

Fall Equinox/ Day of thanks Sep 22nd: A holiday practiced among the more poor or rural cities, to celebrate the start of Fall, holding a family feast or communal events isn't unheard of in some cities.

Hallows Eve October 25th: A Festive night of spooks and ghouls, ghosts and goblins, children asking for candy and haunted houses to make adults scream in fright. This holiday is meant to give the dead a few smiles and fond memories as they pass on into the full moon of...

Day of the Dead October 28th: This is a somber day in which Fiore traditions honor the dead, and wish them well into the next life, often the practices of this day differ from person to person, family to family, religion to religion. A Somber night of silence, reefs to be hung at shipwreck cove, small ships sent down the river, food left on family headstones. This day is only unified by its goal, honoring the memory of those whom are gone.

Jubilee week First week of November: A holiday that varies across the region. The first day is for the foundation of Crocus and the Kingdom of Fiore. Various other towns hold Restoration, Foundation, or Victory Day parades. Magnolia in principle holds its Restoration day parade during this week.

Fiore Trade Festival November 12th: A grand Trade festival in the City of Bloom. Inventors, traders, businessmen, and officials, from all across Fiore and Earthland attend this expo held just outside of bloom, where for one day, wanders from across the realm are shown, instruments of national pride, genius...and maybe just a tad bit eccentric.. Given all the trade, important people, and travel involved, guilds tend to get lots of security related work in the days prior and after the convention.


Edelweiss, Day of Eistänzer December 1st, day of the Ice Dancers, a celebration where the local practice ancient national customs, these consist of a large cookout, with roast boar, drums of finest beer in Fiore and competitions of strength and song. Hymns of ages past, log throwing, snowman building, igloo construction and axe throwing are among the assorted events. Then comes the "real fun part" as the locals put it. Beasts from the wild, mostly wolfs and the occasional Yeti, come down upon the town in a savage fury. Well fortified loses are rare, but for that night the holiday name of Ice Dancer becomes brutally obvious as young men and women out to prove themselves stand axe in hand, awaiting the horde in the blinding snow. Its not unusual to see mages looking to prove themselves also taking part in this dance of death.

Winters Welcome December 21st: A holiday for the northern cities, its akin to thanksgiving, with various hunting events and foraging tasks. In general its a holiday meant to boost public will and mood, so they may survive the hard winter.

Star Gift Week: Always last week of December leading to New Years Day. This holiday is meant to show thanks and love to those one cares about as they head into the new year. Events vary throughout the week often consisting of parades, children meeting with Father Frost, exchanges of chocolate to members of the opposite sex, and on the final day before new years, presents are given out to friends and family. Its not unusual for some guilds to engage in the practice of a secret star, where one gives small gifts leading up to the final day in secret, then announcing who they are at the end. Though of course some guilds ignore this practice all together.
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◤GUILD MASTERS

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◤ JOB BOARDS
Ensure you are following ALL the job rules before accepting a job. The rules can be found near the bottom of the first post in the OOC.
Side Note: Some "C" tier jobs are able to be completed by anyone (as are most other jobs), be sure you confirm with the guild master you're not to high a tier to take a "C" rank job.


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A and AA
Job Title: Help Discover the “Night Terror”
Location: Ruins of Hanza
Preferred Tiers: AA
Description: Recent reports tell of a creature that has been stalking the ruins at night. Some say it is the results of an ancient curse, and that the creature has risen to protect the ruins. Others say it is merely an animal. Still others claim that it is a result of the secret cults in the ruins, and that they’ve summoned it to spite the world. None know for sure.
Little more than its silhouette has been seen, but from the numerous reports of the creature, we can give a vague description. The beast is reported to be catlike in appearance, with large tendrils snaking outwards from its back. It's said to be twice the size of a person, and it's call is as chilling as the screams of its victims.
This creature needs to be removed at once. Your job will be to discover what this beast is, where it came from, and remove it from the area.
Enemies: -The night terror, which will fight with the strength of a hurricane. It's claws and teeth act as its weapons when close, and the tendrils on its back reach far enough away to be considered ranged. The tendrils are also seem to be electrically charged, as they deliver a painful zap to whatever they touch. The zap is powerful enough to completely stun people, so it is advised to avoid the tendrils.
-You may also encounter the cultists within the ruins. They tend to keep to themselves, and would prefer to avoid confrontation, but should you wander into one of their meetings or rituals, they will not hesitate to forcefully remove you from the premises. They are wizards, but not particularly powerful ones. Their biggest hope in combat lies with their numbers.
Reward: A book recovered from the ruins, detailing spells from long-forgotten magics and 8,000 J
Dice: REQUIRED
JOB TITLE: Needle in the Haystack
LOCATION: Labyrinth of Mystery
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: Legend tells of a swordsman by the name of Himura Mihawk, who was known throughout Fiore for his master swordsmanship and intellect in battle. He, along with his sword Raiku, were rumored to have cut up more than a thousand enemies, and save more than a thousand lives. Testing his limits, Himura had went into the Labyrinth of mystery, but never came out.

Residing in Magnolia, A museum owner(name is up to you) has tasked you with going into the labyrinth and finding the mythical weapon Raiku so that he may set it on display for various onlookers, and in exchange he will pay you in jewels. Little does he know, the maze is teeming with dangerous demons and guardians that "deal" with intruders, and the labyrinth is so huge that you could get lost in it forever. Try to make it out alive if you can!
ENEMIES:
Weak: Lost Demons x4:
B-Rank, Non-Wizard; demons found wandering inside the labyrinth, never being able to find their way out. They deal B-Rank physical damage. They take 4 hits of B-rank Damage to down each. (Descriptions of these demons are up to you.)

Normal: Swordsman x5:
BB-Rank, Non-wizard; These swordsman have all heard of the tale of the legendary sword Raiku, so they embarked on a quest inside the labyrinth to obtain it, with some having been searching for days, and others weeks on end. Be wary though, because these are not just clumsy swordsman. They are experts at the way of the sword, and are very fast in speed and reflexes. With their swords, they will strike you for BB-Rank damage. They take 3 hits of BB-Rank damage to down each.


Strong: Labyrinth Guardians x2:
A-Rank, Wizard; These Monsters have roamed around the Labyrinth for hundreds of years, acting as guardians who keep out humans from trying to scope out the labyrinth. They use crystal-make magic by launching crystal shards out of there left hand that deal A-rank damage. There right arm is infused with an Axe that have the qualities of a crystal, and it deals A-Rank physical Damage. They take 7 hits of A-rank damage to down each.

Boss: Sacred Guardian - Kenpachi:
AA-Rank, Wizard; This monster has mysteriously been residing inside of the labyrinth for centuries on end, and claims it as his home. Just like the other guardians, Kenpachi does not like humans, and will attempt to kill any of them he finds walking in his labyrinth. In fact, he was the very being that killed Himura, taking his sword Raiku and using it as his own. Along with the decades of sword practice he has had, Kenpachi uses lightning-make magic, and he will often launch thunderbolts at you for A-Rank damage, and he can also make various weapons out of his lightning that will cause A-Rank damage. He can also make a shield out of lightning that ignores all B-Rank damage, and anyone who makes any kind of physical contact with the shield will be knocked back a few yards for BB-Ranked damage, due to the lightning. The shield takes 4 A-Rank hits to destroy, and Kenpachi cannot make another one for 5 posts. His sword, Raiku is coated with lightning that adds to its strength, and will deal AA-Rank physical Damage. He takes 15 hits of A-Rank damage to down.
REWARD: 15,000 J
DICE: REQUIRED
B and BB+
Job title: Help After a flood
Location: Small town in Pirate Cove
Preferred Tiers: B
Description: Due to odd circumstances, the tide of the cove rose in only one area, drenching the town in water. The waters of the flood have washed away everything in the area, leaving the town in ruins. The lucky families are missing homes or pets. The more unfortunate families are still missing.
Your help is needed to repair the town, find those who went missing (in whatever state they may be in), help families prepare to relocate, and fend off any scavengers that comb through the wreckage.
Enemies: - (roll 1 or 2) Carnivorous fish, seeking the bodies of the flood victims. Although their appearance is frightening, they have meager combat abilities. They are really only an issue to those recently deceased.
- (roll 3 or 4) Bandits, seeking supplies of the former inhabitants. They are more dangerous than the fish, as they have some combat experience, and are more intelligent. However, bandits will likely realize they are outmatched and attempt to flee with the supplies they have looted.
- (roll 5) Pirates, seeking to raid the village’s riches. The most dangerous possible encounter, pirates will have wizards in their ranks, and will be hell bent on securing their booty through whatever means necessary. They will openly engage in combat, and will be relentless in their fighting.
Reward: 5,000 J
Dice: REQUIRED

JOB TITLE: The Sky Tower
LOCATION: The Sky Tower
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Rumours have been circling of a gem that sits at the top of the Sky Tower; it supposedly cannot be moved; lifted, or budged. Even by the Gods themselves. Tales say that the Gem of Time sits held up by two mighty stone griffons at the peak of the sky tower; on its large, platform like roof. You have managed to climb the Sky Tower, and have found the rumours to be true. You note your surroundings and see that the top of the Sky Tower is gorgeous; with a ritual and mural of the sky in a mosaic on the floor. There are no edges at the peak; just flat surface; the griffons, and the clouds.

You can see all of Fiore from here. If you look off the tower's east side; you'll see the forest, and Magnolia; and even further off in the distance; you'll see Clover Lake; and the Inferno Mountains even further still.

If you look too the tower's left; you'll see Red Dawn’s Guild Hall; nestled in the mountains you're in, far, far down below; the building nothing but a spec from way up here. However, looking straight ahead, you'll behold the beauty of Fiore's grasslands; the twin cities of Era and Crocus shining in the plains; whether it be day or night.

Too your north, you can see the Royal Palace; the home of the Politicians, nestled in the forest; and even see the gigantic beanstalk from Beanstalk Village piercing the clouds up above as you are here on the Sky Tower; and also Rose Garden, glistening in the distance like a rainbow under a constant enchantment.

Too your South, you see the Peace River; and Peace Village; nestled as a tiny spec off in the distant southern grasslands.

Although the beauty is breathtaking; you're here for one reason only. The jewel itself is said to grant one the ability to learn with one's master once more'; whatever the hell the rumours mean; many have tried to climb the Sky Tower and failed because of this opportunity. You however, being a Wizard; have managed to reach its peak by scaling the massive dungeon inside.

Held up by the two Griffons----sits the Gem of Time. A clear white diamond; that fans with a golden light within every few seconds. Upon reaching up to tap a finger or hand on it; you twist into a golden glitter and are yanked inside of the gem.

(Environment of your Choosing)

There you stand; whether on mountain peak; open ocean, white lake; or open plain. With your former Mentor, and Master.

(Train well. Your Master will fight you for 24 hours at a time; with one day of rest in-between each day of training too remember old times, smiles, and lessons. When your training is complete; the next touch from your master; whether it be a hand shake; a hug, or a pat in the shoulder; will warp you back to the Sky Tower at Dawn.)
ENEMIES: You’re Old Master (whilst fighting)
REWARD: Prestige equal to completing three YELLOW TIER – B jobs.
DICE: NOT REQUIRED
JOB TITLE: The World Fluffiest Catch!
LOCATION: Spooky Forest
PREFERABLE TIERS: YELLOW TIER - B
DESCRIPTION: In your quest for a new blanket you have come across a shop that sells particularly soft ones. However, they are out of stock of their most fluffy and soft blankets. They are in short supply because the breed of sheep it comes from cannot be easily domesticated and is quite dangerous.

The job is to kill a Ram and bring it back to the store owner, where they can make a proper blanket for you and pay you for the rest of the fluffy beast.
ENEMIES:
Weak: (x5)
Rapid Chickens: These only take 1 B ranked damage to take down, but they're very fast and even a tiny peck can poison you with rabies, resulting in all those fun rabies effects until you're either healed or die from the 1/4 B ranked damage it inflicts on you every post. Five chickens show up at once.

Normal: (x3)
Piggies- These take 4 B ranked damage to take down and can deal out B ranked damage. Three piggies show up at once.

Strong: (x4)
Ewe: These are pretty big sheep, but nothing compared to the ram. Their wool is nice, but not nearly as nice as his. But that’s against the point. It takes 8 B ranked shots to take them down and they can deal out B ranked damage. They typically come in groups of four.

Boss: (x1)
Big bad sheep: A killer ram with the fluffiest most velvety coat you ever saw. It has razor sharp teeth and hooves sharp enough to cut. It takes 15 B ranked blows to take this ba-haha-ad sheep down. It can cause BB ranked damage while attacking you, so be careful!
REWARD: 7,000 J and a REALLY fluffy blanket
DICE: REQUIRED
JOB TITLE: Murder Mystery
LOCATION: Oak Inn
PREFERABLE TIERS: YELLOW TIER - B
DESCRIPTION: Oak Inn has invited any and all people to participate in a murder mystery game! It will start at 10:00 pm at night, and at 10:30 pm all doors will be locked, you, along with everyone else, will be trapped inside for 24 hours whilst the game is happening. They need you, and anyone else you can find as security. It's a lock in, and they need some powerful people to make sure nothing bad actually happens during this friendly game.

After around two hours the game becomes real, and a real murderer has begun their game. You're the security guard, so it's your time to shine, and find the murderer. The doors must stay locked so the murderer isn't released onto the street. It's up to you to find, and stop the murderer. All while making sure that the people don't find you to suspicious, and turn on you.
ENEMIES:
Weak:
The Innocent People
The people have turned on you, and suspect you as the murderer. They're not taking any action yet, but if you can't convince them they will detain you. Try to convince them, or work in the shadows if you fail at convincing them, but whatever you do don't hurt them! They deal C rank damage, and it takes 1 B rank hit to take any one person down.

Normal:

The Chef
The chief thinks it's you, but no one else does! He will throw cleavers at you, and try to stop you, but don't worry he's not the murderer. He wears a traditional chef outfit, and a nice chef hat. Feel free to knock him unconscious, but try your best not to permanently damage him, or kill him! To knock him unconscious you must deliver 1 B rank hit to him. To kill him you must deliver 3 B rank hits on him. Please be careful with him! He deals C rank damage.

Strong:

One of the murderers Henchmen
It turns out this was someone’s plan all along, and he sent his henchmen to stop you from finding him! These are grungy lowlife mercenary looking men. They're not all that strong, because they don't have magic, but they sure can hit hard. Along with everyone else, try not to kill these guys. Once you've knocked them unconscious you can lock them in the cellar (yes Oak Inn has a cellar, no, we won’t tell you why). To render them unconscious you must deliver 3 B rank hits, any more will result in death. They deal B rank damage.

Boss:

The Murderer
This man had planned this for a while. It turns out he was none other than one of the hotel staff, and he knew this would happen for a while. He wanted nothing more than senseless death! He wears a bell hop boy outfit, and has a well-groomed beard. His name is John Kantine, and he is responsible for multiple deaths before this. Please stop this man at any costs! It doesn't matter if he shows up dead or alive just stop him! It takes 5 B rank damage to take this man down, so go get 'em! He deals BB rank damage.
REWARD: If you successfully take care of the murder without killing anyone, with the exception of the murder himself, you get 5,000 jewel. If you kill any one that's not the murderer you get 3,000 jewel instead.
DICE: REQUIRED
C
Job Title: Melt a Town Out of Ice
Location: Snow Peak
Preferred Tiers: C
Description: Due to a mix between a harsh winter and a magical experiment gone wrong, Snow Peak has become encased in a layer of ice. The buildings, the people, some of the surrounding landscape, all of it has become coated in a layer of ice. Your help is needed to melt the ice, and free the people of Snow Peak.
Enemies: none
Reward: 1,000 J and the town mayors eternal gratitude.
Dice: NOT REQUIRED
Job Title: Do Special Effects for a Parade!
Location: Magnolia
Preferred Tiers: Any
Description: Magical fireworks are an attraction every year at Magnolia’s annual (I don't know a relevant festival name that would be allowed) parade, and this year will be no exception! Come let loose with your biggest, wildest spells and give Magnolia a show!
Enemies: none
Reward: 500 J
Dice: NOT REQUIRED
Job Title: Investigate a String of Robberies
Location: Motor City
Preferred Tiers: C
Description: A group of thugs has been systematically robbing shops all through Motor City, and they need to be stopped. Your job will be to find who the robbers are, discover their next target, stop the theft, and prevent future robberies.
Enemies: -An organized gang of thugs. There will be some among their ranks who are skilled in combat against wizards (such as ex-treasure hunters), or there may be some mages mixed in. Their movements and attacks will be organized, as the attacks have been planned beforehand.
-The mob boss, who is in control of the criminal groups. He will be guarded at his hideout, and he will be an adept fighter himself if he is challenged. Removing him from the picture is the only surefire way of stopping future robberies.
Reward: 1250 J
Dice: NOT REQUIRED
Job Title: Pest Extermination
Location: Izumu
Preferred Tiers: C
Description: Pests have invaded the people of Izumu, And they need to be eradicated. They’ve chewed through the sides of buildings, gnawed into food supplies, and even sunken boats by munching through the bottoms. Holes fill the town like swiss cheese, inviting more of the pests to explore the insides of homes, warehouses, businesses and libraries.
Your job will be to rid the town of the pest infestation. The inhabitants can’t handle the creatures themselves, and need the help of guild wizards.
Enemies: -(roll a 1 or 2) Giant rats, created through an odd, local mutation. Almost the size of cats, the large rats aren’t afraid of people, and have nothing against attacking a human that it perceives as a threat. Although they are relatively spooky to see, they aren’t much of a threat when in combat.
-(roll a 3 or 4) Giant termites, created through an odd, local mutation. With each termite swollen to the size of the average rat, swarms of termites become much more threatening. Although not threatening on their own, the termites often move in swarms, making them much more threatening, and increasing the speed at which they ruin structures.
-(roll a 5) You will encounter both giant rats and giant termites.
Reward: 1,000 J
Dice: REQUIRED
Job Title: Model a New Fashion Line!
Location: Kazami
Preferred Tiers: C
Description: A reputable fashion designer has decided that magic would add a little extra sparkle to his next fashion show! He wants wizards who can add a bit of extra magical flare to his outfits. Come add some razzle dazzle to the show!
Enemies: none
Reward: Each participant will receive one of the pieces in the show.
Dice: NOT REQUIRED
Job Title: Help Me Win Over the Woman of my Dreams!
Location: Rose Garden
Preferred Tiers: C
Description: The job provider has had a crush on a particular woman for many years, and has asked her to accompany him to Rose Garden for a day. He requests the help of guild mages to make the day magical for the both of them, and he wishes the day to go flawlessly. The job will be considered completed should the man win the heart of the woman by the end of the day.
Enemies: none
Reward: 250 J
Dice: NOT REQUIRED
Job Title: Our Restaurant is Short Staffed
Location: Iwata
Preferred Tiers: C
Description: The restaurant Oishi is predicting an unprecedented amount of customers in the next few days, and the staff isn’t prepared for the large influx of patrons. Those who accept this job will be expected to assist in waiting tables, cooking, cleaning, or bartending depending on their skillset. Over the days of the rush of customers, should majority of patrons leave satisfied with their experience, the job will be considered completed.
Obstacles: - (roll 1) The predictions were wrong, and the flow of customers is average.
- (roll 2 or 3) The customer flow is noticeably increased, and the restaurant is very rushed. The entire restaurant is packed with customers.
- (roll 4) There is a line of people out the door, and there is basically no breaks for any of the workers.
- (roll 5) There is a line of people out the door, there is basically no breaks for any of the workers, and the head chef quits halfway through the day. Good luck.
Reward: 550 J
Dice: REQUIRED
JOB TITLE: To Earthland… and Beyond!
LOCATION: Port Hargeon or Rose Garden
PREFERABLE TIERS: ANY
DESCRIPTION: A huge line of bustling people are going nuts in front of the Docks, it looks like Wall Street on a bad day. Families, children, and old folks attempting to go on vacation; everyone's clamoring for a Passport! Count Sparrow and the Magic Council have reopened Fiore's borders to outsiders, and in turn, have opened the borders too Seven, Bosco, and Minstrel as a show of peace.
Fiore, along with Bellum and Seven have always produced some of the most skilled wizards in all of Earthland; and so, the Magic Council has decided to offer the services of our wizards here in Fiore abroad in other Nations (for a hefty fee of course!); obtain your passport! Cut in line! Or wait in line! Do whatever is necessary! Because people are going crazy trying to get their entire families Passports registered!
ENEMIES: None. (Perhaps the occasional disgruntled citizen)
REWARD: Passport (Access to International jobs and Casual RP’ing in other Nations)
DICE: NOT REQUIRED
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED
JOB TITLE: The Stables
LOCATION: Hosenka
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: The local stables are having a huge problem. A massive party has come and gone, but the stables held so many horses that it is not only over capacity, but the stench and manure has come up to the shins of all the workers and this has resulted in their quitting. Now the city is threatening to fine the Stable owner a Heavy fine if he doesn't get his stables clean by tomorrow. The owner is desperate so he put out the call to any and all magi who could help him clean his stables in just a single night. He is willing to pay quite well for anyone who can help him. ((THIS JOB MAY BE COMPLETED BY MULTIPLE CHARACTERS))
ENEMIES: None.
REWARD: 1,000 J
DICE: NOT REQUIRED
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JOB TITLE: The Desert!
LOCATION: Desert Village to Forgotten Desert
PREFERABLE TIERS: GREEN/BLUE– A/AA
DESCRIPTION: Sandstorms have been appearing frequently, revealing lost treasure amongst the valleys of domes; attracting treasure hunters of all sorts. A traveling merchant was walking through the Forgotten Desert with a small team of treasure hunters hoping to find something buried amongst the ruins. A sandstorm arose around the merchant's group and they became under attack. The merchant's team was slaughtered; where as he managed to escape. He spent days in the desert, lost, until finally he came across other travelers and hitched a ride to the nearest village. Once in the village, the merchant was rushed to the hospital where a stinger was found embedded into his spine. The stinger was that of a scorpions', and he was given antitoxin. The merchant, now said to be hysterical from being in the sun too long and poison from a scorpion, is trying to get people's attention about the monsters hiding in the sandstorms in the streets of the village. He also mentions about a valuable treasure amongst the ruins where his group was allegedly attacked; and is willing to pay for anyone to help him go reclaim it as long as they are understanding the stakes.
ENEMIES:
Encounterable Enemies while on your way to the LOCATION:


Weak: Rattle Snakes. Scorpions. Tarantulas. Cactoids.
Three of any of these. They take a C rank to bring down. They are normal sized.

Normal: Thieves/Bandits
Three thieves dressed in desert gear and armed with knives. They take a single BB rank to bring down.

Strong: Sand whales.
Large whales that travel through the sand like it was water. They are capable of firing blasts of sand at you from their spouts to do BB rank damage. They require three BB ranks to bring down.

Enemies at mission LOCATION:

Weak monsters: Scorpions.
Large scorpions about the size of an Alsatian. They have powerful claws for doing B rank damage. If they poison you then you will be slowed by 25% and receive B rank damage per post for three posts or until healed. Takes two BB ranks to bring down

Normal Monsters: Demi-Basilisks
Large snakes with poisonous fangs and deadly eyes. These take three B ranks to bring down.

Strong Monsters: Giant Scorpions
Scorpions around the size of a car and equipped with three stingers. Their claws and stinger do BB rank damage. The poison from the stinger does BB rank damage per post for three posts. -These take four BB ranks to bring down

Boss: Chimera
A legendary creature and lord of the desert. Its body consists of the body and head lion, the head of a goat, and the head and body of a serpent for a tail. Do not underestimate this beast under all costs, for its poisonous tail is enough to kill even the most durable light mages, and its claws and fangs are strong enough to crush bones with ease. This creature's presence is said to bring abnormal heat waves in the already blistering hot desert, as well as vicious sandstorms. Poison is same as the Giant Scorpions. All other attacks do BB rank damage. - Takes eight BB ranks to bring down.
REWARD: The merchant cannot pay you seeing as he lost his caravan in the desert, however, any and all items found in the desert that may need appraisal will be done for free by the merchant.
DICE: REQUIRED (Every post, roll a 5 faced dice. Dependant on the roll, you will get jewels equivalent to said dice roll. Ex. Roll a 1 – 1,000 J, role a 2 = 2,000 J)
*This job may only be viewed/known about by ULTRA rank wizards, and given by Arba Grehel*
JOB TITLE: Village Taxation

LOCATION: Bosco, Tumbleweed Village
-Passport Required-

PREFERABLE TIERS: GREEN/BLUE TIER - A/AA

DESCRIPTION: Tumbleweed Village is refusing to pay up its just dues. They claim to not have any Jewels to spare, yet had enough to Hire Seven Mercenaries...our...attempts to deal with the Village have all ended in Failure, and our own Mages refuse to side with us on this situation, the Magic Council has even censored us over it. Though we've redirected the damage to a local Governor.

Its Simple, we have a plan in place to make, well, whatever needs to happen, look like the work of the local Bandits. We would like to have the seven incapacitated and brought to us, driven off, or killed. They are exceptional Warriors. You'll be provided masks and old military uniforms the local bandits wore, we ask that you leave as quickly as you came. And of course, talk to no one. Keep damage to civilians as low as possible. We wish to make an example of them once the 7 are dealt with.

Signed, illegible. A border guard officer will hand off the payment once work is done.

ENEMIES:
Villagers, Village Leader, 'The Seven'

REWARD: 15,000 J

DICE: REQUIRED
(First roll = Job Probability, Second Roll = 1,2,3 going through this undiscovered and keeping your reputation • 4,5 getting discovered and losing some reputation in Bosco.
>Created By: @RedArmyShogun <
*This job may only be viewed/known about by ULTRA rank wizards, and given by Arba Grehel*
JOB TITLE: Justice is demanded

LOCATION: Akane Beach

PREFERABLE TIERS: GREEN/BLUE TIER - A/AA

DESCRIPTION: One Ser Gustav Brightly has taken his summer Vacation at our dear beach. A noble Governor from Caelum, our employer is the Widow of the lord he gained his position from. She's paid the money upfront, all we have to do...well See that Gustav gets the vacation of a lifetime.. Suspect heavy Security. If you get caught, I don't know you.

ENEMIES:
Security - Men and Women equipped with pistols, handcuffs and batons. They have the ability to call for backup if they detect you. Best dispose of them quick.

Ser Gustav Brightly - Should the target notice you, he will try and fight back. He is quite skilled in martial arts and was known back in the day for being a heavy-weight champion.

REWARD: 60,000 Jewels
JOB TITLE: Enforce our Heritage

LOCATION: Start - Joya Jasper Port • End - Rorricks Keep
-Passport Required-

PREFERABLE TIERS: GREEN/BLUE TIER - A/AA (Minimum of three wizards, no less.)

DESCRIPTION: Joya, during the 2nd Trade War, held fast to its mountain Citadel, surviving the war. It however lost much of its external towns, which are now being taken over by a gang of squatters from Iceberg, It's of the utmost importance we reclaim the border town of Rorricks Keep. In order to prevent war with our neighbor, we are hiring mages for this task. It's rumored that an Ice Mage is among the squatter forces, as well as former Treasure Hunters. We wish to have this Operation completed within the next 20 days. A member of the interior Ministry will meet the Mage or mages at the docks of Jasper Port.

Discretion is requested if this contract is taken. Do not make contact with our own mages, Mercenary groups are being brought in.

ENEMIES:
Treasure Hunters
Ice Mage (S Ranked)

Signed,
Ministry of Affairs of the Nation of Joya.

REWARD: 40,000 Jewels
>Created By: @RedArmyShogun <
*This job may only be viewed/known about by ULTRA rank wizards, and given by Arba Grehel*
JOB TITLE: A Minstrel Arrangement

LOCATION: Amber Harbor Port Facility.

PREFERABLE TIERS: GREEN/BLUE TIER - A/AA

DESCRIPTION: Our Client seems to have been arrested for smuggling Gringer Leaf to the shores of Minstrel... unfortunately he had a cargo of Fire Gems deeper in the hold, and Minstrel Beaver Pelts.. Both items serious offenses, warranting up to Capital charges or many years in prison, rather than a slap on the wrist.

Get rid of the Goods, or sink the damn ship... It's in a heavily guarded location, if you have to make noise...leave no witnesses.

ENEMIES:
Port Authority: Men and Women with armed rifles, not easily swayed and constantly alert.
Port Major: A general-esque' figure that watches over port authority, constantly keeping a sharp eye out for any scoundrels.
Swabies: Citizens trying to earn an extra dollar by cleaning up after the ships nasty crew
Ship's Crew: Rough, vicious and violent. These men won't take kindly to someone trying to sink their cargo.
Captain: Undoubtedly the man who decides it all.. he does not take well to stowaways of any kind, yet will get his hands dirty for a little extra money.

REWARD: 40,000 Jewels. Note: Minus 20,000 Jewels from total if the ship is sunk or massive losses are brought upon Minstrel Port Authority.
DICE: REQUIRED
>Created By: @RedArmyShogun <
*This job may only be viewed/known about by ULTRA rank wizards, and given by Arba Grehel*
JOB TITLE: Justice is demanded

LOCATION: Akane Beach

PREFERABLE TIERS: GREEN/BLUE TIER - A/AA

DESCRIPTION: One Ser Gustav Brightly has taken his summer Vacation at our dear beach. A noble Governor from Caelum, our employer is the Widow of the lord he gained his position from. She's paid the money upfront, all we have to do...well See that Gustav gets the vacation of a lifetime.. Suspect heavy Security. If you get caught, I don't know you.

ENEMIES:
Security - Men and Women equipped with pistols, handcuffs and batons. They have the ability to call for backup if they detect you. Best dispose of them quick.

Ser Gustav Brightly - Should the target notice you, he will try and fight back. He is quite skilled in martial arts and was known back in the day for being a heavy-weight champion.

REWARD: 60,000 Jewels
JOB TITLE: Enforce our Heritage

LOCATION: Start - Joya Jasper Port • End - Rorricks Keep
-Passport Required-

PREFERABLE TIERS: GREEN/BLUE TIER - A/AA (Minimum of three wizards, no less.)

DESCRIPTION: Joya, during the 2nd Trade War, held fast to its mountain Citadel, surviving the war. It however lost much of its external towns, which are now being taken over by a gang of squatters from Iceberg, It's of the utmost importance we reclaim the border town of Rorricks Keep. In order to prevent war with our neighbor, we are hiring mages for this task. It's rumored that an Ice Mage is among the squatter forces, as well as former Treasure Hunters. We wish to have this Operation completed within the next 20 days. A member of the interior Ministry will meet the Mage or mages at the docks of Jasper Port.

Discretion is requested if this contract is taken. Do not make contact with our own mages, Mercenary groups are being brought in.

ENEMIES:
Treasure Hunters
Ice Mage (S Ranked)

Signed,
Ministry of Affairs of the Nation of Joya.

REWARD: 40,000 Jewels
>Created By: @RedArmyShogun <
JOB TITLE: The Contractor
LOCATION: Ancient Ruins
-Passport Required-
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: Inside the ruins lays a massive labyrinth of ungodly size, one by which no one has ever managed to make it to the exit. Supposedly, there lays a man in the middle who's been damned to remain there for his eternity, and only a mage of considerable power can end his suffering. Where these two connect for you is that in your guild hall is a notice for mages to come and challenge him. He'll not simply lay down his life, but rather, he wants a warrior's death and will reward his terminator(s) with a mass of jewel.

The labyrinth seems to be made of a strange stone that emits natural lighting, similar to those in many modern day homes. The walls are also decorated with thousands upon thousands, upon thousands of rune markings that cannot be dispelled by even the most powerful mages. These walls cannot be broken, moved through, moved under, moved over, or bypassed in any way, shape, or form. The ABSOLUTE only way to make it through the labyrinth is through the long, tedious, and hard way. Teleportation spells will land you in the exact same spot you teleported away from. Any other spell/ability that works similar to teleports will have the same result.
ENEMIES:
Weak: Mole-Badger
A strange animal that stands 6 feet tall, it has the nose of a mole, and the body of a badger. It's extremely aggressive and can track you or your team anywhere within the labyrinth. These creatures go down in 1 hit of B Rank or higher damage, but are so fast and agile landing that attack is seemingly impossible. They have flawless vision, amazing sense of smell, and can literally taste you from fifty feet away. Their hearing is 500x stronger than a human's, but they can control the strength of it so shouting in their ear won't work.

Normal: 15x Hunters
More people here for the same reason as you... each of them uses a different melee weapon, your choice which, and each takes 2 hits of BB Rank damage to take down. In total, that's 30 hits of BB Rank for the whole lot if you take them out 1 at a time.

Strong: 2x Tentacles
Tentacles start sprouting from the walls and attacking you. They can sense the presence of all living, and non-living beings within their 100 meter grasp and can appear out of any wall they want. The only way to get past these is to slash them to death as they're immune to all magic. However 5 hits of A Rank damage will be enough to slash them wide open.

Boss: Dual-Headed Earth Dragon
A rather large, 300 foot long creature that has no wings. It's obviously an earth dweller and will attempt to kill you. It uses Earth Dragon magic, the exact spells are your choice, and while it can talk somewhat it would rather pick its teeth with your bones. The dragon can breathe flames for up to 50 meters with each head, but normally will combine the flames to make a super powerful blast of heat. It takes 30 hits of A Rank damage to down this monstrosity, and since this is a true dragon and not some wimpy dragon slayer you cannot consume its magic
Boss: ???
Your contractor, a man who was bound to this labyrinth for all eternity. He gives you a brief lesson, a very small lecture saying "The walls of this structure... do you not know their purpose? They serve as a space-time distortion method, forcing me in a time loop. It prevents me from leaving, as well as aging. But will not stop me from dying... You have my eternal gratitude for answering my call, and upon me dying, if I do die, you may claim all my riches in this chest." and will gesture to a rather large chest on the far end of the room. The room is very large, and allows a great deal of room to run. But has no formed of cover... it's designed as an arena, except there's no areas to spectate from.

