@Lugubrious
What exactly is the Frenzy Plant Guild like? I might be interested in putting a character that I have in mind in it if she fits with the guild.
I'll go ahead and post the 'orientation' bit now...
OrientationOverall, Frenzy Plant best fits the description of Lawful Neutral. The guild doesn't go out of its way to perform acts of heroism, but it has standards of workmanship that keep it far beyond Dark Guild territory. It takes jobs that provide benefits, whether material or social, to Frenzy Plant and its members. Frenzy Plant is sometimes known as a mercenary guild, despite its standards. Though it has not yet happened, should a catastrophic event unite the forces of light against evil, Frenzy Plant will show up to add their strength.
The members of Frenzy Plant are a a close-knit bunch, with largely comradely bonds rather than familial bonds, earned through shared experiences and victories. That does not mean, however, that more friendly bonds haven't developed, in one way or another. As a whole, the guild itself is very combat-oriented , built like a miniature army rather than a typical employer. Fighting skill is of paramount importance, and new members are only admitted after certain trials. Tactician Sanders prides himself on the fact that however quirky his soldiers, each and every one is a capable fighter when it comes down to it.
To enter, a candidate must defeat or tie one of the C-rank wizards. By defeating (but not tying) one of a higher rank, that rank can be gained. The challenged individual gets to pick where and how the challenge is conducted, and it isn't always strictly combat, though combat is almost always involved one way or another. Frenzy Plant's lifestyle is conducive to neither children nor in-guild families. In fact, to enter, a candidate must be over twelve years of age.
@Lugubrious
Hey Lug, is it dark in Fleo's room?
There's a small window that hasn't been installed yet, so no.