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Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100
PostPosted: Tue Nov 26, 2013 7:00 pm


Main Factions

Neutrality

OOOHouse of Twilight - Feiyimei
Next to nothing is known of this powerful group. The guild of Evolution tried hitting this organization the hardest because its leadership and hierarchy of members was and still is totally unknown to the outside world.
With no signet or any known base of operations the guild of evolution's attacks on them was largely ineffective.
Since the attack by Evolution, the Twilight House has begun to amass an army. This wouldn't even be known had still unknown members began a campaign of recruitment.
It should be noted that small groups of no more then 4 people at a time have, under the name of this house, been attacking trade lines and key military points all belonging to the guild of Evolution and House of Chaos. As of yet, not a single member of the house of twilight has been killed or captured.
The guild of Evolution has taken up hiring bounty hunters to begin hunting down this group and bring it down.

So far however, it looks like this house may be the last stronghold against the guild of Evolution and its underlings.

User Image Guild of Artifacts - sanisani-kun
Britannia, home world of the One Great Empire, it had sought out the treasures of the past and hidden worlds that lay beyond their own. Ingenious inventors, scholars, and leaders, they made a great civilization that soon uncovered the gate to distant worlds, entering the Multiverse. Quick to adapt, they formed a diplomatic unit designed to form treaties and alliances with known bodies of government. This ended poorly as they came into the middle of a war.

Not yet defeated, they met with the just then newly reformed Guild of Government, learning the codes and conduct once held by all. Using their Empire's power, they formed a guild known as the Artifacts Guild, filled by the greatest minds of their world in the spirit of discovery, to explore the new frontier and uncover the hidden past of the Multiverse, forming the Grand City known as Melchiott. It became a great library, filled with museums, schools, and vast beauty.

Although the newest guild to enter the Multiverse, the members were keen and able to put complex plans to action. Tapping into new technologies and advancements, they formed the Mana Bank, a group able to harness the energies of the Multiverse as a means of business. They likewise found the ancient gates and replicated them for journey to undisturbed worlds! Yet they are also honored for their battle styling, comprised of a trick up any part of them and a weapon in any hand! Preferring to lure enemies to their doom than engage in full out assaults, they are strategic, tactile thinkers with the leading number of British accents afforded for the Empire whom had grown to cover the world; not Earth, merely an alternate reality of its history.

Nils-August Arnulfo Reinald has since taken control of the Guild as Chairman, thrusting it forward into a Golden Age of development. The true embodiment of adventure and exploration, a famous scholar and digger of treasure, his tact in holding against the forces of Evolution and Blood has been his most important task. That and preparing for the oncoming onslaught they will soon face.

In addition, James Cross having joined the guild as the now acting Agent and the many other new members have begun an increase in their ranks, and their strength.

User ImageGuild of Blood

Blood. Murders, cutthroats, assassins, hitmen, crime lords, smugglers, bounty hunters, and wanted criminals. An underground hub of the worse of men and women formed a pact: "Our blood has been tainted, but in that we are similar. We will keep each others secrets, we will keep each others trust, we will keep each others safety. We will be a brotherhood of Blood." It rose into the Guild of Blood.

With a sorted history, killers, vampires, monsters have all been leaders. This diversity has led to some of the greatest betrayals and rivalries. Vampires joined because of the title, and werewolves joined for the hell of it. This rose into one of the first conflicts in their early history, creating two factions under the same banner. Slowly though, loyalties drifted to Chaos, and members are still be disputed over whose side they're on. Later an incredibly loose alliance was formed between them and Evolution and Chaos. After the assassination of their leaders by Ohmarow, though, they split from them and held close to Chaos for support. Even then, back on their feet even that bond is nearly ready to sever.

Kasi stepped up out of the bloodshed and put such fear into all the rest she was allowed to lead. With vampires and werewolves closer than ever to leaving the guild, one of the few loyal races left are the Drow. Odorakor of Al-Aron's infamous Undercity is slowly emerging as a supporter of Blood.



