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The Black Fang

The Black Fang is a league of assassins created by Brendan Reed to deal with miscreants. Brendan is a man of honor, but he is quite blind to the corruption in the Black Fang that his wife is bringing about. The dark lord Nergal is manipulating Sonia, Brendan's wife, and therefore manipulating the Black Fang. Some members of the Fang are loyal enough to follow all orders, but there are the few who have learned of the corruption, and wish to stop it dead in it's tracks. This is where we come in.
Nergal is described as 'an Avarice fiend who turns death into power'. He was once a friend of the Arch Sage Athos (one of the eight legends who defeated the dragons during the Scouring which took place 1000 years ago). On a journey with Athos, he found the city of Arcadia, where Dragons and Humans lived in perfect harmony. His friendship with Athos ended when he started using magic to drain the life force, or "quintessence" from other life forms. Eventually Nergal and Athos fought, leaving him with a wound on his right eye (presumably, Nergal's right eye is blind). After Nergal left Arcadia, he began creating henchmen that he called 'morphs'. The morphs are almost exactly like humans, except that they are more intelligent and lack normal human emotions (they are A bit like the humunculi on Full Metal Alchemist). Physically the morphs have jet-black hair, blood-red lips, and golden eyes. Along with the morphs, Nergal also took control of a group of assassins in Bern known as the Black Fang. Using the Black Fang Nergal tried to start a civil war in Lycia by convincing Darin, the Marquess of Laus, into rebelling against Ostia, the governing provence of Lycia. The whole point of this was to be able to harvest enough Quintessence in order to call Dragons from the Dragon's Gate. Nergal, calling out to those on the other side, brought two children into this world, and imprisoned them in order to open the Dragon's gate.


Aim of the Guild
This Faction Of The Black Fang Wants To Revive The Newly Lost Values From The Rule Of Nergal

Open to attack
As soon as we get enough members

((ALright, people are having problems with this portion of the thread. No, we will not be open to attack until we have enough members, because we will not post IC until we have enough members.))


Rules
1. I am god in this thread. You will do as I say, which includes leaving when told. I'm not the kind of person who commands others, but if you are breaking rules or just annoying the members, you will be asked to leave. If you do not comply, I will report, and ban you from this guild.
2. When it comes to combat, refrain from any god-modding, auto-hitting, or any noobish acts such as these.
3. No illiteracy within the thread, including attackers, members, and any other person posting in this thread.
4. If you're going to attack me, be sure to do it correctly. I will be ignoring any non-literate material, and noobish behavior.
5. Please try to keep things realistic.
6. An attack must be fair, and fun for both sides. After all, this is for fun.
7. If you are not member of this guild, you should not be posting in this thread. If you do, you will be asked to leave.
8. If you are an attacking guild, you must have had PM'ed me before your attack and gotten an "Ok" from me.
9. This is a fantasy role-play. This is not a modern military organization, and therefore there are no guns or advanced technology. Though, we do have magic at our disposal, so we get by.
10. Please, keep my page a virgin; don't stretch her out!
11. Never, EVER, quote any post on the first page. this is a HUGE NO NO.


Alignment
Being an organized group, we must be lawful in general. Though, being assassins for hire, our members often have a Chaotic-Good attitude. Therefore, we are lawful to an extent, so we uphold the laws of the organization, But, we ignore all other laws unless we chose otherwise.

Black List
Nobody. Let's keep it that way.
Description

CONTINENT

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Since our faction as broken away from the larger part of the Black Fang, we fled Dread Isle (Also known as Valor) and have taken root in Pharae. The two top ranking members were part of the larger Five Talons. The Five Talons are second in command, next to the Four Fangs, who take orders directly from Nergal himself. Thus, we have a bit of money, but not enough to stop our jobs as mercenaries.

We�ve collected enough gold to have a small fortress set up in the outskirts of Pharae, which is currently our main base of operations. Though it is a fortress, we have limited space. The fortified walls are comprised of a foot of stone.

Upon entering the though the main entrance, you come directly upon a hall with several cylindrical pillars. Continuing west down this hall will lead you into the water well, where the main water supply comes from. There are storage chests in the south-west corner of the well room which contain weaponry to defend the well in the event of an attack, and several wooden buckets and iron pails to carry the water.

