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The Guild Guide: Introduction
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[center]Welcome, welcome, to our newest recruits! <-- Insert name here! haha
You may be wondering exactly why you are here and it will all be explained shortly. You see, you are quite a unique individual, whether you've come to realize it yet or not. That is why we have brought you to our humble guild hall. We are a talented group of hunters. What do we hunt? Well, let's just say that the nasty bedtime stories your father told you are mostly true. You're Guild Guide will introduce you to the history and concept further in later chapters. For now, suffice it to say that you will have to buck up and face some of your worst nightmares. Crazy, right, but someone has to do it. We are the brave souls that protect the world from the darkness. Without your help, the light we carry could go out. So cliche! Shut up, it's inspiring!
i hope that hasn't scared you away. We really do need all the help we can get and can only get it from a select few like you. It's not all gloom and doom around here, though! While a member of the Kingdom Guild, you are welcome to use our hall and all it has to offer. We have lodging for those without, a kitchen where you can find some of the best grub on the east coast, training grounds, common areas, an extensive research lab and library, as well as of course the amenities that the brothel provides.
^ the best part!
We are a family and we protect each other. You may not understand what that means, as some of your guildmates didn't when they first arrived, but trust me when I say that there is no greater feeling in this dangerous world we live in. However, your most valuable asset here at the guild will be this Guide. Keep it with you at all times and study it well. The Guide will cover the Guild's history and rules, a bestiary designed for quick reference when on the job, notes on many magical situations and items you may encounter, and many other resources that even the most seasoned hunter will use. Not an exaggeration. This book is your life.
I think that's enough ranting from me. I could go on and on, but I'm sure you want to jump into the next exciting adventure of your life. Follow the instructions of your Mentor and you'll do fine! Welcome to Kingdom Guild!
~Merlin===========================================================
Hunter Biography
=======================================================We keep detailed records here at Kingdom Guild and love to know all we can about our talented Hunters. You'll go down in history and become a permanent fixture in our library. Your adventures will inspire future Hunters or warn them of how easy it is to fall... Any who! Your legacy starts with your bio, so go ahead and tell us about yourself. When you're finished, tear this page out of your Guide and hand it to your Mentor. Don't worry, the page will grow back!Full Name:
Your name in the life you had before arriving at the guild.Alias:
Here at Kingdom Guild we use codenames that hint at our abilities and qualities. What's yours?Age:
How old are you upon entering the Guild?Gender:
We wouldn't want to get this detail wrong, would we?Race:
Most of you are human, but as you'll quickly learn there are others out there.Homeland:
Kingdom Guild operates all around the world, but where did we find you?Appearance:
We have talented Guild Artisans that would be able to recreate your image. Describe it or include a picture.Languages:
As I said, we operate globally, so speaking more than English or even human languages comes in handy.Height/Weight:
Self-explanatory, I think!Outfit/Armor:
What do you see yourself wearing as a member of Kingdom Guild?Hunting Gear:
Kingdom Guild as vast stockpile of supplies to take the fight to the darkness. What do you see yourself using in the field?Likes/Dislikes:
Or your strengths and drawbacks. Try to think of three each, if you can!Occupation:
What were you doing before the Guild? Admittedly, more for my curiosity!Skill Set:
Every is good as something, picking locks, handling weapons, disappearing from enemies, interrogating/information gathering, or even handling certain magical items?Magic Abilities:
A select few of you have been chosen for your astounding powers in the Arcane Arts. Tell me about them here.Pets/Companions:
Many of you have not come alone, and some of you may have had no choice in the matter. Explain it here.Personality:
Tell me a bit about what I can expect your outlook on life and the Guild to be.Background:
Give me some detail about your life before the Guild. Just a couple of paragraphs will do.Unique Abilities:
Some of you were chosen for...special traits you have. Perhaps turning into a mermaid when in water? Spill the details!Other:
And in case you still feel like there's something else we should know, I left the rest of the page blank for you!
Full Name: Jack Smythe
Alias: Sawyer
Age: 28
Gender: Male
Race:Human
Homeland: St. Petersburg, Missouri.
Appearance:
Languages: English.
Height/Weight: 5’8’’ 160 Lbs
Outfit/Armor: Jack commonly wears a white button up shirt with a black vest over top of that, alongside of a black tie. Accompanying this formal get up is a pair of black dress pants which are held up by a belt holster. He is often seen carrying around a pair of black leather gloves and is most noted for his black leather shoes. He enjoys dressing nice and enjoys looking like the man that he wants to be, not the man that he is inside.