As for your contractor, he uses metal magic and can cause metal to appear from below the ground, or materialize weapons at will. He's an expert swordsman, and can stop even the fastest of sword strikes. Those who are skilled with blades will find it impossible to land a single cut on him, and he's also immune to Stun, Paralysis, Poison, Sleep, and Burn spells. However, he will take the initial damage from any attack of the above listed nature if it does deal damage. It will take 30 hits of A Rank to defeat and kill this man, but beware... his attack speed is just as impressive, if not more so than his swordsmanship. Once he's dead, a black crystal will appear that will act as a key for the chest. Upon opening the chest, the player and their money will all be teleported to wherever they desire.
REWARD: 50,000 Jewel
DICE: REQUIRED
JOB TITLE: Attaining Closure
LOCATION: Phoenix Mountains
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: You receive a notice at your guildhall, saying that there has been word of extremely strange activity occurring in the woods surrounding the Phoenix Mountains. The notice includes a lacrima that when touched, flashes several images through your mind. The first is an image of a deer with rotting flesh on it, the deer is covered in flies. The image switches to a picture of the deer looking at the cameraman, and then switches to the deer attacking the cameraman. Deer attacking anything is unusual enough...
The next picture is that of a bird resting on a branch. The bird, like the deer, is grotesque looking and the images flash through as more and more birds enter the pictures. The last picture is one of all the birds attacking the cameraman.
The final picture is that of a bear with flesh hanging off its body. The bear isn't quite grotesque looking, but that pictures few months old...
The note promises a large sum of coin if you dispose of the undead creatures, and find out the cause of the disease. However, you recognize that exact type of abomination from a previous experience of yours, and being so good natured you decide to take care of it not thinking AAANNYTHING of the jewel reward at the end.

ENEMIES:
You arrive near the locations of the sightings of strange creatures, and everything seems normal. You figure that a smart zombie would probably be dead, but that idea is trashed when you see movement in the bush. A bear charges at you (or one of your team members) and you must all work in unison to end its sufferings.
Boss: Mutated Bear
It's big, green, angry, and five times as strong as it used to be. The bear is immune to poison, burn, paralysis, and bleeding effects. This bear takes 10 hits of A ranked damage to take down, and decapitation isn't an option. Getting bitten by this monster deals S ranked damage, and getting slashed deals AA ranked damage. Good Luck!

After killing this mini-boss, clear out the woods and look for clues as to why this is happening so far from the
Cursed Lands.

Weak: Mutated Deer
Most likely the one who killed the bear the first time, these guys have been infected so long that they’re nearly dead. Each takes 3 hits of A ranked damage to kill. They're highly aggressive and the run just as fast as they did in their previous life. Also their bite causes a poison that lasts 3 posts and deals 2% damage per post. This poison stacks with every bite.

Normal: 15x Mutated Birds
These birds go down in a single hit due to how small they all are, but the problem is that they're extremely fast, and extremely tiny targets... oh and there's a lot of them. Additionally, if you do not kill all 15 within the next two posts, 15 more will appear.

Strong: 5x Mutated Dire Wolves
The woods aren't giving you a break as five Dire Wolves, or ex-Dire Wolves, appear in front you. Dire Wolves are wolves that are nearly as tall as a human is, except they’re on four legs when they try to bite your face off. These wolves each go down in 5 hits, and can bite with AA ranked force. Kill them. Kill them all.

After killing all the mutated animals in the area, and hopefully that's all there ever were, you find a strange stone that looks like a blood ruby. Upon touching it, you're given visions of a village hidden nearby. The stone pulls you and your team, guiding your more like it, to a massive rock wall on the side of a mountain. The wall is covered in strange writing that you cannot read, and has a fist sized hole in the middle. Should you decide to stick your hand in the hole, you will be dealt 5% HP damage and realize that you're not allowed inside. You and your team must come up with a creative way to get into this massive door. (Like destroying it?) Earth, Metal, and Ice magic is useless on this door as it seems to reject your magic entirely.
Destroying the door takes 30 hits of A rank damage to accomplish. It's a very thick door...

If destroyed the door will crumble to pieces, revealing that it was several meters thick. If a creative method was used to open it that didn't result in violence against an inanimate object the door will lower itself into the ground, two lines indicate the thickness of the door as well as the slots by which is slides up and down on. After the gate is down, your team is healed all the way to 75% HP, if a player is above 75% HP he/she will be raised to 100% HP. You will additionally be restored +50% MP. Before you is a massive tunnel system that you must traverse without a proper guide. Additionally, your team will be split up into 2 man teams. If in an uneven number, the highest ranked player will be solo.

Weak: Cave Bats x10
They're not as small as the birds, and not nearly as fast, but they're just as aggressive. These bats are able to see your souls, and will pursue you relentlessly. You cannot hide from them as their sense of smell and hearing is immaculate, and their ability to sense magic energy is beyond that of a guild master. They are very squishy however and go down in just 1 hit each.

Normal: Boulder Man
Think that boulder you passed just looked at you? Well now that boulder is trying to kill you! This guy is immune to burns, paralysis, poisons, and has a +50% defense against physical attacks. He takes 15 hits of A ranked damage to go down, and hits by throwing rocks at you for AA ranked damage. Good thing he didn't invite his friends...

Strong: Bacor x2
The Bacor is insanely fast and powerful for its looks. Its Claw attacks deal fierce slashing AA ranked damage, it's bite deals S Ranked damage. The creature also possess the ability to summon a pair of Mutated Deer. Bacor takes 15 AA hits to bring to his knees, and 1 slam to the brain after that to kill him. Bear in mind, there are 2 Bacors on the fields.

Boss: The Guardian (Stage 1)
No matter who you are, friend or foe, the guardian will attack you after engaging the first person he sees. This monstrous construct is not only immune to Earth Magic entirely, but he has a +50% defense against physical damage, is immune to burns, paralysis, and poison effects. He will stomp on an area with his 6 foot radius feet, dealing guild master ranked damage to all under his foot, punching a single target for SS ranked damage, grabing and squeezing out AA ranked damage and then slamming you on the ground for A ranked damage. He attacks slowly, and will target the strongest player(s) among your group. He takes 25 hits of A ranked damage to bring to his knees, and then a single player must remove his power source to initiate stage 2 of the fight. (Hint: The power source is located on the nape of this giant monsters neck)

Boss:The Guardian (Stage 2)
The Guardian will laugh happily as this was the best fight he'd ever had, and let you know he wants to go again. As it turns out, he has a second power core. His attack patterns haven't changed, but he's slightly faster this time as he's shaken off the cobwebs. This time it takes 15 hits of AA rank damage to take him down, then have any player rip the second power core out of his giant rocky body.

Upon defeating The Guardian, he will fall backwards and obliterate the wall behind him. Entering the wall you and your team will be restored to 75% HP, and 100% MP. If you are above 75% HP at the end of this fight, the wind will punish you for laziness and drop you to 50% HP and 50% MP.

You enter a massive cavern with a huge gaping hole leading to the roof. Looking around, there's hundreds of huge piles of ashes arranged around a 500 meter circle. A woman is seen on the floor wearing a black cloak, she has white hair still glistening in the sunlight being filtered. Someone must go to check the body, upon inspecting the body he/she realizes that she isn't decomposing yet. A man appears in the middle of the field, and explains the woman's death to your team. All of a sudden, you feel a strange sensation as he casts a field effect and tells you that your team is next. Upon doing so, he will launch an ice spike from the ground at all players on the team.

The field has been changed so that all natural resistances are thrown out the window. Any wizards with a natural immunity, resistance to element or damages, or anything similar as a Unique Ability or item ability will find that the permanent buff is removed. Additionally, healing spells are 1/2 as effective, Soul and Ice magic are 2x as effective, Light and Shadow Magic deals no damage. Spells that increase stats will not be effected. Additionally, distanced spells or ammunition will be fully effective at 80 meters of distance.(This boss is intentionally very hard to kill....)

Boss: Chief of Souls
The Chief of Souls knows seven spells, all of which are extremely powerful. He can only use 2 of these spell per posting rotation, and will target the strongest player(s).

Cryosphere - The entire 500 meter area in the middle of town is engulfed in a dome made completely of ice. All players except those who can control Fire, Ice, and Wind will receive S ranked damage over the course of 4 cycles. It takes 10 hits of A rank damage to destroy the cryosphere.

Purge - The Chief of Souls sends out a massive blast of light that purges him of all debuffs, and afflictions (burn, poison, paralysis etc...) as well as deal S ranked damage to all within 60 meters of him.

Shadow Sneak - A shadow appears behind all players within a 100 meter radius of the boss and stabs them one time for S rank damage (cannot be dodged), and again for AA rank damage (can be dodged).

Soul Burial - A massive blue bubble surrounds the 500 meter encampment and blue knives impale everything inside the barrier dealing S ranked damage every rotation to all his by the knives. It takes 10 hits of A rank damage to destroy this bubble.

Spike Shot - A massive rock spike flies from above and slams into the ground where all players are standing, this spike deals S ranked damage and will occur 1 time per rotation every rotation on the 4th stage.

Lay Siege - This attack can only be used during stage 4. For 3 posting rotations, hundreds of black figures will attack all members of the party. These figures will prevent you from hitting the Chief of Souls, but their attacks deal C ranked damage, and each goes down in 1 hit. However, they all respawn almost immediately so you're kind of at a deadlock...

Terminate - This attack can only be used during stage 4. For 4 rotations the Chief of Souls will charge energy into his hands during this time he cannot use his hands to attack. On the fourth post, he will release a blast on the entire area that deals 5x guild master rank damage to everyone in the cavern. All players who would die from this attack are actually left with 1% HP and 1% MP.

The boss will reveal to you that these ashes were once homes with people happily sleeping inside them. He explains that the village was betrayed by one of their own, a mere child.
After this brief exchange the battle will begin.

The boss fights at an average speed, and doesn't seem to move around too much. He stays centered on the field and will launch 1 of his AoE (area of effect) type attacks from this position. This boss is NOT immune to anything, and all forms of debuff and ailments are useful against him. He wields a sword that looks like a 3ft long black Katana with no curve to it. Near the handle it has a black thorn like protrusion, and it has a black and red grip. His other hand he wields a semi-automatic cross bow that has a maximum range of 200 meters and fires Ice Bolts that deals S ranked damage. In order to clear stage 1 you must land 20 hits EACH on the boss (If a player is dead already their hits are excused), after this he will rest on one knee with a large barrier around him. These are not rank based hits, but rather hits in general. If the hit is C Rank (like a spell) it will count as half of a hit.

The boss will tell you that the child was never truly one of the village, and let you know he was taken in by the former chief, and given to his family to raise. He also mentions that he hated the outsider with all his heart and soul.
Stage two is a bit trickier. It's the same as stage 1, except he will use 2 of his AoE style attacks, and takes 10 hits from each player to take down (If a player is dead already their hits are excused). These are not rank based hits, but rather hits in general. If the hit is C Rank (like a spell) it will count as half of a hit. However, he now reflects 25% of the damage dealt to him by ranged attackers. Upon defeating him, he will use a Pulse type of attack and launch the party fifty meters back. He will be surrounded by another barrier, but instead of on a knee he will merely be panting.

Same thing as Stage 2, except the Chief of Souls will use 5 of his attacks. Every three posts (not rotations) the Chief of Souls will become 100% impervious to damage, and will use his "Purge" spell to be rid of any debuffs. Each player (that's alive) will be required to his the boss 10 times each. After the boss is beaten a third time, he will drop to both knees with a blue barrier around him. He will become enraged and begin stage four.

These are not rank based hits, but rather hits in general. If the hit is C Rank (like a spell) it will count as half of a hit.

At the beginning of this stage, the woman who was thought to be dead erupts into a cloud of blue mist that heals all players to 50% HP (unless of course your health is above this rate, then you receive no heal), and restores their MP entirely. The first person in the posting order will have an item that must be charged for three rotations in order to be used. The first poster will know how to use the "Destiny Blade" because a voice in his/her head tells him/her so. The boss will remain in an impenetrable bubble for three rotations while he charges his Terminate spell. During this time, your team will be barraged by countless shadow beings that respawn the next rotation after they are killed, effectively locking you in place. For the three rotations, protect the person with the Destiny Blade while he/she charges it. On the beginning of the fourth post, the person with the Destiny Blade must make it through the horde and plunge his/her destiny blade into the Chief of Souls. This will create a massive explosion that destroys the Chief of Souls and his shadowy minions.

Item: Destiny Blade (Given to the first poster in the rotation, only usable for stage 4)
Ability: The player charges all he has into the sword for three rotations causing it to glow. Upon piercing the heart of the desired target, this sword will deal 10x guild master ranked damage to all enemies within a 400 meter radius, as well as create a 100 meter radius crater. This ability reduces the HP and MP of the caster to 1%HP 0% MP and will cause the Destiny Blade to shatter.
After the dust settles your team will find themselves surrounded by a vision of the village from its glory days. You see the people all living happily, and helping each other. The vision turns sour when it switches to that of a young boy covered in blood, walking away with a roll of bread in his mouth as a single hut is set ablaze.

The small blood ruby someone picked up earlier will erupt from his/her pocket and make a thud sound against a piece of unsettled dirt. Curiosity taking over, one of the team decides to remove the dirt from the pile and discovers a crate with an old latch. Each member is given a strange book, upon opening it they receive knowledge they hadn't had before (additional spell slot regardless of rank) and find a weapon inside, whose power if beyond words...
REWARD: One legendary weapon/magical item of a character's choice, useable for any mission that character sees fit (will be destroyed after mission use), and double tier prestige.
DICE: REQUIRED
JOB TITLE: Kill the Augmenting Demon
LOCATION: Phoenix Mountains
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: A greater demon has made a nest inside of a cave within the Phoenix Mountains and has begun to twist and mutate the insects in the area growing their size to that of a human and giving them a toxin that is unlike anything seen before as it causes advanced stages of atrophy and rot within moments of touching it. Luckily we do know that a mages own magic power can purge the venom without much problem, but the venom is too dangerous to allow in existence should it be allowed evolve further and as such we need mages to head out and kill the demon that is making these augmentations before they become too lethal. We have located its nest in a cave deep in the mountains and would request for the mages to bring back a sample of the demons venom so that we may make an anti-venom to counteract it on any future victims of the insects already mutated by the demon till they die out.
ENEMIES:
Weak: Bombardier Demon (BB-Rank.):
the Bombardier may be a weaker variant of the other demons but it is not to be shoved off as "Weak" it is capable of mixing the venom given to it with the natural abilities of the Bombardier Beetle allowing it to spray from its mouth a boiling hot spray of the usual venom that deals A-Rank damage but is rather easy to see as it will have steam flowing from its mandibles when it begins to use this. Even though it is still a beetle it is rather weak and slow relying on the spray it can make to keep enemies at bay. They take 2 hits of A-Rank damage to kill and typically come in packs of 3.
Normal: Stag Demon (A-Rank.):
While not as strong as most others of its own species, the Stag Demon is rather fast on its feet with the four claws all being coated in the venom given to it and capable of using its wings which no longer allow it to fly to increase its land speed. It can actually vibrate it's wings fast enough to cause a sonic attack which will daze anyone hit by it for a few seconds and deals A-Rank damage with the telltale sign of it using this being the demon bending over to aim the wings for the attack. They take 3 hits of A-Rank damage to kill and come in packs of 2.
Strong: Herculean Demon (AA-Rank):
It may not be as fast as the other beetles that guard the greater demon but what it lacks in that category it makes up with a shell as strong as pure steel (it’s shell takes S rank attacks to crack) and a venom coating on top of it meaning that any direct contact to the shell will cause the attacker to take one BB-Rank worth of damage. In addition to this fact living up to the name of "Herculean" It is also very strong with its slow wind up hard impact hits dealing S-Rank damage. These take 6 hits of A-Rank damage to kill and always tend to be alone.
Boss: Bariael - The Maggot King (AA-Rank.):
A massive demon standing at twenty feet tall and with two huge claws each equaling at ten feet tall each. Even with the demons large size it still has a maggots body for a lower half which is very soft; however, do not let that fool you as the Maggot King has many ways to kill and devour you. The demon is smart but also vicious while he is as smart as anyone else he much prefers eating the problem to talking it out. (Takes 12 hits of AA-Rank damage to take him down.)
Frozen Nova: Bariael releases a large wave of frozen aura within 5 meters that hits anyone in the wave for AA-Rank damage and also slows them by 25% for the next post.
Poison Nova: Bariael opens pockets of flesh from his maggot body and spews green venom all around himself in a 15 meter radius hitting anyone unlucky enough in that area for AA-Rank damage and then 25% AA-Rank for the next two posts.
Maggots Call: Bariael summons two of his progeny to come fight with him 20 meters away from himself and all the maggots can be eaten by Bariael to heal himself by one hit of needed damage but the maggots are slow like their lord and are capable of being killed by one hit of C-Rank damage.
REWARD: 15,000 Jewels, (An extra 5k Jewels if you can bring back a healthy untainted sample of the venom from the boss.)
DICE: REQUIRED
B and BB+
JOB TITLE: King of Thieves
LOCATION: Forgotten Desert
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: A gigantic shipment of Lacrima that was supposed to reach Era days ago has been stolen by an organization calling themselves. "The Cartel", your client was one of the victims of this assault and describes them as brutal warriors, with both skill and determination. They do not quit, and will chase you if you flee. They will let you live, if you give them what they want. Otherwise, they are completely ruthless. They beset them on their journey through a nearby area, and retreated into the Desert upon accomplishing their goal. You set out from whichever guild you accept this mission from and head there immediately. They wear white turbans that cover their head and mouths completely, are draped in all black desert robes, with white boots; which are quite dusty no doubt. The Cartel's HQ is built inside of the old ruins of a once great city; you can spot the ruins of the ancient city from a mile off, and see the white and black turban outfits of the Cartel from a distance. Although they may spot you as well at this distance.
ENEMIES:
Weak: (x20)
Cartel Recruits: (These guys are quite simple too deal with, and wield anything from a longsword, a scimitar, to a sword and shield. However they are inexperienced and not used to being in the desert as they're green to the Cartel. They go down in two hits of B-Ranked damage at the most, maybe even one. If you intimidate them well enough; they may just choose to re-think their decision to join the Cartel and flee from the desert base.

Normal: (x10)
Cartel Swordsman: (These guys are skilled. They wield scimitars and great hammers. They're very nimble, and strike, move, and circle their opponents during the course of the fight through excellent footwork and quick attacks. They use smoke Lacrima and will attempt to use them a few times if they aren't taken out quickly. If hit with a smoke Lacrima you won't be able to see their next attack coming. Takes 3 hits of B-Ranked damage to take each one down. Their sword slashes and great hammer strikes do B-Ranked damage.)

Strong: (x5)
Cartel Wizards: (Now you're in trouble. The Cartel's Wizards are no joke. They use both Fire and Wind magic with incredible levels of skill. They will attempt to whim up dust storms, and shred you with wind as well. They are also quick too cast AOE fire spells that can turn the sand too glass in an instant; throwing it around through the air to slice. They wield steel bo-staffs with black and white feathers tied to the top of them. Just because they're wizards doesn't mean they won't fight you in melee. They are in the Cartel after all. They wield their bo-staffs with all the skill of one who practices each day. Their Wind and Fire spells range from C-Ranked, to B-Ranked, to BB-Ranked for the AOE fire spell. Takes 5 hits of B-Ranked damage to take each one down.)

Boss: (x1)
The King of Thieves (This individual...is deserving of the title. He wears the standard white turban of the Cartel, with their usual black robes and white boots. However he is draped in gold and jewelry. He himself is a wizard. His scimitars are made of an unknown alloy, and have golden runic writing etched through them. He uses Telekinesis too throw his scimitars through the air, whirling them and controlling them as they fly around and strike you like buzz saws. He also can use his telekinesis too leap vast distances and may simply hit you with a wave of force too send you flying. He is one of the most skilled swordsman you've seen, and has will of one befitting his title. He takes 15 hits of B-Ranked damage to take down. His telekinesis waves do BB-Ranked damage and his scimitar slashes do B-Ranked slashes. Good luck, because he is NOT going to let some young wizard(s) take the gigantic room sized crate of Lacrima back too Era...not at all.)

(Note: You may persuade him to give you the Lacrima, if you're willing to part with 100k Jewels on the spot, if not, he's likely attacking you immediately if you're not an interested buyer. Since you've discovered the location of the Cartel's HQ.)
REWARD: 7,000 J
DICE: REQUIRED
JOB TITLE: Find my Lion-Cub!
LOCATION: Serene Cliff
PREFERABLE TIERS: YELLOW– B
DESCRIPTION: "Yo! I'm searching for my cute cub of a lion! I was wondering if you can help me. He's orange with a brown mane. I love my little Scotty to death, but he's lost! Last time I saw him we were taking a nap at the serene cliffs when I woke up he was gone. I don't know anyone else to turn to. One last things he loves onions! Don't judge my pet cub! Well please notify me if you find him. I miss him greatly. -Yu"
ENEMIES:
Weak:
Ha-abwera Beetle; a special beetle found near the cliffs that devour other insects. They are normal sized beetles, but their pincers are strong enough to draw blood and come in large swarms. They appear to be intelligent and work as a group, often performing ambushes or flanks on targets that have the main group pushed back.

Normal:
Raptor; giant meat eating birds that circle the forest and cliffs. Will eat anything large enough for it to get its talons on.

Strong:
Great White Moose: A rare creature hardly ever seen, but not to be mistaken for an Albino Moose. The antlers it grows are pure white, as well as having white stripe flowing down its back. It is seriously territorial and will either crush trespassers to death or charge them off of the cliff. It has been known to knock down small heavy armored vehicles like a wrecking ball and keep going.
REWARD: 1,500 J
DICE: NOT REQUIRED
JOB TITLE: The Sky Tower
LOCATION: The Sky Tower
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Rumours have been circling of a gem that sits at the top of the Sky Tower; it supposedly cannot be moved; lifted, or budged. Even by the Gods themselves. Tales say that the Gem of Time sits held up by two mighty stone griffons at the peak of the sky tower; on its large, platform like roof. You have managed to climb the Sky Tower, and have found the rumours to be true. You note your surroundings and see that the top of the Sky Tower is gorgeous; with a ritual and mural of the sky in a mosaic on the floor. There are no edges at the peak; just flat surface; the griffons, and the clouds.

You can see all of Fiore from here. If you look off the tower's east side; you'll see the forest, and Magnolia; and even further off in the distance; you'll see Clover Lake; and the Inferno Mountains even further still.

If you look too the tower's left; you'll see Red Dawn’s Guild Hall; nestled in the mountains you're in, far, far down below; the building nothing but a spec from way up here. However, looking straight ahead, you'll behold the beauty of Fiore's grasslands; the twin cities of Era and Crocus shining in the plains; whether it be day or night.

Too your north, you can see the Royal Palace; the home of the Politicians, nestled in the forest; and even see the gigantic beanstalk from Beanstalk Village piercing the clouds up above as you are here on the Sky Tower; and also Rose Garden, glistening in the distance like a rainbow under a constant enchantment.

Too your South, you see the Peace River; and Peace Village; nestled as a tiny spec off in the distant southern grasslands.

Although the beauty is breathtaking; you're here for one reason only. The jewel itself is said to grant one the ability to learn with one's master once more'; whatever the hell the rumours mean; many have tried to climb the Sky Tower and failed because of this opportunity. You however, being a Wizard; have managed to reach its peak by scaling the massive dungeon inside.

Held up by the two Griffons----sits the Gem of Time. A clear white diamond; that fans with a golden light within every few seconds. Upon reaching up to tap a finger or hand on it; you twist into a golden glitter and are yanked inside of the gem.

(Environment of your Choosing)

There you stand; whether on mountain peak; open ocean, white lake; or open plain. With your former Mentor, and Master.

(Train well. Your Master will fight you for 24 hours at a time; with one day of rest in-between each day of training too remember old times, smiles, and lessons. When your training is complete; the next touch from your master; whether it be a hand shake; a hug, or a pat in the shoulder; will warp you back to the Sky Tower at Dawn.)
ENEMIES: You’re Old Master (whilst fighting)
REWARD: Prestige equal to completing three YELLOW TIER – B jobs.
DICE: NOT REQUIRED


C
JOB TITLE: To Earthland… and Beyond!
LOCATION: Port Hargeon or Rose Garden
PREFERABLE TIERS: ANY
DESCRIPTION: A huge line of bustling people are going nuts in front of the Docks, it looks like Wall Street on a bad day. Families, children, and old folks attempting to go on vacation; everyone's clamoring for a Passport! Count Sparrow and the Magic Council have reopened Fiore's borders to outsiders, and in turn, have opened the borders too Seven, Bosco, and Minstrel as a show of peace.
Fiore, along with Bellum and Seven have always produced some of the most skilled wizards in all of Earthland; and so, the Magic Council has decided to offer the services of our wizards here in Fiore abroad in other Nations (for a hefty fee of course!); obtain your passport! Cut in line! Or wait in line! Do whatever is necessary! Because people are going crazy trying to get their entire families Passports registered!
ENEMIES: None. (Perhaps the occasional disgruntled citizen)
REWARD: Passport (Access to International jobs and Casual RP’ing in other Nations)
DICE: NOT REQUIRED
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED
JOB TITLE: Take care of my Baby!
LOCATION: Magnolia Town
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: My husband and I are going for a big party and it’s out of town. Our son, our naughty-inhumane-son, is going to spend the night alone if he doesn’t have any babysitter to take care of him. We need you to take care of him and when we come back we expect him asleep; or else I will not reward you. This may sound like an easy job to do, but in fact it’s hard. The fact that I say that is because; he’s an inhumane baby: he’s very naughty, and dangerous. This one time, I saw him taking a knife and nearly cut his cute fingers off. Anyway, good luck!
ENEMIES: None.
REWARD: 750 J (per wizard)
DICE: NOT REQUIRED
JOB TITLE: Find this Book!
LOCATION: Peace Village
PREFERABLE TIERS: WHITE TIER – C
JOB REQUIRMENTS:
-Do not harm anyone
-Do not destroy anything
-Retrieve the book by ‘borrowing’ it from the library, and give it to the old lady
DESCRIPTION: There is an old lady who enjoyed reading a lot when she was younger who now wants to read a certain book that used to be her favourite. Too bad the book is out of print and it is not being sold anymore. The only place that the book could possibly be found is in a library, but she is too old to go out on her own. She would ask for help, but most of the people she knows are too busy. So the old lady has decided to make this a request for anyone willing to help her find this book in the library.
ENEMIES: Bandits.
REWARD: 750 J (per wizard)
NOTES: The library in question is in the process of being burglarized by bandits when you (or your team) arrive to collect the book.
DICE: NOT REQUIRED
JOB TITLE: Deliver My Letter!
LOCATION: Magnolia Town
PREFERABLE TIERS: WHITE TIER – C
DESCRIPTION: There's this man in Magnolia who wishes to send a letter to one of the most popular celebrities in Fiore, who seems to be his childhood friend and love interest, and surprisingly, that celebrity is heading to Magnolia Town. You must get through many fans and enter the backstage if you want this to happen. Just don't get caught by security, or else you won't be able to give the letter.
ENEMIES: Security (DO NOT HARM THEM)
REWARD: 600 J
DICE: NOT REQUIRED
JOB TITLE: Housekeeping!
LOCATION: Clover Town
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: "I'm going away on vacation and I just can't find a house maintenance drone while I'm gone, please, will anyone out there help me. Watch out for Frank though, he's the neighbor’s dog that always finds a way in somehow, as long as you keep out of sight, but find a way to stop him from coming back without killing him. Also, there's a pesky fly problem. And finally, I have a leaky roof. Good luck! "
ENEMIES: Frank/Flies (5 = strong, this dog is quick! And has the bite force of a small alligator – 1 = weak, flies are susceptible to lightning magic and fly swatters) 3 is players decision.
REWARD: 1,250 J
DICE: REQUIRED
JOB TITLE: Double Trouble!
LOCATION: Peace Village
PREFERABLE TIERS: WHITE TIER – C
PLAYER REQUIRMENTS: Take the children to the amusement park and ensure they do not get hurt or lost, or there is NO reward.
DESCRIPTION: "Hello to whoever is reading this, my name is Alice. I'm a busy business woman who has a set of ten year old twin sons. I was wondering if someone can take care of them for the day while I go out of town on some business. My sons want to go to this new amusement park that I cannot take them to, because I'm so busy. So I'm asking you to take them. Their names are Zack and Chris. Zach is a wild one and will run from you if he doesn't want to be where he's at. Chris is calmer, but he'll follow Zack if he runs. Please down let them wander off or get hurt."
ENEMIES: Zack and Chris
Skills
Run: Zack and Chris will run off at different intervals if one or the other doesn’t want to be near, or on, a specific ride.
Split: The twins will split up to purposefully aggravate you and run in separate directions to get away.
Speed Boost: The twins will use magic to boost up the speed they’re running at.
REWARD: 750 J (per child – 1500 in total)
DICE: NOT REQUIRED
JOB TITLE: A Night on the Town
LOCATION: Era
PREFERABLE TIERS: ANY
PLAYER REQUIRMENTS: Any two players, does not matter the gender or rank
DESCRIPTION: An aspiring film maker has made a plot for a romance but has no actors that know what to do on a date. Your task is to go on a date, or a false-date, and completely ignore the cameras floating around you. The footage will be used as a means of reference by the actors.
ENEMIES: None.
REWARD: None… not even a mention in the movies credits… T_T
DICE: NOT REQUIRED
JOB TITLE: Double Date
LOCATION: Rose Garden
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: A young man and lady have both agreed to begin dating, but both have also agreed they're a bit afraid to just go out together... alone. The boy is 15, shy, sweet, and gentlemanly. The girl is 14, equally shy, and very withdrawn. So instead of having the relationship stagnate, the two of them sent a message out to the guilds to have a pair of wizards join them. The two wizards don't have to be opposing genders, and they don't even have to like each other at all. Your jobs are simply to keep conversation going, as well as help the two of them get closer.
ENEMIES: None.
REWARD: 500 J
DICE: NOT REQUIRED
JOB TITLE: The Stables
LOCATION: Hosenka
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: The local stables are having a huge problem. A massive party has come and gone, but the stables held so many horses that it is not only over capacity, but the stench and manure has come up to the shins of all the workers and this has resulted in their quitting. Now the city is threatening to fine the Stable owner a Heavy fine if he doesn't get his stables clean by tomorrow. The owner is desperate so he put out the call to any and all magi who could help him clean his stables in just a single night. He is willing to pay quite well for anyone who can help him. ((THIS JOB MAY BE COMPLETED BY MULTIPLE CHARACTERS))
ENEMIES: None.
REWARD: 1,000 J
DICE: NOT REQUIRED
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SSS+
SS
S
AAA+
A and AA
JOB TITLE: Genetic Chaos
LOCATION: Spooky Forest
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: You have been hired by your client who has seen their two prized poodles, Mitzy and Pompom, seemly vanish over night from their kennel, and is worried as they have never done this before. At the same time your client was investigating the strange thinning of the local Vulcan population of the spooky forest and fears that his poodles were just the next step in something much greater. He has tasked you with investigating deep into the spooky forest where he couldn't investigate to find out what is happening and return to him with the information so that he may pass it on to the Rune Knights. You are not required to save his poodles or any Vulcans, he senses that it may already be too late to save any of them.

Additional Note:
Upon finding a lab there will be a thick green fog, the fog is so thick that if you attempt to blow it away with wind it simply fills the gap almost instantly. The fog once breathed in is harmless on the short term but can have serious effects if you remain exposed for longer than a week this shouldn't be possible unless you take a camping trip to fog land for a week, you were only tasked to investigate for the day. When you breath in the fog which you probably will, unless you can hold your breath indefinitely you are required to roll a dice, the dice roll will determine a random mutation which may or may not give you bonuses, the mutation will last until the job has been completed and is not permanent.

1 = Genderswap(wha?): sorry pal no bonuses on this one.
2 = Neko (cat ears and tail): you have +25% increased speed, so Kawaii.
3 = Elder (wise old man/woman teach us): +50% damage from all spells +100% damage dealt to yourself from enemies. "Fly you fools!" ~Gandalf
4 = Muscles (really big ones): You have +50% strength, be sure to buy new cloths when you get back.
5 =Angel (Wings): You have the ability to fly, not that you need it in an enclosed environment.

ENEMIES:
Weak: Mutated Vulcan x 3:
If you thought that Vulcans couldn't get any dumber then you have just been proven wrong, in exchange for their intelligence these brutes have mutated to become even more muscular... and apparently have grown claws and a speckled with pink polka dots. They will run and cower if you display magic of S rank and are easily taken out by a 3 A rank hits.

Normal: Mitzy and Pompom:
These monstrous poodles used to be the prized pets of your client however after these madmen got their hands on them they have turned green with purple stripes and their teeth have grown to 3 feet in length they also have become quite a bit bigger and they can multiply, there's no knowing how many times they have multiplied already. These mutts will never flee and can withstand a beating of 1 AA rank hit and if they aren't defeated in 5 posts they will divide into another dog of the exact same strength, and they can hit as hard as a A rank as well.

Strong: Mad Scientist x3:
These mad scientists have gone crazy mad with their science, though they have managed to hold off the physical mutation but the same can't be said for their brains. Unlike the Vulcans who lost intelligence these Brainiac’s have gained intelligence using their environment around them to their advantage. Armed with all sorts of volatile chemicals and electric rods they can attack from range for AA rank damage and A rank at melee when they have to. They are prone to running away to keep distance so that they don't take damage leaving their backs wide open. They may take a total of 3 AA rank damage to defeat.

Boss: Mutated Mad Scientist:
This is the original mastermind behind this whole fiasco, he has used his own super serum on himself to give himself the best attributes of all his test subjects. With the strength of the Vulcans he can hit you with AA rank damage, with the ability to multiply his limbs so he can attack up to 4 people at once, along with the intelligence of a super computer to boot. He has also added his own special syrup to it as well making his skin strong making him immune to C rank damage and making him strong enough to absorb 5 AA ranks worth of damage. If you take him out then the whole fiasco is all over and all remaining enemies will flee, now what to do about the gas that fills this place?
REWARD: 15k Jewels, +20k Jewels if you defeat Mutated Mad Scientist as well as Mitzy and Pompom's Dog Tags.
Job may be accepted a second time if Mutated Mad Scientist has not been defeated by any of the participants.