Law and Order
User ImageHouse of Peace

Peace has stood for countless millennia as holders of harmony, protectors of the weak and fallen and fighters against evil in through the Multiverse. For most of their history they remained a small unofficial guild that tended to work behind the scenes to prevent conflicts between races, worlds, and for the most part they were successful, until Chaos formed. With the assassination of all the guild leaders, their strengths were greatly reduced and allowed Chaos to take over in wake of Evolutions assault. But Peace did the same thing.

As the only bodies still intact and with the overwhelming ranks behind them, the Houses were created, rivals that sought to exterminate one another and assume command of the rest. While Darkness planned to take over the vastness of the Multiverse and convert its inhabitants into willing servants of the master race, the Solars helped to rebuild the former guilds, acting as protectors and spreading their influence through their benevolent actions.

Five years in the past, the newest king that slowed down Chaos and Evolution had disappeared, leaving no traces to his whereabouts. Many have speculated him to be dead, others have formed theories that he allied himself with Chaos, and still some say that he betrayed Peace for his own reasoning, whether it be interest, cowardice, or propaganda. Which one if any, no one is sure, but now the high members of Peace are controlling from the background until they see fit.

Today, Peace seeks to destroy those of Darkness, slaying creatures that have aligned themselves with them in hopes of ridding their evil from the Multiverse once and for all. Still, as they grow in numbers, Chaos does the same, and whatever goals either seek against the other, they are locked in a stalemate. For the moment...

User ImageGuild of Government

Law of the Multiverse. With strict enforcement and commands obeyed, Government had been of one the three first guilds that ruled the many worlds. It had made the code of law, known simply as the Black Book. The guilds of Chaos and Peace followed the doctrines laid out, and a balance was held for many centuries. Until Chaos gained a new leader; under siege before any man or woman could have drawn a sword, the highest ranking members were slain, and many others were killed in the attack. With one foul swoop, the guild had lost all its previous might. With one final blow with the last of its power, it empowered Peace to stand up against Chaos, as the two became known as the Houses.

Still recovering, a new guild was formed in alliance with Chaos, reducing the remnants of Government to completely wiped out, save a few members spared through pure chance. But with this act, the remaining couple dozen uncovered the Black Book from the ashes, and set out to rebuild.

It has since grown, not the largest of guilds but certainly strong, with Peace acting as protectors and following the old law as a sign of respect. Now it houses the sharpest minds known for fairness, judges of code, and warriors seeking to restore balance to the Multiverse once again.

User ImageGuild of Nobility - Moonlight Calamity

Chivalrous, honorable, those whose morals can scarcely be matched by any others. The Knights of Nobility seek order in the Multiverse, doing what is right and just, strong proctors of the Black Book and of Government's policies. These men and woman are devout followers of the fabled Kor, seeing the signs that mark their return to power.

As the head statesman fell, the brave knights throw themselves at Chaos with such fervour that they single-handily fought back the forces of evil till Peace came in to help. Even after this, they remained vigilant in their efforts to assist the other guilds, offering shelter, protection, and the chance to join the struggle. As Government rose once again, Peace and Nobility upheld the laws set by them and formed an alliance between the three of them.

War and Violence

User Image
House of Chaos - Kai Merah
Chaos. Pure evil, the abominations called Darkness entered the Multiverse and quickly gained followers with a sickening passion for hatred and advancement, promising power and riches beyond any persons wildest dreams and aspirations. With a loose relationship with the warriors of Evolution and the masses of dark creatures from Blood, the assassinations thrust them into a grand conquest that came to consume many lands and their people into the ranks of Chaos.

However Chaos is a terrible ally to have, always creating deceit, betrayal, and conflict in their followers, almost set on causing pain to those they used to fight against Peace. With these actions, Blood is being torn apart, loyalties are being formed, and chaos is being spread throughout the Multiverse. Evolution is still wary of their motives, Blood is ready to fracture and end support, and all the while this House grows in power despite all their destructive forces.

User ImageGuild of Evolution - Ohhmaru-Concoo-Tanoweichi
Under one of the most ruthless leaders ever known, Tano is hellbent on conquest of all the other guilds and the House of Peace, except his loose affiliation with Chaos. Still, it's weakening at an alarming rate, Chaos and Blood making an ever larger rift between their powerful factions. As this is happening, battles and feuds are surfacing all over between the three.