Hunting Gear: Brass Knuckles and Leather Gloves- Jack uses these as his primary self defense when in extremely close quarters, as he is quite adept at hand to hand combat and can knock out most men in a few punches.
Lee-Enfield Rifle [+]
- Jack’s weapon of choice when trying to take down targets from a great distance, as it is faster than most other rifles due to its bolt-action, magazine-fed repeating fire capabilities. It fires a .303 caliber round, making it the deadliest weapon in Jacks arsenal. It has a long barrel and he has nick-named this rifle “Freebird”.
Colt 1851 Navy Revolver x2 [+]
- Jack carries two of these revolvers on his belt holster in case he runs out of ammunition for his rifle or he’s in a jam and needs to take down his mark faster than it would take for him to beat them silly with his Brass Knuckles. They fire a .31 caliber and are fairly potent in midrange combat. Jack chose this revolver over many other because he just prefers the look and feel of them, he’s a pretty simple guy. He just likes pretty guns… and ladies.
Likes/Dislikes: Jack enjoys his tricks, and not the magic kind. He enjoys being a con-man, tricking people into doing things for him, or giving him what he wants by tempting them with a lie, a really damn good lie. On top of that he loves his guns, not more than he loves women and the pursuit of them, but he loves his guns nonetheless. If he’s not polishing and fixing the sights on “Freebird” or making sure his craftily acquired revolvers are in good and working order, Jack is likely found at a bar somewhere in the city or town that he has a job in. At said bar, he’s more likely to get slapped in the face or have a drink thrown in it for his lewd comments and gestures, but who could blame the man for trying.
Jack is not known, however, for having a fine taste for the arcane and mystical. He finds the whole thing eerie and unholy, not that he’s incredibly religious (He did manage to make a whole church believe he was a pastor), but regardless, he disagrees with anyone who tells him magic is real even though he has seen it first hand on many occasions. Not fond of magic and not much fond of horses, Jack will do anything in his power to avoid riding horseback, even horse drawn buggies, carts and carriages are pushing it for him. He would much rather travel by steam engine or boat to get to where he’s going. And of course, lastly, Jack hates… absolutely hates losing a bet, or anything to the like. He loves making wagers, but absolutely hates it when he loses those wagers, mostly because he loves to apply his cunning tricks to win, and feels like a moron when he’s outsmarted, as he tends to think of himself as quite a smart fellow.
Occupation: Jack was a con-man, running around from town to town working out his little schemes until he and a couple of his buddies were picked up by an American agency to beat criminals at their own game. He became something of a spy for several years, infiltrating crime syndicates and learning their secrets before reporting them to his higher ups. His talent for being cunning and tricky earned him the right to move up in the force to become some sort of backwards lawman. The police didn’t trust him, course no one trusted him, He was a bit of a liar and the Guild seemed to think that would come in handy for their purposes, whatever it was.
Skill Set: Theft, Marksmanship, Boxing, Talking his way out of poor situations, Infiltration, Sneaking around to get information.
Magic Abilities: Jack was gifted with an ability to have no cars in the world for magic whatsoever. He has no powers and doesn’t care to have any. If you were to ask him what his power was, he would likely answer “My power is the ability to not shove my foot up your ass when you ask me a stupid question.”
Pets/Companions: Jack arrived with two friends; Harry “Huck Finn” Thompson and Rebecxa Thatcher. Harry and Jack had been friends for what seemed like forever, they've known each other since childhood, and Rebecca had been a friend of his since he joined the American Secret Service, and left with him when the Guild picked him up. Harry and Jack we notoriously great together when pulling off Jacks schemes to trick criminals into giving up their plans and identities, these plans were what caught Becky’s attention and drew her to learn more about the dynamic duo.
Personality: Jack can be a bit of a rough and tumble kind of guy. Always looking for a good scrap when man to man with a bad guy, but if the odds don’t favor him, he’s more likely to be reasonable than to throw a right hook. Jack is rather crafty and smart, willing to use his intelligence to get the better of his opponents and use whatever tricks he can come up with to outsmart them, even if it means getting down and dirty with some unsavory people. He holds himself in high regard for his ability to acquire information and items vital to his assignment and has a bit of an ego when it comes to wooing women (though this ego is totally undeserved). Jack outside of work is the same man, fairly confident and lacks decent judgment about situations concerning women and the arcane. He’s not known for being able to take the right course of action, but when he sets his mind to a task, he will complete it in his own way and do it to his own liking… kind of a solo act if you were to ask him when Harry’s not around.