Mitzy and Pompom's Dog Tags: At any time you may roll a normal dice, the roll results in something random based on what you rolled. (Can only be used once)
1 = you randomly leak 5% magic power.
2 = You feel like you walked into the world of opposites, you are now the opposite gender.
3 = You gain a very expensive magic stone of great power... then it explodes in your hand.
4 = Ultra Chibi Mode, you become cute and adorable and gain 10% additional strength.
5 = You gain 10% Magic power.

Persistent effects only last 3 posts.
DICE: REQUIRED (First roll, job probability – Second roll, serum effects)
JOB TITLE: Detective for a Day!
LOCATION: Clover Town
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: Recently, there have been a string of thefts in Clover Town all supposedly done by the same group known simply as the White Hand. These thieves have recently stolen many items from a woman known that goes by the name, Miss Zoe. These were antique items that she sold in her shop and are very valuable. The calling card of a white hand print on the door made it clear enough who it was. However, this time the group left behind a clue. Some black powder.
ENEMIES:
Weak:
Two thieves wielding knives and crossbows. These take a single BB rank to bring down

Normal:
Two B rank mages wielding earth magic. These take three BB ranks to bring down

Strong:
Two B rank mages using fire and earth magic in conjunction. These take four BB ranks to bring down

Boss:
A wizard garbed in white and wielding a staff. Their magic seems to consist of both light and shadow, but he also possesses a mastery of fire and earth much like their subordinates. He takes a full ten A rank hits to bring down and is himself BB rank. Each dice of these is another member of the white hand council.
REWARD: 7,500 J
DICE: REQUIRED
JOB TITLE: Fine the “One Piece”
LOCATION: Divide Island
-Passport Required-
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: A new job request has appeared on the job boards all over Fiore. A map to a mystical item has been uncovered, and points to Divide Island as the location of the buried treasure. The sailor that made the job is offering to ferry a group of up to three mages over to help in uncovering the treasure. As payment, he will allow you to keep some of the jewels found, but the majority will go to him! As a warning in the job, he mentions a pirate and his crew have stolen the map and are already on the island searching for the "One Piece" in the hopes of getting it first. Get to the island, defeat Blackstache the pirate, and then uncover the treasure using the map dropped by the boss. It is said that this treasure is what really caused the divide that the island is named after.

You must meet up with the captain of the ship at the Hargeon Town main docks, where he will discuss with you what you are doing before setting sail for Divide Island. No one knows what the "One Piece" is, but he goes on and on for the entirety of the trip over sea about how "He just can't let the pirates have it." After the pirates are defeated, you must actually find the buried treasure on the island and dig it up. (Must roll a dice to determine if you/your group have found the treasure.)
ENEMIES:
Weak: Midget Brigands x3
These midgets have a strange habit of wearing pots as hats growing giant mushrooms out of them. They only attack physically, and are pretty weak, dealing 1 BB rank of damage per hit. Take 1 BB rank damage to defeat. Don't make fun of them, or they will try to swarm the person laughing.

Normal: Hammer Wielding Pirates x2
These pirates are trained in throwing hammers as their course of attack. Both have an unlimited amount of hammers, and can throw four per turn and deal BB rank damage for each that hits. They take 3 A rank damage to defeat. While good at throwing the hammers, they are terrible when within melee range and will instead try to back up to throw their weapons. (Nerd points if you can guess where all these enemies basically come from.)

Strong: Blacksatche's Pet- Anomaly, the tamed Vulcan:
Blackstache had managed what something to be impossible; taming a Vulcan! The Vulcan attacks physically, and once per turn will throw explosive barrels at each person in the party. Physical hits deal A rank damage, the barrels dealing AA rank damage. Takes 10 A rank hits to defeat.

Boss: Blackstache the Pirate
The leader of the pirates you are racing for the "One Piece" that is said to be the reason for Divide Island's divide. As an AA rank wizard, Blackstache has his own unique make magic, Cannon Make Magic. He is able to create cannons that can fire any type of object out of them, which are also made with the magic. Shots fired from the cannon deal AAA rank damage to all that get hit. Takes 15 A rank hits to take down.
REWARD: 10,000 J and, one person in the group gets to obtain the legendary “One Piece”, a bathing suit that perfectly fits whoever owns it and is able to change colour on will.
DICE: REQUIRED
JOB TITLE: Capture the Dark Principal!
LOCATION: Haunted Village
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: You and your ally(ies) are traveling through the Haunted Village only to be stopped by the mayor. "I'm so happy to have you here. I'm guessing you got our distress call. Well there has been some strange events happening, even stranger than usual. We believe that the principle at the school has been dabbling in the dark arts and has been possessed. The children and faculty of the school have been acting strange as well; staying overnight in the school almost daily. Can you find out what is causing this and capture the principle?"
ENEMIES:
Weak: Possessed Child Student:
The young children are easily possessed and seem to pop out of small places.

Skills
Bite: Their bites can pierce through the skin, but not enough to rip it off. It causes minimal bleeding to BB rank and lower mages. It creates sort of a scratch on AA rank and higher.
Hide: The children are able to mask their present where only a really skilled mage can sense them. They can also fit into very tight small places.

Normal: Possessed Teen Student:
The teens tends two moves in mobs of usually 2-3. It’s rare to find a teen wandering around by their self. They also carry around small pocket knives.

Skills
Stab: The teen lunges at their target with their pocket knife attacking in pairs.
Trip: The teen will hide in an area sticking out their leg to trip their targets before attacking in a group.

Strong: Possessed Faculty:
The adult figures don't look as possessed as the student, but they're actually the main ones that have the strongest hold on them giving them a very small magic ability.

Skills
Fireball: Faculty members will conjure up a small fireball at their target. This can travel 3 yards before exploding on its own.
Call: The faculty members let out a wail calling student to them. This can used at anytime to gain the upper hand on their targets if they feel threatened.

Boss: Possessed Principle:
This Principle has sold his soul for magical energy giving him more magical abilities than a normal C rank mage, but less than a high ranking A tier mage.
Skills
Silence: The principle leashes a wave length of magical energy leaving his target(s) unable to do spells for 2 posts. AAA rank or higher - only have enhancement spells blocked. AA rank - have attack spells blocked. BB rank and lower - have all spells blocked.
Call: The principle calls students and faculty to him through a wail.
Frost: Freezes an target for 1 post.
Wind: Summon a gust of wind pushing target(s) back.
REWARD: 10,000 J
DICE: REQUIRED
JOB TITLE: The Sunny Tower of No-Return
LOCATION: Mystic Tower
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: The Mystic Tower stands untouched and unappropriated, at large. Any who venture there never seem too return. Although mysteriously, letters still get sent home too loved ones as if they've found some new meaning in life. Your client's daughter has left for the Mystic Tower after being curious, and fell victim to this very situation. Her parents are incredibly worried about her, and have received disturbing letters in which it seems as if she's praising the sun. They want you to go there, and bring her home. Realizing the risks, they'll pay heftily for her safe return to Magnolia.

(Note: Character Names, and Boss and Enemy Names Are Up Too You)
ENEMIES:
Weak: Initiates of the Sun x10:
These new comers to the Order of the Sun haven't truly mastered their magic yet. A lot of them are very young and may be easily intimidated. Some are extremely bold and brazen though, and will not be dissuaded easily. They can make their fists and feet glow with sunlight to strike at their opponents, but that's about it. It takes two A ranked hits to down each initiate. They may flee if you display a level of magic that's way beyond them, likely deciding to leave the Order of the Sun all together if convinced.

Normal: Apprentice of the Sun x5:
These young wizards are students of the Sun-Make school of the tower, and show great potential and skill already. They can augment their physical attacks, and fight with potent martial skill. They will augment their hands, arms, legs, and body with Sun-Make magic too strike you. They will also fire bolts of sunlight, which quickly emerges from their hands and smashes through objects, these deal BB-Ranked damage, as they are not skilled enough for the homing streams of sunlight yet. It takes four direct hits too bring each down. They may flee if you display magic above AAA-Rank.

Strong: The Sun Mages x2:
These two wizards are draped in desert like attire, of gold and silver wrappings. Their Sun-Make magic is incredible. It allows them to fly at high speeds, and strike with hand-to-hand combat with amazing levels of martial arts skill. They are highly skilled fighters and attack with 4 A ranked hits, each time they strike you. The sunlight that surrounds their body results in unpleasant burns if struck. They can also fire streams of sunlight that fan into the air and then home in on you. If hit, they deal BB-Ranked damage. They are incredible gymnasts and will show as much when dodging, even while flying. Though they will not fly at all times. It takes 10 hits to bring each of these two down. Their attacks pierce through all darkness oriented abilities with ease.

Boss: Archmage of the Sun:
This guy is draped in insane robes, with a golden crown on top of his head, glittering constantly. He levitates around, swooping through the area and releasing incredibly powerful blasts of white hot sunlight from his hands and body. He is excellent at countering magical effects, and if he manages to block, then NO effect of your magic will get through. He is somewhat vulnerable to physical attacks, if you can get him out of the air and down too your level...and then make it past his intense Sun Magic. His palm blasts of sunlight travel at high speeds, and will home in on you. You must dodge them at the last second too evade, any failed block results in A-Ranked damage, and a very uncomfortable and painful burn on the spot. His Sun-Make magic pierces through all darkness oriented abilities without hesitation. His ultimate attack, which he will use every 5 posts results in him gathering copious amounts of sunlight into himself as he begins to shine brightly. He unleashes streams of sunlight that soar through the area and slam through nearly anything in their path. These deal AA-Ranked damage and will disorient you for a few posts after being struck unless you have some form of healing magic. Any form of Healing will help you remain oriented. He takes 15 hits to topple.
REWARD: 15,000 J
DICE: REQUIRED
B and BB+
JOB TITLE: Maiden Snatcher
LOCATION: Magnolia (East Forest)
JOB REQUIRMENTS: Rescue the Girl (Or Girls) that have been snatched by a nearby Vulcan in the Magnolia East Woods, return her home safely. Must defeat at least ONE Vulcan. The Trouble Maker demons can be scared off by an impressive display of power. 3 wizards max allowed on this Mission / Job.
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Your Client's Girlfriend/Mother/Sister/Aunt/Niece is missing! There were rumors about a Vulcan that enjoys snatching lovely ladies, and it's just been confirmed by an eye witness this very day! Trouble making demons that aren't native too Magnolia's East Forest have recently been spotted, so be careful!
ENEMIES:
Weak: (x10)
Trouble Making Demons: (They use a large array of weapons. Be creative. Some of them fight hand to hand. They don't wear armor, merely clothes, tribal style. They wander the East Woods looking for folks too rob.)

Normal: (x8)
Wood Vulcan (A large ape like monster that wanders the East Forest. It enjoys scooping up women on nature walks around Magnolia. It hits with B-Ranked Strength, and takes at least 10 hits too subdue.)

Strong: (x4)
Forest Vulcan: (An incredibly large ape like beast, larger than most Vulcan's. It wanders Magnolia's East Forest looking for beautiful maidens too scoop up. This Vulcan can easily smash through trees if it wanted too. Requires at least 12 Hits too defeat. Be careful.)

Boss: (x1)
Mountain Vulcan: (This Vulcan is pretty much insane. It came down from the mountains in the North to snatch himself up a lovely lady. He only knows three words for some reason. "Pretty, Woman, and Smash." you will likely hear "Smash". He has white fur, and is much stronger than most Vulcans due to living usually in a harsh environments. He's traveled far from home to get his damsel and isn't about to lose her too some little wizard(s). Be very, very careful if he's the culprit. Must hit him a minimum of 20 times for him to be defeated. Good Luck.)
REWARD: 5,000 J
DICE: REQUIRED
JOB TITLE: Find the Lost Puppy!
LOCATION: Spooky Forests
PREFERABLE TIERS: YELLOW– B (this can be done by a C tier wizarding group)
DESCRIPTION: Mrs Hammelten's puppy ran away from home. Last time their butler saw puppy running toward spooky forest. Save the puppy before Vulcans do anything to him.
ENEMIES: Normal - Vulcans
REWARD: 1,200 J
DICE: REQUIRED (1,2,3 – the puppy is taken by the Vulcan’s • 4,5 – you rescue the puppy and have Vulcan meat for dinner!)
JOB TITLE: The Sky Tower
LOCATION: The Sky Tower
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Rumours have been circling of a gem that sits at the top of the Sky Tower; it supposedly cannot be moved; lifted, or budged. Even by the Gods themselves. Tales say that the Gem of Time sits held up by two mighty stone griffons at the peak of the sky tower; on its large, platform like roof. You have managed to climb the Sky Tower, and have found the rumours to be true. You note your surroundings and see that the top of the Sky Tower is gorgeous; with a ritual and mural of the sky in a mosaic on the floor. There are no edges at the peak; just flat surface; the griffons, and the clouds.

You can see all of Fiore from here. If you look off the tower's east side; you'll see the forest, and Magnolia; and even further off in the distance; you'll see Clover Lake; and the Inferno Mountains even further still.

If you look too the tower's left; you'll see Red Dawn’s Guild Hall; nestled in the mountains you're in, far, far down below; the building nothing but a spec from way up here. However, looking straight ahead, you'll behold the beauty of Fiore's grasslands; the twin cities of Era and Crocus shining in the plains; whether it be day or night.

Too your north, you can see the Royal Palace; the home of the Politicians, nestled in the forest; and even see the gigantic beanstalk from Beanstalk Village piercing the clouds up above as you are here on the Sky Tower; and also Rose Garden, glistening in the distance like a rainbow under a constant enchantment.

Too your South, you see the Peace River; and Peace Village; nestled as a tiny spec off in the distant southern grasslands.

Although the beauty is breathtaking; you're here for one reason only. The jewel itself is said to grant one the ability to learn with one's master once more'; whatever the hell the rumours mean; many have tried to climb the Sky Tower and failed because of this opportunity. You however, being a Wizard; have managed to reach its peak by scaling the massive dungeon inside.

Held up by the two Griffons----sits the Gem of Time. A clear white diamond; that fans with a golden light within every few seconds. Upon reaching up to tap a finger or hand on it; you twist into a golden glitter and are yanked inside of the gem.

(Environment of your Choosing)

There you stand; whether on mountain peak; open ocean, white lake; or open plain. With your former Mentor, and Master.

(Train well. Your Master will fight you for 24 hours at a time; with one day of rest in-between each day of training too remember old times, smiles, and lessons. When your training is complete; the next touch from your master; whether it be a hand shake; a hug, or a pat in the shoulder; will warp you back to the Sky Tower at Dawn.)
ENEMIES: You’re Old Master (whilst fighting)
REWARD: Prestige equal to completing three YELLOW TIER – B jobs.
DICE: NOT REQUIRED
JOB TITLE: Sand Bandits!
LOCATION: Desierto
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: A group of raiders called the Red Sand Bandits have swept through a series of villages leaving a wake of destruction and death from their raids. A group of survivors have posted a request to local guilds for the safe return of their families and friends and the apprehension of the local bandits.

The request comes from Chieftain of a warrior tribe called the Blue Sky Clan that resides in a foreign land. In a great desert city of Desierto the warrior tribe was called out on an expedition, their best soldiers left to deal with another clans uprising. When they returned to their tribe they found their village burned to the ground over half the population dead and the other half missing. The only clue to their whereabouts was the Red Sand Flag posted in the Chieftains destroyed house. The Blue Skies Clan has been feuding with the Red Sand Bandits for the past 100 years and now they hold their children and remaining citizens’ hostage. Put an end to the Red Sand Bandits tyranny once and for all and save the many victims from their grasp and the Blue Skies Clan will consider you an honorary member of their tribe.
ENEMIES:
Weak: (x5)
Bandit Thugs, these guys are nasty rouge type foot soldiers for the Red Sand Bandits. Their Scimatars are dipped in scorpion venom and the bandits have claimed many lives their ability to wield them. They attack in flanks of two and the last waits for an opening to present itself. Their combat is impressive for non-magic soldiers. Each successful attack deals 2 C-ranks of damage and 1 C-Rank of damage per post if the poison is left untreated. 8 C-Ranked or 4 B-Ranked attacks should put them down for the count.

Normal: (x10)
Bandit Gunners, the gunning squad of the Red Sand Bandits are a bit more intelligent than their bandit thug brothers. They each carry magic enhanced rifles and pistols and are well trained in their use. They like to draw their targets into traps by luring them into an area suitable for their snipers to safely pick off their targets from a great distance. Each magic shot deals B ranked damage and can come from up to a thousand feet from their snipers. 10 C-Rank hits or 5-B-Rank hits will knock them flat.

Strong: (x2)
Bandit Brutes, the brutes are the worst of the worst when it comes to the Red Sand Bandits. They are the strongest warriors inside the band of criminals, they each are highly trained in the art of killing. Using many types of weapons dipped in lethal toxins. They attack from a distance volleying poisoned projectile until they get up close. These 10 foot brutes are magically augmented soldiers that have extremely tough exteriors and can lift well over human limits. The two brutes have massive curved long blades and can easily cleave through tough stone in a single swipe. Every successful attack deals 1 B-rank of damage and 3 C-Rank of damage per post if the poison is left untreated. 20 C-Ranked or 10 B-Ranked attacks should knock them out cold.

Boss: (x1)
The Red Sand Bandit Leader. This man is infamous; known all across Desierto as a monstrous murdering thief. He is wanted for crimes against his nation’s leader, war crimes, pillaging, trafficking and selling of slaves, the murder of the Sultans second princess and many more crimes. He is 6 feet and dons a set of crimson red leather magical armor with pieces of metal patched over the chest and back. A long tan cloak drapes over the armor concealing an arsenal of weapons. The man wields Sound magic and can deal massive damage with his weapons poisonous combinations. Getting hit by his sound magic can disorient your character for two posts, if he hits you twice while you're disoriented on your next post you will lose consciousness for 2 posts. Every successful attack deals 1 B-rank of damage and 2 B-Rank of damage per post if the poison is left untreated. 30 C-Ranked or 15 B-Ranked attacks should knock him out. Be wary of his Dire Falcon it can assist him in combat. It can deal 4 C-Ranks with its claws and deal B-Rank Damage if it drops you from a great height. 10 C-Ranks of damage or 5 B-Ranks should put an end to the Dire Hawk.
REWARD: 15,000 J if you manage to rescue all the citizens – if you manage to apprehend the Red Sand Bandit Leader, 20,000 J
DICE: REQUIRED (First Role = Job Probability) (Second Role = Saving the Citizens)
JOB TITLE: Mischievous Imps
LOCATION: Mysterious Canyon
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: A horde of Imps has infested a trading route and our caravan can’t get through. Come exterminate them for me. If you defeat their boss the rest should scatter. Our goods are…shall we say, morally questionable, so we can’t go to the legal guilds to deal with this. We have located their nest at a cave not far from the trade route. Go there and exterminate these lowly demons! (Note: Characters apart of legal guilds may take this job, though it must be in secret, without guild master permission).
ENEMIES:
Weak:
Chibi Imp(C): These very small imps are incredibly weak alone but can cause problems in hordes with their razor sharp claws, oversized claws. They are quite agile and good at dodging attacks however it shouldn’t take much, if anything to defeat them with a single direct hit.

Normal:
Imp(B): A regular imp. Same as with the chibi imp but more durable and stronger than their smaller brethren.

Strong:
Feral Imp(B/BB): These imps are outside the Imp pack and are much more savage and brutal, usually starving. While easier to hit they’re claws are usually sharper than the regular imps and deal more damage. They aren't very durable though due to their starvation and are only just more durable than the chibi imp


Boss:
Dark Imp(BB): An incredibly rare type of imp that is black in color compared to the green or brown color the other imps take. Dark imps are equally as strong as a regular imp however they have immunity to any form metal weapon or metal based attack making them a much bigger problem. They’re also able to shoot fireballs out of their hands for added problems.
REWARD: 7,000 J
DICE: REQUIRED
C
JOB TITLE: To Earthland… and Beyond!
LOCATION: Port Hargeon or Rose Garden
PREFERABLE TIERS: ANY
DESCRIPTION: A huge line of bustling people are going nuts in front of the Docks, it looks like Wall Street on a bad day. Families, children, and old folks attempting to go on vacation; everyone's clamoring for a Passport! Count Sparrow and the Magic Council have reopened Fiore's borders to outsiders, and in turn, have opened the borders too Seven, Bosco, and Minstrel as a show of peace.
Fiore, along with Bellum and Seven have always produced some of the most skilled wizards in all of Earthland; and so, the Magic Council has decided to offer the services of our wizards here in Fiore abroad in other Nations (for a hefty fee of course!); obtain your passport! Cut in line! Or wait in line! Do whatever is necessary! Because people are going crazy trying to get their entire families Passports registered!
ENEMIES: None. (Perhaps the occasional disgruntled citizen)
REWARD: Passport (Access to International jobs and Casual RP’ing in other Nations)
DICE: NOT REQUIRED
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED
JOB TITLE: Where’s my Goldfish? (Part 1)
LOCATION: Clover Town
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: A young, very young girl checked her goldfish bowl upon getting home from school only to find it empty. It's your task to break the bad news to her, as well as get her to stop crying about it.
ENEMIES: None.
REWARD: None.
DICE: NOT REQUIRED
JOB TITLE: Where’s my Goldfish? (Part 2)
LOCATION: Clover Town (Sewers)
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: Remember that girl that lost her goldfish? The Clover Town Guard found it... and it's angry. Which means it's your job to make sure it stays dead this time!
ENEMIES: Mutant Goldfish
-20 feet long, hundreds of snaggleteeth, nasty attitude, Ability to breathe fire and shoot laser beams from its eyes, and takes about 10 hits to kill.
REWARD: 200 J
DICE: NOT REQUIRED.
JOB TITLE: Date Night!
LOCATION: Rose Garden
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: This girl posted a job listing saying she's on the brink of killing herself, her life's gone to hell and she's looking for someone to help her feel... female again. Her looks are up to the player, but she will constantly drone on about the things wrong in her life.
ENEMIES: None.
REWARD: None. (Except maybe feeling slightly fulfilled for helping such a down-in-the dumps individual)
DICE: NOT REQUIRED
JOB TITLE: Girlfriend For a Day (Females Only)
LOCATION: Magnolia Town
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: A local boy who lives in Magnolia Town has told his parents that he has found a girlfriend so they would leave him alone. But instead of making it better this only made it worse because now his parents want to see his girlfriend. He has also told them that his girlfriend was a mage, and now he has to find someone to help play the role of his girlfriend. Your job is to successfully convince his parents that you're his girlfriend, and you are to arrive the day before his parents come to prepare. If you don't convince his parents there will be no reward.
ENEMIES: None.
REWARD: 700 J
DICE: NOT REQUIRED
JOB TITLE: The Stables
LOCATION: Hosenka
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: The local stables are having a huge problem. A massive party has come and gone, but the stables held so many horses that it is not only over capacity, but the stench and manure has come up to the shins of all the workers and this has resulted in their quitting. Now the city is threatening to fine the Stable owner a Heavy fine if he doesn't get his stables clean by tomorrow. The owner is desperate so he put out the call to any and all magi who could help him clean his stables in just a single night. He is willing to pay quite well for anyone who can help him. ((THIS JOB MAY BE COMPLETED BY MULTIPLE CHARACTERS))
ENEMIES: None.
REWARD: 1,000 J
DICE: NOT REQUIRED
JOB TITLE: The Mysterious Toys
LOCATION: Motor City
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: I'm stymied. I cannot for the life of me figure out what these little toy soldiers are doing. Every day I see one or two of the little guys walking along the shadows carrying bits of string, stray screws, broken plates and other useless trash. I don't know what they are doing with it all but I would really like to know. Don't get me wrong I don’t want the little guys hurt or nothing I just need to know what they are up to before my curiosity causes me a heart attack!
ENEMIES:
Weak:
Sewer Rats and Spiders
Normal:
Sewer Gator
REWARD: 2,500 J + a pet toy solider (non-combat)
DICE: NOT REQUIRED
JOB TITLE: Mining
LOCATION: Mysterious Canyon
PREFERABLE TIERS: WHITE TIER – C
DESCRIPTION: There is a cave in the mysterious canyon with a plethora of metal deposits that needs to be mined. The mining company is willing to pay in both Jewels and in some of the obtained ores. You will be given mining tools and safety gear from the company.
ENEMIES: Iron Eaters (C): Very rarely while mining we hit some insect nests of ant like creatures known as Iron eaters. They're small but they're always in swarms and are a huge issue since their jaws are strong enough to eat iron.
REWARD: 1,000 J + Iron, Nickel, Copper, and Tin Ores
DICE: NOT REQUIRED
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A and AA
JOB TITLE: The Dragons Challenge
LOCATION: Sky Tower
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: Your group received a letter, telling them to climb to the
top of the Sky Tower for a meeting; the siblings will
begin their journey to fulfill their destiny.

At the Sky Tower, the group is picked up by a rather
large beast covered in Black and Blueish crystals. Any
Dragon Slayers will find that their natural advantage
over dragons, is somehow nullified against these ones.
The dragons however proved to have no intention of
eating the group, as they drop them all off safely on a
small, floating island high above the clouds. The air is
frigid, and rather thin.
A massive Dragon, easily larger than the rest makes
its entry, telling the group his name is "Xiuhcoatl" and
he wishes to test the mettle of humanity, starting with
the group. He tells them that they'll be put through a
series of 9 challenges, and if the group lives and passes
them all, he'll give them a special mark as well as give
them a scroll that allows them to learn a spell. Also, he
tells you that he won't take you back until either they're
all dead, or all living members of the group finishes
the challenges. That said, he stomps his massive foot
on the ground and a red portal opens beneath your
group, him making the joke "Have a nice fall." with
a rather amused tone.

ENEMIES:
~~Fire~~
(5 Posts Minimum)
There are thousands, and thousands of massive holes in
the ground. Periodically, a blast of fire will erupt from one of them.
For fire slayers, this is a cinch since they can just eat it, but
for other wizards this will be a challenge. The holes erupt
flames at random, and seem to erupt faster as someone
gets closer to the middle of the arena. In the middle of the
arena is a pillar made of Red Crystal. Touch it and this small
challenge is complete, the group is teleported to a new arena.
Also this fire is a bit special... only 100% tried and true Dragon
Slayers can consume it. Any other kind of slayer, or if a mage
is able to consume fire as if they were a slayer; is torched.

~~Earth~~
(5 Posts Minimum)
This arena is made of nothing but rocks. In your hand is a
glass of water, filled to the very top. Every person who fails
this challenge is teleported to the next arena, and put inside
a barrier where they wait until the challenge is cleared. If no
one clears the challenge, all will be teleported back and it
will restart. Xiuhcoatl's voice is heard throughout the arena
warning you not to spill a single drop of water. All of a sudden
the ground begins shaking violently, and large rocks begin
flying from all directions at the group. An Earth Slayer can
consume the flying rocks, but there's no way to stop the
constant shaking beneath their feet. After 5 posts (15 in
character minutes) the shaking will stop. If so much as 1
member of the group has their glass 100% full, the challenge
is passed and all in the arena is teleported to the next.


~~Sky~~
(5 Posts Minimum)
An arena with no floor... or seemingly so. The floor is
actually invisible, and gives you a marvelous view of the
world over 50,000 feet below you... Your challenge, as
told by Xiuhcoatl, is to find your way around an invisible
maze with no walls to prevent you from falling to your
death, and touch the crystal in the middle. While moving
about this arena, violent winds will periodically shoot you
off the arena floor. Quick thinking will be your savior here
as if you get blown off, you're caught by a smaller crystal
dragon and set at the very beginning of the arena. What
makes this a real challenge is that after someone falls off,
the entire arena shifts and the paths all change simultaneously.
The crystal in the middle is clear with white outlines, touching it
teleports the group to the middle of the next arena.


~~Water~~
(5 Posts Minimum)
This arena is in the middle of an ocean in the sky. The water's
surprisingly deep, but if you got a good 50 feet down you'll
fall from the sea to the floor; 50,000 feet. Your challenge is
pretty straight forward... Get to land before the sharks get
to you. First person to touch the blue crystal on the island
that's 3 or so miles away will pass the challenge for the whole
team. After that you're teleported to the next arena. Oh, quick
note... the sharks are invincible so all attacks are useless.


~~Metal~~
(5 Posts Minimum)
In this arena, it's a massive metallic circular wall with a dusty
ground. Xiuhcoatl will only tell you one word, Survive. The
challenge begins and a Steel Atronoch emerges for each
member of the team. Every time it dies it instantly comes
back to life and continues attacking you. After 5 posts (15 minutes in-character)
The atronochs all fall apart and a shiny, grey crystal appears in the middle of the room.
Touching the crystal teleports everyone to the next arena.

~~Venom~~
(5 Posts Minimum)
Before you is a room and a white line 2 inches from your feet.
On the other side of the white line is a massive room filled with
green gas. A white circle appears, only large enough for 1 person
to enter. Xiuhcoatl will let you know that you need to stay in the
circle, or the poison gas will kill you rather quickly even if you
don't inhale it. Wind will only make the gas move around, but since
the room is an enclosed space, the gas won't go away. In the gas are
several creature who will violently attack you if they see you. Also if you step out
of the circle, spears fly up from the ground and impale you. Those
not in the white circle will see an aerial view of where you are,
where the enemies are, and where you need to go. It's their
responsibility to guide you to the end. On the other side is a
Green pillar, touch it and the entire group passes. They're all
sent to the next arena.


~~Lightning~~
(5 Posts Minimum)
This arena is actually a small room with thousands of knobs on
the walls. This one's a puzzle that requires the players to turn
the knobs in a specific order to pass. Turning the wrong knob
will electrocute everyone in the room with a rather painful blast
of lightning. The Knobs will also reset when 1 is turn out of sequence, fun! Once
all 2,500 knobs are turned in the proper order the group is sent
to their next challenge.

~~Darkness~~
(5 Posts Minimum)
Another combat challenge will begin as soon as the group enters
this area. It's filled with shadows, darkness, and smells of death.
There's not a single spark of light here, all you here is the beings
charging at you. You can't hear, or see anything here, and the
enemies have no scent. For 5 posts (15 in character minutes) you'll
be obligated to survive the forces of evil using nothing but your
instincts. Once this is completed, a blast of light will come from
the sky and teleport the group back to Xiuhcoatl.

~~Light~~
(1 Post Per Player)
In the room with Xiuhcoatl, a healing energy causes all wounds
to go away. The massive dragon will glow, and a tattoo appears
on everyone's body (location is up to the player) the shape can
vary depending on the person but is always some form of dragon.
Xiuhcoatl commends the group for passing his challenges, and a
small crystal dragon approached the group and supplies them with
a Scroll of Knowledge. The scroll contains a spell that's in line
with the magic each individual knows.
REWARD: A Scroll of Knowledge (for each player, this allows them to gain a new spell, regardless of rank), Xuihcoatl's Mark (a neat tattoo/mark), Access to "The God's Challenge"
DICE: REQUIRED (No ‘first’ roll required, however, you must roll a new dice for EACH challenge.)
JOB TITLE: The Balance Core
LOCATION: Divide Island
-Passport Required-
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: An island surrounded by mystery and rumor.
Scientists only being able to inspect certain places, but never the middle...
Strange sounds from underwater scans...
The presence of extremely high magic power being felt...

Divide Island is the focus of this mission. A group of scientists are hiring you to go in and find the source of this magic power they're sensing, and retrieve it for them. They require than only wizards go on this task, noting that a single mediocre conjurer of cheap tricks would not suffice.

Upon arriving to the area, there is 1 single path that you can take. Upon trying to fly, you're immediately shot down to the ground regardless of how high in rank you are. Trying to tunnel through the earth, or take any other option besides this path results in failure as well. This path will take you along the outer edge of the island before coming to a point where you can go through a very narrow path, into a lush green area in the middle.

Along this path, the mage (or mages) will face several automated creations that seem to be older than magic itself, but at the same time, appears that these creations aren't that far from the golems, and magic sentries of this age. A true testament to how advanced the civilization was, or how out-dated modern magic is.
ENEMIES:
Weak: Totem Head x10
A single stone structure that appears to be a piece of a totem pole. It is able to fire unlimited shots of magic at you that is non-elemental. These deal A Rank melee damage. It can also explode if it gets close, which deals A Rank magic damage to all within 10 meters. Luckily, they all go down in a single hit of any rank due to being so old that their power has decayed considerably.


Normal: Mechanical Birds x30
A flurry of stone birds, perfectly detailed to look almost real. They fly stupid fast, and attack in rapid succession. It takes either 30 attacks of any rank to beat them all, or 1 A Rank or Higher AoE spell. The birds normally flock and attack 1 person (the highest rank) so it's not that hard to blast em.


Strong: Tiger Automation
A 4 foot tall, 9 foot long, 2 foot wide tiger made of stone. It seems to be just as vicious as other tigers, and will require quite a bit of hassle to defeat. ((no specification on HP for it as the player will be given freedom of RP to make the fight fun.))


Boss 1: Black Tortoise
On the North side of the island is a single Black Tortoise that seems to be unafraid of you entirely. It approaches you, asking your business, and demands you fight it before you're allowed to continue. It attacks with Earth magic that cannot be consumed by any kind of slayer. The tortoise is also able to summon earth golems to fight for it, as well as earth spikes if players get too close.

Boss 2: White Tiger
On the west side of the island is a single 10 foot tall, 20 foot long, and 4 foot wide massive White Tiger. Much like the Tortoise, it will speak with you before having you fight it. The tiger uses Metal based attacks, and is extremely fast. Its metal magic cannot be consumed by any kind of slayer.

Boss 3: Phoenix
On the South side is a large, 20 foot long phoenix with a 40 foot wingspan. As with all the bosses, it will speak with you before entering a battle. The bird attacks with Fire magic that can't be consumed by players, and when defeated will erupt into flames, and rise from its own ashes. Instead of making you fight it again, the bird will simply let you pass as you've been kind enough to give it a very good fight.