The easternmost portion of the main building is a bath area for the syndicate's males. There are storage compartments in hall directly left of the bathing pool for towels and storage of clothing.

This same structural pattern in followed on the western side of the main building, but it used for the female members.

In the direct center of the main building lies the throne room. The throne is protected by a pool of holy water, blessed by the Fang's monks. This water does not necessarily stop any attacker, but it's a position of faith and certain members believe it as a good omen.

There are several stairwells that lead to the lower level of the fortress, which is commonly used as a interrogation area, or a sparing area.

When stepping down any flight of stairs in the main area, you will end up in the easternmost side of the under-level. As you enter the under-level, there are rooms directly to the north and south.

The north room contains two chambers, the first of which being a defensive mechanism to prevent enemies from getting into the second chamber. The second chamber is only accessible through a steel door which can only be opened with the three parts of a single key. Each part of the key is kept around the neck or the three of the remaining Five Talons. The contents of the second room is known only by the members holding the keys, and is a well guarded secret.

The south door room is open, and is used as a meeting room. Member may be called to assemble in front of a superior from time to time, and this is the room where the meeting will usually be held.

Continuing east will lead you to a large arena with several cells to the north and a single regal area to the west. This area is used for members to spar against each other, or to hold arena style combat. The cells are for keeping prisoners, which are usually held for interrogational purposes. The regal red velvet area is for the current higher-ups to watch the battling in the center area.


MAIN AREA
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UNDER-LEVEL
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Defenses
Several ballistae are placed around the fortress. There are also several guards (NPC's) placed at almost every doorway in the fortress, and several positioned outside the base. The description tells of the integrity of our fortress itself, and of its floor plan.


Joining This Guild
If you wish to join, send one of these forms filled in to Edible Yaoi
Remember, this is concerning your Rp character, not yourself.

Forename: First Name.
Surname: Last Name.
Age: How old?
Weapons: What Weapons Will Your Character Be Bringing With Him/Her?
Description: What Do You Look Like?
Experience: What Experience Does Your Character Have That Make Him/Her Proficient In This Military Unit?
Reasons For Joining: Why Did Your Character Join?
RP Example: Give me something to go on, something that proves your literacy and ability to RP.
Class: Your class will base your characters fighting ability, and natural capabilities


Classes
Cavalier (Swords, Lances) → Paladin (Swords, Lances, Axes)
The cavalier begins with a horse, and will continue to bond with his/her animal companion. These units have a high movement rating due to riding a horse. Though, in rough terrain and sandy areas, the horse will be slowed, which can cause a lack of movement. Walking your horse will only slow you down, even in rough terrain areas. When you are given the privilege to become a Paladin, you will be trained in the area of the axe, thus making you a more adaptable fighter. Also, the control of your horse will also be greatly improved, making your movement greater on all terrains.

Knight (Lances) → General (Lances, Axes)
Knights are the most defensive of all units. They?re almost always clad in their heavy, sturdy, armor. Though, with heavy armor comes the set-back of low speed. The knight will be almost impossible to miss, but a hard unit when it comes to dealing damage. When becoming a General, the Knight becomes proficient with the axe, making at a more adaptable unit, and giving it the ability to deal more damage.

Nomad (Bows) → Nomad Trooper (Bows, Swords)
The Nomad is a unit who takes pride in his handling ability with the bow while trotting on his horse companion. As a Nomad, you will be most susceptible to close-range attacks. Your bow will not do much damage when fired at an opponent that?s right up in your face. Though, the unit?s ability to travel great distances on horseback will usually come into play when trying to remain away from close combat. When becoming a Nomadic Trooper, you will become skilled with a blade due to hardships on the battle field. Remember trying to get away from that pesky Soldier trying to stab you with his spear? Well run no more! Your sword allows you to become skilled at close combat as well.