Background: Jack grew up in an orphanage, with Harry, which is where he learned his tricks. They were self taught, but he had to learn to trick the nuns that watched over him and the rest of the children in the orphanage. He grew up hearing talk about family and what it was supposed to mean, but he never cared for any of that, what kind of family just dumps a little kid off at an orphanage and doesn’t look back? He felt abandoned for many years and felt like family was just a big waste of time and energy, so because of this, he never did get adopted. Once he was old enough, Jack hit the streets, conning people out of money, food, you name it. He had his faithful friend Harry running point for him when he was breaking and entering, leaving with whatever he could carry to keep his life going. A few years into this criminal behavior, authorities started to take notice, noticing that this young man had manage to evade the law and trick nearly every person he met. Luck soon ran out and Jack and Harry found themselves on the wrong end of a bad deal, finding that Jack himself had been tricked by a group of bank robbers. These robbers left him and his pal looking red handed at the scene of a crime that these robbers had committed, allowing them, for the first time, ever, to be arrested. This opened his eyes and gave him a new perspective, what if he could use his talent for lying, cheating and stealing to catch bad guys like those robbers? Him and Harry started doing freelance work, catching these criminals all over the country until their work became noticed by several agencies wanting to use his unique tactics to bust large crime operations safely and with minimal casualties. Jack gladly accepted a job with the American Secret Service, traveling the whole globe in search of baddies. Little did he know that there were bigger plans for him. The secret service had him tracking down groups of monsters in crime organizations and had him bringing them to justice, but this had eventually caught the eye of the Guild, and they quickly took him from the Secret Service and started paying him handsomely for his ability to trick anyone or anything into giving him what he wanted, so long as the end result was that target either dead or behind bars. Jack enjoyed this new life, even though he had a great disdain for magic, he enjoyed the idea of ridding the world of these evil things and being called a hero, heroes get the ladies… that’s what he thought at least. When he joined the Guild, his partner in the service as well as his best friend joined him in the Guild, giving Jack the freedom to operate fairly freely without the help of others unless the job required more brute force, or more finesse in certain areas that he couldn’t really handle with his small team of close friends.
Unique Abilities: Jack is smarter than the average human, and he can outsmart nearly anyone he comes up against, save for that crafty Merlin. He was always able to see though Jack’s tricks. He has a knack for accomplishing a nearly impossible task with the most ridiculous of plans, as he utilizes ingenious ploys and tricks to be able to outwit and dunderhead willing to try and test his mind. Jack is very adept at shooting as well. His time in the Secret Service allowed him to learn how to fire a rifle at long range and gave him the confidence to be able to take out primary targets from a good distance without being detected.
Other: Jack and his friends recently came to the guild hall and have spent more time perusing their own endeavors than they have trying to get any jobs in the Guild, mostly due to the fact that Harry and Jack were nigh inseparable until recently, when Harry started to want to take the Guild seriously.
Full Name: Devin Jager
Alias: The Huntsman
Age: 22
Gender: Male
Race: Human
Homeland: England
Appearance: Tall, olive-skinned young man with an impressive physique. He keeps his hair short and functional, and shaves occasionally. He has a rugged and feral look, with sharp eyes that are always moving. Solid muscles peek from under his shirt. His natural facial expression is one of stoic calmness, but often wears a wolfish grin when interacting with people.
Languages: English, German
Height/Weight: 183cm / 85kg
Outfit/Armor: Flexible overalls, leather. Boots. Gloves. As a hunter, Devin prefers mobility over armor that would weight him down. A utility belt hands around his hips, where various tools and his axe hangs. A quiver is slung over his back.
Hunting Gear:
Hunting Bow- A wooden recurve bow that Devin personally crafted. Fairly worn from use but shoots true.
Broadhead Arrows- Arrows fletched with white feathers- also of his own make. Leftovers from his hunting days- eventually he will begin to use Guild supplied equipment.
Hand-axe- Lightweight all-purpose hand axe. For when a path needs clearing or a head needs splitting.
Hunting Knife- Small knife sheathed at his belt. Indispensable tool for a hunter.
Likes: Women, Cheese, Physical contact, People, The Sun
Dislikes: Alcohol, Reading, Ceremonies, Mirrors
Occupation: Hunter
Skill Set: Beast Lore, Archery, Bowyering, Fletching, Tracking, Ambushing, Fire-making, Cooking
Magic Abilities: He has a slight resistance against harmful magic and has an above average talent for learning magic. However, he has never been taught any.