Boss 4: Soul Dragon
On the east side is a large clearing with a pristine lake that stretches for an incredible distance. A large dragon rests on a small island in the middle of it and upon you noticing it, will walk through the lake and speak to you. It speaks in proverbs, giving you cryptic messages instead of straight answers. The dragon said it will provide you a single piece of somewhat powerful weaponry, in exchange for your secrecy but only if you can win a fight with him. The dragon uses soul magic, and is able to summon anything you can imagine and then some. It can also breathe fire, and attack with its claws, tail, and teeth, these deal melee damage.

Upon defeating the dragon, you'll be given one of the most powerful weapons in existence (that will subsequently be stolen by the scientists). As soon as you get back to the scientists who took you here, your memory of the island and all in it will be wiped by a mysterious force, and your weapon will be taken.
REWARD: 20,000 J
DICE: REQUIRED
JOB TITLE: Giants of the North!
LOCATION: Silent Glaciers
-Passport Required-
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: Huge humanoid entities have appeared near the Silent Glaciers. They are presumed to be giants that were frozen in the ice for centuries. Now they are confused and frightened by their new surroundings and are destroying village after village. Now a critical ore mine is being threatened and your job is to stop the giants before they destroy the mining town. The townspeople have gathered as much money as they could to make their request more attractive.
Warning: they will need time before they arrive, but their presence has disturbed many other ancient creatures.
ENEMIES:
Normal; Treetraniacs:
Ancient living trees. They can’t move from where they are, but look like ordinary pine trees. Their needles can be razor sharp and may be launched as projectiles. These creatures are usually peaceful unless they feel hostility of any kind.

Strong; Glacial Wolves:
These beasts are adept hunters and will aim for any potential pray. They do not shy away no matter what and are found in packs of 6-8 individuals. Their fangs can tear through even toughened armor and their saliva will freeze anything it touches. It is impossible to escape these predators, so fighting them is the only way.

Boss; Frost Giant:
The humanoid giants causing all the havoc. Their origin still unknown you must be weary of them. Their attacks may be slow, but they are heavy and will damage near-by constructs. They carry large hammers that they use as a weapon. Diplomacy is not an option. They appear in groups of 3 and can be seen from afar. Even AA-rank mages are weary of these beings

Abilities:
(Ice Magic A-rank)
Spike Impact – the moment the hammer impacts with any surface, spikes of ice shoot up from the area around it (15 feet).
Frosty Breath – The giants inhale deeply and then blow out an icy wind that freezes what it comes into contact with.
REWARD: 15,000 J
DICE: REQUIRED
JOB TITLE: The Watering Hole – Battle for the Beer!
LOCATION: Mountain Village
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: "Damn it! I need some people I can rely on, people I know and trust. My tavern is being attacked nearly every day and night by some bastards who tasted my beer and got hooked on it! If they manage to steal my beer they might copy the formula and ruin me! My bouncers and some helpful travelers have been good so far, but I'm running out of time!
Please help me! If you can stop them all, kill or beat them to a pulp I don't care, I'll reward you handsomely! If you can do it without breaking any of my barrels you'll get even more! These people are getting on my last nerve and I really need people!
Hurry!"
ENEMIES:
Weak: Hired Thug:
Being paid by the boss to assist in the stealing, these thugs have no magical use but carry a large arsenal of different types of guns; making them dangerous for any unwary foe.

Normal: Alcoholic Mage:
A poor excuse for a mage, but one none the less, they are well skilled at dark magic and could do severe damage to those who do not take them seriously.

Strong: Moonshiner apprentice:
Still learning the ways of the moonshine, these people are nothing to be trifled with; they can use both dark magic and gun magic without a problem, alternating between the two.

Boss: Gragas, the Moonshiner:
A very large ten foot behemoth of a man with a body to match. His body has a diameter of 2 and a half meters, reaching about seven to eight feet wide. He would wear no shirt, and wear only overalls made for his specific size. He has a large brown beard and mustache stained from his home made brew. Despite being large structure, he is quite fast and has amazing strength. He carries around a large double barrel shot gun with barrels half the size of his arms, and almost as wide as his fist. He is well adept to using some magic as well, and is normally seen carrying a large Cask on his back for long trips away from home to restock.

Abilities:
Gragas can channel magic into his body to give him a heavy charge, rushing towards his targets with an unstoppable force to smash through trees, large boulders, and sometimes break down reinforced metal doors.
Shotgun Frenzy: Using his shotgun, and channeling some magic into it, Gragas lets out a large consistent spray of dark matter that destroys defense before dealing burning damage to his targets.
Cask explosion: Getting angered enough to the point of throwing one of his many Casks on his person, Gragas fills it up with dark magic and hurls it towards his targets, creating an explosion large enough to knock anything not bolted to the ground five meters away, dealing significant blunt damage.
Refill: Grags pulls out one of his Casks and takes a giant swig of his home made Moon Shine, powering himself up with it being tainted by dark magic. It refills up his stamina, and increases his physical attack power by double for a short duration (Three posts)
REWARD: 15,000 J
DICE: REQUIRED
JOB TITLE: Action Figures!
LOCATION: Toylaten
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: The small town known as Toylaten is known for making toys for people all over Earthland but for some reason it has recently stopped shipping out toys and there has been multiple jobs put up for assistance but no one has come back or sent any info on what is going on. You take the job and head to Toylaten and when you arrive you see that the entire town has been morphed into toy-like versions of everything. As you investigate the area you find talking toys and are suddenly surprised by two 6 year old twins named Chip and Chen. The twins quickly use their magic on you from amulets on each of their chests and turn you into toys like the rest of the town. You are made into a 1 ft tall toy variant of yourself that can still use your magic but are still just a toy. You must stop the twins somehow while as a toy.
ENEMIES:
Weak: Wolf Toys:
These toys are pretty vicious and will try to bite at you with their metal teeth and slash you with their metal claws. Their attacks deal B-rank damage and they can take 2 B-rank damage.

Normal: Pirate Toys:
These toys are even more vicious than the Wolf Toys and bigger on top of that. They stand at 3 feet tall. They use their swords to slash and stab at you while using toy pistols to shoot bullets at you. Their attacks deal A-rank damage and they can take 3 BB-rank damage.

Strong: The Twins:
The Twins themselves will fight against you. They are 4 feet tall and will use their Toy-Make magic to make anything they touch into a toy version that they will use as a sort of weapon. They think they are only playing though while you are fighting them but that does not mean they are not playing rough with you. They will make toy guns to shoot at you as well as toy blades to slash you with. They will deal A-rank damage per hit with each of their attacks. They take 6 A-rank damage HP each to take out. Upon defeating them the kids will laugh and think that the games were just starting.

Boss: Gigantron Toy:
The two twins come together and make a huge toy (compared to your current size) of 8 feet tall. It resembles a robot of some sort and the boys will ride on top of it together as it shoots off lasers from 6 orbs on its chest and destroys things. It comes complete with a 6 foot sword that it swings around to cause more damage. This toy takes 12 A-rank damage to defeat and deals AA-rank damage with its attacks. Defeating this will knock both of the twins out also as well as destroying the amulets and ending the chaos they caused.
REWARD: 10,000 J + a Toy Memento of yourself!
DICE: REQUIRED
JOB TITLE: The Girl in the Stone
LOCATION: Ace of Spades
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: A rumor has been spreading through all other cities, and small towns about a strange crystal that somehow appeared just a few miles outside the borders to Ace of spades. Upon arriving, you find that the locals know exactly what you're talking about, and announce it's no rumor at all. One of the locals (details of what they look like are up to you) offers to lead you (and your group if you're in one) to the crystal.
Upon arriving at it, you find the crystal to be firmly planted inside a large black pillar. The crystal, upon closer examination, seems to by some sort of diamond that's bright blue in color. The local tells you that it only reacts to magic power, and that the local guild hasn't investigated it since it has no immediate danger to the town; if anything, it's been helping the town since it brings in tourists who want to see it firsthand.
Out of morbid curiosity, you decide to touch it causing the crystal to glow and suck you in, transporting you to another world entirely... In this world, the laws of yours don't apply. That said, there are some alterations to magic:
- Light, Holy, and Unholy Magic Receive a -50% power reduction. In this world, there are no gods, there are no demons... there is only what there is.
- Darkness magic receives a +50% boost in power. This world is filled with darkness...

ENEMIES & AREA’S:
You arrive in this area, what seems to be a destroyed forest. Around you the silence is eerie, and there are no good smells in the wind. The corpses of nine deer can be seen emaciated, as though they had the life drained from them in an instant. The trees are withered, and no plants are around... Those who are able to grow plants magically will find that as soon as those plants sprout, they wither and die. It's in this scene that you find a girl who seems to appear out of nowhere.

She tells you that you're no longer in your world, and that there is no way to escape. The use of spacial magic, or any spell that normally allows teleportation to other worlds will only yield being teleported directly back into this one. She tells you that there is a way out.

"You have to collect twelve crystals and combine them, then bring them to the core of this wold and free my creator. She will send you home with no resistance at all. But the crystals are found in twelve separate areas, I can teleport you directly to them; that much will be easy. However... each crystal is embedded into a powerful entity that we will need to kill. Once dead, I can remove the crystals but it will take longer if the entities are alive... mostly because they will be trying to kill you."

Located within the forest, the creature instantly senses you as soon as you look at it. This will occur no matter what effect you're using to mask your presence, or any aspect of yourself. It's 30 feet tall, and with it are 2 more 5 foot tall versions that look just like it. The monster will inhale a massive gulp of air before engaging you in combat, causing a bit of magic (5%) to be drained from you, and worse, checking your lineage. Those players whose lineages make them immune to debuffs, status effects, or curses will instantly have their entire lineage shut off for the remainder of this job.

Boss: It takes 15 hits of BB Rank damage to take it down. It deals AA Rank damage with its attacks. The two minions will target the girl who teleported you there as they know she will try to remove the crystal.
Covered in fog, it's hard to see beyond a few feet. There's no way of knowing what lays beyond you. Those with X-Ray vision, or Infra Red, or some other form of alternate sight that doesn't rely on the interpretation of light particles will be of more use here than anywhere. The boss you face in this area is a black creature that darts around, constantly attacking your back.


The creature is roughly 1 foot long, and is extremely fast. It hits for BB Rank damage and takes 4 hits of damage to take down. However, it's also accompanied by 2 more versions of itself that have the exact same profile. So you have to kill all 3 to find the real one.
Raining... constantly a downpour as your next battle takes place on a flight of stairs. The surrounding area seems to be an old Japanese village which is now completely deserted – it strangely feels comforting, as if you’re home.

This one has a pair of chain guns attached to her hands. She's highly mobile and appears well adapted to fighting in close environments. The only real weakness you can find on her is that her small frame, and the fact that she's using a minigun with 1 hand, makes it so she can only fire in bursts. Additionally, with the weapons infused to her hand like they are, getting within stabbing range is the easiest way to bring her down. She deals AA Rank damage with all attacks, is very fast and very agile, exceptional at acrobatics, and takes 12 hits of A Rank to take down. She's 5 feet tall.
An extremely small house with nine children inside, it's obvious none of them are related... However, seconds after you enter the children all morph, and a man steps out looking not much cuter than they do now...

This one has a durability of 8 hits of A Rank damage, however, he won't die until all 9 of the children have been killed. What's more, he'll consume one of the children to regenerate more durability. The children will attack for B Rank damage, each taking 1 hit of B Rank to take down, and their 'master' deals A Rank damage with dark orbs that he can fire at will.
A dilapidated cabin. Exploration of it will land you in a room where a large pool of blood is in the corner, as well as signs of something small having been tossed around with great force.

It's unknown wat their significance is, but there's 5 of them, they each deal A Rank damage, take 4x A Rank damage to take down, and seem to enjoy using fists, and knives for weapons. One of them has the crystal, but which one is unknown. Their heights vary from 5' 8" to 6' 1" each with a scarily human appearance.
Surrounded by stars, looking down will reveal to you that there's nothing below your feet. You feel a strange sense of healing come over you, all wounds inflicted in this world instantly heal over, and your HP is restored by 50% as well as 30% magic power. If you do not required any MP, it will remain surrounding you in a mist form that you may draw on during battle.. After this, a large wolf with a flaming mouth will appear and attack you without mercy... it's a wolf, why would it show mercy?


A 30 foot long, 15 foot tall wolf that uses fire magic primarily. It has a flame thrower attack that deals damage adequate to a guild master, with all other attacks dealing S Rank damage. It takes 14 hits of A Rank damage to take it down.
A desert... vast, empty, lifeless... There's not a whole lot to tell about this place since it's the only one that seems extremely similar to any location found back on earthland up till now.


With not a drop of blood in its body, this creature is made entirely of bone and muscle that has no reason as to why it can function beyond 'reasons...' It's able to attack at range with a bone spike attack that's inedible to slayers, and at close range it has claws, a tail... a mouth on its back and stomach. The beast is able to fly, deals AA Rank damage with all attacks and takes 7 hits of A Rank damage to take down.
Located inside a burning forest, you have no time to take in the 'wonderful' surroundings. Inside this area, player's fire magic is 100% stronger, and Ice/Water magic is 100% unable to be used without it evaporating instantly.

Among the flames, by means of erupting through a set of flaming trees, this 50 foot long, 20 foot tall monster blasts its way onto the field. It's reckless in its movements, attacking wildly and angrily at anything that moves. It deals S Rank damage with all attacks, but due to how weak anger makes someone it only takes 6 hits of A Rank to take it down.
Out of the pot, into the fire huh? The group's little crystal grabber will let you know you're almost done once you reach this point, and as soon as that happens a massive titan erupts from below, spreading lava and brimstone all over. This location resembles the top of a long dormant volcano with small hill rupturing a slow lava flow.

Covered in flames, and far more focused than before; this being gives new meaning to the saying 'Hell hath no fury like a woman's scorn.' It takes 20 hits of AA Rank to take down, and is much more accurate than the anger entity from before. Knowing what the crystal snatcher is there for, it will specifically target her even when under attack from others. The only time it won't attack her is if she's being concealed by magic, in which case, it will target the one who's casting the concealment spell. It deals S Rank damage with all attacks, and can use fire magic that no slayer can ever consume. The titan is 50 feet tall, and while it's fast, it's hard to miss something so massive.
A world coated in blades of all shape and size, even the ones you have on your person can be found here if you have one at all. There's weapons that existed at the dawn of time, in ancient text, in fairy tales, every weapon that was ever made whether real or fictional are within this single war torn field. For those who make their way to the top of the field, they'll see on the other side countless corpses, fires burning, banners hung in every war in recorded history...and among these corpses is the entity of False Strength.

The ground shakes and all the corpses lift in the air, taking on a dark blue glow before moving into a central point, ripped apart and combined in a cyclone. Then combining to a ten foot tall demonic looking creature. While demonic in appearance, its aura has no signs of being unholy in the slightest... though it does reek of decaying flesh. Despite its intimidating looks, it takes 3 hits of BB Rank hits to kill, and deals B Rank damage with its attacks. It moves slow, but acts as though it's a powerful monster like it wants to be.
Covered in snow, colder than the silent glaciers at night during winter, the place is about as isolated as it gets. The only thing to guide you are a set of torches lighting a path, and you're at the beginning of it. At the end of the path, you find a large beast in the middle of the road that you can only assume is your target for this area. Like the burning forest, except opposite... Ice Magic is 100% more effective, Water Magic is 100% useless since it turns to Ice instantly, and Fire magic just fizzles out from the extreme cold (no matter how hot your flames are). Wind magic is 25% less effective due to the constantly shifting winds that plague the area.

It's a slow moving creature covered in hair that acts like an armour, making it so 40 hits of A Rank is necessary to end its existence. It deals S Rank damage with all attacks, and it has a wide variety of Ice based magic. Its attacks are relatively slow, and it's not good at dodging. It will attack whoever it can get a lock on. The creature is 30 meters tall and 80 meters long.
Once the previous battle in "Solitude" is completed, you find yourselves teleported to the 11th area and faced by a girl wearing a red cloak and wielding a scythe. She's the only boss that speaks to you. "I've been watching you. You fight for... her. Your actions are for your own purposes, but they still work towards her benefit." her voice is fair, and gentle. It gives no hint of her having ill intentions. "I'll give you one of the pieces I've collected, if you can best me and prove that you're strong enough to face the next enemy."

No spoiler this time, this mysterious girl is blindingly fast. She's able to use her scythe with immense skill, and if you manage to get within stabbing range she'll surprise you by turning the scythe into an assault rifle. At long ranges it turns into sniper rifle that she has every bit of skill with as the sniper. She takes 12 hits of A Rank to take down, and deals AA Rank damage with her attacks.
The room here seems peaceful, and extremely still. It's decorated in glowing crystals that illuminate every corner of the room and causes this atmosphere. In the middle of it is a large crystal formation with a girl inside, seemingly frozen in time as she remains. At this point in time, the crystal carrier will go to each of the twelve pillars and place one of the crystals in them before stopping at the twelfth and stopping with empty hands. "The last crystal.." she says before pointing at the girl in the large crystal. Another healing energy will come over you all, healing for for 50% and restoring 30% magic power again. However, this time the magic won't linger if you do not require it.


The crystals in the pillars all light up and fire a beam at the crystal causing it to shatter. However, the girl seems to disappear, instantly reappearing while attacking whoever was closest to the crystal she was in.

The girl takes 30 hits of AA Rank to take down, moves at ridiculously fast speed, uses Elemental, Space, and Time magic at a master's level and is entirely immune to debuffs. This immunity to debuffs cannot be removed by any other effect. Her melee attacks deal guild master ranked damage, and her magic deals AA Rank.

Once the girl in the crystal is dead, the one who collected the crystals will tear out her heart and set it in the final pedestal. Twelve beams will enter her corpse and resurrect it, with all twelve crystals vanishing as they've merged with her once more.

"Thank... thank you... I'm sorry you were put through this ordeal. Please, let me thank you properly." She extends her hands and before each person appears a crystal shaped like a heart, and a crystal shaped like a skull. "Choose one. The heart will provide you with a very powerful magic item, the skull a weapon. It will become whatever you wish, so long as you can think it."

Once you've chosen, you'll find yourself the spot just outside of Ace of Spades. The pillar you used to enter that world is no longer there, and the person who escorted you says that it's only been a minute since you entered. They explain after you went in, the pillar vanished, and you reappeared here.
REWARD: An additional spell slot (regardless of rank), tier prestige, 35,000 J (per person).
DICE: REQUIRED
B and BB+
JOB TITLE: The Sky Tower
LOCATION: The Sky Tower
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Rumours have been circling of a gem that sits at the top of the Sky Tower; it supposedly cannot be moved; lifted, or budged. Even by the Gods themselves. Tales say that the Gem of Time sits held up by two mighty stone griffons at the peak of the sky tower; on its large, platform like roof. You have managed to climb the Sky Tower, and have found the rumours to be true. You note your surroundings and see that the top of the Sky Tower is gorgeous; with a ritual and mural of the sky in a mosaic on the floor. There are no edges at the peak; just flat surface; the griffons, and the clouds.

You can see all of Fiore from here. If you look off the tower's east side; you'll see the forest, and Magnolia; and even further off in the distance; you'll see Clover Lake; and the Inferno Mountains even further still.

If you look too the tower's left; you'll see Red Dawn’s Guild Hall; nestled in the mountains you're in, far, far down below; the building nothing but a spec from way up here. However, looking straight ahead, you'll behold the beauty of Fiore's grasslands; the twin cities of Era and Crocus shining in the plains; whether it be day or night.

Too your north, you can see the Royal Palace; the home of the Politicians, nestled in the forest; and even see the gigantic beanstalk from Beanstalk Village piercing the clouds up above as you are here on the Sky Tower; and also Rose Garden, glistening in the distance like a rainbow under a constant enchantment.

Too your South, you see the Peace River; and Peace Village; nestled as a tiny spec off in the distant southern grasslands.

Although the beauty is breathtaking; you're here for one reason only. The jewel itself is said to grant one the ability to learn with one's master once more'; whatever the hell the rumours mean; many have tried to climb the Sky Tower and failed because of this opportunity. You however, being a Wizard; have managed to reach its peak by scaling the massive dungeon inside.

Held up by the two Griffons----sits the Gem of Time. A clear white diamond; that fans with a golden light within every few seconds. Upon reaching up to tap a finger or hand on it; you twist into a golden glitter and are yanked inside of the gem.

(Environment of your Choosing)

There you stand; whether on mountain peak; open ocean, white lake; or open plain. With your former Mentor, and Master.

(Train well. Your Master will fight you for 24 hours at a time; with one day of rest in-between each day of training too remember old times, smiles, and lessons. When your training is complete; the next touch from your master; whether it be a hand shake; a hug, or a pat in the shoulder; will warp you back to the Sky Tower at Dawn.)
ENEMIES: You’re Old Master (whilst fighting)
REWARD: Prestige equal to completing three YELLOW TIER – B jobs.
DICE: NOT REQUIRED
JOB TITLE: Gang Ambassador
LOCATION: Motor City
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: The lower tiers of Motor City can house some of the poorest families. This doesn't create the best environment for raising children. The local law enforcement is too busy enforcing the law in more...financially equipped locations of the city. This brings me to my request. My child and the children of a lot of other parents have started to form "gangs” They are all 7-14 in age. Too young to join the real gangs that roam around but old enough to cause harm to each other. Suddenly they have started coming home with bruises which was worrying enough but just the other day I heard about a child that had a serious cut. I'd had enough at that time, I tried to force my child to stop but all I got was hate back at me. They are in some kind of child gang war but they are really starting to hurt each other! We need someone to stop them. To show them that peace is a better way then war! Please help us.
ENEMIES:
Weak:
Children (7-9)

Normal:
Older Children (9-11)

Strong:
Oldest Children (11-14)

Boss
Magic Enhanced Children with glowing red eyes, and flames on their bodies and demon wings that spit fire at you.
REWARD: 7,500 J (0 if any harm comes to the children)
DICE: REQUIRED
JOB TITLE: A Nobel Endeavour
LOCATION: Crocus
PREFERABLE TIERS: YELLOW/BROWN TIER – BB/B
DESCRIPTION: You somehow wind up working a suspicious job - acquiring something sensitive for a Crocus nobleman. The man has agreed to pay a ridiculous sum of money for doing exactly as he requires. You are to sneak in to a specific mansion in the dead of the night and replace a valuable artifact with a counterfeit, making sure not to raise the alarm and alert the owners of the theft. Secrecy is vital to the client.
ENEMIES:
Weak - security camera. These cameras are placed at strategic locations and feeds into an Archive network monitored by a security guard. They are fairly easy to avoid - however, breaking one will result in the watcher clueing on to your presence and sounding the alarm.

Normal - guardsman. These are regular stationed guards with no special powers. They are, however, extremely loyal to their employer and will alert the household if not defeated within one post. They carry short range Tasers that deal B rank electric damage per hit. Takes 3 B rank hits to defeat.

Strong - patrol. Guardsmen patrol the hallways in groups of three, each of them equipped with firearm that deals B rank damage per hit. All three must be defeated in one post or they will alert the household. These small units are capable of working together as a team and are capable of advanced tactics. Each one takes 3 B rank hits to defeat.

Boss - Head of Security. Former military and well versed in melee combat as well as firearms, he uses a variety of tactics to protect the household he serves. Deals BB ranked damage per hit, and takes two direct hits of BB rank damage to defeat. His melee attacks cause five second stuns per hit. This effect stacks. Cannot be bribed or otherwise persuaded. If not defeated within one post, the entire mission fails.
REWARD: 5,000 J (Extra – Leaving the mansion in less than 3 posts will result in an extra 3,000 J)
DICE: REQUIRED
NOTE: Leaving around bodies or unconscious guards out in the open will cause you to be attacked by one group of patrolmen on your next post.
JOB TITLE: Sky High
LOCATION: Phoenix Mountains
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Two travelers are trying to get to the other side of the Phoenix Mountains. They do not know their way over the mountains. If you choose to accept this job you are to escort them over the mountains to the other side. This trip will take several days and nights so make sure that they do not get injured and if they are any, treatments will be taken from your pay. Same goes for any of their equipment and items that the pair are carrying.
ENEMIES:
Weak:
Critters 2x- These tend to steal small things, preferably shiny. They will also steal food. They range from 3 inches tall to make 1 foot. Each takes B-Rank damage to defeat.

Normal:
Avalanches- You want to make sure you steer clear of these. They will take items and people with them. Hopefully, if you are caught in one you can find everything afterwards.

Strong:
Vulcan 3x- These monsters will target women and take them away. They also cause lots of damage in pairs or on their own. Each takes 2 hits of B-Rank damage to defeat.

Boss:
Bandits 5x- Bandits roam the mountains hoping to snag items from people who venture up there. Each of them will take two hits of BB-Rank damage to defeat.
REWARD: 6,000 J
DICE: REQUIRED
C
JOB TITLE: Wine Testing
LOCATION: Rose Garden
PREFERABLE TIERS: ANY
DESCRIPTION: The owner of a high-class restaurant in Rose Garden has finally finished a batch of his homemade wine, however, before he serves it, he wants to make sure it’s ‘customer ready’ and get someone else’s opinion.
ENEMIES: None.
REWARD: Free everything on your next visit to the restaurant, no matter what it is.
DICE: NOT REQUIRED
JOB TITLE: Tag!
LOCATION: Magnolia, East Garden
PREFERABLE TIERS: ANY
DESCRIPTION: Some kids have asked you to play tag with them, so go and play.
ENEMIES: None.
REWARD: None.
DICE: NOT REQUIRED
JOB TITLE: Delivery Boy/Girl
LOCATION: Magnolia
PREFERABLE TIERS: ANY
DESCRIPTION: Oh Dear! It seems the mailman's magic mail truck has lost all power, and he's only got another twenty or so houses to deliver mail to! He’s asked you to get the letters distributed, but he has warned you he has very little money to give you for it.
ENEMIES: None.
REWARD: 250 J
DICE: NOT REQUIRED
JOB TITLE: To Earthland… and Beyond!
LOCATION: Port Hargeon or Rose Garden
PREFERABLE TIERS: ANY
DESCRIPTION: A huge line of bustling people are going nuts in front of the Docks, it looks like Wall Street on a bad day. Families, children, and old folks attempting to go on vacation; everyone's clamoring for a Passport! Count Sparrow and the Magic Council have reopened Fiore's borders to outsiders, and in turn, have opened the borders too Seven, Bosco, and Minstrel as a show of peace.
Fiore, along with Bellum and Seven have always produced some of the most skilled wizards in all of Earthland; and so, the Magic Council has decided to offer the services of our wizards here in Fiore abroad in other Nations (for a hefty fee of course!); obtain your passport! Cut in line! Or wait in line! Do whatever is necessary! Because people are going crazy trying to get their entire families Passports registered!
ENEMIES: None. (Perhaps the occasional disgruntled citizen)
REWARD: Passport (Access to International jobs and Casual RP’ing in other Nations)
DICE: NOT REQUIRED
JOB TITLE: Steam Bun Shuffle
LOCATION: Oak Town
PREFERABLE TIERS: WHITE TIER – C
DESCRIPTION: A high end restaurant in Oak Town is holding a major dinner for some of the wealthiest people in the nation. All sorts of people have turned out too this event, and the Oak Town Restaurant is short more than a few hands! Head there and help them out! Show off your gourmet abilities for the rich and famous, and become known as an Iron Chef across the land as they leave satisfied with full bellies!
ENEMIES: None.
REWARD: 550 Jewels and Some Renown across the Land as An Iron Chef due to your excellent cooking abilities!
DICE: NOT REQUIRED
JOB TITLE: Tea Time with Granny!
LOCATION: Your Guild Masters Grandmothers House
PREFERABLE TIERS: ANY
DESCRIPTION: Your guild master asked you to babysit his/her dear old grandma. She is quite fond of telling stories so be ready for story time. If your guild master's grandma likes you, she might get in the word with your master to get you promoted!
ENEMIES: None. (Well… maybe grandmas’ angry cat, Mittens.)
REWARD: 500 J
DICE: REQUIRED (70% or higher for success)
JOB TITLE: Be a Model! (Females Only)
LOCATION: East forest, Magnolia
PREFERABLE TIERS: ANY
DESCRIPTION: Sorcerer Weekly is looking for female mages who can model for them in a photo shoot, with beautiful faces and body structures of course. The theme is about being eco-friendly. The model will be wearing creations of Chanelle, the famous designer in Fiore. And one more thing, the photo shoot will be held in the East Forest of Magnolia.
ENEMIES: None.
REWARD: 750 J (per model)
DICE: NOT REQUIRED
JOB TITLE: Play Pretend! (Males Only)
LOCATION: Clover Town
PREFERABLE TIERS:
PLAYER REQUIREMENTS: No more than two (2) characters.
DESCRIPTION: Serenity and Hope are local girls from Clover Town whose parents are coming to see them this weekend. The problem is they have been lying to them saying that they both had boyfriends who were mages as they were too ashamed to tell them that they were still single. Instead of telling the truth they've decided to hire wizards to pretend like they are their boyfriends.
ENEMIES: None.
REWARD: 750 J (per wizard)
DICE: NOT REQUIRED
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED
JOB TITLE: The Stables
LOCATION: Hosenka
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: The local stables are having a huge problem. A massive party has come and gone, but the stables held so many horses that it is not only over capacity, but the stench and manure has come up to the shins of all the workers and this has resulted in their quitting. Now the city is threatening to fine the Stable owner a Heavy fine if he doesn't get his stables clean by tomorrow. The owner is desperate so he put out the call to any and all magi who could help him clean his stables in just a single night. He is willing to pay quite well for anyone who can help him. ((THIS JOB MAY BE COMPLETED BY MULTIPLE CHARACTERS))
ENEMIES: None.
REWARD: 1,000 J
DICE: NOT REQUIRED
JOB TITLE: Archaeological Expedition!
LOCATION: Forgotten Desert
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: An archaeological professor has stumbled on a dig site in the Forgotten Desert. Somewhere buried in the sand are the remains of an ancient creature. The professor asked for capable mages who can help him excavate the creature.
ENEMIES: None.
REWARD: 750 J (per wizard)
DICE: NOT REQUIRED
[/bg][/dash]


GUILD MEMBERS

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Titanos

GUILD MASTER
Barka
Played By: @Sammael9216

Biography Here.

Bellia Arturi
Played By: @CursedDawn

Biography Here.

Rayner Von Emmerich
Played By: @Sammael9216

Biography Here.

Sarah Pepper
Played By: @Karyra

Biography Here.

Bastion Magora
Played By: @BlueFlameNikku

Biography Here.

Siyah Tinuviel
Played By: @Merlin

Biography Here.

Belzea
Played By: @CursedDawn

Biography Here.

Ivan Zahariev
Played By: @Aleksandar

Biography Here.

Halsey
Played By: @B l u E s

Biography Here.

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Hiraeth Seis


GUILD MASTER
Arba Grehel
Played By: @Akashi
Biography Here.


Eliarte Vexis
Played By: @Ali
Biography Here.


Misaka "Saka" Janemira
Played By: @Karyra
Biography Here.


Alma Kregan
Played By: @RedArmyShogun

Biography Here.

Theodore Bellfrost
Played By: @Sammael9216
Biography Here.


Conan Kregan
Played By: @RedArmyShogun
Biography Here.


Lucielle “Lucy” Kregan
Played By: @EmperorsChosen
Biography Here.


Esil "Angel" Sodon
Played By: @DustBunny

Biography Here.

Izoto Hiro
Played By: @Artorias
Biography Here.


Zechariah Ashkew
Played By: @firejay1

Biography Here.

Loki
Played By: @Yzmael
Biography Here.


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Colomba


GUILD MASTER
Neyalisshe Luruliyah
Played by: @firejay1

Biography Here.

Liz St. James
Played By: @KatherinWinter
Biography Here.


Styxx Loop
Played By: @Whispering~Melody
Biography Here.


Arden Cruor
Played By: @DustBunny
Biography Here.


Kauri Maori
Played By: @B l u E s
Biography Here.


Saiyako 'Saiya' Winterfel
Played By: @Detective Zero

Biography Here

Marya Ronnin
Played By: @Yzmael

Biography Here.
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Red Dawn


GUILD MASTER
Alaska Young
Played By: @Ali

Biography Here.

Jericho "Jer" Reigalia
Played By: @Whispering~Melody
Biography Here.


Griffin Green
Played By: @KatherinWinter

Biography Here.

Sonny Everclear
Played By: @Warm Regret

Biography Here.

Frederick Heindall
Played By: @Blitzfang43
Biography Here.


Nero Greyhart
Played By: @Akashi
Biography Here.


Miryz Teigan
Played By: @Yaoi Master Gavin
Biography Here.


Kaito Iwasaki
Played By: @xLarius
Biography Here.


Virgil Greyheart
Played By: @Artorias
Biography Here.


Chronoa
Played By: @NacNak

Biography Here.



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STORY ARCS

APPROVAL & DESPERATION - I

The Five Pillar guilds of Fiore [Titanos, Silver Crux, Hiraeth Seis, Colomba and Red Dawn] have been standing and protecting their rankings for the past few years, never officially recognized by the Magical Council ERA for their hard work and noble deeds. Over the past few years, these guilds have done more good for Magnolia and Fiore as a whole, that it’s vastly affected the outskirts of Fiore – different provinces, such as Bosco and Seven have requests mages from these mighty guilds to fend off monsters and take care of any and all issues the cities may have.
Your job as a member of one of these guilds, is to uphold its standard of excellence. To ensure that your name is spread throughout the lands and respected, rather than feared.
Letters have been delivered to each respective guild master, stating that their guild has officially been recognized as its respective tier rank. This thrills the guild masters, and urges them to host celebratory parties for their guilds in order to finally commence their true rankings.
Little did these guild masters know, that someone was also keeping a close eye on their guilds, and it wasn’t the Magical Council ERA.

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[dash=#a59f9f][bg=#cc976b]
WANTED
WANTED! - CASTLE KILLER!
JOB TITLE: WANTED! Castle Killer!
LOCATION: Rose Garden
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: You've been contracted to take down an extremely dangerous man.
The city guard has no information on him, and no one has come back alive.
The guard can't even find him...
Get to it!
ENEMIES:
Weak:
Street Rat:
Not so much a rodent, as a very dirty looking person. He will attempt to poison you upon first contact.

