Post by Sarah the Wanderer on May 3, 2013 2:25:19 GMT -5
Guild Name: White Crow
Guild Crest: (Normal Guild Crest is a pair of white wings)
(Raven Guild Crest is a pair of White Wings with two black feathers)
(Raptor Guild Crest is a pair of White Wings with two red feathers)
(Dove Guild Crest is a pair of White Wings with two blue feathers)
(Claw Guild Crest is a pair of Black Wings with claws underneath)
(Guildmaster Guild Crest is a pair of Black Wings with claws underneath and a crown adorning it's head)
These rules are posted in every room other than private quarters; a copy is given to every White Crow member upon initiation, and must be carried around. They were written by Siron Amatus.
Rules: Rule 1: We provide for our own, so long as our own contribute.
The members of White Crow are required to contribute to the guild; however, it is not for naught. For the betterment of the guild, Reckoning provides equipment, armor, and it's own unique shops to those advanced Guild Members. Every Guild Member is required to pay a tax on every job they do; in return, we will provide basic armor and arms, and pay for a portion of any enchanting they will have done. Though the tax rate is high, the benefits are higher; we will pay 20% of any enchanting done, per your class. We will not pay for a C-class enchantment for a D-class mage.
Rule 2: No in-fighting.
We as a guild are family. We respect each other. And due to that respect, we do not fight each other with hostile intention. Friendly competition is allowed and even encouraged; occasional "friendly" spats are acceptable, so long as they don't wreak too much havoc. Killing any member of our family in cold blood will result in immediate termination of membership and of life.
Rule 3: The Dining Hall is a place of peace.
The White Hall isn't like that of most Guilds; though the White Crow is small, we are as family. Family eats dinner together, laugh together, spend time together. While the White Crow don't require that, we as a guild do not bring outside drama into the guild. The guards are ordered to kill on sight, should they find you breaking this order. It is up to the guards discretion. And the guards have no discretion.
Rule 4: Obey the Guildmaster.
The enigmatic guildmasters, Siron Amatus and Seron Amatus, are the law and order within the Guild Hall. The mark placed upon you places you as a member of their guild. With a word, they can terminate your life. You owe your allegiences to them. Your lives belong to them. Any order they give must be carried out as if law. Their word is law.
Rule 5: Finish the job.
This is the most important rule of the White Crow. Others can be overlooked, so long as it was broken in the pursuit of this one. As a guild, our entire lives are dictated by the socio-economic flow of Jobs. The money we take keep the base running. You will always get the job done, or you will be killed upon your return to the base. If you don't return, we will hunt you down.
Rule 6: We are not thugs.
Though we align ourselves with the "Dark Guilds" of Fiore, we do not condone murder for murder's sake; we are not thugs and common criminals. We are a group of like-minded individuals who are all headed towards a similar goal; a better world. To achieve this, we must be better than those that we oppose. No wanton violence or brutality; we are, if anything, dark crusaders, intent on rebuilding this world from the ashes.
Goals:
Guild Master: The White Crow is not a monarchy, like all the others; a monarchy is open to a single corrupt leader. The White Crow is a Triarchy, or rule by three. Three Guild Masters rule this guild, two brothers and a sister; triplets, the brother's identical idintical to the last freckle. Siron, Seron. amd Siran Amatus are the three masters of this guild. They share equal responsibility; they share equal rule. All threof their opinions must be brought into play when decisions are made; they all must agree, or else a compromise must be made.
Previous Masters: N/A
Members: The Members of the White Crow are arranged like normal guilds; D-S class mages, with D being the weakest, and S being the strongest. However, unlike other guilds, your rank does not solely dictate who you are. There are three titles seperate from the letter classes, calle Higher Crows; there can be one of each for each letter rank. Additionally, S-rank Mages have the ability to become a Claw, the personal assistant to the leaders of the White Crow. Becoming one of these special ranks has it's share of difficulties, as well as it's rewards; each are different for every title. However, every Higher Crow will be rewarded upon achieving S-rank; while this is a long time to wait, that is when danger is greatest; and the rewards are great.
While not Members of the White Crow, the undead Legion of the Crow protecting the base are an integral part of the guild. Animated by Siron Amatus' Sigil of Rebirth, the many different types of Undead Legion populate the White Crow Hall, ranging from the many and fearsome Legion Grunt to the mighty Legion Lich, of which there are only six.