Pets/Companions: None
Personality: Devin is socially awkward as a result of his secluded upbringing, but he is quickly adapting due to his natural charisma. He isn't afraid of consequences and is rather straight forward. He is rather friendly and usually greets people with a beaming smile. He is bad at lying and isn't wary of deception. Modern contraptions are a mystery to him, and he can come off as a country bumpkin with his lack of sophistication. Devin has a huge soft-spot for girls. He finds it very difficult to turn down requests from them, even more so if they are attractive. He is also rather honest with his desires, and can often be found trying to pick up girls. When unsuccessful, his next haunt would be the brothels.
Background: Devin was raised in the Dark Woods by his father, a great hunter who looked over the woods. By the age of five he could shoot a bow and gut deer. He never knew who his mother was; his father never talked about her much, except she was killed by monsters. Devin grew up in isolation from much of humanity, visiting the nearby town only every fortnight to trade their pelts for other necessities. He did not have the same indifference for human interaction as his father did, but somewhere in his heart he did not want to leave the old man alone.
The Dark Woods was a dangerous place, where monsters lurked in the darkness. Devin's father hunted more than just animals. He also tracked and killed dangerous creatures like dire wolves and shadow cats. As Devin came of age, he also took up the family business. For six years he worked alongside his father, until a fateful day where something far beyond their capabilities emerged from the depths of the woods. Devin could do nothing as the demon bear mauled his father and proceeded to rampage through town. His duty lost and anchor destroyed, Devin left his place of birth for the first time. The world was vast and unfamiliar, and Devin realized his strength alone wasn't enough to prevent such tragedies from happening again. Through a stroke of luck he came across the Guild, and signed up almost instantly.
Unique Abilities: Although human, Devin is unusually strong and fast. His senses are extremely keen and he is an amazing shot. It seems his lineage isn't an ordinary one.
Full Name: Fleur Aimee Petit
Alias: Little Red
Age: 17
Gender: Female
Race: Human/Werewolf
Homeland: France
Appearance: Straight Blonde hair, blue eyes, slight figure
Languages: Fluent in French, and able to carry on a conversation in English, Spanish, German, and Latin, though she is completely illiterate.
Height/Weight: 5’5”/115lb.
Outfit/Armor: Maid outfit with Red cloak
Hunting Gear: Silver Cross, Single Shot pistols with silver ammo, wooden stakes tipped with silver, blessed salt, holy water
Likes/Dislikes: Despite her illiteracy, Fleur has a minor obsession with the written word. She is fascinated by books and scrolls. Her Wolf blood has several abilities and flaws. It enhances her healing and sense of smell, but leaves her extremely vulnerable to silver, and without her cloak she is unable to control the beast within.
Occupation: General Maid and Gardener
Skill Set: Her wolf blood gives her a keen nose and combined with her training makes her a talented tracker.
Magic Abilities: Enhanced senses, Accelerated Healing
Pets/Companions: None
Personality: Moody and withdrawn, Fleur is capable of concealing her true self behind a mask of an innocent young woman. She is driven to hunt down the monsters out there to save others from her fate.
Quote: There are two kinds of monsters in the world, those that must be killed and those that can be allowed to exist as long as they hunt the first. I am of the second.
Little Red Riding Hood (Fleur Aimee Petit): Fleur is descended from the original little red riding hood. She was a French peasant living with her family on the estate of a wealthy sommelier. At fifteen she went for a walk through the woods with a boy, who turned out to be a werewolf. Fleeing home after she was bit, she was too distraught to properly explain what had happened. Her parents thought she had been attacked by a wild animal. That night Fleur turned into a beast and slaughtered her parents, who came to investigate her screams. Fortunately two members of the Guild were tracking the other werewolf, and were able to subdue her before the rest of the estate was endangered. After putting down the rogue they brought Fleur back with them to the Guild Hall. Merlin was waiting with a specially crafted silver collar. It prevented her changing, but left her weak and listless. Eventually he tracked down the original’s cloak, which prevents the transformation without draining her energy. It also serves as a kind of armor. She has spent the last two years studying and training so that she can fight monsters to prevent others from suffering as she has.
Her training has concentrated on a few key areas to speed the process. Her main melee weapon is a bill-hook, a common gardening tool, and one she used back in the vineyards. She was also trained in how to wield a stake properly and fire a pistol, as well as how to manufacture her own silver bullets. Her were blood gives her heightened senses and an accelerated healing rate, but is not without its drawbacks. Without the cloak or collar she will transform into a mindless beast that will attack anyone nearby. Also, wounds caused by silver will not heal naturally. Only magic or special healing tonics laced with wolfsbane can heal such wounds.