Normal:
Hornet Swarm
While walking around someone drops a hive of hornets near you. Instinctively the insects will attack you, if you don't have an AoE spell to kill them, you should run. The hornets will deal A ranked damage, and can only be taken down by a single Area of Effect attack.

Strong:
5x Thugs
Remember those hornets? Remember that guy that tried (or succeeded in) poisoning you? This is the guy pulling those strings. Well, the five of them are. Each of them uses 1 weapon, all use different weapons. Brass Knuckled, Wooden Katana, Metal Pole, A Rubber Chicken, and a Shotgun. Don't underestimate that rubber chicken, it's actually reinforced with metal wires, and weighs at least 50 pounds. Each deals BB ranked damage, but are fairly spongy since they don't normally get owned. Takes 5 hits each (25 total) of B rank damage to beat em’.

Boss:
Castle Killer
He's got this name because he has to strength to tear down a castle wall from its base, with his bare hands. Towering at 10 feet tall, with massive clawed arms, this man looks more like a crocodile crossed genes with a human. His snout is short, but is filled with sharp teeth. He will attack you with claws, teeth, fists, and even an occasional Water Dragon Slayer Roar that deals A ranked damage to all players. It will take 20 hits to bring him to his knees.
REWARD: * Dead: 10,000 Jewel * Alive: 15,000 Jewel more * Solo + Alive: +5,000 jewel more
DICE: REQUIRED
WANTED! - KREDDY FREUGER!
JOB TITLE: WANTED! Kreddy Freuger!
LOCATION: Beanstalk Village
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: You've been contracted to take down an extremely dangerous man.
The city guard has no information on him, and no one has come back alive.
They have reason to believe he's hidden away in a very elaborate tunnel system under the village.
Get to it!
ENEMIES:
Weak:
Hypnosis
Should you roll low, your character will come into contact with the hypnosis state and sleep until the boss battle – or until injured awake.

Normal:
Strange Apparition
If you're not asleep, this creature presents itself to you (and your group). If you are already asleep, then you dream you're moving through an extremely horrifying forest. While in this forest, for 3 posts, you see strange beings moving about the brush. In order to escape this ‘dream’, you must be woken by a mental barrage immune guild mate/party member.

Strong:
Dragon
If you are not asleep, you will take 5% HP damage, and be put asleep. If you are asleep when the dragon appears, you must fight a small dragon. It takes 5 hits of B ranked damage to defeat, but its every attack deals BB ranked damage. Its breath attack deals A ranked damage, and cannot be consumed by slayers. (Because you're in a nightmare)

Boss:
Kreddy Frueger
A cheap knock-off of the real one, he wears a set of razor sharp knives on his fingers. Amazingly he's pretty good with them. You must defeat Kreddy twice. First time you face him, if not already asleep he puts you to sleep and begins the battle there. In the dream world, Kreddy can disappear into shadows, teleport around, and even extend his own shadow to stab you in the heart. His shadow attacks cannot be consumed by slayers (this is a nightmare still) and you must hit him 5 times to defeat him. After beating him one time, you must defeat him a second time in the real world. This time he takes 15 hits to take down, and will attack you with his claws. He's very fast, very agile, very annoying and deals 1.5x BB ranked damage per slash. Keep in mind, his speed makes this reduced damage no consequence.
REWARD: 10,000 J – Dead • 15,000 J alive
DICE: REQUIRED
WANTED! - HYDRO-ARSONIST!
JOB TITLE: WANTED! Hydro-Arsonist!
LOCATION: Hargeon
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: You've been contracted to take down an extremely dangerous man.
The city guard has no information on him, and no one has come back alive.
They tell you he's hanging out in the sewers, and the last guy they pulled out was covered in burn marks, but wasn't scorched. Possibly death by scolding water?
Get to it!
ENEMIES:
Weak:
Water Spawn
These cuddly little monsters deal B ranked damage, and take 4 B ranked hits to take down. They spray scolding hot water at you with high accuracy that will deal 1.5x B ranked damage.

Normal:
Fire Spawn
These super fun guys deal 1.5x B ranked damage with their melee hits. They take 6 B ranked hits to take down and will shoot fireballs at you to deal 1.5x B ranked damage. When they die, they create a 10 foot radius explosion that deals BB ranked damage to all.

Strong:
Flaming Water Elemental
It's a water elemental... that's on fire. It shoots fireballs, blasts you with scolding water, and will dive into the water of the sewers and attempt to attack from below. The last attack deals 1.5x BB ranked damage, whereas the others deal 1.5x B ranked damage. It takes 8 hits of B rank damage to defeat.

Boss:
Hydro-Arsonist
Amazingly, well not really, this isn't a "he" at all! It's a girl! She loves fire and will use a 20 meter long flame thrower attack that can only be consumed by Fire-Dragon Slayers for some reason. This will inflict a serious burn, as well as deal BB ranked damage. She also fires a scolding hot barrage of water stream that deals 1.5x BB ranked damage, at half health she will use a potion to regenerate herself to full health over the course of 2 posts. She takes 15 hits of B ranked damage to beat, so have fun.
REWARD: 10,000 J, dead • 15,000 J, alive
DICE: REQUIRED
WANTED! - DEMOLITIONS EXPERT!
JOB TITLE: WANTED! Demolitions Expert!
LOCATION: Crocus
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: You've been contracted to take down an extremely dangerous man.
The city guard has no information on him, and no one has come back alive.
All they know is that he's hiding in a mine shaft, and has a lot of dynamite...
Get to it!
ENEMIES:
Weak:
Exploding Spider
Surprise! BANG! These spiders creep up behind you and jump at you. Be warned, they deal 10% damage, and explode the second they're within slashing distance. You're going to need at least a C ranked distance spell to not get slammed. Oh, and they're wicked fast.

Normal:
Demolition Slave
These fellows take 5 B rank hits to go down, and will throw dynamite at you. They're not too bright, so more likely they'll run at you with a chest full of boom sticks.

Strong:
Mine Field
You've come across a very well placed field of land mines! They're super sensitive and will go off if someone is within 15 meters of it. A single explosion will set off the rest of them, which will deal A ranked damage to you. There's also 20 mines, so good luck...
(One member of your party may make a secondary dice roll, if you get a 4 or 5, you may avoid the mine field entirely – there are no consequences for rolling a 1,2, or 3, aside from the fact that you’ll still need to cross the treacherous path).

Boss:
Demolitions Expert
As it turns out, he's more than an expert... Explosions are his primary magic. He can cause the air around you to explode dealing BB ranked damage. It will take 10 hits of BB ranked damage to put him down.
REWARD: 10,000 J, dead (per character) • 20,000 J alive (per character)
DICE: REQUIRED
COUNCIL/GUILD JOBS

HELP! - DANGEROUS BANDITS/MAGES
LOCATION
North of Fiore. The City Without Sound, a large city filled with rectangular houses, is located in a valley and surrounded by mountains and forest. The city is actually named Aghaldom. It is mostly surrounded by sand. It is known for its hot weather. There is no government there. It's an independent city.

PREFERABLE TIERS
BB+ (two or three)

DESCRIPTION
A formal request has been made by the inhabitants of the City Without Sound. They have been terrorized for over a month by bandits who're able to use magic. These bandits suddenly appeared, and has been snatching a child at a time. They usually strike at night or in the morning. Through rumors, it has been known that they have a base in a cave close by, somewhere in the mountains. The children needs to be saved, and the bandits dealt with. They need to be taken alive, and contact has to be made with the Magic Council so they can send someone to take them in.

REWARD
80,000 Jewels

DICE ROLL
REQUIRED

Rolling #5 - 5 enemies, BB tiers.
Rolling #4 - 5 enemies, three BB and one A tier.
Rolling #3 - 6 enemies, four BB and two A tiers.
Rolling #2 - 6 enemies, three BB and three A tiers.
Rolling #1 - 7 enemies, four BB tiers and two A tiers. One AA tier boss enemy.

HELP! - TRADE ROUTES BLOCKED
LOCATION
A small city located next to Mikage Forest. It's name is Malba City, and its a part of Fiore. Malba is a fairly small city, housing roughly 30,000 people. It is full of life and vigor; Malba has an outdoor marketplace full of many shops, a park, and it includes at least one stone archway and a very fair amount of greenery.

PREFERABLE TIERS
A+ (three+)

DESCRIPTION
A formal request has been made to the Magic Council. A small yet powerful dark guild named Black Eclipse has blocked the many routes in and out from Malba City. In the direction of west. An attempt has been made by other mages but the help was not good enough. It was futile. The B to BB tier mages survived, and has thus reported it back to the Magic Council. Some investigation has been made, but the location of the dark guild is unknown and exactly how big it is. So far its only considered small. The name Dark Eclipse doesn't ring a bell either. Trade Routes needs to be re-opened, and the dark guild dealt with accordingly.

REWARD
200,000 Jewels

DICE ROLL
REQUIRED

Roll #5 - Two groups of three, all BB+ to A tier enemies.
Roll #4 - Two groups of four, A to AA tier enemies.
Roll #3 - Three groups of two, all AA tier enemies.
Roll #2 - Three groups of two, all AAA tier enemies.
Roll #1 - Three groups of three, all AA tier enemies. A squad boss leader, S tier.

ESCORT - *IMPORTANT V.I.P*
LOCATION
From Fiore, Magnolia Town, and south, past the sea, to the island of Caelum. A town called Mnemia.

PREFERABLE TIERS
C to B+ (four to five)

DESCRIPTION
A professor who has enough knowledge about magic, history and more, visited the Government of Fiore, or more specifically the Magic Council upon request. His reasons for the visit are unknown to the public. He needs to be escorted safely over the sea, and back to the island of Caelum. A town called Mnemia. Beware, pirate activity has risen in the sea lately. Can stumble upon remnants of some dark guilds and so on in Caelum or on your way. Be prepared for trouble. Its a long, difficult mission and can take days. A ship is prepared from the port city, Hargeon.

REWARD
250,000 Jewels

DICE ROLL
REQUIRED

Roll #5 - Easy trip across the sea, with a few troubling feral animals on land.
Roll #4 - Stormy weather across the sea, trouble on the boat, sea animals giving trouble.
Roll #3 - Stormy weather and enemy pirate/mages ship across the sea. Feral animals on land.
Roll #2 - Feral sea animals giving trouble. Coming across two pirate/mages ships across the sea.
Roll #1 - Coming across two powerfu BB tier mages/pirate ships across the sea, and enemies on land who're A tier, awaiting to kidnap the escort target.

RETRIEVAL REQUEST
LOCATION
The country of Joya, located north of Desierto. Close to a city called Prester, the Rockwall Forest.

PREFERABLE TIERS
Unsure (AA+?, three to five)

DESCRIPTION
A long journey outside of Fiore itself. Two routes available to the destination. Go over the sea and into Minstrel. Northeast from there, until you make it to Joya. The second route is through land. Journey through Bosco and Stella. Soutwest until Joya is reachable. Close to a city called Prester. At the outskirts of the latter, in the Rockwall Forest some unique magical objects have been lost. No one has dared to enter the forest due to the rumors of giants. There has been sightings and the Magic Council has personally asked for the retrieval of the said magical objects. Has not asked Joya for the help. They want to keep this under wraps. Mission is extremely dangerous.

REWARD
350,000 Jewels

DICE ROLL
REQUIRED

Roll #5 - Coming across a village, which can point you towards the right direction. Facing only feral animals on the journey, who're AAA tier level strong.
Roll# 4 - Coming across a village, which can point you towards the right direction. Facing not only AA tier feral animals, but also a giant.
Roll# 3 - No village in sight. Find the correct path yourself. Coming across two powerful giants.
Roll #2 - Stumbling upon four mages who're AA tier and treasure hunters, and a giant.
Roll #1 - Stumbling upon four mages who're AAA tier and treasure hunters, but also two giants.

MISSING! - MISSING MAGES
LOCATION
East of Fiore. Past the sea. The land of Isvan.

PREFERABLE TIERS
Unsure (BB+ to S, two to four)

DESCRIPTION
A group of independent mages took it upon themselves to explore and investigate the Land of Isvan. Rumors had spread that the latter was perhaps planning a war against the country of Seven, northeast from Fiore. How it would effect Fiore itself is unknown. This was not a formal job. It was a volunteered. Therefore, no reports have been made by these particular mages and the Magic Council requests that someone crosses the sea into the land of Isvan. Report back your findings, and hopefully find the independent mages who've gone "missing." Their wherabouts is unknown. Can be a long mission. Be prepared for anything.

REWARD
300,000 Jewels

DICE ROLL
REQUIRED

Roll #5-1 - Unknown territory, unknown culture. Powerful mages. Only S to SSS tier enemies.
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• NEWS STORIES TO BE ADDED •

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ACTIVE MEMBERS
• Ivan Chernev - Titanos - Status: On a Job
Miura Yatoga - Red Dawn - Status: Removed From RP
Liz St. James - Colomba - Status: On a Job
Griffin Green - Red Dawn - Status: On a Job
Izoto Hiro - Hiraeth Seis - Status: Active
Alma Kregan - Hiraeth Seis - Status: On a Job
Conan Kregan - Hiraeth Seis - Status: On a Job
Rayner Von Emmerich - Titanos - Status: On a Job
Bellia Arturi - Titanos - Status: On a Job
Jay Mhina - Titanos - Status: On a Job

Xilia (Styxx) Loop - Colomba - Status: Active
Sashi Wraith - Colomba - Status: Left Roleplay
Misaka Jane - Hiraeth Seis - Status: Active
Sarah Pepper - Titanos - Status: On a Job
Kinzoku Hardt - Titanos (GUILD MASTER) - Status: Removed From RP
Arden Cruor - Colomba - Status: Active
Frederick Heindall - Red Dawn - Status: On a Job
Sonny Everclear - Red Dawn - Status: On a Job
Kaito Iwasaki - Red Dawn - Status: On a Job
Jericho Regalia - Red Dawn - Status: On a Job
Zechariah "Ash" Ashkew - Hiraeth Seis - Status: On a Job
Siyah Tinuviel - Titanos - Status: On a Job
Miryz Teigan - Red Dawn - Status: On a Job
Alaska Young - Red Dawn (GUILD MASTER) - Status: Active
Misaka Jane - Hiraeth Seis - Status: On a Job
Arba Grehel - Hiraeth Seis (GUILD MASTER) - Status: Active
Lunari Konkonoko - Silver Crux (GUILD MASTER) - Removed From RP
Theodore Bellfrost - Hiraeth Seis - Status: Active
Lucielle Kregan - Hiraeth Seis - Status: On a Job
Eliarte Vexis - Hiraeth Seis - Status: Active
Neyalisshe Luruliyah - Colomba (GUILD MASTER) - Status: Active
Predivan Kharlan - Hiraeth Seis - Status: Active
Esil Sodon - Hiraeth Seis - Status: Active
Loki - Hiraeth Seis - Status: Active
Saiyako 'Saiya' Winterfel - Colomba - Active
Rosalie Ann Keller - Red Dawn - Left RP
Nero Greyhart - Red Dawn - Status: Active
Wynter Archette - Colomba - Status: Active
Halsey - Titanos - Status: Active
Kauri Maori - Colomba - Status: Active
Bastion Magora - Titanos - Status: Active
Barka - Titanos (GUILD MASTER) - Status: Active

[fieldbox="♦, #0800e1, dashed, 10"]
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ONGOING P.V.P
None Currently.

ONGOING JOBS
Mice and Mage!
Who is currently on this job?
Frederick Heindall @Blitzfang43
No Rolls Required - Accepted by Guild Master (Alaska Young)
JOB TITLE: Mice and Mage!
LOCATION: Oak Town
PREFERABLE TIERS: WHITE TIER – C
DESCRIPTION: Mice are taking over a lovely couple’s house. They are crawling throughout the house and around 10 mice a day can be seen scurrying about. They need help in getting rid of them and making sure that they won't return.
ENEMIES: None.
REWARD: 500 J (No reward if the house is damaged)
DICE: NOT REQUIRED
Motor City Rush!
Who is currently on this job?
Griffin Green @KatherinWinter
Rolls Required - Pending... by Guild Master (Alaska Young)
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED
Baby Steps
Who is currently on this job?
Liz St. James @KatherinWinter
No Rolls Required - Accepted by Guild Master (@firejay1)
JOB TITLE: Baby Steps
LOCATION: Hargeon Town
PREFERABLE TIERS: WHITE TIER – C
DESCRIPTION: So the Adams family has tried everything to teach their baby how to walk, from support, to even magic. None have worked. This is where you come in. They need you to make their baby walk, no matter what you need to do, just get it done. They will be leaving at the crack of dawn, so you have until they come back at noon.
ENEMIES: None.
REWARD: 500 J
DICE: NOT REQUIRED
The Sky Tower
Who is currently on this job?
Miryz Teigan @Yaoi Master Gavin
No Rolls Required - Accepted by Guild Master (Alaska Young)
JOB TITLE: The Sky Tower
LOCATION: The Sky Tower
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Rumours have been circling of a gem that sits at the top of the Sky Tower; it supposedly cannot be moved; lifted, or budged. Even by the Gods themselves. Tales say that the Gem of Time sits held up by two mighty stone griffons at the peak of the sky tower; on its large, platform like roof. You have managed to climb the Sky Tower, and have found the rumours to be true. You note your surroundings and see that the top of the Sky Tower is gorgeous; with a ritual and mural of the sky in a mosaic on the floor. There are no edges at the peak; just flat surface; the griffons, and the clouds.

You can see all of Fiore from here. If you look off the tower's east side; you'll see the forest, and Magnolia; and even further off in the distance; you'll see Clover Lake; and the Inferno Mountains even further still.

If you look too the tower's left; you'll see Red Dawn’s Guild Hall; nestled in the mountains you're in, far, far down below; the building nothing but a spec from way up here. However, looking straight ahead, you'll behold the beauty of Fiore's grasslands; the twin cities of Era and Crocus shining in the plains; whether it be day or night.

Too your north, you can see the Royal Palace; the home of the Politicians, nestled in the forest; and even see the gigantic beanstalk from Beanstalk Village piercing the clouds up above as you are here on the Sky Tower; and also Rose Garden, glistening in the distance like a rainbow under a constant enchantment.

Too your South, you see the Peace River; and Peace Village; nestled as a tiny spec off in the distant southern grasslands.

Although the beauty is breathtaking; you're here for one reason only. The jewel itself is said to grant one the ability to learn with one's master once more'; whatever the hell the rumours mean; many have tried to climb the Sky Tower and failed because of this opportunity. You however, being a Wizard; have managed to reach its peak by scaling the massive dungeon inside.

Held up by the two Griffons----sits the Gem of Time. A clear white diamond; that fans with a golden light within every few seconds. Upon reaching up to tap a finger or hand on it; you twist into a golden glitter and are yanked inside of the gem.

(Environment of your Choosing)

There you stand; whether on mountain peak; open ocean, white lake; or open plain. With your former Mentor, and Master.

(Train well. Your Master will fight you for 24 hours at a time; with one day of rest in-between each day of training too remember old times, smiles, and lessons. When your training is complete; the next touch from your master; whether it be a handshake; a hug, or a pat in the shoulder; will warp you back to the Sky Tower at Dawn.)
ENEMIES: You’re Old Master (whilst fighting)
REWARD: Prestige equal to completing three YELLOW TIER – B jobs.
DICE: NOT REQUIRED
Wedding Crashers
Who is currently on this job?
Sonny Everclear, Kaito Iwasaki & Jericho Reagalia @Warm Regret, @xLarius, @Whispering~Melody
Rolls Required - Accepted by Guild Master (Alaska Young)
JOB TITLE: Wedding Crashers
LOCATION: Rose Garden
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: A new couple has just gotten engaged in Rose Garden; and the day of their wedding is fast approaching. The young couple is extremely popular in Rose Garden, and everyone is looking forward to their Wedding; set in the magical city overlooking the Cloud Sea. Everything is set in order; and the town is a bustling; except for one sour ingredient. The young ladies Ex-Boyfriend, and previous lover is NONE too excited about this engagement. He has been badmouthing the Groom all week; and even vandalizing their new home. He has even been in fist fights with the Groom on every occasion that he's been able to track him down.

Now it's the day of the Wedding, and rumors have circulated all week that the Ex-Boyfriend and his crew plan on pulling something; Rose Garden has sent out an official request to the Guilds; both pillar five and not (as a city of magic; they don't care HOW it happens) to track down the Ex-Boyfriend and his group of cronies before they're able to crash the wedding.

You must come in proper wedding attire; in the mail at your Guild Hall after you accept the job via letter to the soon to be newlyweds you receive back an official invitation to the wedding of the young Mr. and soon to be Mrs. Goldstar.
ENEMIES:
Weak: (x3)
Jealous Guy's Cohort: (B-Ranked, Hand to Hand combatant, will attack at least once per post; or chase after you if you choose to avoid them; non-Wizard opponents, go down in 2 hits of B-Ranked damage)

Normal: (x3)
Jealous Guy's Henchmen Wizards: (B-Ranked Wizards of Wind, Ice, and Fire, go down in 5 hits of B-Ranked damage)

Strong: (x1)
Ex-Boyfriend (B-Ranked Wizard, Wave Magic User, If Hit By Any of His Wave Pushes, Lifts, or Attacks, you will only be able to use one spell the next post. Can also nullify any B-Ranked magic effect that doesn't involve physical touch instantly. Takes 10 hits of B-Ranked damage to take down).

Boss: (x1)
Enraged Ex-Boyfriend (BB-Ranked Wizard, The same young man; except he's extremely pissed off that his ex-girlfriend has moved on; his Wave Magic effects deal BB-Ranked damage; and he can easily nullify any BB-Ranked Magic that don't involve physical touch with his Wave Magic. He will try to Wave Push, Lift, and Throw Any Objects Nearby at his opponents. Takes 15 hits of B-Ranked damage to take down. Or 7 Hits of BB-Ranked damage)
REWARD: 10,000 J
DICE: REQUIRED
Find my Son!
Who is currently on this job?
Ivan Zahariev, Jay Mhina, and Siyah Tinuviel (@Aleksander, @-QT-, @Merlin)
Roll Required - Accepted by Guild Master (Lunari Konkonoko)
Job Title:
Find My Son!

Location:
Ruins of Hanza

Preferable Tiers:
C

Description:
My son’s gotten lost inside the Ruins of Hanza! Please help me find him!

Enemies:
None

Reward:
A Mother’s Gratitude

Dice:
Yes
Motor City Rush, The Ghost Biker, To Earthland... And Beyond!
Who is currently on these jobs?
Lucielle Kregan & Alma Kregan (@RedArmyShogun & @EmperorsChosen)
Rolls Required - Accepted by Guild Master (Arba Grehel)
JOB TITLE: To Earthland… and Beyond!
LOCATION: Port Hargeon or Rose Garden
PREFERABLE TIERS: ANY
DESCRIPTION: A huge line of bustling people are going nuts in front of the Docks, it looks like Wall Street on a bad day. Families, children, and old folks attempting to go on vacation; everyone's clamoring for a Passport! Count Sparrow and the Magic Council have reopened Fiore's borders to outsiders, and in turn, have opened the borders too Seven, Bosco, and Minstrel as a show of peace.
Fiore, along with Bellum and Seven have always produced some of the most skilled wizards in all of Earthland; and so, the Magic Council has decided to offer the services of our wizards here in Fiore abroad in other Nations (for a hefty fee of course!); obtain your passport! Cut in line! Or wait in line! Do whatever is necessary! Because people are going crazy trying to get their entire families Passports registered!
ENEMIES: None. (Perhaps the occasional disgruntled citizen)
REWARD: Passport (Access to International jobs and Casual RP’ing in other Nations)
DICE: NOT REQUIRED
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED
JOB TITLE: The Ghost Biker
LOCATION: Motor City
PREFERABLE TIERS: YELLOW TIER - B
DESCRIPTION: HELP! I'm being haunted by some kind of ghost biker! Every day he zooms by scaring the customers of my store. I've put so much work into the store that this is terrible! How will I support my family if I can't keep any customers? I need a mage to come by and get rid of it. I mean magic works on ghost biker’s right?
ENEMIES:
Weak - Normal Thug, Weak - Ghost BIKE, Strong - Ghostly Thug, Boss - Ghost Biker
REWARD: 7,500 J
DICE: REQUIRED
To Earthland... And Beyond!
Who is currently on this job?
Conan Kregan (@RedArmyShogun)
Roll Not Required - Accepted by Guild Master (Arba Grehel)
JOB TITLE: To Earthland… and Beyond!
LOCATION: Port Hargeon or Rose Garden
PREFERABLE TIERS: ANY
DESCRIPTION: A huge line of bustling people are going nuts in front of the Docks, it looks like Wall Street on a bad day. Families, children, and old folks attempting to go on vacation; everyone's clamoring for a Passport! Count Sparrow and the Magic Council have reopened Fiore's borders to outsiders, and in turn, have opened the borders too Seven, Bosco, and Minstrel as a show of peace.
Fiore, along with Bellum and Seven have always produced some of the most skilled wizards in all of Earthland; and so, the Magic Council has decided to offer the services of our wizards here in Fiore abroad in other Nations (for a hefty fee of course!); obtain your passport! Cut in line! Or wait in line! Do whatever is necessary! Because people are going crazy trying to get their entire families Passports registered!
ENEMIES: None. (Perhaps the occasional disgruntled citizen)
REWARD: Passport (Access to International jobs and Casual RP’ing in other Nations)
DICE: NOT REQUIRED
Motor City Rush!
Who is currently on this job?
Zechariah Ashkew and Misaka Jane (@firejay1, @RainDash)
Roll Required - Approved by Guild Master (Arba Grehel)
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED
Guard a bank for a Night!
Who is currently on this job?
Rayner, Bellia, and Sarah (@Sammael9216, @CursedDawn, @Karyra)
Roll Required - Accepted by Game Master (@Ali)
Job Title: Guard a Bank for the Night
Location: Foundry
Preferred Tiers: B
Description: There have been rumors among local thugs of a massive bank heist on a specific night. Although these are merely rumors, we would feel much safer with guild mages on the premises.
Enemies: -(roll a 1) There is no robbery, or it happens on another night.
-(roll a 2) A few thugs, loosely organized, moderately trained, few wizards, if any.
-(roll a 3 or 4) A well organized crime group, striking with speed, precision, and force. There will be a few wizards in their ranks.
-(roll a 5) An anonymous source has hired a treasure hunting guild to raid the bank. The guild is skilled in combat against wizards, and each member of the guild will prove to be a difficult fight. They will be organized, hitting the building from all directions at once to keep from being cornered. Defeating the guild will take skill and intelligence.
Reward: 5,000
Dice: REQUIRED
The Belt
Who is currently on this job?
Thedore Belfrost (@Sammael9216)
Roll Required - Accepted by Guild Master(@Akashi)
JOB TITLE: The Belt
LOCATION: Spooky Forests or Serene Cliffs
PREFERABLE TIERS: YELLOW TIER/BROWN TIER – B/BB
DESCRIPTION: You have been hired by a woman who is very tan, with scars, tattoos, and a great sword strapped to her back. She looks at you with a one eyed gaze telling you that she has a test for her people, and daughters. She identifies herself as "The Scorekeeper" And tasks you with the job of retrieving the belt of the Amazons and bringing it to her. There are two ways to complete this job the easy way and the hard way. The easy way starts with you entering the village under the white flag. The Amazonian queen will take you to her hut and have a chat. This will be the only chance you have to negotiate the release of her belt. She might ask you to do a few favors for her people, or for herself. Or send you on a small errand (these are up to you to determine). The hard way is to challenge the Amazon Queen to single combat. She won't refuse and the fight will be to the death. The winner gets the belt obviously.
ENEMIES:
Boss:
Amazon Queen: The amazon Queen is a sword mage. She uses her sword in many, many ways that are unique and interesting. She can cast slicing spells, she can summon up additional swords. When it comes to swordplay she is her village's greatest warrior. All of her sword attacks and spells do BB rank damage. When she reaches 50% health she will start to use three swords one in each hand and one in her mouth. Her attacks will also come in groups of three making her harder to avoid, and block. She takes 15 hits of B rank damage to bring down.
REWARD: 7,000 J
DICE: REQUIRED
Justice is Demanded
Who is currently on this job?
Conan Kregan and Loki (@RedArmyShogun & @Yzmael)
Roll Required - Accepted by Guild Master(@Akashi)
*This job may only be viewed/known about by ULTRA rank wizards, and given by Arba Grehel*
JOB TITLE: Justice is demanded

LOCATION: Akane Beach

PREFERABLE TIERS: GREEN/BLUE TIER - A/AA

DESCRIPTION: One Ser Gustav Brightly has taken his summer Vacation at our dear beach. A noble Governor from Caelum, our employer is the Widow of the lord he gained his position from. She's paid the money upfront, all we have to do...well See that Gustav gets the vacation of a lifetime.. Suspect heavy Security. If you get caught, I don't know you.

ENEMIES:
Security - Men and Women equipped with pistols, handcuffs and batons. They have the ability to call for backup if they detect you. Best dispose of them quick.

Ser Gustav Brightly - Should the target notice you, he will try and fight back. He is quite skilled in martial arts and was known back in the day for being a heavy-weight champion.
REWARD: 60,000 Jewels

Motor City Rush!
Who is currently on this job?
Arden Cruor & Xilla Loop (@DustBunny & @Whispering~Melody)
Roll Required - Accepted by Guild Master(@firejay1)
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED

COMPLETED JOBS
Scare Away Those Thugs!
Completed by: Bastion Magora - @BlueFlameNikku
JOB TITLE: Scare Away Those Thugs!
LOCATION: Restaurant, Hargeon Town
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: "Normally I wouldn't have to do this, but I was unable to pay up protection for this month to these thugs that harass all the shop owners and restaurant owners who destroy the building of one who isn't able to pay their fee. I told them I would be able to pay them at the end of the week, but business has been so low that I can't afford it. Please, scare the thugs away from this town so that I may be able to keep performing my job and hopefully become successful. If you can't scare them away, make them be afraid of you by defeating them, just do what you can. I promise I have enough money to give you your reward if you do."
ENEMIES:
Very Weak - Toucan King
A large bird that can turn up when the player wants. This can be defeated in a single hit

Weak: Thugs
A group of three thugs, each of whom take two BB rank hits to bring down though they are very vulnerable to headshots. They are armed with typical thug weapons: clubs, daggers, old swords and the like.

Medium: Body guard
A single body guard wearing heavy armor and a shield. Armed with either a sword an axe or a spear. Three hits breaks the armor and a further two brings down the opponent. They can block a further BB rank using their shield, but this will cause it to be destroyed.

Strong: Mercenary mage
An A rank mage. He takes a full ten hits of BB rank damage to bring down. Magic choice is up to you. However, it must be offensive.
REWARD: 5,000 J (per character) as well as a feel meal!
DICE: REQUIRED

REPEATABLE JOBS
To Earthland...and Beyond!
How many times can this job be repeated?
As many times as required for every character [wishing] to have a passport.
JOB TITLE: To Earthland… and Beyond!
LOCATION: Port Hargeon or Rose Garden
PREFERABLE TIERS: ANY
DESCRIPTION: A huge line of bustling people are going nuts in front of the Docks, it looks like Wall Street on a bad day. Families, children, and old folks attempting to go on vacation; everyone's clamoring for a Passport! Count Sparrow and the Magic Council have reopened Fiore's borders to outsiders, and in turn, have opened the borders too Seven, Bosco, and Minstrel as a show of peace.
Fiore, along with Bellum and Seven have always produced some of the most skilled wizards in all of Earthland; and so, the Magic Council has decided to offer the services of our wizards here in Fiore abroad in other Nations (for a hefty fee of course!); obtain your passport! Cut in line! Or wait in line! Do whatever is necessary! Because people are going crazy trying to get their entire families Passports registered!
ENEMIES: None. (Perhaps the occasional disgruntled citizen)
REWARD: Passport (Access to International jobs and Casual RP’ing in other Nations)
DICE: NOT REQUIRED

Motor City Rush!
How many times can this job be repeated?
As many times as required for every character [wishing] to have a drivers license.
JOB TITLE: Motor City Rush!
LOCATION: Motor City
PREFERABLE TIERS: ANY
DESCRIPTION: With the popularity of vehicles of all sorts on the rise, people from all over Fiore and the surrounding kingdoms have been flocking to Motor City in hopes of getting their hands on a Driver's License and shiny new car, motorcycle, truck, or other vehicle! However, to legally drive one on any road one must have a license in their possession! Getting one is no easy task however; you must successfully prove to your Driving Instructor that your skills for navigating the high-traffic in Motor City and other areas are top-notch! Fasten your seat-belts, this is going to be a bumpy ride! (There is no "right" or "wrong" way to do this job.)
ENEMIES: Driving Instructor
Dice Roll (1) - Everyone's favorite Driving Instructor! She's an older lady, kind, sweet, caring, and very forgiving.... to the point where you cannot fail.
Dice Roll (2) – Same as Dice Roll (1)
Dice Roll (3) - The greatest distraction of your life! This person really is bored with their job and does not mind chatting up a storm while you drive, messing with the radio or other buttons, and pointing out different things going on outside as you cruise. Don't take your eyes off the road!
Dice Roll (4) – Your choice to follow either “Dice Roll (3)” or “Dice Roll (5)”
Dice Roll (5) - A veteran Driving Instructor, he is in no mood for games. Strict as a line, ready to point out all your driving flaws, and happy to withhold your license if you fail... drive defensively! And don't forget to use your blinker... or else.
REWARD: Driver's License if you pass the test. (Ability to Drive Vehicles in General)
DICE: REQUIRED
The Stables
How many times can this job be repeated?
As many times as this darn party keeps happening! Someone help!!
JOB TITLE: The Stables
LOCATION: Hosenka
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: The local stables are having a huge problem. A massive party has come and gone, but the stables held so many horses that it is not only over capacity, but the stench and manure has come up to the shins of all the workers and this has resulted in their quitting. Now the city is threatening to fine the Stable owner a Heavy fine if he doesn't get his stables clean by tomorrow. The owner is desperate so he put out the call to any and all magi who could help him clean his stables in just a single night. He is willing to pay quite well for anyone who can help him. ((THIS JOB MAY BE COMPLETED BY MULTIPLE CHARACTERS))
ENEMIES: None.
REWARD: 1,000 J
DICE: NOT REQUIRED
The Sky Tower
How many times can this job be repeated?
Once for every character/group of characters that wishes to partake in this task.
JOB TITLE: The Sky Tower
LOCATION: The Sky Tower
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Rumours have been circling of a gem that sits at the top of the Sky Tower; it supposedly cannot be moved; lifted, or budged. Even by the Gods themselves. Tales say that the Gem of Time sits held up by two mighty stone griffons at the peak of the sky tower; on its large, platform like roof. You have managed to climb the Sky Tower, and have found the rumours to be true. You note your surroundings and see that the top of the Sky Tower is gorgeous; with a ritual and mural of the sky in a mosaic on the floor. There are no edges at the peak; just flat surface; the griffons, and the clouds.