Evolution began as a gathering of races wishing to make a super-race or races, claiming that Kor and were the same, people who had evolved to a higher form. With this in mind, their policies are found to be radical, as are their members. Slowly, the Guild of Evolution formed, led by brutal monsters with extreme power that contained a small army within each of them, together a threat to the Multiverse, and maybe even Chaos.

Ohmarow, current leader, is cold and cunning, having organized the assassinations of all other guild leaders, including Governments highest officials and completing wiping out the Head Scientists of the Experiments guild. Even Chaos had been targeted, though the leader survived despite his actions. With nearly a total collapse of law afterward, he is greatly feared by those allied against him.

His adjutants are just as deadly. The behemoth eidolon Groth of the Tornado Blades, who was tricked into service; the troll warlord Ormaga Boldergrand, out for revenge on Blood and Government; the undead king Jansirma Panalarome, lost ruler of Nicatals come back for evil. Together, no man dares declare open war on them, except maybe once a certain man has found what he's looking for.
PostPosted: Tue Nov 26, 2013 7:02 pm


Faction Leaders


Requirements:
-Strong RP skills (Literacy, able to provide content and help move story forward, etc.)
-Active (Can post frequently!)


Guidelines: What to do when you first become Faction Leader!
-Write up your faction's description.
-Come up with an application and ranking system!
-Come up with Location threads for your faction!
[If anything needs to be stickied/'announcement'-ed, contact one of the crew members of guild.]
-Stalk your members' post count! (Reason will come with the faction bank/vault thing)
-Keep an eye on Item Shop of your faction's city.

Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100

Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100
PostPosted: Tue Nov 26, 2013 7:10 pm


Faction Vault

Or your faction's bank account

Each Faction, like any form of government, need money to be managed properly and grow in terms of influence. Take note that OC's work without pay for their faction (yes, you are their bitches!), but mercenaries or NPCs with other functions will cost coins! Coins are stored in the Faction Vault and can only be used for specific faction related things. In other words, it is not for personal use! Not even by the faction leader.

Earning Coins:
-All coins earned through Faction missions will give an equivalent to the Faction Vault. OC members will be getting 1 coins for themselves with every post, but also another coin for their faction that will only be calculated and added to the vault at the end of said mission. Coins obtained by events or drops are also copied and dropped into the Vault. Trading between OC characters do not.
-City Tax! Should your faction have control of one of the main cities of the Multiverse, every items purchased in the Item Shop will have 20% (for a minimum of at least 1 coin!)of its cost given to the Faction Vault. This is an incentive to try and conquer cities in addition to having a faction's member get discounts in said conquered cities' shop. Every time an item is purchased in a city's item shop, the purchaser must quote the leader of the faction ruling the city and indicate the amount of coin from their purchase going into the faction's vault. (The purchaser does the math dramallama )
-Personal Donations.
-Raiding other Faction's HQ!
PostPosted: Tue Nov 26, 2013 7:30 pm


Faction Mercenaries


  • Can only be used against/with other OC's, not in fights against NPCs.
  • Hired at Faction Base
  • Cost per post type starts charging as soon as employer steps out of faction base.
  • Must be included in every posts of the employer except during NPC fights.
  • Unless otherwise stated, must be walked by employer to destination
  • Cannot dodge
  • Attacks every turn unless the option is disabled
  • Target cannot auto-run from them. Refer to the old Escape System to determine the attempt's success. A successful escape will disable the NPC from attacking you for 5 posts, but the employer is still free to continue the fight.
    One's chances of a successful escape is based on the mob's remaining HP.
    Keep in mind that attempting to escape till take 1 turn.


    [100%-75%[: Generate a number from 1 to 30, if it is between 1 and 4 inclusively, escape is successful.

    [75%-50%[: Generate a number from 1 to 20, if it's between 1 and 5 inclusively, escape is successful.

    [50%-25%[: Generate a number from 1 to 10, if it is between 1 and 5 inclusively, escape is successful.

    [25%-0%]: Escape is 100% successful.
    These only affect your OC so it is highly likely that you successfully run away while your companions are stuck fighting it.

  • Should its employer choose to have him withdraw from the battle, its escape rate will be determined through the PvP means, but with its employer's stats.