Claws:There can be six claws at any one time, two for each guildmaster. Claws inputs are very valuable, as they are members of the guild as well; they are an in-between for the Guildmasters and Guild Members. If something is amiss in the guild, it is the Claws job to report it to the Guildmasters. Claws are held in much higher regard than regular Members, as they have proven themselves beyond what is normally expected of them. To become a Claw, one must have an exemplary job record (20 successful jobs, half of which must be S-rank), have amazing leadership skills, and have the power necessary to protect the Guildmasters; they must additionally have held one of the S-rank Higher Crow slots. Each of the Guildmasters Claws prefer a different Higher Crow; Siron prefers Crows, Seron prefers Ravens, and Siran prefers Doves. Claws are rewarded heavily, recieving secret, enchanted equipment and a Sigil of Protection from Guildmaster Siron.
Raptor: The Raptor is a combat genius, a tactician and warrior of unbeatable prowess. To earn the title of Raptor, they must prove their prowess in combat by challenging the Raptor of the next highest rank and surviving. Raptors are generally the most combat-gifted of the lot, capable of taking and dealing a lot of damage; should the guild ever be attacked and the masters missing, they are in charge of defense and counter-offense. Every level of mage in a Guild has that one, most powerful Mage of their level ofpower; That is the Raptor. Raptors recieve a Sigil of Blades, and an animal companion of their choosing, trained by Siran herself.
Raven: Ravens are always the most out-going, charismatic of a group; natural leaders, they automatically inspire others to join their cause, whatever it may be. To earn the Title of Raven, a Crow must prove his or her inspiritional ability by either leading somebody into the guild who used to belong to a "light" organization, or by leading several successful missions of a higher rank. Ravens are always the leader. In an emergency crisis and in the absence of a leader, the Ravens are in charge of getting their respective charges into battle positions, as well as protecting the White Magic Orb, the source of the bases defenses. Ravens recieve a Sigil of Leadership, and the undeniable right to control the Legion of the Crow, enabling them to enact swift justice upon any of those of their own charges.
Dove: The Dove is an infiltrator, a spy, an expert in infiltrating and extracting information. To earn the title of Dove, a White Crow member must successfully infiltrate an important and vital organization (i.e. Rune Knights, Angel Wing, Council, etc.) and relay this information to the Guildmaster. Dove's are required to report in at least once a week, unless the identity would be compromised. Doves are vital to the running of the Guild, as it's divine intentions require to know the intimate details of every aspect of the other guilds and organizations. Doves recieve a Sigil of Camoflauge and a free enchantment or upgrade of any class to two existing pieces of equipment.
S-rank Members:
Siron's Claws:
Seron's Claws:
Siran's Claws:
Raptor:
Raven:
Dove:
A-rank Members:
Raptor:
Raven:
Dove:
B-rank Members:
Raptor:
Raven:
Dove:
C-rank Members:
Raptor:
Raven:
Dove:
D-rank Members:
Raptor:
Raven:
Dove: Sarah Amatus
Other:
Ten Thousand Legion Grunts
Five Thousand Legion Guardians
Two Thousand Legion Knights
Two Thousand Legion Wizards.
Two Thousand Legion Rogues
Five Hundred Legion Protectors
One Hundred Legion Healers
Six Legion Lichs
One Legion King
Tax Rate: 25%
Vault Contents: 0 Jewels; 100 sets of Light Armor; 100 sets of Heavy Armor; 50 swords; 50 guns; 50 hammers; 200 throwing knives; 50 spare Bound Rings of Finding
Guild Hall:
The Entrance: The Hall of the White Crow is one unique to it's own, as it was carved from the very bowels of the earth by Seron Amatus and protected by Siron Amatus. It's location is difficult to find, even if one were to know where it is. It's seemingly innocous, and quite cliche; the main door to the White Crow base is hidden inside a tree trunk. A massive oak tree, to be precise, the center of which is hollow. A slit on this huge tree, thin at first so even a small man has to suck in his gut, quickly widens out into a hollow cavern. To enter the cavern, you must press the Ring granted to you upon entry to the metal porthole in the ground; this will unlock the door. Upon the wall, pressed into the black scorch marks, are ancient glyphs, in an unknown, unique language, providing the power for protection. Should the tree be uprooted, the protection would be loss, and the trapdoor could be opened like any other door. It's located east of Crocus, deep within the forest, far from any civilization.