You can see all of Fiore from here. If you look off the tower's east side; you'll see the forest, and Magnolia; and even further off in the distance; you'll see Clover Lake; and the Inferno Mountains even further still.

If you look too the tower's left; you'll see Red Dawn’s Guild Hall; nestled in the mountains you're in, far, far down below; the building nothing but a spec from way up here. However, looking straight ahead, you'll behold the beauty of Fiore's grasslands; the twin cities of Era and Crocus shining in the plains; whether it be day or night.

Too your north, you can see the Royal Palace; the home of the Politicians, nestled in the forest; and even see the gigantic beanstalk from Beanstalk Village piercing the clouds up above as you are here on the Sky Tower; and also Rose Garden, glistening in the distance like a rainbow under a constant enchantment.

Too your South, you see the Peace River; and Peace Village; nestled as a tiny spec off in the distant southern grasslands.

Although the beauty is breathtaking; you're here for one reason only. The jewel itself is said to grant one the ability to learn with one's master once more'; whatever the hell the rumours mean; many have tried to climb the Sky Tower and failed because of this opportunity. You however, being a Wizard; have managed to reach its peak by scaling the massive dungeon inside.

Held up by the two Griffons----sits the Gem of Time. A clear white diamond; that fans with a golden light within every few seconds. Upon reaching up to tap a finger or hand on it; you twist into a golden glitter and are yanked inside of the gem.

(Environment of your Choosing)

There you stand; whether on mountain peak; open ocean, white lake; or open plain. With your former Mentor, and Master.

(Train well. Your Master will fight you for 24 hours at a time; with one day of rest in-between each day of training too remember old times, smiles, and lessons. When your training is complete; the next touch from your master; whether it be a handshake; a hug, or a pat in the shoulder; will warp you back to the Sky Tower at Dawn.)
ENEMIES: You’re Old Master (whilst fighting)
REWARD: Prestige equal to completing three YELLOW TIER – B jobs.
DICE: NOT REQUIRED
Road Fighter
How many times can this job be repeated?
May be completed by a single character/group once every (real world) 2 months.
JOB TITLE: Road Fighter
LOCATION: Talonia Arena
PREFERABLE TIERS: WHITE TIER – C, BROWN TIER – B, or YELLOW TIER - BB
DESCRIPTION: "Fighters from all around Fiore have gathered to see who is the world's strongest! All fighters are eligible and you get to show off your insane fighting skills. We are finally proud to present the Road Fighter Tournament! You will fight a total of fifteen fighters, and don't worry your health and mana will be restored after every fight! So come on down, you have nothing to fear!"
-Letter found in your guild hall
ENEMIES:
Normal:

Wyvern: This is the man who won the tournament last year, and he is known as the best fighter the world has seen. His Dragon Fist and Wave Motion Cannon are a force to be reckoned with, as well as his Tornado Blade Kick. The Dragon Fist is an uppercut that sends you sky high, and his tornado blade kick is a way to screw gravity and helicopter across the arena with a ton of kicks. Lastly his trademarked Wave Motion Cannon is a blast of wind and lightning at you. He deals B Ranked damage with all of his attacks including regular ones, except the Dragon Fist which deals BB Rank damage.

Masters: Masters is Wyvern's childhood rival and blond-haired friend. He is very egotistical and uses the same move set as Wyvern, so some could say that he is on the same level as Wyvern, but that isn't true and even he knows that. He deals B Rank damage with every one of his attacks including the ones Wyvern has, and he shares every move with Wyvern.

Detective Chun: This fighter is a detective from INTERPOL and has gone through detective training. She wears a blue Chinese qipao with maroon stockings. Detective Chun fights with a special fighting style taught to her by a demon, and she too has her own set of moves. She can fire a slow ranged attack similar to the Wave Motion Cannon, and can enhance her kicks to super speeds. She mainly fights using her legs, although she is strong with her fists and may use them if need be. Her slower ranged attack deals B Rank damage, and if she speeds up her attacks they deal C Rank damage but in rapid succession, quickly piling up damage.

Cam: Cam is one of Detective Chun's best friends. While what she is wearing may show a little more than you would feel comfortable with in battle, and hugs her a little too much she is not to be taken lightly. Her legs and fists alike are extremely powerful, and she can surround her legs with green energy to produce her Cannon Drill, and jump up in the air for a backflip kick the Cannon Upper, and she knows many different pressure points and will try to paralyze you in battle if she hits you in one. For damage she deals 1 and a half B ranked damage (3 C) with each of the special moves, and if she hits your pressure point within the fight the next attack will hit because you'll be paralyzed, unless you're immune to paralysis.

Hibiki: Kick his arse. Hibiki is the worst fighter alive and won't take any effort to beat. He uses a messed up version of Wyvern and Masters’ moves, and he even wears a pink version of their gi. Hibiki is just... Useless. Every one of his attacks deal C ranked damage and he will taunt every once and a while. Demolish him.

Mike Bison: This guy is very similar to the world's own Mike Tyson. He fights like a boxer and is wearing a boxer's outfit. He uses no special moves, and just punches the ever living crap out of you. Sadly he deals 1 and a half C ranked damage with every punch.

Balrog: This man is a narcissist. No, I mean narcissist beyond all narcissists. He even hides his face beyond a mask just because the world isn't worthy enough to see his beautiful face. He uses a wolverine claw glove thing on his left hand, and is a master acrobat. Flying around the arena with precision this man is like a bulk butterfly waiting to have its wings ripped from his body.

Strong:

Tagas: (semi-boss) Tagas is the king. He fights with EXTREMELY powerful moves. He can throw fireballs and punch with the force to crack brick walls, it's obvious why he was the champion for every year except last year, when Wyvern beat him. He fights with the Muai Thai fighting style. He stands at over 7 feet tall, most of this being his extremely long legs. He deals BB Rank damage with any hit, and his fireballs deal B rank damage. It takes him 6 B Rank hits to take down.

Vega: Vega is the evil ruler of an elite organization meant to take over the planet. He wears an all red version of what would look like a colonel's outfit, with a purple hat and cape to accompany it. Vega can jump extremely high, and can summon purple fire from his hands and surround his entire body in it. While he only does B Rank damage he is much more versatile than Tagas, using his fire to do many different attacks and with great speed. Plus he has even better health than Tagas. He takes 7 B Ranked Damage to take down.

Boss: (both are bonus)

(BONUS) Kouken: The master of Wyvern and Masters, he is not really that much of a fighter as he used to be as a teen, although he can still kick some arse. He uses the same move sets as Masters and Wyvern, except all of his moves does 1 and a half B damage. Kouken takes 8 B rank hits to take down.

(BONUS) Demon: After you beat Kouken (if you decide to face him) Demon will appear. He will throw Kouken aside and will prepare for battle. As his soul was sold to a demon to gain maximum power, his strength is immense but at the cost of his vitality. He uses an upgraded version of Masters and Wyvern's move sets, being able to use the Wave Motion Cannon in the air, use the Dragon Fist and Helicopter Blade Kick, as well as his own move set. He can teleport short distances and use the Demon Flip, when he jumps into the air and demonic energy surrounds his foot and kicks downward. Unlike everyone else in this tournament, Demon fights to kill, seeing everyone who loses a fight to him as unworthy to live on this earth. Another thing that's different with him- he has special moves. These techniques will be used on the second post of his match, and one is the Ultra Wave Motion Cannon, when he fires a great purple energy beam at you, and the second will be the Punch of Death, when he punches the ground (or you into the ground) with the force to make a giant crater in the ground. As his vitality is lower Demon takes 4 B Rank hits to beat, but he deals BB Rank damage with every attack, except his super moves which deal A Rank damage.
REWARD: 7,000 J (5,000 if you opt. out of the bonus bosses) – Should you finish off Demon, you gain the championship belt!
DICE: REQUIRED
NOTES: If more than one player goes on this quest, you may NOT fight the bonus bosses.

ROTATIONAL JOBS
Note: These jobs rotate from guild to guild every *real* two months. Once a job rotates to another guild, it's "instance" will be reset. This means, nothing the prior guild has completed, affects your guild.

CURRENT GUILD: TITANOS
JOB TITLE: The Mares
LOCATION: Any Cursed Land Location
PREFERABLE TIERS: WHITE TIER - C
DESCRIPTION: A man approached you (And any friends who might've been with you) and told you he had heard of your skills and your renown. He then told you about some very rare animals that he wanted for himself. These animals were Horses that would actually eat the flesh of man. They were prizes that he wanted to have, and did at one time possess, but they had been stolen from him by a viscous barbarian. Now the thief has made off with the Horses into the Cursed Lands. The man is too weak to go in after his pets, but he has no problem paying a hefty sum for anyone who can return his beloved mares to him unharmed. You must find the horses and bring them back to the man. He also warns that if their muzzles aren't kept shut that they will try to attack you, so be sure to keep their mouths closed.
ENEMIES:
Weak: (x10)
The grooms are the servants of the barbarian who stole the horses. It is their job to keep the horses healthy, fed, groomed, and ready to be shown off. They are not about to let go of their charges easily, but they are not very well trained soldiers, and certainly don't know how to defend themselves very well. They will most likely come at you with pitch forks, Horse-shoe hammers, or whatever other weapons they might find lying about the stable. They will fall with 1 hit of B rank damage.

Normal: (x3)
The guards that patrol have spotted you and are now trying to stop you. Unlike the grooms these are actual trained soldiers and they know how to use their weapons. They will attack the weakest mages first, in order to gang up on the stronger mages later. If you fail to beat the three guards in 6 posts they will call for help and 3 more guards will come rushing to the battle. Each guard carries a shield, and an edged weapon of some kind. Each Guard takes 3 hits of B rank damage (6 C rank damage) in order to be stopped, and taken out.

Strong: (x6)
The mares don't like people, well correction they love people as dinner. They will try to bite, kick, and eat you. Their teeth are amazingly sharp and will take chunks of flesh right off of someone if they are able to sink them into someone. Of course the key to this mission is in bringing these mares to your client unharmed. So to subdue them you need to somehow stop their movement, and keep their mouths shut tight. (How you do this is up to you. Once you have their mouths closed and tied they will stop fighting. Do not let them take any damage)

Boss: (x1)
This is the thief of the mares. He has heard you are trying to make off with his prize and he has a few things to say about that. He uses Blast Magic to attack you. His offensive abilities are Blast Punch, and Blast Wave. Blast punch is as its name sounds. He forms a fist and thrusts it at his opponent forcing an intangible blast of magic to fly towards said target slamming against them for B rank damage. He will use this ability every other post. Blast Wave is where he slams both of his fists into the ground sending a shock wave of magic through the air in a 25 meter radius. His only defensive move will happen when he drops to 50% health. It is called Blast Pulse. The Barbarian stands there and uses his magical aura as a weapon creating a quick pulse to block any attack magical or physical that is C Rank. If it happens to be B rank it will only do C rank damage and anything higher will still get to him regardless. It takes 15 C rank hits to beat the Barbarian.
REWARD: 5.000 J (Or nothing if a single mare is harmed)
DICE: REQUIRED
JOB TITLE: The Cattle
LOCATION: Start in Ceader, then move to any island you’ve selected that is a part of this world.
JOB REQUIRMENTS: Those taking this job must have completed “The Mares”
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: You (or your group) have been hired by a rather wealthy man to find and obtain the greatest herd of cattle that the world has ever seen. He supplies you with a ship large enough for the job and tells you where the herd is located, and what you must do in order to reach the island where the cattle are. He also tells you of the giant who is watching them, and the rough battle that will be ahead of you. The cattle are the property of a monster who calls itself Geryon. His is a three headed giant, with four arms, and six legs. He wields swords that are taller than houses, and sharper than most. He also warns you of the beast that is the giant's sheep dog. A creature known as an Orthus. This is a twin headed hound that stands as tall as a full grown man, and is capable of some nasty tricks. He warns you about the hound's ability to breathe a strange magic from both of his mouths. Once you deal with Orthus however you will have to deal with his master the three headed, four armed, six legged Giant standing at 10 meters tall: Geryon. Once you best him his cattle will be yours to take and move freely.
ENEMIES:
Normal: (x5)
Beasts: These beasts roam the island as well as Geryon and his herd. Where there is an abundance of prey there will always be an abundance of predators. Geryon's herd is massive and breeds as such have attracted these animals. These beasts can be whatever kind of predators that you wish them to be. From wolves, to Lions. All if for you to choose here. They are strong however and each one takes 5 B ranked hits to kill.

Strong: (x1)
Orthus: This is the great hound that guards Geryon's herd. He stands at 9 meters tall even on all four legs. He has two heads and a viper for a tail that reaches up to two meters away from his body. He is capable of two devastating breath attacks. The first will be a base element (Fire, water, wind, earth. Up to the writers to decide) the second will be a poisonous breath. When it is inhaled the victim will suffer 1 C rank damage (Minimum of 5% of y) for five posts before the poison leaves the victim's system. Both of these attacks can reach up to 35 meters away and go your characters health) in a 45 degree cone. The beast will take 15 hits of B rank damage to defeat.

Boss: (x1)
Geryon: This is the great cattleman. He is the one who you must steal from. He is a beast. He is the three headed, four armed, six legged Giant standing at 15 meters tall monster known as Geryon. He is covered in armor from the base of his three necks, to just above where his six legs split off. The armor doesn't cover his arms however for freedom of movement. All three of his heads are covered with helms that only allow their eyes, nose, and mouth to be shown. Two of the hands wield spartan-style shields made of stone. Two more long swords made of stone, and finally the last two wield stone spears. They attack in groups. The shield is brought up to defend while the spear strikes out to try at his targets. The swords are used when someone gets past the spear, and finally the shield will be brought to bare in order to try and get the opponent off of their feet. He is a great beast of a man and he will not go down with ease. It will take 30 hits of B rank damage in order to bring this behemoth down.
REWARD: 10,000 J
DICE: REQUIRED
JOB TITLE: The Birds
LOCATION: Motor City
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
PLAYER REQUIRMENTS: Must have completed “The Cattle”
DESCRIPTION: "THE BIRDS ARE COMING! WE ARE DOOMED THE BIRDS ARE ATTACKING!" Recently the high volume of Motor city has caused a very strange change in the birds that dwell in the region around the city. They have all grown to incredible sizes, and have become very violent. The noise of the motor city has attracted them to the city and they have begun to attack everyone and anyone who is on the streets. As such the officials of the city have asked for help from anyone, and everyone who is able to rid them of their bird problem.

ENEMIES:
Weak: Carrion Crows x 10
These are your standard looking crows but they have bronze beaks and talons. They are viscous and attack anyone they happen up. In groups they will divide and attack as one. They will go for the eyes, and head first, but if they can't reach you they will peck at your body trying to bring you down. These birds take 1 hit of BB rank damage to kill per bird.

Normal: Odin's Ravens x5
These Ravens are as large as eagles with steel beaks and talons that can pierce into wood with ease. Their wings are sharp and capable of cutting into skin and wood. They attack in a group and will divide if there are multiple targets. They go for the throat and face, and if one is being attacked by the crows it will cause them to scatter. These great birds take 2 hits of A rank damage per bird to kill.

Strong: Zeus' Eagles x2
These great eagles are the size of condors and have beaks made of bronze/titanium alloy. Their wings gleam with golden feathers and are razor sharp. These birds are also capable of emitting a high pitched screech that deals BB rank damage to any unprotected ears, but still deals B rank even if the ears are protected. These great avians attack with a ferocity unseen, and are incapable of feeling fear so they will never stop attacking. It takes 3 hits of A rank damage to bring these birds down.

Boss: Stymphalian Birds x 4
These great birds look like condors, but they are as large as a Pteranadon (Pteradactyl) their beaks and talons are made of a black metal stronger than any metal humans have access to. Their wings seem to be made of this same stuff. They are fast and will dive bomb their opponents when they first arrive. They will not back off until they have been killed. Their cries will automatically summon more of Odin's ravens to attack you, and they will each cry out once every 2 posts. It takes 5 hits of AA rank damage to bring these behemoths down.
REWARD: 25,000 J + and additional spell slot regardless of rank.
DICE: REQUIRED

CURRENT GUILD: COLOMBA
Note: The "Lexa Grimoire" series requires a passport.
JOB TITLE: Act I - Genesis
LOCATION: Ancient Ruins
PREFERABLE TIERS: WHITE TIER – C (Minimum of 2, C rank wizards, Maximum of 6)
DESCRIPTION: One day, while -insert what you were doing- you receive a letter from -insert something here- saying "Hey... um... Look, my name's Lexa and I need some help. I was checking around the Ancient Ruins after one of my jobs, and I found.... something. I can't go through the tunnels on my own because the enemies are a bit much. So if you'll assist me in taking them out I'd be sure to give you something!" ~Lexa Grimoire

Upon arriving, you see a girl around 5ft tall wearing a black miniskirt, a grey shirt with no sleeves, black fingerless gloves, and black boots extending to just below her knees. She seems to be 14->16 years old, but is actually 18. She walks up to you and your party, greeting you all with a generous smile and shows you a small black strip that looks like little more than a piece of metal. However, she then applies a bit of MP to it and the strip (as well as herself) begins to glow.

It is up to the players to describe the tunnel system, and the laboratory you go to. It is also up to one of the players to act as Lexa Grimoire as she will be an NPC if the real one isn't there.

Lexa is almost always extremely chipper, and friendly towards her friends. When she fights she changes to an extremely focused, neutral state. She has 4 spells available to the person RP'ing as her, as well as the ability to make all the circuits on her body shine bright gold (like a light source). When entering combat, the circuits will automatically become bright.

Spells:
Teleport - Lexa is able to teleport anywhere within 10 meters 1 time every 3 posts.
Shadow Burst - Lexa becomes a shadow and disappears, reappearing anywhere within 15 meters 1 time per 4 posts
Heal - Lexa heals herself or 1 target for 10% HP immediately. This can be used 1 time per 5 posts
Blood-Rage - Lexa's circuits glow blood red, and then explode like a blown light bulb. Lexa attacks all enemies for +50% rank damage, as well has can move 30% faster. Lexa cannot use any of her spells for 3 posts, and this can be done 1 time

ENEMIES:

Weak:
Circuit Covered Spider
These creatures are fairly massive, being 3 feet wide without their legs, and 6 feet wide with them. They're impossible to miss as their body is covered in circuits, and these circuits glow bright yellow in the dark. These circuits are defensive ones that make it so their body can never be harmed, however, they have 8 legs that have no circuits at all. These will take 1 hit of C rank damage per leg (8 C rank in total) to defeat. The spiders are able to jump around, climb on walls, and fire their webs at you to snare you in place. Their bite will cause you to take B rank damage, as well as inflict a poison dealing 3% HP per post, for 5 posts in damage to you.

Normal:
Circuit Covered Dog
The breed of the dog is up to you, as well as its description. The dog is mutated, like the spiders, to be over 4 feet tall when on all fours, and is covered from head to toe in golden circuits. These dogs have animal lover circuits on them, meaning they deal +50% damage to humans, but deal 25% less damage to animals. Beings like insects, dragons, aliens etc... receive normal damage. These are very fast creatures, able to run up to 40 mile per hour and require no time for accelerating to such speed. However, they require time to decelerate to stop. They attack for B rank damage, and take 4 C rank hits or the equivalent to defeat.

Strong:
Circuit Covered Scientist
This guy has circuits all over his body, and is roughly 6ft tall. The rest of his description is up to the player (could be a zombie scientist, be shirtless, look like a normal scientist etc...). He attacks you with a scalpel, and a bone saw, each dealing BB rank damage. It takes 10 hits of C rank damage or the equivalent to take him down. His circuits make it so he cannot be killed in 1 hit, and also make it so every other hit the damage is reflected back in the direction it came from, and 5x the speed. Additionally, he is immune to poison, stuns, burns, bleeds, stat reductions, and all other forms of Crowd Control.

--


After defeating them all, you come to a large room with suits of armour lining the walls, and something very disturbing... Several massive containers filled with liquid. Except one... one of them has a girl inside who looks every bit like Lexa Grimoire. Worse is, she talks, acts, thinks, and even fights like her too. The girl opens her eyes while inside the vat of strange liquid and her circuits light up causing her to disappear. She reappears outside the vat, and begins talking to Lexa, addressing her as "Big Sister" making Lexa believe she has a twin. After a small exchange of Dialogue, the enemy Lexa says "Unfortunately, papa ordered you dead." and her circuits light up bright gold as she begins her attack.

Boss: Imōto
Describing her is redundant, she looks 100% like Lexa Grimoire. It takes 16 hits of D Rank damage (due to resistances) to defeat this version of Lexa Grimoire. She moves 30% faster than normal people, has a +35% Defensive Boost to magic and melee, deals +50% Damage to humanoids, can fly, and is immune to poison, stuns, burns, bleeds, stat reductions, and all other forms of crown control. Her spells are as follows:

Teleport - Imōto is able to teleport anywhere within 10 meters 1 time every 3 posts
Shadow Burst - Imōto becomes a shadow and disappears, reappearing anywhere within 15 meters 1 time per 4 posts
Heal - Imōto heals herself for 3 hits of damage immediately. This can be used 1 time per 5 posts
Blood-Rage – Imōto’s circuits glow blood red, and then explode like a blown light bulb. Imōto attacks all enemies for +50% rank damage, as well has can move 30% faster. Imōto cannot use any of her spells for 3 posts, and this can be done 1 time
Dimensional Coffin - Imōto snaps her fingers and two portals open up above and below the room. A massive flurry of swords, spears, arrows, knives; any weapon you can imagine, flies through the portals at rapid speed. This deals 30% HP damage to all who cannot defend against it.


After this version of Lexa is defeated, she will say "I guess big sisters are made stronger..." before teleporting out of the room. Lexa will address you and the team, and throw a set of the armour from the wall at you, saying it's the best she could do to repay.

REWARD: A set of BB rank armor, WHITE TIER – C EXP, tier promotion (by one level), and access to: "Act II: Affliction"
DICE: REQUIRED
JOB TITLE: Act II: Addiction
LOCATION: Ancient Ruines
-Passport Required-
PLAYER REQUIRMENTS: Must have finished “Act I: Genesis”
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: Following the events from your previous mission, Lexa Grimoire's twin sister feels the need to uncover her history, as she doesn't have memories of ever having one. She sends you a black strip, that when you touch it, it lights up bright gold and a message plays in your mind.
"Umm... hi Nii-san... It's me, Lexa. The one... who tried to kill you, not the one who protected you... I-I'm sorry for what I did, but I was following dad's orders! I... I need your help with finding out who I am... I know you don't have a reason to help me, especially after what I did, but if you do I'd be eternally grateful to you!" the voice plays, with a tone that can only be labeled as a tormented soul.

Upon arriving, Lexa Grimoire runs up and gives you a hug while also crying from the joy of seeing you forgave her enough to help. NOTE: A player will have to RP as the twin sister Lexa, since she's an exact copy of the original Lexa Grimoire...
Boss: Lexa Grimoire (NPC)
Lexa is almost always extremely chipper, and friendly towards her friends. When she fights she changes to an extremely focused, neutral state. She has 4 spells available to the person RP'ing as her, as well as the ability to make all the circuits on her body shine bright gold (like a light source). When entering combat, the circuits will automatically become bright.

Spells:
Teleport - Lexa is able to teleport anywhere within 10 meters 1 time every 3 posts
Shadow Burst - Lexa becomes a shadow and disappears, reappearing anywhere within 15 meters 1 time per 4 posts
Heal - Lexa heals herself or 1 target for 10% HP immediately. This can be used 1 time per 5 posts
Blood-Rage - Lexa's circuits glow blood red, and then explode like a blown light bulb. Lexa attacks all enemies for +50% rank damage, as well has can move 30% faster for 2 posts. Lexa cannot use any of her spells for 3 posts after her blood-rage has receded, and this can be done 1 time


She explains that inside is a testing facility, one that was connected to the one you found her in. She doesn't know much more than that, so you'll all have to be very careful when going through.
ENEMIES:
Weak: Gelatinous Homunculus
These are gelatinous forms, they don't look like anything you've ever seen aside from having eyes. They can't talk very well, and attack by throwing up their blood on you. It's obvious they were experiments that went horrifically wrong... Aside from being odd forms, they move at 30 miles per hour, and since they're really mushy, it's hard to get a firm hit on them. It will take 8 B rank hits or the equivalent to defeat it.

Normal: Circuit Covered Scientist
This guy has circuits all over his body, and is roughly 6ft tall. The rest of his description is up to the player (could be a zombie scientist, be shirtless, look like a normal scientist etc...). He attacks you with a scalpel, and a bone saw, each dealing BB rank damage. It takes 10 hits of B rank damage or the equivalent to take him down. His circuits make it so he cannot be killed in 1 hit, and also make it so every other hit the damage is reflected back in the direction it came from, and 5x the speed. Additionally, he is immune to poison, stuns, burns, bleeds, stat reductions, and all other forms of Crowd Control.

Strong: Mutated Military Brute
Massive, armoured, carrying a giant shotgun in one hand and a massive metal pole with a skull on the top in the other. He takes 16 hits of B rank to go down, and will attack Lexa Grimoire specifically if no-one gets in his way. His special attack is ground slam and full auto. Ground slam causes A rank damage to all within 10 meters of him by slamming his pole on the ground, and full auto makes his shotgun fire all 20 of its shells at once dealing A rank damage to whoever he's aiming at, and anyone within 5 feet of that person.

Boss: Arianna Grimoire
Arianna doesn't say anything to you aside from "You're supposed to be dead. I'll make sure it gets done this time." to Lexa Grimoire and then attacks. She has a beautiful body, and long red hair, with clothes that are yours to describe. She must be defeated in three phases, but is 100% immune to everything during the first two (but will also not attack during them). Phase one, she spawns 2x Circuit covered Scientists and 1x Mutated Military Brute. After they're defeated she will spawn 5x Homunculi and 2x Military Brutes. Third phase she will have exhausted her magic power, and will fight you using a pair of daggers. She is very fast, very agile, and hits for BB rank damage. Her being a summoner, she is weaker than her pawn and takes 10 hits of B rank damage to defeat.
--
After this fight, Lexa Grimoire will thank you for helping her, and will give you a Magic Circuit of your own as a parting gift. Since the labs are now safe, Lexa will remain here and study what she can to find out more about herself, sending you on your way.
REWARD: Additional two (2) spells slots for your character(s) regardless of ranking, Lexa Grimoire’s gratitude, BB tier prestige, and Access to "Act III: Paracidium"
DICE: REQUIRED
JOB TITLE: Act III: Parricidium
LOCATION: Ancient Ruins
-Passport Required-
PLAYER REQUIREMENTS: A member of your party must have completed Act II: Addiction
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: While doing --insert what you were doing-- another one of those black circuits lands on your head after coming out of a black hole with purple borders on the edge of it. Upon applying some magic to it, the circuit lights up and plays the message.

"It ~static~...ago! They attacked ~static~...so many ~static~...I couldn't defend myself! Please h~static~ ...on supplies! I found out ~static~ ... They're powerful beings. ~static~...in the ~static~...hurry! Before they ~static~ *Lexa's screaming* ~static~ *popping sound followed by the sound of your surroundings for a brief moment*~silence~" is all that could be heard from the strip.

Go back to the Ancient Ruins and save Lexa's Twin!

After your first enemy is beaten, you realize that whoever overpowered Lexa's twin, wasn't exactly an idiot. They left behind much stronger opponents than last time, and now you got to clean them up....
ENEMIES:
Weak: Circuit Covered Scientist
This guy has circuits all over his body, and is roughly 6ft tall. The rest of his description is up to the player (could be a zombie scientist, be shirtless, look like a normal scientist etc...). He attacks you with a scalpel, and a bone saw, each dealing A rank damage. It takes 3 hits of A rank damage or the equivalent to take him down. His circuits make it so he cannot be killed in 1 hit, and also make it so every other hit the damage is reflected back in the direction it came from, and 5x the speed. Additionally, he is immune to poisons, stuns, burns, bleeds, stat reductions, and all other forms of Crowd Control.

Normal: Mutated Military Brute
Massive, armoured, carrying a giant shotgun in one hand and a massive metal pole with a skull on the top in the other. He takes 5 hits of A rank damage to go down, and will attack Lexa Grimoire specifically if no-one gets in his way. His special attack is ground slam and full auto. Ground slam causes AA rank damage to all within 10 meters of him by slamming his pole on the ground, and full auto makes his shotgun fire all 20 of its shells at once dealing AA rank damage to whoever he's aiming at, and anyone within 5 feet of that person.

Strong: Lexa Grimoire x5
Yes, you read that right. Five Lexa Grimoire's are attacking you. They look the same as Lexa Grimoire did/does and they will attack you relentlessly. It will take 7 hits of A Rank EACH to defeat them all, and they each have access to the following spells:
Teleport - Lexa is able to teleport anywhere within 10 meters 1time every 3 posts
Shadow Burst - Lexa becomes a shadow and disappears, reappearing anywhere within 15 meters 1 time per 4 posts
Heal - Lexa heals herself or 1 target for 10% HP immediately. This can be used 1 time per 5 posts
Blood-Rage - Lexa's circuits glow blood red, and then explode like a blown light bulb. Lexa attacks all enemies for +50% rank damage, as well has can move 30% faster for 2 posts. Lexa cannot use any of her spells for 3 posts after her blood-rage has receded, and this can be done 1 time


After you've defeated these enemies, you enter a room that is filled with massive containers, like the one you found Lexa Grimoire in "Act I: Genesis" except there's hundreds of them and they're all empty. At this point a large man will step out wearing doctor's robes, holding Lexa Grimoire's incapacitated body in one hand. He pulls out a sword and draws a line in the ground in front him, and steps over it. White lines appear around the room, indicating that he created an arena. Also, these white lines mark the walls of the arena that you cannot escape. He doesn't talk, just points his sword at you/your group.

Boss: Random Doctor Guy?
The guy is a master swordsman, as well as a speed wizard. His skill with a sword is the stuff of legends, able to strike a man twice at the same time with his one sword. He can move up to 90 miles per hour, and stop and turn on a dime. His signature spell is one where he strikes all the players in the arena once each at the same time, dealing 25% HP damage to them all. This can be done once, and he will do it 1 time. It will take 25 hits of AA damage to defeat this guy.


After defeating the boss, the arena will vanish allowing you to help Lexa. She leads you all to a small room off to the side with a desk in it, and some other lab things that you don't recognize. She picks up a thick folder from the desk, and reaches into a drawer to give your team a special amulet that resembles her considering you all as true friends, calling it the Amulet of Kinship. Lexa gives you all a hug as well, and then teleports away.
REWARD: "Amulet of Kinship" - Effect: Whilst this amulet's power is in effect friendly fire is essentially not possible. This means that no player within its area of effect (which is 45 meters) can hurt a player on their team no matter how hard they try.
A Hug
Access to "Act IV: Revelation"
DICE: REQUIRED

CURRENT GUILD: RED DAWN
JOB TITLE: Festivities (One-time-Only)
LOCATION: Joya, Midi and Seven. Your choice of arrangement as long as you visit all three nations.
-Passport Required-
PREFERABLE TIERS: GREEN/BLUE TIER – A/AA
DESCRIPTION: There is a flyer that catches your eye as you go about your daily business. Knowing how you felt a little bored, you were compelled with the words 'EXPERIENCE THE BEAUTY OF EARTHLAND!' written in big red letters.

The flyer's from a prominent travel agency in Rose Garden, one that's celebrating its centennial anniversary, and it goes as so:

"Ever wondered of what lied beyond the border of Fiore? You must've dreamt of exploring all those new horizons at least once, haven't you? If you're passport seems neglected, why not stop by and get your tickets to three of the most popular tourist destinations in all of Earthland? From the beautiful rainforests in Joya, to the wondrous temples in Midi and to the breathtaking views of Seven, even from the borders, you can visit all of them and more!

Not only will you get to experience the mysteries and beauties of foreign lands, but you'll also get to join the various festivities in the three nations because if you didn't know, it's the season to rejoice! There will be various festivals you can participate in and thanks to our connections, you will be very much welcome to enjoy yourself. Depending on the time you come to contact us, you will get to experience different festivals. You won't worry about time constraint as we will make sure to fix your schedule to accommodate as much festivities and as much fun as we possibly can, because your happiness is what matters most here at Rozette Travels!

To you who is reading this flyer, better turn it in! You're one of the very few who managed to stumble upon this special, one time promo for our centennial anniversary! It's your (and a friend's) ticket to an ALL-EXPENSES PAID trip to the most beautiful places in Earthland (minus Fiore, of course!)

So what're you waiting for?! Come and EXPERIENCE THE BEAUTY OF EARTHLAND!"

Upon approval, you're given a special pendant that glows with the silver of a special Lacrima. It'll allow you to speak and understand the native language of these nations.
ENEMIES:
Weak/Normal: (Roll a 1 or 2)
Hanami: The Cherry Blossom Blooming Festival

There exists a special species of cherry blossom that only thrives in Midi. They call these trees Sakura, and the reason as to why they’re so special is that they can't reach their full bloom unless they take in air that is infused with ethernano, the source of all magic. In this festival, you get to join all kinds of wizards from the different parts of Midi and even from various other nations like Fiore and Ministrel as you eat and drink and dance underneath the special blossoms. Just simply gathering a large number of magic users allows the air to be concentrated with ethernano, and while you're there, the Sakura trees will remain in full bloom, their petals almost glowing in a faint pink light.