Grunt - 5 Coins per post
HP:7
Damage:3


Trained Fighter
- 15 Coins per post
HP:15
Damage:5

Wyvern Rider - 30 coins per battle posts
HP:20
Damage:5
Ability: Flies immediately to target location. If hired not from faction base, service of a messenger is required.


General - 50 coins per posts
HP: 50
Damage: 10
Ability: Tactical Play. Increase all mercenary soldiers' (excluding Gatekeeper and Guardians) HP by 30 and Damage by 50.



Sword Legend - 150 Coins per post
HP: 100
Damage:15
Ability: Inspirational. Even after death, increase the amount of posts needed for a successful raid by 10 posts and increase the amount needed for conquest by 20. Decrease the amount of posts needed to to raid another base by 5 and decrease the amount needed for conquest by 10




Employees

Non Combat NPC
Need something done, but no OC are willing to lend your their services? Hire these overpriced NPC.
More to come.

Messenger: 50 Coins per service.


Medic:20 Coins per full heal for a maximum of 10 and for only 1 of the 3 stat bars.

Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100

Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100
PostPosted: Wed Dec 04, 2013 10:01 pm


Faction Base

In OoC terms, this is your Subforum. This is where you will be building and organizing your faction.

The following are required:
-Information Thread detailing what the faction's ideals are, the requirements to join it, the current members and their positions and what is expected of members IC. Ask a crew member to sticky it if necessary.
-Entrance Thread: Main Entrance through which invading factions need to bust through to get to your Vault or threads one must go by to flee. All factions start with 1, but more can be purchased through upgrades. It must also include a link to the nearest Location Thread.
-1 Common Area Thread for members to gather and RP. This can be a Guild Hall, Common Room, etc.
-Pick a Gatekeeper


Upgrades



Take note that these battle NPC cannot dodge!
Should they be killed, they need to be repurchased.
Guardian Beast
-Limited to 1 per Base or Outpost
-Must be tamed. For now, only available through special events.
-An alternative is to use a summon. Take note that one will lose the scroll/ability to summon the creature for personal use. One may choose to switch to a Guardian Beast once one has been acquired, but the summon cannot be recuperated and will be gone for good.

Gatekeeper
-Description is up to the faction leader.
-First line of defense that comes with the acquisition of a base. Attackers have to go through the Gatekeeper before any assault on the base can take place.
-These Guardians can only counter attack. For every post an OC attempts to harm it, it will attempt to harm the OC. Should an OC not attack it, it will not attack either, but keep in mind that if a single member of the raiding party decides to decides to use that post to heal 1 ❖/۞/◎ by writing it off as a non combat post, the guardian will heal completely. Someone who has not engaged the creature directly yet (but can still get hit by AoEs) can still heal passively, but as soon as they make a move to harm the guardian or help the raiders, they will no longer be able to make non combat posts without healing it.Running away to another thread to heal and coming back is fine though.

Available builds:

1)
HP:30
Damage:10
Ability: After every 3 of the attacking party's post, the next attack to land on it is reduced by 50% and it recovers half of the damage that was deducted.

2)
HP: 55
Damage:5
Ability: AoE - Every attack performed by the guardian affect all the characters that have posted between its previous and current attack. Should one have posted more than once, they will be attacked an amount of times equivalent to the amount of post they have made.

3)
HP: 40
Damage: 2
Ability: Only attacks that deal less than 10% of its remaining HP for a minimum of 10 will actually harm him. (Should its HP be 100 or lower, all attacks doing 10 damage and lower will damage it.)




Gatekeeper Upgrade: Warhorn - 500 Coins
-In effect 10 posts into the fight
-Reduce the amount of non combat posts needed per map of all faction members by 2


Stone Guardians - 100 Coins each
HP:20
Damage:2

Shield of Invisibility - 2000 Coins
-Completely erases the presence of the Faction
-Wears off after a total of 20 posts from opposing factions.
-Defenders may attack while attackers cannot.

Shield of Confusion
- 1500 Coins
-If in possession of Shield of Invisibility, activates only after the former is down.
-Deflect the attention of non-members, make them unable to focus their attention on the faction.
-Increases dodge rate by 3 to all faction members. Does not work when offensive AoE attacks are used.
-Does not affect attackers with 60/100 in Mind magic.
-Takes precedent before all other defense mechanism.