The Catacombs: Yet magical protection isn't the only protection the White Hall has. Seron, upon carving the guild hall from the very bowels of the earth, included a massive maze of twisting tunnels, some going on forever into the bowels of the earth by opening up into natural tunnels, other's emptying into lava pits and chambers full of natural gas. Only one tunnel leads to the door to the Dining Hall, and it's guarded by the merciless Legion of the Crow. Getting past these will prove to be no mere feat, as many thousands guard the path. All Crows wear a special ring, no discerning marks to it, that points them in the right path; it's only useful for finding this particular path. The Catacombs extend for miles, some ending in dead ends, others ending in death or worse. It's an unchartable labrynth.
The Lava Lake:
The Dining Hall: Finally we have reached the Dining Hall. Upon following the path through the Catacombs, the Crow will finally reach a beautiful, golden door, emblazoned with white wings; the door to the White Hall. Upon speaking the password (which will be sent through an encoded, magical message to new initiates), the door will swing open to them and they will be presented with a wonderful, yet fearsome, sight. A huge hall, carved from white quartz, that shines with a magickal glow, bathing the entire, massive hall - half the size of a football field - in a warm glow. On the far wall are two staircases, leading to the Abandoned Hall. Doors like the one just entered adorn both walls. Along the walls are row after row of Legion of the Crow Grunts. Patrolling the hallway are a new sight; the Crow Knights and Crow Wizards. And you know from the briefings you've had, hidden in the shadows through both mundane and magical means were the Crow Scouts.
The Gardens:
The Abandoned Hall: A giant hall, extending for miles over the entirity of the White Hall. Though often used for advanced and powerful magic training, it's an unnerving place; it seems darker than it should, and voices don't carry as they should. For The Abandoned Hall is the resting place of the Crow King, an incredibly frightening figure. In the middle of his domain is a lone coffin raised on a dais; an inscription on a bronze plaque reads thusly.
"The dead king lies here.
When the ground quakes, he shall
wake to wreak havoc."
This mysterious inscription, the meaning known only to the Guildmasters, is pressed into the side of the coffin. The rest of the Abandoned Hall is empty, save for the occasional scorch mark from a vigorous training session.
The Chapel: The only reason to visit the Abandoned Hall other than improptu training sessions.
Crowhaven: The Crow Haven, the living quarters to all but the Guildmasters. It is here that the initiate crow will be shown their living quarters; a small room, with a bed, a chest of drawers, and a dresser. A weapon rack is also available upon request. Though the room isn't big, the view is amazing; a large lava lake bubbles underneath the White Hall, and Crow Haven is afforded the best view of it. In the Crow Haven are the second stronges to the Legion of the Crow: Legion Guardians. They are solely responsible for protecting this hallway and all who reside in it.
Royal Quarters: The second hall leading out of the Dining Hall leads to the Royal Quarters. Upon first entering the gilded doors, the Crow will be led along a long, winding passageway, leading steadily upward. They will eventually reach a door; a blood-red door, emblazoned with black wings this time. The door to the Royal Chamber, the ruling place and home to the Guildmasters, the enigmatic and mysterious leaders of this realm. If they are expected, then the door will be open. If, however, they are not supposed to be there, the door wil be closed, and two Legion Berserkers will be expecting to meet them. The Royal Quarters possess the Throne room, a beautiful room holding three thrones, as well as the Bedchambers, where the three Guildmasters sleep. However, there are four rooms in the side passageway, each flanked by a Legion Lich, the most powerful of the Legion of the Dead. Three are occupied, but the furthermost is locked three ways, and cannot be opened by any magical nor mundane means; who belongs to it is unknown. Flanking the thrones are the second most powerful Legionares; Legion Protectors. Lurking in the shadows are Legion Rogues. Scattered haphazardly across the throne room are Legion Berserkers. The thrones are made of White Quartz, and upholstered with red velvet, green silk, and blue cotton, a different color for each throne; red for the right, green for the middle, and blue for the left.
