Fairy Tail
Do fairies have tails? Nobody knows quite for sure. The Fairy Tail guild, situated in Magnolia, is known for being a famous guild in the land. It's known for its extreme variety in its members, and most of all, its overall rather odd feel. It is very well known for going too far with ruckuses, it is when they are at the guildhall or out in other places. The council, while still approving of the guild as one of light nature, is often bothered by the guild's recklessness, and sometimes thinks of them as a problem causer. However, often this is overlooked for the great service that the guild provides when the council is in need. That being said, despite their squabbles, Fairy Tail is a very close-knit guild, and always makes any new member feel like they are instantly part of one crazy, noisy, odd family.
Regulations
- The user may not take any Bad Quests.
- The user is not allowed to do any actions that would be considered detrimental to the safety of the country of Fiore.
- The user must never reveal sensitive information about Fairy Tail to others for as long as they live.
- The user may not harm other members of the guild. Rivalry is fine, but should they forsake the entirety of the guild for their selfish desires, consequences are in place.
Building
Fairy Tail's headquarters resides in an imposing building consisting of three floors and incorporating several architectonic styles: it takes on a shape reminiscent of a pagoda, with each floor being smaller than the one below it and sitting on the latter's roof. The roofs also bear great resemblance to those of real pagodas, consisting of extremely long, arched tiles lined up one after the other and possessing simple curved protrusions jutting upwards on the building's angles. On the highest roof, topping the summit of the building sits a simple, round and pointed dome, highly reminiscent of those seen on Arabian buildings, which bares a flag on its point. The roof below the one with the dome, the middle one, houses a large banner with Fairy Tail's symbol on it, held up by a pair of vertical poles. The building's large entrance has a shape being reminiscent of that of the dome on the summit, and above it is the guild's name, topped by a protruding, stylized heart shape and flanked by a pair of carved fairies. The inside is similar to a large lunch hall and mainly consists of wood, possessing a parquet floor and a mezzanine held up by wood beams overlooking it. Several long benches and the related tables stretched across its length with a bar at the end. The guild also has a basement roughly half the size of the first floor, with many pool tables as well as additional seating. It is intended as a lounge area for the guild members.
Master
The recent events for the guild of Fairy Tail Kazimir choose to step back, Taking the role under his request is current Guild Master Judith Karlinus. Some one well known and trusted within the guild Judith’s been one of the long time members who has been active within the guild. She had seen more people come and go that some could easily lose count, Yet she is always watching with a delighted smile on her face because she would welcome visitors or soon to be members with a drink or food.
From starting as the guild’s in-house employee who just made sure the guild was clean, The members ate and had things to drink, The eventually dubbed Fairy Mother took up the Guild Master title recently. Judith is considered even by herself a questionable choice for the role but she does her best while managing her previous role within the guild. Judith knows very well she is not known for her power, But will do her best to keep her guild happy. Judith is casual with watching over her members and family, as long as they keep in line with the simple things she expects Judith will make sure things are done while you're in Fairy Tail. Judith might have been an odd choice for guild master, But she takes it in stride.
Guild Spells
- Name: Fairy Law
Rank: S Magic Cost: 1000 Class: Offensive Element: Light Cooldown: Once per month Duration: Instant Effect: The user puts their hands next to each other in front of him, generating a powerful light which indicates the activation of the Fairy Law spell. When activated, a bright light envelops an area of 100 Meters at 40m/s and inflicts 1x S-Rank damage on whoever the caster perceives from their heart as an enemy, leaving friends and bystanders completely unharmed. The choice between friend or foe is decided by the user's heart, and they cannot lie to this Magic. Enemies that still have armor on get damage applied to their armor first, like in any other normal situation. Enemies that use a defensive coating spell also get the damage applied to their defensive spell first. Fairy Law can not be nullified and ignores all resistances any enemy has.
- Name: Fairy Sphere
Rank: S Magic Cost: 1000 Class: Defensive Element: Light Cooldown: Once per month Duration: Instant Effect: A Magic which converts Fairy Tail member's bonds and faith into Magic Power. It takes the form of a large sphere with a Fairy Tail mark and a stylized pair of wings emblazoned upon it. The Magic protects the Guild from any evil, an absolute defense Magic. The user creates a dome which expands outwards to a diameter of 50 meters maximum that pushes away everyone they consider as foes and keeps those they consider as allies within the dome. The dome only pushes beings it deems hostile outwards, not buildings, trees and other things parts of the scenery. The dome can also be smaller if the amount of people within it are within a smaller range. The user doesn't need to sustain it, the dome will stay up for 4 posts unless it gets destroyed. The Sphere itself has a durability of 3x S-Rank and regenerates for 1x S-Rank per turn.
- Name: Fairy Heart
Rank: S Magic Cost: ~ Class: Supplementary Element: Light Cooldown: Once per month Duration: Sustain Effect: The user is also capable of passively seeing other Fairy Tail members' mana-pool(s) in a quantitative state if they are within 50 meters of them. Some consider Fairy Heart to be the greatest out of the Great Fairy Magics of Fairy Tail because it displays the philosophy of the guild. The user touches their heart and distributes the mana they use to cast this spell over other Fairy Tail members in the topic. The user may decide how much goes to which user, because depending on the situation it might be wise to send it all directly to a single person who can carry on the battle to keep the guild safe and ensure victory. Intelligence does not affect this spell, because it's not possible to spend 800 mana and transfer 1000 mana.
Perks Level 1:
- Nakama: Members may bring along lower-ranked Fairy Tail members on requests of their own rank as long as the lower-ranked Fairy Tail members is within two ranks of the request.
Level 2:
- Amicable Adventures: The user receives a 10% word count reduction on quests.
Level 3:
- Proof of Practice:
The user receives an additional 20% experience from completing good and neutral quests. Additionally, the user may now enter Tenrou Island, where they receive a 20% wordcount reduction for training threads. They may bring along other members of Fairy Tail who haven't reached level 3 yet.
Level 4:
- Major Jewel Boost: The user receives an additional 20% jewels from completing Good, and Neutral Quests.
Level 5:
- Friend of the People: The user receives a 30% discount in the shop on magics and items excluding Companions.
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