Pirate (Axes) → Berserker (Axes)
Pirates are high speed units who specialize in axe-wielding. Though other areas may be lacking, such as not being able to take a hit with any magical force, you can still make your way into the enemies defenses and hammer a good blow into them. Also, you have great skill in the seas, and are usually the captain of any sea expedition. When becoming a Berserker, you gain the skill to attack your enemies vital points, and thus doing more damage. Also, your skills do not end at the seas, you now know much about traveling the mountain landscape, and can travel amongst the stone with the best of 'em!

Shaman (Dark Magic) → Druid (Dark Magic, Staves)
The Shaman specializes in an ancient lore, which some call 'dark' magic. This magic is quite powerful, but mastering the ability to hit your enemy is no easy task. Common attire includes heavy robes, so this unit is a bit slow, but has the highest defense of all magic users. When becoming a Druid, you?ve mastered the 'dark' arts, and have now moved on to staves. Staves are used mainly to heal an ally, but some can be used to confuse, knock out, or even make your opponent blind with rage.

Monk (Light Magic) (Male Only) → Bishop (Light Magic, Staves)
Monks are units who specialize in the divine arts of the heavens. Light magic is guided by the help of the heavens, which makes it easy to hit an opponent with, and even strike a vital spot. Though, light magic is the weakest of all magic tomes, it's vital striking capability will make up for that. Common attire includes light robes, which will not limit movement and make you a harder target to hit. When becoming a Bishop, you have proven you glory amongst the gods, and have chosen to work with a staff. As said before, the staff will normally be used to heal an ally, but can have other effects.
SPECIAL
Bishops do extra damage when attacking an unholy creature, IE: Demons, Skeletons, Hell Hounds ETC...

Cleric (Staves) (Female Only) → Bishop (Staves, Light Magic)
Clerics are the healers of the group. They will usually hold back, and stick to healing the wounded, as they have no fighting capabilities at this time. Though, watching a battle may be even better than fighting in the battle yourself. The Cleric gains much experience by learning to stay out of battle, and may be a more experienced Bishop than the Monk. When becoming a Bishop, you have decided to take up the divine arts. Your skill with the staff has gotten about as good as it can get, and you now plan to take your divine powers just as far.
SPECIAL
Bishops do extra damage when attacking an unholy creature, IE: Demons, Skeletons, Hell Hounds ETC...

Mage (Anima Magic) → Sage (Anima Magic, Staves)
Mages deal with natural magic, such as fire, thunder, wind, ice ETC...and are the most balanced of the magic users. Their speed is a bit lacking compared to the monk, but it's greater than the Shaman's. As a Mage, you have looked into a world of balance, and try to model yourself in the same way. When becoming a Sage, you have realized that being balanced will require a bit of rebuilding the destruction caused by your magical abilities. So, you have decided to take up the art of healing through a magical staff.

Fighter (Axes) → Warrior (Axes, Bows)
Fighters are the muscle of the army. They specialize in wielding the powerful axe. Though, due to the axe being a top-heavy weapon, accuracy is not a strong point of the warrior. When becoming a Warrior, you have decided to further your fighting capabilities by adding a long ranged weapon: the bow. Your bow will have more accuracy than the
axe, but will do significantly less damage.

Mercenary (Swords) → Hero (Swords, Axes)
Mercenary?s are the all around-ers of the fighting classes. Their offensive skills excel, their defensive skills are slightly lacking. When becoming a Hero, you have decided that taking up another weapon will allow you to become more versatile, and make you more useful on the battle field. By adding the axe to your arsenal, you gain a more powerful weapon at the cost of some accuracy.

Myrmidon (Swords) → Swordmaster (Swords)
Myrmidon?s are highly skilled swordfighters with a low attack power. Though they strike their opponents frequently, their focus on hitting their opponent derives them from their strength. When becoming a Swordmaster, you have mastered the skill of hitting your opponent. So much so, that you have learned which points do critical damage, and frequently aim for vital points on your opponent. Along with dealing critical damage, your light robes and high speed make you a hard target to hit.

Troubadour (Staves) → Valkyrie (Staves, Anima Magic)
Troubadour?s are horseback units who specialize in wielding the staff. Though, this unit cannot engage in combat, he/she can gain much experience by watching his/her comrades in battle. When becoming a Valkyrie, you have decided that you are now ready to delve into the magic of nature. Bonding with your steed has made you a fast and hard-to-hit unit. Your skill with Anima Magic will soon grow to be as powerful as you staff wielding capabilities.