The Heart: The single most important room in the entire Base. The Heart contains the bases White Wing Lacrima, a massive Lacrima which exists solely as a means of supporting the huge number of Legionares which exist at any one time, as well as supporting the few, powerful traps that require a constant life force. Upon entering, the Crow will see the Lacrima, the size of a small house, housed in a golden hand. The room glows with a brigh white light, temporarily blinding anybody who enters. The room is massive, easily as big as the Dining Hall, as attested to by the massive downwards spiral that is the tunnel leading to them. Every available space, however, is taken up with Legion of the Crow; Legion Grunts, Guardians, Wizards, Knights, and Rogues litter the entire space, confined in neat little rows. Legion Protectors form a ring around the Lacrima. And finally, a single Legion Lich, the dread Kronos, sits waiting, his sword and shield in his lap, his red eyes burning holes in whomever enters. Circling around the White Crow are the Legion Healers.
Class-up:
[*]B-rank: Logic is the basis of civilization; without language, fire would not have spread from that first lightning strike, magic could not have blossomed, beasts could not have been tamed. Without language, humanity would not exist. Logic is the second of the traits required to rule, as logical and consice thinking is required in times of war and peace. The B-rank test is a mental one; not all missions will be ones that require force, but that require intelligence and creativity of thought. This test is administered by Siron Amatus and will take place in his quarters. As they enter, they will notice his room looks like the scene of a crime, the details of which are different for every group. In this test, the goal is to deduce what happened; no information will be given. The goal, then, is to deduce who the witnesses are, who the victim is, who the suspects are, and even what the crime is. It's quite a challenging feat. To increase the difficulty and to make sure the challenge of mental acuity is assured, a Sigil of Dampening will be placed on the Crow candidate for the duration of the test.
[*]A-rank: Change is at once the most beautiful and the most destructive force known to man; nothing can stop it's indomitable power. A forest fire may make room for newer trees, but it leaves a blight upon the land for years to come. Change is the third of the attributes to rule, as without the ability to change and adapt, one cannot keep their position or keep with the times. The A-rank test is one of simple martial skill; after all, some missions require towns to be ruined or protected, or for people to be annihilated beyond all recognization. This test will be admistered by Seron Amatus; however, it won't just be administered by him, but against him. The goal is simple; make Seron admit defeat. This is the most challenging one so far, as Seron, being who he is, is likely to kill anyone who comes against him, even those in his own guild. Making him yield does not warrant defeating him; making him yield warrants impressing him by surviving.
[*]S-rank: Ruling requires the three base attributes; Love, Logic, and Change. However, it also requires the Determation, Will, and Desire to mediate these base attributes to better [/ul][/i]
Guild Crest: (Normal Guild Crest is a pair of white wings)
(Raven Guild Crest is a pair of White Wings with two black feathers)
(Raptor Guild Crest is a pair of White Wings with two red feathers)
(Dove Guild Crest is a pair of White Wings with two blue feathers)
(Claw Guild Crest is a pair of Black Wings with claws underneath)
(Guildmaster Guild Crest is a pair of Black Wings with claws underneath and a crown adorning it's head)
These rules are posted in every room other than private quarters; a copy is given to every White Crow member upon initiation, and must be carried around. They were written by Siron Amatus.
Rules: Rule 1: We provide for our own, so long as our own contribute.
The members of White Crow are required to contribute to the guild; however, it is not for naught. For the betterment of the guild, Reckoning provides equipment, armor, and it's own unique shops to those advanced Guild Members. Every Guild Member is required to pay a tax on every job they do; in return, we will provide basic armor and arms, and pay for a portion of any enchanting they will have done. Though the tax rate is high, the benefits are higher; we will pay 20% of any enchanting done, per your class. We will not pay for a C-class enchantment for a D-class mage.
Rule 2: No in-fighting.
We as a guild are family. We respect each other. And due to that respect, we do not fight each other with hostile intention. Friendly competition is allowed and even encouraged; occasional "friendly" spats are acceptable, so long as they don't wreak too much havoc. Killing any member of our family in cold blood will result in immediate termination of membership and of life.
Rule 3: The Dining Hall is a place of peace.
The White Hall isn't like that of most Guilds; though the White Crow is small, we are as family. Family eats dinner together, laugh together, spend time together. While the White Crow don't require that, we as a guild do not bring outside drama into the guild. The guards are ordered to kill on sight, should they find you breaking this order. It is up to the guards discretion. And the guards have no discretion.
Rule 4: Obey the Guildmaster.
The enigmatic guildmasters, Siron Amatus and Seron Amatus, are the law and order within the Guild Hall. The mark placed upon you places you as a member of their guild. With a word, they can terminate your life. You owe your allegiences to them. Your lives belong to them. Any order they give must be carried out as if law. Their word is law.