This festival will last for three days, and you'll get to eat different delicacies and drink special sakura wine. Of course, there will be various dancing courtesans to entertain you in your stay. Make sure to say hi to the Emperor!

Strong/Boss: (Roll a 3,4 or 5)
Bushido Sensou: A Festival Full of Sword fights and Samurai

In Midi, the idea of Bushido is upheld and well respected. It not only acts as the driving force for various Midi citizens, but also as the entire foundation of the nation itself. Every month, they hold a tournament to commemorate this way of life and to also see who the best of the best among their warriors is. Upon rare occasions, they invite outsiders such as wizards to act as their final adversary for their brave samurai.

You've been chosen to act as the final boss for the Bushido Sensou thanks to the connections of Rozette Travels. You'll eventually fight the strongest warriors who manage to trample the other competing samurais.



Weak: Ordinary Samurai x1
You face a samurai whose sword deals BB-rank damage. Apparently he's not too in-tune with the times and does not have magic whatsoever, though he's a bit sturdy considering the way his body is built. He goes down in fifteen hits of BB-rank damage. Use tricks to outsmart him, and he might just go down easier.
Normal: Disciplined Samurai x1
You encounter a samurai whose sword deals A-rank damage. His sword is imbued with a flame-type magic that makes his cuts deal an extra burn damage that deals BB-rank wounds if left untreated. He goes down in five hits of A-rank damage. If you're using an ice-type or water-type kind of magic, he could go down a lot faster.
Strong: Tome Holder x1
A samurai approaches you with an expression that seems to be hardened from battle. He uses a body-enhancing buff that halves all the damage he takes from physical attacks. You're a wizard, and you should be fine so long as you use something other than physical. Throw some elements and he goes down in eight hits of A-ranked damage.
Boss: River Samurai x1
Something doesn't feel right. The warrior before you is a wizard, for sure, and he doesn't seem to be playing around. He wields a legendary artifact in the form a pendant that he named the River's Storm. Because of this, he uses some type of water magic and can also heal himself 50 HP from time to time. Careful now, he's clever and fast. He'll go down in three hits of AA-rank damage.
Weak/Normal: (Roll 1 or 2)
Gealach Ghorm: The Harvest Under the Blue Moon

Ever so often, the Sevenwood is illuminated with a beautiful pale blue glow of a rare Blue Moon. To the people of Seven, this means that their Queen is a year older, and that all their harvests will soon be blessed with abundance. All political and daily business is halted to celebrate a grand harvest and to commemorate the birth of their Queen. You are invited to join the festival along with many other wizards from Seven. There aren't many other wizards from Fiore or other neighboring nations because this is a national affair. But because of the Rozette Travel's connections, you somehow manage yourself through to enjoy the beauty of the Blue Moon, as a special guest of the Queen's Court, nonetheless!

Here, you can drink and party to your heart's content. The First Day always starts with a merry moon-viewing, ceremonies with the songs of the people of Seven will resonate throughout the night. The next two days will all be merriment that you can imagine to your bidding. Get creative! Make sure to make the Queen's Birthday a remarkable one!

Strong/Boss: (Roll a 3,4 or 5)
Rás Foraoise: The Annual Sevenwood Magical Forest Race

The winter has passed and spring has rolled along. It seems summer is just around the corner. And what better way to start the season with a little fiery competition? Here in Seven, Summer is always met with a Forest Race that travels around Sevenwood's complex tree arrangements and architecture. Elite wizards are invited from every part of Seven to join, not just for rewards, but for the enjoyment of meeting summer with the rush of a race.

Your objective is to race around the forest, finishing where you've started, at the center of Sevenwood. There will be several gold markers that you will follow to remain on track, don't lose sight of them or you'll end up lost in Sevenwood.

Of course, this is no ordinary race. Instead of racing on your own two feet, you will be riding special air-borne creatures that are native to Seven. These creatures react to ethernano and this can enhance their flying speed greatly. This makes the race only open to wizards. You can't knock off other opponents, since you're hands are stuck on your creature's leashes that feed on your magic power. The more your creature gets, the faster it becomes. All creatures are decided by draw lots, so there won't be any bias. Just pure ability to connect with the beast in Seven. The race is at least fifteen posts long, and riddled in obstacles such as trees and narrow spaces, so be careful.

Your creature's maximum ethernano in-take will depend on your characters tier ranking and the original dice roll stating this jobs difficulty. You feed these monsters magic to make it fly faster. As a rule of thumb, all these creatures have the same speed of your average cheetah. Just add another one-half of a cheetah every time you feed one A-rank to it. Remember to be a good sport, and don't overfeed your creature, they'll get a little crazy and might fly you off into oblivion. You can't fly above the canopy, okay?

(Each character may roll once to decide which mount they are given.)

Weak: Sevenfly (Roll 1 or 2)
It seems you got yourself a species of dragonfly that makes it home in the northern part of Sevenwood. It's very friendly and essentially, an oversized bug whose golden wings are probably 5 times your size. If you have a fear of bugs, riding it might become hard for you. Its maximum ethernano intake makes up to 5 A-ranks of magic. Once it gets enough, it'll reset after 1 post. Don't worry about falling off, this docile creature cares for its driver and will make sure you get a safe flight.
Normal: Phoenix (Roll 3)
You seemed to have garnered the interest of a special kind of phoenix native to Seven, it's fire is blue and warm, it doesn't burn you nor does it seem unsafe to inhale. Though a little shy, the phoenix seems too willing to open up to its driver so long as it sees its driver's compassion. It'll take you up on its wide back while it soars over the forest. It can take up to 10 A-ranks of magic power and can take up more after 2 posts after you reach its limit. A minor caution around curves, your phoenix might end up stuck in vines or get caught up in tight spaces if you don't maneuver it right. Careful!
Strong: Pegasus (Roll 4)
You must be dreaming, but is that Pegasus? As you near it, the creature flaunts its impressive wings that shimmer in a glorious golden shine. It blinds you a little, but nevertheless, you are amazed. But the creature isn't too friendly and seems a little haughty as you try to ride it. It'll try to fix your posture as you ride or comment on your appearance and will find something to complain about with the knowledge that it's too beautiful to participate in a mediocre race like this. It won't shut up unless you feed it ethernano. It'll take up to 15 A-ranks worth of magic and will stop talking every time you feed it, it can feed again after 4 posts once you hit max. It flies perfectly and there's no danger of falling off this majestic beast unless you feed it, your only real problem is its attitude that will ANNOY you and its habit of stopping at every body of water to admire its reflection. Show it who's boss, and of course, show it who's prettier!
Boss: Griffin (Roll 5)
From the shadows comes a brown Griffin, towering above you, with a blood-shot stare that isn't too inviting. Many seem to be wishing you too much good lucks, as if they fear for your life as you try to climb the Griffin. You find out why when it tries to kick you off when you sit on the saddle. Hang on tight. Show it you’re not in any way afraid or intimidated. Stay brave across the entire race because it WILL try to drop you and it will always favor the more dangerous paths across the forest. It can take up to 20 A-ranks and can be fed again after 5 posts. Please don't let go of your leash, otherwise, not only will you be out of the race, you might as well be out of life as well, because this Griffin hasn't any care in the world for your safety. Establish your relationship by showing your bravery and morals and it might just be a bit gentler with you.
Weak/Normal:
The Spring Goddess Festival

The people in Joya love to throw parties with good food and good wine. But don't forget that they too, can throw in a festival every now and then that is open to outsiders to join in just for sheer merriment. One fairly popular festivity of theirs is The Spring Goddess Festival, where they come to greet the season with a celebration dedicated to their various deities associated with spring, flowers, and fertility. The tribes set aside their differences and gather into one big group of people who've come to enjoy the season.

Their main event, dubiously titled the Goddess Dance, is entitled for a pair to dance the night away under the light of a great bonfire. There will be music and tambourines and frilly skirts and lively dances and flowers, and to your surprise, thanks to the travel agency, bachelors and/or bachelorettes from various Joya tribes have agreed to become your dance partner for that one special evening. Consider it a date. Your Joyan partner is entirely up to you and it isn't restricted to gender, because these people are quite open to try anything, be it dancing with the same gender. Though this is a lively dance, you are allowed to create the dance moves. Just don't make it seem like your Joyan knows waltz or tango, and make it realistic.

The festival starts at night and ends in the morning. You'll be eating and mingling with the people, but be wary of the prying eyes of the natives, they're quite friendly when it comes to outsiders and might try to make a move on you if you show motive. Otherwise, enjoy yourselves! This festival is only one day, though, so don't get too carried away.

Strong/Boss:
The Great Wyld Hunt

Winter is harsh on the tribes, and it’s the native's elders and leaders who orchestrate a hunting group to bring back rations of meat to last them the winter ahead. The cold season is quickly approaching and the people of Joya invite the strongest of their people, in fact, they’re so desperate to bring in a big haul that they're willing to gather outsiders to be part of their Great Wyld Hunt. Though technically not a festival in terms, in it’s essentially a celebration considering what awaits at the end of the hunt -the promise of a reward for the group that brings in the bigger number of catch.

The participants are to be split into four groups. And one will each have a tribal warrior coming from one distinct tribe. You and your partners cannot be in the same group. Worry little because you are going with 5 of their bravest and strongest wizards, at least two of them are wizards like you. Together, you will brave the wilderness of their lands to hunt for game for the coming winter. Remember that the hunting group is composed of people coming from the same tribe, so try to learn to cooperate with them and keep away from the advances that they may make on you.

The Joyan people are fierce when it comes to the hunt, so they take this tournament seriously. Show them what you're capable off and you might just gain the favor of their tribal leader. In a way, the more you hunt, the more you're helping that particular tribe gain more food rations. The contest part of everything is only something to keep the hunt going as not a chore, but a grand display of their hunting prowess.


Weak: Gazelle x10:
The classic gazelle that go about the grasslands in herds. They're very fast and rely on their numbers to avoid predators. They're best taken out in their groups as loud sounds could surprise them. Do it precisely and concisely, they run quickly so close range might not be effective. Push all your long range attacks and don't startle them too much, otherwise you'll have trouble chasing after them. They won't do damage to you, but they're pretty jumpy and they could escape quickly They go down in one BB-rank hit, preferably AOE.
Normal: Wild Boar x15:
These hairy pigs are a traditional favorite of any tribe. They're fairly easy to catch and have great storage capability. They're quite quick on their feet, so you're better off trapping them rather than chasing them. They go down in 1 hit of A-rank damage. They may tackle you with their horns and that could deal you A-rank damage if you get hit. Don't get on their bad side and snare them as soon as you them.
Strong: Water Buffalo x20:
The water buffalos may appear docile, but they're quite a force to reckon with if they've gathered in a group. When they sense a predator, they'll generate a stampede with the herd and it might just deal you AA-rank damage if you get stuck in it. Avoid the prospect of a stampede and attack the group in an AOE and you're good to go. They go down in five hits of A-rank damage.
*Note: You and your job partners are on separate teams, so each one will have to make rolls for their individual teams. You have five Joyan hunters with you, two are wizards and three are not. The non-wizards deal B-rank damage and the wizards deal BB-rank damage. Your partners take up to 10 hits of BB-rank damage before going down. Take care that no one gets killed and have fun hunting.
*Another note: Magic’s with range abilities have a greater advantage over magic’s that have short ranges.
REWARD: Tier Prestige. 30k worth of jewels as a gift from the various leaders in the different nations for participating in their festivals and these various rewards gathered if you manage to finish the "hard" festivals:
Midi: If you complete Bushido Sensou:

The emperor will give you 10k jewels for showing just how formidable wizards are and will also include your name in his hall of great warriors.
One of your enemies, whether or not you've faced said person, will give you the jewel in his/her pendant, The River's Storm. The jewel is a sea blue treasure that he/she thinks is better suited for you. Its name, as you've been told, is The Serpent's Eye, and makes all your and two other allies' attacks 3x more effective in water battles and will allow you and your allies to walk on water for 10 posts, (effect usable once per thread). The item will not work in PVP.


Seven: If you complete Rás Foraoise:

You will have a personal audience with the Queen and she'll personally hand you 10k jewels and the chance to converse with her in private.
The Griffin, whether or not you've rode it in the race, seems to have taken interest in you because of your sportsmanship and how you handled the race in general. It voluntary approaches you and hands you one of its feathers. Upon closer inspection, the feather has an uncanny golden sheen to it. The Griffin Feather is a unique item that will allow you and two other allies the ability to fly for the next 10 posts and will make you and two allies' attacks 3x more effective in aerial battles (effect is usable once per thread). Hang it on a pendant or tie it to your hat and you're good to go. The item will not work in PVP.


Joya: If you complete the Great Wyld Hunt:

The tribal leader of your group will award you with 10k jewels and your name going down in their stories as a great hunter, making you a legend amongst the coming generations.
The Joyan Tribal Warrior that you were grouped with has seen your might and bravery, he/she is impressed and thinks you are worthy of being gifted a special tribal treasure: The Grand Rainmaker, a hunting horn specially imbued with magic that when blown, can generate a cleansing rain that can heal you and several allies for 7.5% of your total HP so long as it keeps raining. The rain generated will last for 5 posts and can be used twice per thread. The horn cannot be used in PVP.


*NOTE: You can only choose to keep one of the unique items. Even if you somehow completed all three hard festivals, you can only choose one. Choose wisely.
DICE: REQUIRED
NOTES: For each nation, you must roll to figure out which festival you/your group will attend! Do not neglect your original roll due to the extra rolls required!

CURRENT GUILD: HIRAETH SEIS
JOB TITLE: Nightmare Incarnate: The Beginning
LOCATION: Spooky Forest
PREFERABLE TIERS: YELLOW/BROWN TIER – B/BB
DESCRIPTION: One day you receive a large box from the mailman. After inspecting it, you see that it doesn't say anywhere what's inside or why it's been sent to you. All that is written on the box is your name as the recipient and the initials "SM".
Upon opening the box you discover that it's contents are a hardcover book, which upon closer inspection proves to be a person called Samuel Martin's personal diary, and a voice recorder lacrima, both covered in blood stains. Did that man send you this package? Despite the bad feeling you have, you open the book and skim through the entries.
"12 February, Day 647.
Today was a fun day. Me and Mary went on a picnic near the forest and spent the whole day talking about meaningless things. It really was a blissful experience and since she didn't have any problems today we were able to forget about reality, even if for just a day."

"19 February, Day 654.
It happened again. Mary collapsed again today and started mumbling about magical gates and how everything is going to be a nightmare. This is happening more and more often and I am getting really concerned now. No doctor knows what's wrong with her..."

"25 February, Day 660.
This is really getting out-of-hand! With each passing day Mary becomes more and more delirious. I don't know what to do any more. I've contacted every doctor and every mage I could find, but no one knows what's wrong with her. There has to be someone that can help..."

"1 March, Day 664.
This is my last hope. I contacted an exorcist who is said to be able to cure cases like Mary's. He's going to come tomorrow night. Maybe the end of this nightmare would finally come."

"2 March, Day 665.
It's a little before midnight now. The priest is going to come any minute and put Mary's troubled mind to peace once again."

"3 March, Day 666.
I... don't believe it. I remember last night... the purification ceremony... then something happened and I was sent flying, and Mary ran away towards the Spooky Forest. When I came to, the priest was lying on the ground with his heart gouged out. What on Earth happened last night? There's no time to waste, I know she's somewhere in the forest so I have to find her. I'll contact a couple friends from the Rune Knights and we'll set off to search for her. Please be okay, my love..."

From that point onward all pages are ripped from the book. After putting the diary down, you activate the recorder lacrima.

"Date- 4 March. Time- 1:43 PM.
This is Lieutenant Jacob Lars, recording an audio log to document the investigation and search. I am assigned due to my expertise in the field of demonology. It seems that a woman has been possessed by an unknown type of entity, presumably a type of demon, and has escaped in the Spooky Forest. We are currently within the said forest ourselves, having a local guide us through. For some reason when we entered it a thick, almost unnatural, fog descended upon us but we were capable of navigating through the dense vegetation regardless. Currently we are standing in a forest clearing about 2 klicks north of the entrance. So far there's no sight of neither hostiles nor the woman. It's unnaturally quiet. A bad omen."

"Date- 4 March. Time- 2:30 PM.
This is Lieutenant Jacob Lars documenting the investigation and search for the possessed woman in the Spooky Forest. This is log number two. It's been nearly an hour since the previous log and we've spent the time delving further north into the forest. It's crazy here. Everywhere you look there are huge trees and if you look up there is nothing but branches and leaves. The vegetation on the higher levels of the forest is incredibly dense, so there barely is any light down on ground level. It almost feels like we're alone in another world with no way out, and that damn fog isn't helping either. All this is taking its toll on the minds of the others.
We're nearing another clearing. I guess we'll rest there for a while."

"Date- 4 March. Time- 2:45 PM.
This is Lieutenant Jacob Lars documenting the investigation. This is audio log number three. Things are not looking good. The others are getting seriously paranoid and I can't really blame them. This place plays with your mind in a very freaky way. A few minutes ago we continued moving deeper into the forest, following our course north. The guys are really getting worried now. They say that every now and then they see someone's silhouette in the distance, just beyond the fog, watching them. Observing their every move. I have yet to confirm the existence of this shadow, but if it is there then it might be the woman we were sent to find. Next time the silhouette makes an appearance we'll go after it."

"Date- 4 March. Time- 666:666 PM.
*The sound of someone's ragged breath mixed with their crazed running could be heard for several minutes. After that the barely audible thud, as if someone being hit against a tree, interrupts the running*
This is Leu*static*nt Jacob *pant* Lars. We *static*eed help! We...we got sep*static*ed and the *static* took us out *pant* one by one. Its b*static*n watching us all along! Tor*static*ring us while studying it's *pant* prey. It's close, *static* the only one left *static* coming f*static* me. *static* *static* *static* the time *static* thre *static* ourty-five. (after that point the static becomes too great and you can't understand anything)
Having listened to the lacrima, it's as if more questions have emerged than been answered. Who sent you these items? How do they know your name? What happened to the Rune Knights? What did they find in that forest?
It seems that you have no choice but to go there and find out yourself.
ENEMIES:
Weak: Disturbing sounds
Are those footsteps? A demented laughter somewhere in the distance? A person's dying screams? Is that a whisper you can hear, carried in the wind? This place is really freaky...
(Causes paranoia or similar effects, depending on your character. Strong-willed characters or people with a great ability to maintain their calmness can resist this to a great extent, though not completely.)

Normal: Poltergeists
Trees falling down, rocks suddenly shooting towards you, having your body strongly pushed away without any explanation. These anomalies can deal some serious damage or scare the living daylights out of you. They might even separate you from your allies. Be on guard.

Strong: The Unknown figure
You can feel it, can't you? Just beyond the mist, its hollow eyes staring right into your soul, sending ice-cold chills down your spine. No matter where you look it's there. Always watching, always moving. And no matter what you do, it's always just beyond the mist.
(Greatly frightens you, triggering your fight or flight mechanism. Whether you choose to attack or run away and hide depends on your character's personality.

Boss: Fear impersonated
Your time is up. The chase is over and now you must die. And it is coming to do just that. The unknown figure that had been stalking you until then finally appears before you, for better or worse. It's a humanoid about 2.5 metres tall, clad in black, but that's all you can make out of the figure.
Its attacks are unnaturally fast, its reach long and it seems that it can attack you with its tentacles, cutting you with them and letting you bleed. (This is a BB-rank monster. Also please note that defeating it means that it does not die. Instead it escapes back into the mist, which gets raised soon after, and leaves behind several torn pages).

REWARD: 1,000 jewels. If the boss has appeared and was defeated, the extra reward is part of the ripped pages from the diary received in the beginning of the mission. Those pages grant access to the next Nightmare Incarnate mission.
DICE: REQUIRED
[/fieldbox]


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POST FORMAT

*Character Banner/Image*
Name:
Location:
Guild:
Tier:
Activity:
(Post Goes Here)



PRESTIGE

Characters who have gained added prestige from completing jobs, assisting guild masters, or anything progressive towards this RP and the story, will be listed in this box.


CHARACTER ADDITIONS

If characters have passports, pets, driver's licenses, new weapons, additional spell slots, or anything of the like, those add-on's will be posted here for record.


SERIES APPROVED CHARACTERS

Occasionally, there will be jobs which are apart of a 'series', in order to complete the next job in a series, your character must have completed the series prior job. Those characters will be updated here for record.


 
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Name: Ivan Chernev
Location: Silver Crux guild building; Main hall
Activity: Walking around, slightly hangover, looking for food
Interactions: @Lulunopia's Lilian (indirect) anyone who wants to start in the main hall


Ivan suddenly opened his left eye, only to be greeted by a close-up of the thin dust layer that covered the floor under the bench he was apparently lying on. The bulk of his body was positioned across the bench, but his head and his arms had fallen off to the left side, which had caused the blood pressure to eventually wake him up. The man's entire body ached from the bad position he had fallen asleep in, which he realised as he attempted to rise up. His waist had suffered most and the terrible headache almost made him wish he hadn't woken up at all. Someone had graciously put a blanket over him during the night, so he felt a surge of cold breeze after removing it involuntarily through his bodily motions.

Sitting on the bench, he slowly and moodily picked up the blanket and used it to cover himself, irrespective of the dust and dirt that it had accumulated in its brief stay on the ground. Ivan yawned and attempted to open his other eye, only to realise it was blocked by annoying eye exudes. With a stretch of his right hand, the left one still holding the blanket tight, he plucked the little bastards with an unexpected amount of satisfaction. Now, being fully sighted, he looked around and, noticing a large water mug placed onto the table, hastily drank it in a few large gulps. The liquid somewhat satisfying his drunken thirst.

What had happened last night, that got him in this position, though? He remembered drinking with some other guild mates, then he remembered them going to sleep and him continuing to drink alone... then, at some point, Lilly had refused to give him any more booze, despite his claims to seniority... and then he couldn't really remember much anymore. Ivan sighed at the situation - undoubtedly Lunari was aware of this, but hopefully she didn't mind too much - it wasn't as if he had caused any trouble for the guild, right?

He stoop up, putting the blanket back on the bench and moved towards one of the fireplaces, which were located on the edges of the hall. He stood close to one, which still had some logs and living embers, but there was no fire in there. Without much thinking, he clenched his arm into a fist, suddenly bringing it down. For a few seconds, nothing happened, however, soonafter, a powerful lightning roared across the air above him and struck the logs, instantly igniting them into a pleasantly warm fire. There were hardly many other people in the hall, so hopefully he hadn't scared anyone off - the sound of thunder was so familiar and pleasant to him, that only as he regained his state of full, conscious awareness, did Ivan remember that it might be disturbing to others, even to mages.

He sighed and, after feeling warm enough, moved across the common room and towards the kitchen - hopefully he'd be able to find some food over there. With any luck, Lunari could also be around, gorging herself on sweets.
 
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Name: Sorena Delia
Location: Titanos Guild Hall
Guild: Titanos
Tier: C
Activity: Looking at the Job Request Board


Sorena Delia, Fire Dragon Slayer of Titanos stood in the Titanos Guild Hall. The pink haired girl stared at the Guild's Job Request Board, considering on taking one of two jobs that caught her eye. The jobs that caught here eye were melting a town of ice and making special effects for a parade. Both sounded fun and easy to the mage whose magic was Fire based. "Hmm.... Which one should I pick?" She asked herself. "They both sound like something I could do easily." She furrowed her brows in thought as she went ofer the obvious, at least to her, pros and cons of each job. "There is a chance I may have to be on a float in the parade, which won't go over well..... that leaves the melting of the town." She decided. She took the flyer from the board and turned around, scanning the room for the Titanos Guild Master for approval. "I've chosen a Job!" She announced, her voice not quite loud enough to carry throughout the room as she stood clutching the paper.
 
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Location: Red Dawn Guild Hall; First Dining Hall
Guild: Red Dawn
Tier: C
Activity: Partially Groggy, Eating, Studying A Book On Zodiac Signs
Interactions: Anyone In Her General Vicinity


Miura woke up in the morning and analyzed the state her hair was in. Of course, like always, it was a mess. So... It was time to wash it, despite the fact that she had taken a bath the previous night. She could hear her old caretaker in her head. Now now! Make sure that you don't wash your hair too much! Otherwise it'll get coarse and unmanageable! Miura smiled a little as she popped into the bathroom. She undressed, all the while humming a little tune to herself. Then suddenly, Miura realized that she was alone. Miura froze a little and she could feel her muscles tense so hard that it hurt. After a moment, her muscles relaxed and she continued to tell herself the same thing over and over again. Nothing will happen as long as you don't let it. Nothing will happen as long as you don't let it. Nothing will happen as long as you don't let it. Nothing will happen as long as you...

Before long, Miura felt a sudden chill run up her spine. She shivered at the feeling and then she snapped back into reality. Okay. You only have to be alone for another ten minutes. Three minutes to wash your hair. Two minutes to try to manage it. Two minutes to brush your teeth. Three minutes to pick out an outfit and get dressed. Leave the room. Okay. Go. As soon as Miura thought the word 'Go', her body leapt into action. She was going to do all of this in ten minutes. She wasn't going to be by herself, even if people annoyed her. She turned on the water for the small sprayer in her bathroom and doused her hair. Even though the water was cold, Miura was more than happy that she could wash her hair. She then took a shampoo bottle that was near her and poured a bit into her hand. She rubbed her hands together a bit to get the shampoo working a little bit before she put it in her hair. Then she quickly covered her sopping hair in the soothing shampoo. Miura sat there for about a minute before she used the small sprayer to douse her hair once again. When she was certain all the shampoo was out, she moved over to a small ovular mirror that hung on a wall opposite the door. She looked at her moppy-looking self, and then grabbed a towel to wash off all of the moisture. She turned off the water immediately following this.

Managing her hair was the next thing on her mental list. At this point, she was kind of in a panic to finish, especially since some guild members might already be out and about. She looked over her hair and wondered if she should do anything special with it today. But she didn't have time to decide that, so she decided to keep it the same. She brushed through it more than a few times and some of her hair's natural curliness began to pop out on the ends of her hair. When she thought she finished with her hair, she grabbed her toothbrush and toothpaste. She ran her toothbrush through a bit of water before putting toothpaste on it out of habit, then ran the toothbrush under the sink water once again. She began to scrub away all the nasty residue from her teeth, which made her feel a bit more at ease. That would be one less thing that someone could ridicule her for.

She quickly moved to her dresser after finishing with her teeth. Miura looked at the clock that resided near her bed. It had been about ten minute since she had gotten into the bathroom. It was time for her to quickly pick an outfit and head out. Miura opened her wooden dresser, hearing the slight scratch of wood on wood. Lots of different pairs of panties resided in this drawer, most of the white variety though. It matched her hair and white goes with everything, right? Hmm... White with pandas today! Miura quickly snatched up the pair she thought of and threw them on her bed. "Next," she whispered to herself. She closed the drawer of panties and went on to her drawer full of different bras. She didn't have a very large chest, but she still needed to flaunt what she kind of had...? Maybe not, but Miura mostly did it because she didn't want to show off her breasts. That wasn't a very polite thing to do, after all. She picked the bra that had actually come in a set with the panda panties, which had little panda bears covering the bra too. Although it was a bit childish, Miura thought that it was cute. Skirts. Shirt. Shoes. Those were all easy picks. Miura picked a short, but not too short skirt to wear alongside a plain white spaghetti strap shirt, which was covered with a loose, grey sleeveless shirt. Her shoes were a bit more practical, which were some basic black slip-on flats.

After she had gotten all of this on, she slipped out of her room and down a few hallways and a couple sets of stairs. Her destination was the second main hall for the guild. It was going to be easy enough to get there, especially since she had essentially memorized the layout of the guild hall. As she headed toward the hall, she was practically running since there were bound to be at least a couple people there. As she finally reached her destination, she spotted some guild members and let out an audible sigh. She finally wouldn't be alone.

Miura went over to the portion of the room where food was served and ordered something basic. A sunny-side up egg with a piece of well-buttered toast. It was enough to get Miura going for the day, at least that was what could get her going most days. As she received the plate with the food, she went and sat down at a table near one of the randomly placed fireplaces. There was something warm and inviting about being near a fire. Well... Obviously it was warm because it was fire, but maybe she felt comfortable near it since the all stars' surfaces have flames on them. And maybe seeing them is just comforting, but right now this wasn't all that important a thought to Miura. She needed to finish eating, try to find a job to execute, or, if she couldn't find a job, train in the training area for the guild. It would be nice to have a mock battle with someone of the same tier. It would probably help me gain some strength. Maybe I could even learn something new and useful about my random Zodiac stuff! Miura's facial expression didn't change while she thought of all this.

As she ate her eggs and toast, Miura got bored, so she left her meal half-finished in order to go searching in the library for a book on the Zodiac signs. Since she didn't have anything better to do than eat, Miura might as well multi-task and study while she eats. She walked through the library until she found exactly what book she was looking for. "The Zodiac's Killer Signs: A Guide To Dealing With The Darker Signs Of The Zodiac" by Ted Cruz. Alright! Just what I was looking for!

Miura quickly returned to her half-eaten breakfast, which had gotten kind of cold, but she didn't mind. She now had a good book to read while eating next to a fire. It could only get better if someone offered to take her on a job, or if someone offered to train with her.
 
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Name: Liz St. James
Location: Colomba
Guild: Colomba
Teir: C
Interactions: Anyone
Outfit:
Hot-sale-Fairy-Tail-Mirajane-Cosplay-costume-pink-womens-halloween-cotton-dress-adult-anime-christmas-clothes.jpg
Liz looked at herself in the mirror one more time. She had to be perfect. Well technically she didn't not anymore. She was free now but some habits where harder to break then others. She was trying to let go but it would take time. Satisfied with her appearance she headed down the stairs. She loved. Colomba. It was paradise to her. She had always wanted to be able to help people. Now that was her entire purpose. She got paid to help. She didn't care about the money. She just enjoyed the fact that she could help who ever she wanted to. The only thing restricting her now was her level. She closed her bedroom door behind her and made her way down to the guild hall. She would have some breakfast and then look at the job board. It didn't take her long to reach the guild. She opened the door and stepped inside.

----------------------------------------------------------------------------e------------------------------------------

Name: Griffin Green
Location: Red Dawn
Guild: Red Dawn
Teir: C
Interactions: Anyone

Outfit:
http://cosplaywho.com/media/wysiwyg/jellal-cosplay-costume.jpg

Griffin glared at himself in the mirror. He hated how he looked. He pulled his hood up to cover up most of his appearance. He closed his door behind him and made his way down the street. He stuck to the shadows as he walked. He wasn't a people person. He would deal with them if and when he had to but he avoided them when he could. He stormed into the guild hall and straight to the bar. He wasn't much of a drinker but he could use a drink right now. It had been a bad night. Some nights were worse then others. If he was going to function today he was going to need some alcohol. He looked around to see who else might be around this morning. It was always different. He didn't really have friends but there were some members he trusted enough to work with. If one of them was around he might take on one of the harder jobs. Otherwise he might just see if anything needed to be fix.
 
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Izoto Hiro
Location - Hiraeth Seis - First Floor
Guild - Hiraeth Seis
Tier - S
Interaction(s) - None/Anyone



Izoto glanced around the First Floor of Hiraeth Seis with little interest this morning, but a smile stuck to his face as his fingers packed the tobacco into his pipe tightly before lighting it with a small spark. He created the spark of fire with the aid of one of the staves on his back, a simple and meaningless trick any man that could pick up a Stave with some magic knowledge could do. As smoke bellowed from the pipe, his teeth clamped down onto the bit of the pipe before inhaling the smoke and flavor of the tobacco. He took a few puffs here and there from his pipe while waiting to be served this mornings breakfast that he had ordered. Some were drinking in the morning, but not Izoto. He loved a good drink but alcohol had a time and place, and morning was not the time for it.

Today Izoto had his hair back in a thin ponytail, like usual, his goatee was trimmed and kept proper. Today he wore his standard outfit, being orange and more oriental than others tastes. He had a cloak the same color wrapped around his body with what seemed like a brown sash on the back. The brown sash held six staves, all being held in place next to one another. "Hmmm." He began to hum, mainly for his own entertainment as he puffed on his pipe and waited, breakfast couldn't arrive soon enough.

When the plate of food was set in front of him, he beamed with delight and gave a polite nod of his head to the guild member who brought him his food. Putting his pipe out, he scraped out the residue that was left over before tucking the pipe away in one of the pockets line in his clothing. Eating his breakfast in peace, the day was beginning to draw into the point where the majority of the guild members arrived to be active, alive and full of energy. Just in time as Izoto finished the last bite of his eggs and pushed the place away, wiping his mouth clean.

"If only I was a young lad once more, how many more adventures I would go on." Izoto spoke to himself, treating himself like an old and wise man. While he was wise and full of knowledge, the ULTRA tiered Wizard was only in his early thirties and still had a lot of life ahead of him. He had spent most of his 'younger' life adventuring and exploring as much of the world as he could, along with gathering rare and expensive staves sold at auction houses or were in ruined cities/villages.
 
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Name: Alma Kregan - Guild Hiraeth Seis - Rank B
Location: Hiraeth Seis Guild House, First Floor.

Activity: Awaiting Lucy, looking for jobs and food.
Interactions: Lucielle “Lucy” Kregan @EmperorsChosen mentioned/expected, any others in general that would be around I assume.


~~~

Yawning a bit, Alma looks around the massive first floor, stretching, with her eyes up at the clock, a bit groggily. "...ugh...morning jobs.. Too early for this shit..its not even 10am.." Yawning once more Alma isn't her normal smug looking self. Adjusting her left sleeve with her right hand, at least there was some breakfast up, cape billowing in her wake, long thigh high boots strike ground. "Fufufu Maybe a job to make Lucy do most of the work, while I collect the money.. I.. yeah, lets not do that."



Sighing a bit with that, mornings really weren't her thing. Getting in line she briefly smiles, thinking of punching those ahead of her, or moving them aside, as to reach the counter quicker, almost drooling at the though. "Fufufuf....ehh...eggs...zZzzz.." Standing where she is, Alma seems to slip off into a brief slumber. Mumbling as she snores slightly, she really does start to droll.



"Hmm...UH!" Angrily and with little warning, Alma seems to realize what she was doing, shaking her head side to side, she would at least use her sister for this much. Catching sight of her shorter younger sister, she sighs in relief. Alma then steps out of the line, heads for the closest table, slumping down over it. Seated at a bench and waving her right arm.

"Luuuuucy! Eh! Do your big sister a favor, get my meal when you get yours yeah...unless you already ate, you little brat.. Then come back over here and sit with me.. Well less you planned ahead and have food.."

Direly with an eye roll, Alma stares at her younger sister.




"And no...singing or..fast movement..my head is killing me.." Laying her head back down, with no intention on moving. "Be happy I'm going to stick around yah a bit..show you the ropes and stuff...first year for yah, green leaf, Fufufufu. Aren't I the best? " Finally grinning in her typical fashion, she eyes Lucy down.