Thief (Swords) → Assassin (Swords)
Thieves are skilled looters who take pride in hiding in the shadows. Being a thief, you?re skilled in picking locks of all kinds. Especially lock on treasure chests. When becoming an Assassin, you have seen that your enemies often have their guard dropped around you, seeing as they usually can't even see you, and have learned to attack them when they're most vulnerable.

Wyvern Rider (Lances) → Wyvern Lord (Lances, Swords)
Wyvern Riders are masters of the Wyverns they've tamed. This gives them a mildly high defense, but a low resistance to magical attacks. Being on the back of their winged companions gives them an advantage, as they can soar through the sky and avoid all rough terrain. Becoming a Wyvern Lord has proven your skill on the scaled back of your winged companion. You've decided that wielding a lance will be further helped by having a secondary weapon, the sword.

Pegasus Knight (Lances) → Falcoknight (Lances, Swords)
Pegasus Knights are masters of the mythically famed Pegasus. This winged horse has a high resistances to all forms of magic, but is a bit lacking when it comes to physical defense. When becoming a Falcoknight, you have proved that your bond with you mount has surpassed al expectations, and your Pegasus? magical energy has bonded with you, giving you the high resistance rating as well. Also, taking up the blade is something you have found will help you against harder to hit units.

Soldier (NPC only) (Lances)
The soldier is a basic lance wielding unit clad in medium armor. This unit will only be used as an NPC to guard the fortress, and as personal guards if need be.

Archer (Bows) → Sniper (Bows)
Archers are masters of the long ranged area. These bow-wielding units are the only ones skilled enough to pilot a ballista. Accuracy is a must have for any Archer, so you'll more than likely have a higher hit percentage than most units. When becoming a Sniper, you have gone beyond using a common bow, and have forged your own bow to fit your personal style. This bow will greatly improve you distance to hit ratio, and your accuracy will cause more hits to a vital point.


ALL CLASS-UP'S WILL BE APPOINTED BY THE THREE REMAINING TALONS, NOT BY YOUR PERSONAL PREFRENCE. ALL MEMBERS MUST BEGIN AS A STARTING CLASS, NOT A CLASSED-UP UNIT
Member List


Edible Yaoi
Forename: Thaeos
Surname: Maridian
Talon Name: Pale Lion
This name is only given too members of the Five Talons, and are the respected names of the bearing member. This name is to be used in place of the actual name when being spoken to by underlings. This specific name was given to him due to his pale attire, and leadership in battle.
Age: 27
Weapons: Thaeos carries twin blades with him at all times, each at his hips. Though the blades have no special markings, and no bearing of a famous maker, he holds these weapons with the highest regards.
Description: A slender man with choppy gold hair. He stands about six feet tall. A red cloak fastened with a pearl lion emblem is draped behind him, and usually hangs over his left arm. His right hand remains free, being his good hand, and is usually wrapped around a long dagger. Under his red cape, he wears a sleeveless white fitted shirt. This shirt is goes down slightly past his midsection, and is overlapped by a leather belt. Upon this belt are several satchels with vials. These vials contain poisons of all sorts. After all, he is an Assassin. His pants are also a clean white, and also fitted. His wrists are covered by braces, which are covered with wrappings. A pair of boots trail from the bottom of his feet to right under his knees. He's a quick man, and also witty. Though, when it comes to muscle mass and strength, he's a bit lacking. His expression usually consists of a mischievous smirk, as he's always got a sly plan brewing.
Experience: At the age of nineteen, Thaeos was taken under the wing of the Black Fang. His military prowess and tactical mind only grew stronger with the help of the four fangs. Only two years in, he and his companion were accepted as members of the Five Talons. This group was the unit who usually took care of the dirty work that the Four Fangs didn't want to get into. Thus, making Thaeos in perfect position to become an Assassin.
Reasons For Joining: After the corruption spread through the Black Fang by Nergal, he and his comrades decided to break off under the cover of darkness and bring order and honor back to the Black Fang name.
Class: Assassin
The Lions Crest is shown here, thought its shown in brass instead of pearl.

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