Rule 5: Finish the job.
This is the most important rule of the White Crow. Others can be overlooked, so long as it was broken in the pursuit of this one. As a guild, our entire lives are dictated by the socio-economic flow of Jobs. The money we take keep the base running. You will always get the job done, or you will be killed upon your return to the base. If you don't return, we will hunt you down.
Rule 6: We are not thugs.
Though we align ourselves with the "Dark Guilds" of Fiore, we do not condone murder for murder's sake; we are not thugs and common criminals. We are a group of like-minded individuals who are all headed towards a similar goal; a better world. To achieve this, we must be better than those that we oppose. No wanton violence or brutality; we are, if anything, dark crusaders, intent on rebuilding this world from the ashes.
Goals:
Guild Master: The White Crow is not a monarchy, like all the others; a monarchy is open to a single corrupt leader. The White Crow is a Triarchy, or rule by three. Three Guild Masters rule this guild, two brothers and a sister; triplets, the brother's identical idintical to the last freckle. Siron, Seron. amd Siran Amatus are the three masters of this guild. They share equal responsibility; they share equal rule. All threof their opinions must be brought into play when decisions are made; they all must agree, or else a compromise must be made.
Previous Masters: N/A
Members: The Members of the White Crow are arranged like normal guilds; D-S class mages, with D being the weakest, and S being the strongest. However, unlike other guilds, your rank does not solely dictate who you are. There are three titles seperate from the letter classes, calle Higher Crows; there can be one of each for each letter rank. Additionally, S-rank Mages have the ability to become a Claw, the personal assistant to the leaders of the White Crow. Becoming one of these special ranks has it's share of difficulties, as well as it's rewards; each are different for every title. However, every Higher Crow will be rewarded upon achieving S-rank; while this is a long time to wait, that is when danger is greatest; and the rewards are great.
While not Members of the White Crow, the undead Legion of the Crow protecting the base are an integral part of the guild. Animated by Siron Amatus' Sigil of Rebirth, the many different types of Undead Legion populate the White Crow Hall, ranging from the many and fearsome Legion Grunt to the mighty Legion Lich, of which there are only six.
Claws:There can be six claws at any one time, two for each guildmaster. Claws inputs are very valuable, as they are members of the guild as well; they are an in-between for the Guildmasters and Guild Members. If something is amiss in the guild, it is the Claws job to report it to the Guildmasters. Claws are held in much higher regard than regular Members, as they have proven themselves beyond what is normally expected of them. To become a Claw, one must have an exemplary job record (20 successful jobs, half of which must be S-rank), have amazing leadership skills, and have the power necessary to protect the Guildmasters; they must additionally have held one of the S-rank Higher Crow slots. Each of the Guildmasters Claws prefer a different Higher Crow; Siron prefers Crows, Seron prefers Ravens, and Siran prefers Doves. Claws are rewarded heavily, recieving secret, enchanted equipment and a Sigil of Protection from Guildmaster Siron.
Raptor: The Raptor is a combat genius, a tactician and warrior of unbeatable prowess. To earn the title of Raptor, they must prove their prowess in combat by challenging the Raptor of the next highest rank and surviving. Raptors are generally the most combat-gifted of the lot, capable of taking and dealing a lot of damage; should the guild ever be attacked and the masters missing, they are in charge of defense and counter-offense. Every level of mage in a Guild has that one, most powerful Mage of their level ofpower; That is the Raptor. Raptors recieve a Sigil of Blades, and an animal companion of their choosing, trained by Siran herself.
Raven: Ravens are always the most out-going, charismatic of a group; natural leaders, they automatically inspire others to join their cause, whatever it may be. To earn the Title of Raven, a Crow must prove his or her inspiritional ability by either leading somebody into the guild who used to belong to a "light" organization, or by leading several successful missions of a higher rank. Ravens are always the leader. In an emergency crisis and in the absence of a leader, the Ravens are in charge of getting their respective charges into battle positions, as well as protecting the White Magic Orb, the source of the bases defenses. Ravens recieve a Sigil of Leadership, and the undeniable right to control the Legion of the Crow, enabling them to enact swift justice upon any of those of their own charges.