~~~~

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Name: Conan Kregan - Guild Rank S
Location: Hiraeth Seis Guild House, 2nd Floor, Council Chambers.
Activity: Awaiting commands on the 2nd floor.
Interactions: Aware of the presence of Kharlan, one of the 6 senior members. (Akashi is aware of this npc, likely his own)


~~~

Standing behind Arba's seat Conan groans slightly, as if irritated, looking through a collection of papers in his hand. It was mostly documentation, or odd bits of information, his typical day-to-day operations. Depending on what jobs were up he might even go out to evaluate a few of the younger members. Not that he ever did much on the more easy tasks as he thought of them. But it was good to know them.



Speaking of the younger ones, it seemed Lucielle had been accepted. He would have to at least make a small meal for her. Though that had to wait, for now there was work to be done, he could spend all the time in the world with his two daughters. "Just a little more work.. A little more work and everything would be happy like it once was." Sighing slightly at his own inabilities, Conan believed to himself, that he was of no use to his daughters, and so he did the one thing he believed was correct.



Suddenly disturbed from his thoughts, hearing the sound of footsteps, knowing them well, it was Kharlan, Blonde hair, green face paint, and a.. almost cheerful look. He was one of those on the Council Conan had no problems with. Honorable, smart and a bit too cunning. He seemed to approve of Arba however, and never caused trouble. He seemed to be one of her key supporters none the less.



A fairly powerful Wizard, Conan never really understood, why that one didn't vive for power, when the old man was ran off. Or if he did it wasn't openly, least not to the knowledge of Conan. Setting those thoughts aside, if Arba didn't arrive soon, or some noticed arrived, he would head downstairs.


"Harlon."

Conan says flatly in way of greeting, tilting his head slightly in welcome. Whatever business the man had, was his own. Unless he was dragged into it at any rate. Sitting the paper collection down, where Arba would normally be seated, he was sure she would have at least a passing interest in those papers. Stifling a cough and standing at ease, with both hands behind his back, he didn't seem willing to make conversation on his own initiative.
 
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Name: Rayner Von Emmerich
Location: Titanos Dinning Hall
Activity: Doing things.
Interactions: None/Open.

Rayner woke stiffly from under the mound of quilts and furs that made up most of his bedding. There was some primal part of him that absolutely despised beds, and tidy rooms for that matter. At first glance his room looked like the din of some predator. Claw marks ravaged the walls, the windows were all covered and sealed, and even scorch marks were burned onto the wood flooring. Rayner understood that his abnormal living habits were one of the many reasons his fellow guild mates gave him a wide girth, but this was how he had lived all his life.

Like always, Rayner noisily grumbled to himself has he emerged from under the quilts. He let out a yawn, followed by a plume of white smoke that drifted from his mouth. As soon as he woke he began to rummage through a pile of unsorted clothes. He was never one to take particular interest in what he wore, save for the crimson scarf that he wrapped around his neck; a gift from his past that he cherished above all else. His keen sense of smell caught a whiff of roasting pork, eggs, and buttered bread fresh from the oven. The slight chatter and bickering of guild members from below were drowned out by the thick oak walls of the guild hall, but for his heightened hearing they were as noisy as chirping birds.

A realization came upon him all at once, I'm late again! He screamed to himself as he rushed from his room slamming the door shut behind him. The slander scratched upon his door marked it as unique and unlike any other in the guild hall. Freak, Demon, and Murderer were the largest contribution to the many names engraved into the wood. For a time Rayner would have to paint over his door almost every week; now it seemed like a wasted effort, and so he left it like it was. He left it as a reminder that he still had a long ways to go before he was accepted by everyone.

As Rayner neared the great hall were dozens of Titanos guild members sat eating their breakfast, he stopped a moment to calm himself before breaking through the giant oak doors. After all, the last thing he wanted to do was make a scene. The heavy oak doors slid on greased hinges without as much as a squeak. Good, no one seems to have noticed me yet, he thought as he glanced around the large room.

The great hall was the hallmark of Titanos. A dining room that could easily seat a hundred people and more. In the winter, three fire pits burned day and night to keep the room moderately comfortable; although now, only one in the center of the room was lit. Massive barrels of mead, wine, and spirits lined the wall to one side. Tables made from a single piece of hardwood split perfectly down the middle stretched the length of the great hall, and served to accommodate everyone. Some sat in groups, others were seated alone. Rayner would find his usual seat by the bar. One cook there was kind to everyone, including Rayner. He spotted Rayner making his approach to the bar, and had a plate sitting for him by the time he arrived.

Rayner took his seat and looked over his breakfast, an uncooked bloody steak. Oddly enough, cooked food didn’t agree with him much. Rayner bit into his steak ignoring his eating utensils, much to the disgust of the cook that stood across from him. “Rayner,” he began, “I wish you would at the least use a fork and knife.” Rayner simply closed his eyes and gave the cook a big smile, blood staining his teeth.

In an instant a thick muscled fist came hammering down above his head like a mallet. “Chew with your mouth closed!” the cook roared, his eyes a blaze of rage. Rayner rubbed his throbbing head. “I bit my tongue,” he moaned. Rayner was briefly distracted by the young dragon slayer, "I've found a job!" she yelled out across the hall. Most payed her no mind at all, some looked briefly at her direction before returning to their meal and conversations. Rayner however was strapped for much needed cash and thought about approaching. If she found a job, perhaps he could tag along and split the reward money with her?
 
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Bellia Arturi
Guild: Titanos
Location: Titanos Main Hall
Interaction: @Sammael9216

As the morning sun spilled through the cracked window, Bellia tried and failed to get back to sleep. The tired mage rolled herself out of bed and began her usual search for something at least semi clean to wear. Her clothes, both clean and not, were strewn randomly about the floor of her bedroom. Of course her search might be somewhat easier if she had any variety to her clothes, but alas her wardrobe consisted of several dozen outfits that were nearly identical to each other. "Blood, dirt... whatever that stain is..." she muttered as she sought something wearable. "Oh these seem ok" Bellia said, giving them a sniff to be sure before changing and setting out toward the guild, making a sure to be forgotten mental note to do laundry when she returned home.

As she arrived she found a relative lack of activity, usual for mornings. Bellia immediately made a beeline for the job board, "Pest control huh... definite fight but I'd prefer a challenge. Robberies... nah I'm not the type for investigation." She comments to no one in particular as she peruses the listings. "Oh a guard job, awesome! I either get a good fight or easy money, win win! Wonder if Hardt will let me go alone though..." She exclaims. Looking around the hall, Bellia notices a certain demon eating nearby. "Yo Rayner! Wanna help me out on a job? Guard duty and big reward, what do you say?" She calls across the main hall as she runs over to him.
 
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***POSSIBLE MATURE CONTENT: READER BE ADVISED***
***POSSIBLE MATURE CONTENT: READER BE ADVISED***
***POSSIBLE MATURE CONTENT: READER BE ADVISED***


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[BCOLOR=transparent]JAY MHINA[/BCOLOR]
[BCOLOR=transparent]||Crafty Jim’s Motel||[/BCOLOR]
[BCOLOR=transparent]- [/BCOLOR][BCOLOR=transparent]Silver Crux[/BCOLOR][BCOLOR=transparent] -[/BCOLOR]
[BCOLOR=transparent]C-Class[/BCOLOR]


[BCOLOR=transparent]*Momma put my guns in the ground[/BCOLOR]
[BCOLOR=transparent]I can’t shoot them anymore[/BCOLOR]
[BCOLOR=transparent]That cold black cloud is comin’ down[/BCOLOR]
[BCOLOR=transparent]Feels like im knockin’ on heaven’s door[/BCOLOR]


[BCOLOR=transparent]Knock-knock-knockin’ on heaven’s door[/BCOLOR]

[BCOLOR=transparent]Knock-knock-knockin’ on heaven’s door*[/BCOLOR]

[BCOLOR=transparent]The loud music soared and echoed through the small motel room, ricocheting off every surface. Neighboring tenants knocked on the walls and howled in choleric nature. They’re concealed savagery was divulged by their vulgar vocabulary - words of wisdom some may call them - as they cursed to shut the private party down. Jay sat on the dusty pillowed seat alone, leaning outward with legs completely extended. Light beamed through the window creeks, eluding the defensive swathe that hung from the drape stick above. The beams struck his pale chest and nude body, complimenting his muscular and fighter’s physique. The joint between his lips burning brighter than those rays, the only true light that dazzled him. Every time he puffed away, a cloud traveled over him producing ebullient thoughts. His pupils seemed to swell as the under-layer of his periorbital red eyes appeared to sink into his skull. He felt his body dying, but said feeling was just so damn good……..[/BCOLOR]

[BCOLOR=transparent]To disrupt such nostalgic environment was a black haired female who opened and peeked through the door. Her eyes had that same vogue as Jay’s, defining the state of her person. Wobbling inside, the female (20-22 years of age) shut the door closed as her smile’s elasticity was tested by her joy. Her hips bumped out of their sockets as she strutted her stuff in his direction. Jay’s lack of shock was in approval of her entry, her name was Lorencia.[/BCOLOR]

[BCOLOR=transparent]I’m baaaaaaack……….look, I got some…..some stuff,” she stated mirthfully, scratching the invisible hole on her arm crease. The brown bag of gifts she carried was full of ‘[/BCOLOR][BCOLOR=transparent]magic[/BCOLOR][BCOLOR=transparent]’ - magic meaning pale rose crystals and refined milky limpid - which made both individuals ecstatic. Dumping it all on the dresser made Jay compose himself on the aged umpire. Putting out his blunt, he reached for the Lorencia’s arms. The girl tumbled to his side and helped him stand, giving him a passionate kiss before the two started rolling up paper jewels as tools to maximize their high. [/BCOLOR]

[BCOLOR=transparent]To mentally prepare himself, Jay gazed at his reflection - eyes popping in seeming dementia. With muscles flexing and veins bulging through his from, the mirror screened his debut fight against ‘[/BCOLOR][BCOLOR=transparent]Crystal Magi[/BCOLOR][BCOLOR=transparent]c’ . He lifted his fist near his cheeks and acted to brawl like an overgrown mustached gentleman. His mademoiselle chuckled at his behavior, bending ninety degrees to snuffle the crushed crystal (pixie dust) and shoot it through her entire interior. Her nerves seemed to discontinue as her body limped backwards towards the bed. Tripping on her heels, the hundred and twenty pound trendy young woman collapsed on the flower designed duvet. Her iris’ lit predominantly green, but the black art that was inhaled caused the color to change. The rainbow-like effect had Jay rubbernecked - foolishly goggling her as she seductively moved her body through the bed. Reaching the headboard, Lorencia lustfully licked her index finger and ran the moist tip down her chest. Smirking, Jay turned to snort his share of magic posthaste - heeding Lorencia’s request to roll in the hay in the background……... [/BCOLOR]

[BCOLOR=transparent]It was 7 a.m.[/BCOLOR]

[BCOLOR=transparent]----------------------------------------------------------------------------------------------------------------------------[/BCOLOR]

[BCOLOR=transparent]||Silver Crux Guild Hall||[/BCOLOR]

[BCOLOR=transparent]10 a.m.[/BCOLOR]

[BCOLOR=transparent]Silver Curx, one of the most respected guilds in all Fiore for their abundance of courage and military-like standard was home to many a mage. One of them being the drug addled Jay Mhina who currently stood outside it’s illustrious gates. The five foot ten adult (fully developed animal) scrutinized every facet of the mountainous guild hall. The architecture was just………..mystical……..ethereal, celestial………….otherworldly. It was a sight to be seen and Jay had the everyday luxury to gaze upon it’s beauty.[/BCOLOR]

[BCOLOR=transparent]How Jay became so fortunate was a mystery and will remain one for the time being. Anyway, as he reached the gates Jay pulled them open and allowed the shrieking hinges to ring in his cauliflower ears. They seemed like a gateway to heaven, but Jay was astute enough to realize that not even his gallantry was enough to grant him safe harbor. Either way, this individual knew he was the lesser of two evils and walked Fiore embracing such principle. Flashing his exuberance and vivaciousness, Jay walked through the divine luminescence and entered the facility.[/BCOLOR]

[BCOLOR=transparent]Stop the PARTY! The CHAMP is HEEERRRRE!! CHAMPION OF THE WOOOOOOOOORRRRRRRRRRRRLLLLLDDDDD[/BCOLOR]

[BCOLOR=transparent]Greeted by many of his comrades with nothing but positivity and confused looks, Jay walked down the fluorescent carpet making his presence known. He even went the depth to draw everyone’s attention for absolutely no other reason than to be acknowledged - what a self preserved man he is. Anyway, upon spotting one of his closest friends - Ed - Jay surged into a quick dash and jokingly staggered towards the adolescent. As he came uncomfortably close to Ed’s face, the poor fellow raised his hands up as a barricade - attempting to prevent Jay from coming any closer. Unfortunately for Ed, Jay was far too devious for such foreplay and managed to lean in nose first to get a good whiff of his work mate's scent. Ed wanted to move away from such random and uncanny behavior, but Jay reacted expeditiously and took a hold of the back of Ed’s neck - rendering him incapable of retreat.[/BCOLOR]

[BCOLOR=transparent]Oh boy, you smell…...exquisite. What is this- it’s like I’m walking through the woods right now. I’m getting like a….a Christmas cone *inhales once more* Like a yummy little vanilla?[/BCOLOR]

[BCOLOR=transparent]Yes,” Edward answered, head tilted back in continuous attempt to put some space between both men. “It’s soap,” he added with a smile, finding the awkwardness of the situation amusing and humorous.[/BCOLOR]

[BCOLOR=transparent]Well Edward, it is time to find work……………...IVAN!!! My brotha’ my COMPADRE how are you this magnificent morning? What jobs do we have lined up? Anything good, because I am in need of some money right now.....you know.”[/BCOLOR]

[BCOLOR=transparent]@Aleksandar[/BCOLOR]​
 
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Name: Rayner
Location: Titanos Dinning Hall
Tier: BB
Activity: Interacting with Tomboy Bell

Tomboy Bell came running up to Rayner with the answer to his prayers. The energetic young mage waved a job request in his face, asking if he wanted to help her out. Rayner waved at her to take a seat next to him at the bar. "Well, lets see what kind of job you got?" He said as he wiped the blood from his fingers on his breeches. With one hand he reached for the flier, and with the other for his steak. He came up just short when suddenly a large cleaver came flying out of the kitchen sinking deep into the wood counter top separating him from his steak. A shifty eyed cook gleamed devil eyes at him from the kitchen, in his hand he twirled a serrated knife more menacing then the cleaver he just flung.

Rayner took a deep breath and let out a bellow of white smoke as he exhaled. Astonished and half angry he reached for the unused fork and jammed it into his steak. The cook seemed satisfied he was at least using silverware and returned to his stove. Rayner began to munch away at his steak, his canine teeth ripping huge chunks of meat in one bite. Without fear of flying cutlery, Rayner began to look over the job request. "I can see why you came to me and no one else, this job is a class B. A bit much for you to pull off on your own... Tomboy Bell," Rayner spoke between mouth fulls of meat.

Rayner gulped down what was left of his steak, bone and all. Ohhh... that's going to come back with a vengeance. "I'm actually glad you approached me for help. I'm so strapped for pocket money that I would love to tag along," Rayner replied in a gleeful tone. Inside he was biting at the bit to get this job underway. If he had to babysit a few days so be it. At least he would get paid for it, and the tables were calling his name. He could feel it, his losing streak was about to take a dramatic turn.
 


Miryz Teigan
Location: Red Dawn Bedrooms -> Guild Hall
Tier: A
Guild: Red Dawn
Interactions: N/A

New was only one word to describe Miryz and it was probably the only word that anyone could use at this juncture, at least insofar as the members of the guild could really infer. Sure, they had seen him and his fireworks, summons, and other such illusions out front when he was trying to join and they might think him ostentatious or attention-seeking, but they didn't know that about him; all they could say is that he was new and that was true. What they hadn't seen was the chains on the inside of his door, the bars on the window, or the knife under his pillow. They hadn't seen him pacing his room in the middle of the night or sitting on the edge of his bed, every muscle tense as breath came in short gasps as though he had just escaped drowning. This was a side of Miryz that none of them would ever see nor did he want them to ever do so.

So, when the bolts were undone, the words spoken to release the chains and bars, his body relaxed and he left his room, he appeared the picture of normality, insofar as the word normal could be applied to any guild member. As of right now, he didn't have much in the way of clothes, so he was still in the same clothes as he had been the day before, the footfalls of his heavy boots the only sound in the halls at the moment. It was strange how quiet it was in the morning, especially after the loudness in the evening when most if not all of the guild members had returned home but that was something that was familiar to Miryz.

Red Dawn wasn't his first guild, and frankly speaking, he hadn't wanted to be a member; his hand had been forced. He had had a guild before, Cerise Tide. It was a smaller guild, barely noticed outside of it's local sphere of influence, and that was where Miryz had wanted to stay, not really caring about the larger guilds and their business. However, others made it their business to ruin Cerise Tide's and Miryz was forced out onto the streets as a mercenary mage. Having been a guild mage his entire life to that point, he was unused to the streets, but you learn quickly when you're thrust into a situation. Old habits died hard though; Miryz wasn't about to lose another home.

His fingernails scraped against the wall beside him as he descended the stairs to the ground level, the sharp grinding sound contrasting with the heavy footfalls. Even as he approached the guild hall, the din he had heard the previous night was muted, a fraction of what it had been previously. Passing the threshold, he surveyed the room with his gaze, not knowing any of the faces, let alone the names that went with them. Most of them were eating but the white-haired mage was even feeling the slightest bit hungry; lean living did that to a man. Instead he went over to the job board, lifting up posters and browsing the ones there. All of them seemed to be for the lower tiers and without any real challenge for him, though the one about a passport would be a stepping stone to getting better jobs elsewhere; being on the road would bring with it a sense of home.
 
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Name: Xilia (Styxx) Loop
Location: Main Guild Hall
Guild: Colomba
Tier: Yellow - BB
Activity: Pestering Arden @DustBunny

Interactions: Arden @DustBunny Anyone

Xilia hated being bored, granted he got bored easily. But today was especially bad, he wanted to go on a job but he didn't want to go alone. Yet he didn't know who to ask either. It didn't help that he was still fairly new to the guild so he didn't know that many members. But at least there was one he'd managed to become pretty good friends with. 'Speak of the devil...' he thought as his multicolored spotted the very friend he was thinking about. A slow grin came to his lips as he came up with a rather mischievous way to relieve his boredom.

Hopping up from the table he had bern sitting at alone the curly haired blonde skipped his way over to his next victim.
"Ardi!" He called out to the fellow wizard right before he glomped him in a zealous hug. Xil was wearing a pretty casual outfit today (pic), at least as casual as the flamboyant wizard got. His hair was a mess of wavy curls as usual but he managed to style just enough to make it cute.

"Ardi I'm sooo bored! Will you let me give you a makeover?! Please-please-please?" He practically begged the dark haired man. His voice an octave higher than the average male's but it wasn't squeaky or anything. In fact it held a slight lilt to it from a foreign accent nobody could recognize. His tone was as energetic and lighthearted as his attitude as he kept huggling Arden like a life sized stuffed animal.
 
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Name: Misaka Jane
Location: Hiraeth Seis
Activity: Going for breakfast
Interaction(s): None yet
"Wait, don't go! I still need you!"

The dragon faded into dust in Misaka's fingers, slipping away yet again before she could stop it. When she opened her eyes, they were blurry with tears, and she quickly wiped them away. No more crying. She had to work to find her dragon. She wanted to call her dragon's name again, but it, much like the Dragon herself, had vanished. It was frustrating and difficult to try and find Misaka's adoptive mother, more so than one would think.

Slowly, Misaka herself rose out of bed and went to the bathroom. Truth be told, she didn't even want to rank up. It just seemed silly for her, who had been there a total of two weeks, to get a fairly high rank after doing a mission. Still, it had perks.

She shambled out of her room after getting dressed and preparing for the day. She'd scout out the job board after breakfast. Maybe there'd be one that she'd find interesting to do. Most of the time, jobs seemed to just be boring demands by people looking for a wizard to show off. The board seemed empty as she passed it, and she decided to wait and see if new jobs were going to be posted soon.

In the meantime, she would go looking for some steak and eggs. A nice hearty meal for the start of the day.​
 
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Name: Liz St. James
Location: Colomba
Guild: Colomba
Teir: C
Interactions: @Killjoy
Outfit:
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Liz gave Sashi a shy smile. She liked the other girl even thought she didn't know the girl well. Sashi was always kind to her. Which was something Liz treasured. Before she left home for the guild no one had been nice to her without expecting something in return. The guild was helping her to see that she wasn't as worthless as she had always felt. Her confidence was still very low but it was slowly building as she proved to herself that she was capable of truly help people. "It's alright Sashi. I am not in any hurry. Whenever you have a few minutes I would like some breakfast. Eggs and toast if possible. But if you don't have them I will take whatever you have available." She assured the other woman. She didn't want to be an inconvenience. She wanted Sashi to like her. And knew that the girl had a hard enough job without her adding to it. She didn't really care what she had for breakfast.
 
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Bellia Arturi
Guild: Titanos
Location: Dining Hall
Interactions: @Sammael9216

Bellia rolls her eyes at the demon, "Yeah yeah keep talking brimstone breath, only reason I need help is so Hardt will let me on a higher rank mission again." She responds, putting her hands behind her head as she absently paced a bit. "He might still be mad after last time..." She muttered, remembering the last B job she tried alone that didn't exactly go as planned. It was bodyguard job for a rich merchant. Bellia had technically completed it, the merchant never got a scratch on him. However... after a highwayman got her angry the merchant's expensive merchandise they were transporting didn't fair so well, so neither Bellia nor the guild got any money as the reward was kept as compensation for damages.

"Besides this job should be simple, just guarding a bank. From the look of it you wanna get the lead out as much as I do so let's go find the guild master then." She says, casually dismissing the potential danger of the mission, at least on the surface as she was betting that as long as she seemed entirely confident Hardt will be more likely to let her take the job. Especially if she happened to say something along the lines of promising to do better than the last B mission. She couldn't help but smirk as she was already thinking of what to use in the event robbers actually showed up.
 
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latest


Renzo Hy'l
Guild: Red Dawn
Location: Red Dawn - Guild Hall
Tier: C
Interactions: None/Anyone; Mentioning Miryz Teigan (@Yaoi Master Gavin)
Griffin Green (@KatherinWinter)


Renzo let out a yawn as he lied down on the bench at the side of the guild hall. There was some people around, most of them seemed to be eating breakfast at the dining hall. He payed attention to two people especially. First one was the new guy... he doesn't remember his name, he seemed to be on higher tier. He rushed straight to the bar when he entered the room, had a bad night or something? Eh, who knows.. he was rather mysterious guy to begin with. The second guy was standing at the job board, looking for job. Renzo didn't know him too well either.. he didn't seem to trust many people in the guild. Griffin or whatever his name was. Renzo caught the name from someone at some point.

He didn't feel hungry, but he didn't have anything to do either... doing jobs alone sucked since c tier jobs are just horrible most of the time... I didn't become mage to do some pointless jobs that most of the time won't allow me to even try to utilize my magic in any way. So there's no point in trying to do any of jobs either... He needs money though. He let out a sigh.. maybe later then. He picked up his cards from his pockets and started shuffling them. There was nothing better to do.. maybe i could just give myself a reading... maybe there's something interesting going on for today. He sat up and spread the cards on the bench before picking up 6 cards.. Let's see then.... He shrugged a bit upon looking at the cards and reading them. "Seems like i'll be doing nothing then"
 
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Name: Sarah Pepper
Location: Titanos Guild, Sarah's room --> Mess Hall
Activity: Going for breakfast
Interaction(s): @CursedDawn @Sammael9216 (Brief mention of @CynderTheDragoness )
The light filtered in through the curtains, softly lighting up the room as it went. It would appear at first glance that no one lived here, everything was just as it had been when the tenant, merely a lump in the blankets, had been when she moved in. Her presence in the room had been almost negligible, even though she had been dead tired last night. With great reluctance, a dark haired girl rose from the blankets, her shirt wrinkled from her troubled sleep. Beneath it, a pair of scars crossing her chest and down to her hips shone red and were like a x over her heart.

As she entered the bathroom she moved her shirt to look in on it and check it, ensuring that she hadn't somehow made it open up while she was asleep. She breathed an audible sigh of relief. Her nightmare had been terrible, and all she could was suppress what she'd seen and carry on. No point in dwelling on it, right? She brushed her teeth and dressed, opting for her lighter outfit of the two she owned.

Living lean was easier, she decided. Better to live without frivolities and just exist as she had always been. A ghost with no place to be. She'd probably be the malevolent kind though, given the last guild that she'd been in was... no not right now. She had another day to get through. Later. She would open that can of worms later.

She checked to see if her knife was at her side, and relaxed when she knew it was there. It wasn't helping her image, appearing to be armed, but she couldn't relax without it. Sarah felt naked without her knife, the one belonging of hers that she couldn't part from, no matter how morbid it was. She opened her door, noting new damage to it.

Murderer!

Demon!

Child killer!

And other equally rude things had been carved into her door. She'd accepted them as decoration. There wasn't any point in hiding it, she figured. She'd just wear her crimes out for the whole world to see, since there wasn't any shame in hiding what she did. She couldn't change the past, no matter what she or what these vandals wanted. Her favorite was that message carved so painstakingly into it.

Here lives the Demon's Heart's Killer. If she has emotion, she has yet to show any.

Sarah entered the mess hall, just as the young fire dragon layer yelled that she had a job.

"Best of luck, dear!"

She doubted she'd be heard in the din of the great hall, but she figured that positive things always made their way to their intended target no matter what. Sarah smiled and made her way to the bar, opting to talk to the kind cook, since this morning had made her on edge. Unease settled behind her stomach, like a globe of anxiety that pushed away everything. Even rational thought.

She just had to eat and then work on her breathing exercises, that was all. She'd be fine after that.

"Just the usual, please. Make sure I eat it all, if you'd please," Sarah asked. Most days she didn't want to eat, and she wanted to leave food uneaten, but she knew she needed to eat, so she always made a habit to ask the cook or waiter to ensure she ate. It varied some, but she knew the usual was enough for this morning.

Bellia came by to talk to Rayner, excited about a job. Sarah ducked her head and tried to avoid making it seem like she was butting into a conversation she had no part in, but ultimately decided it'd be more rude to sit there, quietly listening. Made her feel like an assassin again, silently watching over people without comment. She pushed down the dream again.

"You guys are full of energy today. Would you need help with that by chance? Lately, all the jobs haven't been suitable to my magic. Sorry to butt into the conversation so suddenly, by the way."
 
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Kinzoku Hardt, master of Titanos
Location: Outside the Titanos guild hall -> Titanos dining hall
Activity: Finishing morning workout -> Getting breakfast/checking in on the guildlings
Interactions: @CynderTheDragoness
Indirect interactions: @CursedDawn and @Sammael9216

With a grunt, Titanos's guild master pulled himself a bit higher up the rock climbing wall outside of the guild hall. The metal of his armor gleamed in the light of the rising sun, clanking lightly as he pulled himself higher and higher off the ground. A few beads of sweat dropped from his brow as he strained against gravity, his muscles already sore from the rest of the workout before the climbing wall. Rock climbing was always the last item on his workout schedule every morning, as he felt it was a great way to finish off his workout. So, each morning, without fail, he could be found on the rock climbing wall until his muscles failed him.

Of course, soon enough, they did. His fingers slipped from the wall and he fell backwards, pushing away from the wall with his legs to ensure he didn't hit it on the way down. As he fell, he used his Arc of Time to decelerate the speed at which his armor fell. Suspended in his armor, Kinzoku lowered himself gently and gracefully to the ground. From the ground, the guild master stared at the point that he had made it to on the wall. "Four and three quarter climbs. Not much better than yesterday, but still better." With that, he wiped the sweat from his forehead and walked towards the housing section of the guild hall. He needed to smell less like sweat before he met with the guild members for the day.

His room in the guild hall was no different than the rooms of his guild members. Same size, same shape, same windows. He liked the idea that he was a member of the guild himself, and that he worked alongside his guild members instead of them working for him. So, his room reflected that. He spent little time in his room, so there was not much out of place. However, what was out of place, he didn't usually get to put back. The result was a strangely sloppy room, with neatly stacked and organized shelves of books and souvenirs.

When he had arrived in his room, he quickly pulled his armor off so that he could shower. Some of the guild members were likely just getting up, and he wanted to be done washing off in time to greet them. Once he no longer smelled like sweat, he donned his padded underclothes, chain mail shirt and pants, cloth overshirt and pants, then finally his signature suit of plate armor and coat.

The layers of clothes were identical to those worn by warriors who fight without magic. The various layers are built to protect against blades, arrows, and other harmful things. Not so helpful to a wizard who can send all of those things far enough into their future that they become dust before they reach him, but he did enjoy the extra challenge to each day, carrying such bulky weight while doing his daily routine. Additionally, it was a neat aesthetic. He felt that the gleam of the steel armor was inspiring, and he wanted to be a role model for his guild mates.

Once showered and dressed, Kinzoku left his room, headed for the dining hall. He arrived and smiled at the dining hall, the mages seated here and there about the room, chatting about life, families, recent jobs. There was no place on earthland that Kinzoku would rather call home. After scanning the room, the guild master spotted Titanos's shy fire dragon slayer by the job board, deciding on what to pick for a job. He was just crossing the hall to give advice when she held up a flyer in her hand, calling out that she had found a job. He smiled and continued across the hall to her, noting as he went that Bellia had also picked a job and shouted to Rayner about it. That was certain to be an explosive pairing. He'd chat with them later. For now, Sorena needed his attention.

"What job have you selected?" the guildmaster asked her once he arrived at the job board.​
 
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Name: Arden Cruor
Location: Home -> Guild Training Area ->Main Guild Hall
Guild: Colomba
Tier: C
Activity: Trying to wake up fully, Trying to find the will to continue with life, Being pestered by Xilia
Interactions: Xilia (@Whispering~Melody)

It was a normal day waking up in the Colomba Guild. Arden was always an early riser, as his help was normally needed with something around the Guild, so it wasn't much of a big deal. Usually. However, there were some days when all Arden wanted to do was just lounge around and sleep his life away. Today was one of those days.

He awoke like normal, just before the break of dawn and glared out of his window, cursing the night for abandoning him in his time of desperation. Begrudgingly, he withdrew himself from his bed and donned a pair of black sweats and a brown tank-top. No part of him wished to deal with actual pants today, so sweats were obviously the most comfortable choice. Trudging to his bathroom, he barely cared about fixing his hair to make himself look presentable. Taming the beast that was his thick, brown hair (slightly), he figured he should head out to the guild and see if there was anything that needed his attention, as it was his job to do anything and everything the guild needed since he didn't partake in jobs.

After a rather slow start to the day, Arden arrived at the guild and sadly, realized there was nothing for him to do. This realization coupled with the thought of him being able to have gotten at least another hour of sleep, made the poor poor boy incredibly sad. Rather than go back to sleep, like he sooooooo wanted to, he figured he'd go hit up the training room and work out for a while. Arden, when not running around the Guild helping with all he could, could always be found in the training room. It didn't matter if he was working out or training with weapons, he was always there. As it was still early, no one else was in the training area, so he was able to work out without any interruptions or distractions, which he silently thanked the morning for.

When he was done working up a sweat and working his muscles to the point of near-exhaustion, he decided to return to the main area of the guild and look for something to do. Arden must have been in there for longer than he thought, as he saw that some of his fellow Guildmates had begun to meet in the main hall. His eyes didn't trail over the growing number of members in the hall, however. Otherwise, he would have had time to react to Xilia practically tackling him to the ground.

Arden heard the other before he saw him. The loud proclamation of the little nickname Xilia had given him rang through his head as he tensed a bit. Don't get him wrong, Xilia was his best friend. Arden just wasn't sure if he was in the proper mental state to be able to effectively handle his VERY energetic friend. He began to prep his body for the hug-attack that he knew was coming, but Xilia attacked with more force than Arden's sleepy mind could handle and he almost toppled over. Almost.

Then came the question Arden almost knew was coming. Xilia asked to give Arden a makeover.... again. Normally, Xilia and Arden's interactions boiled down to one of two questions: 1) Will you let me give you a makeover?; and 2) Will you please let me see your magic? It was always one of these two questions and the statement that always preceded either of them was Xilia proclaiming his boredom.

Before he responded, Arden attempted to remove the arms of Xilia from his person that held him in a vice-like grip. "Xil. Crushing the ribs a bit." Arden slightly grumbled, his voice still a bit heavy from sleep and lack of use. Deciding that removing the arms completely was out of the question, he pushed the arms down so that they weren't crushing the only protection his heart and lungs had, even though it felt like all three of those organs were being penetrated.

A soft sigh left his lips as he lazily draped his arm over Xilia's shoulders and he ruffled the other's hair. "Maybe in a bit. I need to check if there's anything that needs my help first. And I was thinking about trying to get me a license, but we'll just have to see." He began walking after his sentence and, since Xilia was attatched to him and didn't seem to want to let go, Xilia walked along next to him. Arden wasn't exactly sure where he was headed at this moment. His brain was too muddled to have a proper train of thought.
 
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