Outpost - 500 Coins
-Comes with a Gatekeeper NPC whose description is of the leader's choosing.

  • HP:30
  • Damage: 4

-Think of it as a refuge away from the main base where members of the faction will have an automatic ally should they be attacked.
-All other Main Base upgrades are available for the same price.
PostPosted: Wed Dec 04, 2013 10:18 pm


Base Raiding


1. Locate the Base unless it is a faction open to the public.

1.Go to the map nearest to the base
2. Generate a number between 1 and 10
Obtaining 1 means that the base has successfully been located
Every post decreases the highest number needed by 1.

2. Defeat the Gatekeeper
>>As soon as the Gatekeeper is defeated, all faction members will be notified of a raiding party<<
(Out of character, the rper dealing the finishing blow MUST send a short PM to all RPer with characters listed the defending faction's member list.)

3. Break through the Base's Defenses (Upgrades, mercenaries, etc.)
4. Make a total of 10 non combat posts (100 words minimum) in the faction's Common Area. The post count takes into account posts from all parties involved into the attack and does not need to be done by a single person.
-75% of the coins in the raided faction's vault will then belong to the raiding parties.

Base Conquest

Following a successful raid, an additional 30 non combat posts are needed. The base will then be converted into an Outpost or Main Base (for the factions without one already) that will need to be upgraded from scratch.

NPC or unoccupied bases will be scattered around the Multiverse for conquest in the future.
New custom factions will need to conquer an NPC base before acquiring a base unlike the premade factions.

Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100

Feiyimei

Invisible Gawker

18,225 Points
  • Timid 100
  • Marathon 300
  • Invisibility 100
PostPosted: Wed Dec 25, 2013 12:24 am


Political Influence

According to the Nagivation system, there are 12 major cities in the Multiverse. Although actually city-states with their own armies and government, they can be subjugated by factions for many perks.

  • Members of the ruling factions get a discount of 20% in the item shops of their faction's city
  • 20% of the item shop's profit is added to the Faction Vault
  • Members of the faction can kill the city's authorities without consequences for a total of 12 times after which it will revolt and will need to be reconquered.

For now, (1st) leaders of all factions get to pick 1 freebie city.

Subjugating a City



Conquest of Free Cities Currently ruled by NPC's

Have faction members defeat City Guards, City Soldier, and Mayor. After the defeat of those 3, One must stay for at least 3 combat (Remember, once having defeated the Mayor, the area would become an Unsafe Zone! You will then need to roll between the cities NPCs and that has a 100% battle chance.)


Diplomatic Takeover of Free Cities
-Post a total of 15 non combat posts in the city between members of the invading faction. A maximum of 3 OC's allowed.
-Every 5 non combat posts will have have an NPC assassin attempt to kill the participating members. Should any of them manage to defeat any of the OC's involved, the post count will be reset to 0. Death is not immediate upon defeat, but only when both of the remaining OC's rolled a number indicating the NPC has successfully landed a hit.
Assassin's Stats
HP:30
Damage: 7
Roll a D8

1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive [7] damage
3. Your opponent has interrupted your actions and landed a deadly blow. Receive [14] damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 3HP
6. Your move has been successful and uninterrupted
7. Your opponent has blocked your attack and countered with its own. It has lost HP equivalent to 1/2* of the damage normally dealt by your attack. Does not apply to non destructive spells. Receive 4 damage.
8. Your move has been successful and uninterrupted.



Faction Controlled Cities
Same as conquering or taking over an NPC owned town, but if, by the end of the last NPC fight, no one from the defending faction has showed up to defend it, it is your conquest. Otherwise, you must defeat all their members until you can have 3 successful NPC combat for those who are using force ( the area would become an unsafe zone once the Mayor has been defeated) or 15 non combat posts in the case of those who had used peaceful means.

Remember, these tasks can be split between different OC's so it is always wiser to attack in groups.

Take note that as soon as any battle has begun (starting fight with the first NPC,) everyone from the defending faction must be notified by sending a PM to all the RPers owning a character in the defending faction's member list. It is the duty of the first attacker to do so.
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