Dove: The Dove is an infiltrator, a spy, an expert in infiltrating and extracting information. To earn the title of Dove, a White Crow member must successfully infiltrate an important and vital organization (i.e. Rune Knights, Angel Wing, Council, etc.) and relay this information to the Guildmaster. Dove's are required to report in at least once a week, unless the identity would be compromised. Doves are vital to the running of the Guild, as it's divine intentions require to know the intimate details of every aspect of the other guilds and organizations. Doves recieve a Sigil of Camoflauge and a free enchantment or upgrade of any class to two existing pieces of equipment.
S-rank Members:
Siron's Claws:
Seron's Claws:
Siran's Claws:
Raptor:
Raven:
Dove:
A-rank Members:
Raptor:
Raven:
Dove:
B-rank Members:
Raptor:
Raven:
Dove:
C-rank Members:
Raptor:
Raven:
Dove:
D-rank Members:
Raptor:
Raven:
Dove: Sarah Amatus
Other:
Ten Thousand Legion Grunts
Five Thousand Legion Guardians
Two Thousand Legion Knights
Two Thousand Legion Wizards.
Two Thousand Legion Rogues
Five Hundred Legion Protectors
One Hundred Legion Healers
Six Legion Lichs
One Legion King
Tax Rate: 25%
Vault Contents: 0 Jewels; 100 sets of Light Armor; 100 sets of Heavy Armor; 50 swords; 50 guns; 50 hammers; 200 throwing knives; 50 spare Bound Rings of Finding
Guild Hall:
The Entrance: The Hall of the White Crow is one unique to it's own, as it was carved from the very bowels of the earth by Seron Amatus and protected by Siron Amatus. It's location is difficult to find, even if one were to know where it is. It's seemingly innocous, and quite cliche; the main door to the White Crow base is hidden inside a tree trunk. A massive oak tree, to be precise, the center of which is hollow. A slit on this huge tree, thin at first so even a small man has to suck in his gut, quickly widens out into a hollow cavern. To enter the cavern, you must press the Ring granted to you upon entry to the metal porthole in the ground; this will unlock the door. Upon the wall, pressed into the black scorch marks, are ancient glyphs, in an unknown, unique language, providing the power for protection. Should the tree be uprooted, the protection would be loss, and the trapdoor could be opened like any other door. It's located east of Crocus, deep within the forest, far from any civilization.
The Catacombs: Yet magical protection isn't the only protection the White Hall has. Seron, upon carving the guild hall from the very bowels of the earth, included a massive maze of twisting tunnels, some going on forever into the bowels of the earth by opening up into natural tunnels, other's emptying into lava pits and chambers full of natural gas. Only one tunnel leads to the door to the Dining Hall, and it's guarded by the merciless Legion of the Crow. Getting past these will prove to be no mere feat, as many thousands guard the path. All Crows wear a special ring, no discerning marks to it, that points them in the right path; it's only useful for finding this particular path. The Catacombs extend for miles, some ending in dead ends, others ending in death or worse. It's an unchartable labrynth.
The Lava Lake:
The Dining Hall: Finally we have reached the Dining Hall. Upon following the path through the Catacombs, the Crow will finally reach a beautiful, golden door, emblazoned with white wings; the door to the White Hall. Upon speaking the password (which will be sent through an encoded, magical message to new initiates), the door will swing open to them and they will be presented with a wonderful, yet fearsome, sight. A huge hall, carved from white quartz, that shines with a magickal glow, bathing the entire, massive hall - half the size of a football field - in a warm glow. On the far wall are two staircases, leading to the Abandoned Hall. Doors like the one just entered adorn both walls. Along the walls are row after row of Legion of the Crow Grunts. Patrolling the hallway are a new sight; the Crow Knights and Crow Wizards. And you know from the briefings you've had, hidden in the shadows through both mundane and magical means were the Crow Scouts.
The Gardens:
The Abandoned Hall: A giant hall, extending for miles over the entirity of the White Hall. Though often used for advanced and powerful magic training, it's an unnerving place; it seems darker than it should, and voices don't carry as they should. For The Abandoned Hall is the resting place of the Crow King, an incredibly frightening figure. In the middle of his domain is a lone coffin raised on a dais; an inscription on a bronze plaque reads thusly.
"The dead king lies here.
When the ground quakes, he shall
wake to wreak havoc."
This mysterious inscription, the meaning known only to the Guildmasters, is pressed into the side of the coffin. The rest of the Abandoned Hall is empty, save for the occasional scorch mark from a vigorous training session.
The Chapel: The only reason to visit the Abandoned Hall other than improptu training sessions.
Crowhaven: The Crow Haven, the living quarters to all but the Guildmasters. It is here that the initiate crow will be shown their living quarters; a small room, with a bed, a chest of drawers, and a dresser. A weapon rack is also available upon request. Though the room isn't big, the view is amazing; a large lava lake bubbles underneath the White Hall, and Crow Haven is afforded the best view of it. In the Crow Haven are the second stronges to the Legion of the Crow: Legion Guardians. They are solely responsible for protecting this hallway and all who reside in it.
Royal Quarters: The second hall leading out of the Dining Hall leads to the Royal Quarters. Upon first entering the gilded doors, the Crow will be led along a long, winding passageway, leading steadily upward. They will eventually reach a door; a blood-red door, emblazoned with black wings this time. The door to the Royal Chamber, the ruling place and home to the Guildmasters, the enigmatic and mysterious leaders of this realm. If they are expected, then the door will be open. If, however, they are not supposed to be there, the door wil be closed, and two Legion Berserkers will be expecting to meet them. The Royal Quarters possess the Throne room, a beautiful room holding three thrones, as well as the Bedchambers, where the three Guildmasters sleep. However, there are four rooms in the side passageway, each flanked by a Legion Lich, the most powerful of the Legion of the Dead. Three are occupied, but the furthermost is locked three ways, and cannot be opened by any magical nor mundane means; who belongs to it is unknown. Flanking the thrones are the second most powerful Legionares; Legion Protectors. Lurking in the shadows are Legion Rogues. Scattered haphazardly across the throne room are Legion Berserkers. The thrones are made of White Quartz, and upholstered with red velvet, green silk, and blue cotton, a different color for each throne; red for the right, green for the middle, and blue for the left.
The Heart: The single most important room in the entire Base. The Heart contains the bases White Wing Lacrima, a massive Lacrima which exists solely as a means of supporting the huge number of Legionares which exist at any one time, as well as supporting the few, powerful traps that require a constant life force. Upon entering, the Crow will see the Lacrima, the size of a small house, housed in a golden hand. The room glows with a brigh white light, temporarily blinding anybody who enters. The room is massive, easily as big as the Dining Hall, as attested to by the massive downwards spiral that is the tunnel leading to them. Every available space, however, is taken up with Legion of the Crow; Legion Grunts, Guardians, Wizards, Knights, and Rogues litter the entire space, confined in neat little rows. Legion Protectors form a ring around the Lacrima. And finally, a single Legion Lich, the dread Kronos, sits waiting, his sword and shield in his lap, his red eyes burning holes in whomever enters. Circling around the White Crow are the Legion Healers.
Class-up:
[*]B-rank: Logic is the basis of civilization; without language, fire would not have spread from that first lightning strike, magic could not have blossomed, beasts could not have been tamed. Without language, humanity would not exist. Logic is the second of the traits required to rule, as logical and consice thinking is required in times of war and peace. The B-rank test is a mental one; not all missions will be ones that require force, but that require intelligence and creativity of thought. This test is administered by Siron Amatus and will take place in his quarters. As they enter, they will notice his room looks like the scene of a crime, the details of which are different for every group. In this test, the goal is to deduce what happened; no information will be given. The goal, then, is to deduce who the witnesses are, who the victim is, who the suspects are, and even what the crime is. It's quite a challenging feat. To increase the difficulty and to make sure the challenge of mental acuity is assured, a Sigil of Dampening will be placed on the Crow candidate for the duration of the test.
[*]A-rank: Change is at once the most beautiful and the most destructive force known to man; nothing can stop it's indomitable power. A forest fire may make room for newer trees, but it leaves a blight upon the land for years to come. Change is the third of the attributes to rule, as without the ability to change and adapt, one cannot keep their position or keep with the times. The A-rank test is one of simple martial skill; after all, some missions require towns to be ruined or protected, or for people to be annihilated beyond all recognization. This test will be admistered by Seron Amatus; however, it won't just be administered by him, but against him. The goal is simple; make Seron admit defeat. This is the most challenging one so far, as Seron, being who he is, is likely to kill anyone who comes against him, even those in his own guild. Making him yield does not warrant defeating him; making him yield warrants impressing him by surviving.
[*]S-rank: Ruling requires the three base attributes; Love, Logic, and Change. However, it also requires the Determation, Will, and Desire to mediate these base attributes to better [/ul][/i]