Besides combat, Fleur is also trained in gardening and as a maid. She also has a decent knowledge of wines. She speaks several languages including French, English, German, Spanish, and Latin. Though she is fully fluent in French, she is not as well versed in the others. Despite her linguistic abilities, she is profoundly illiterate, and has only a basic knowledge of numbers.
In appearance Fleur is a typical French girl, with long straight blond hair and blue eyes. She stands five feet and five inches tall and weighs approximately one hundred fifteen pounds.
Fleur’s cloak did indeed belong to the original Little Red Riding Hood, but not until after the story. After being freed from the wolf, the grandmother (a powerful witch) discovered the curse inflicted on Little Red. Taking the hide of the wolf and dyeing it in the wolf’s own blood she bound his spirit into it, fashioning it into a talisman to protect her granddaughter. The cloak would drink the blood of her enemies for power and work to shield her from harm. If taken from her it would attempt to return, but if she cast it aside it would lay as cloth. When worn it can alter itself to appear as nearly any form of clothing and material the wearer desires, though always in shades of red.
Besides the cloak Fleur carries a literal picnic basket of goodies. A silver cross, several wooden stakes with silver tips, 10 single shot pistols with silver ball ammunition, and a billhook; a European equivalent to a machete commonly used in gardening.
Full Name: Cindy Swan
Alias: Ellie
Age: 27 now, entered at 16
Gender: Female
Race: Human
Homeland: Boston, Massachusetts
Appearance:
Cindy in the middle [+]
Languages: English and Beast-tongue
Height/Weight: 5'9" and 124 lbs
Outfit/Armor: In the Appearance pic.
Hunting Gear: Her father's sword, given to her by Merlin: Longsword with an elegant feather design on the hilt (partially scene in the appearance pic)
Likes/Dislikes: Likes animals, swordplay, and justice. Hates the dark, especially around midnight, pumpkins, and magic users.
Occupation: Cindy was a housekeeper and cleaned up after a few families. She misses the kids she used to take care of.
Skill Set: Cindy has a friendly face that people tend to trust, over the years she's come to handle her father's sword like an extension of her own arm, she has a good sense of direction and is an excellent leader, a feature Merlin recognized when he made her the official recruit trainer.
Magic Abilities: None, she actually doesn't trust magic and stays away from it when possible.
Pets/Companions: Cindy's knack for communicating with animals allowed her to befriend the rat that pestered the guild for years. He now travels with her everywhere and is a helpful recon/spy.
Personality: Cindy is loyal and values honesty and justice above all else. She is much like Snow in this manner, but their methods contradict each other. Cindy is much calmer when it comes to liars and injustice. She has a tactical mind that proves invaluable on a hunt. Her dedication to the guild and it's members made her the perfect choice for an official trainer.
Background: Cindy has been a loyal member of Kingdom Guild for over a decade. She dabbled in witchcraft in her home in Boston, but a spell to find her one true love backfired. The spell imploded and destroyed the house, killing her parents in the process. Cindy was barely alive when the police found her. After that, she swore off magic, throwing away the old book. She started cleaning houses and nannying children to provide for herself. After a few years, there was a knock on the door near midnight. A pale-skinned woman with ruby red lips and pitch black hair offered a job.
Every ounce of Cindy's being had a bad feeling as the woman insisted she accompany her immediately to the brothel. However, business was slow and Cindy couldn't afford to be stingy. It was then that she was introduced to the Guild. She spent the next year cleaning the filthy brothel. Unable to leave and only catching glimpses of the illusive Guild that remained behind closed doors, she felt like a prisoner. When she turned 18, Snow took her to the Guild Hall and her new family. She also handed over her father's sword, claiming that he was once a member of the Guild. Cindy worked hard and learned fast. In a few short years, she became one of the top members of the guild. "A real natural" they'd say. She holds the Guild and her family to heart and smites anything that threatens them.
Unique Abilities: Overall, Cindy is just a regular maid that learned the skill of a sword. However, she does poses the uncanny trait of Beast-tongue, or the language of animals. It sounds like English to the rest of us, but animals accurately understand her and communicate with her. This allows her to gather information that others can not obtain as well as get assistance from unlikely places.
Full Name: Eulalie "Lala" Bellerose (pronounced yoo-LAH-lee)
Alias: Briar Rose
Age: 19
Gender: F
Race: Human. Descendant of Briar Rose, La Belle au bois Dormant
Homeland: La Havre, France
Appearance
Dark blonde hair, brown eyes, and a smooth complexion as afforded by her myriad of skin care products and life of leisure.
Languages
French, English, with some German if she needs it.
Outfits
Eulalie is a bit spoiled, and a bit of a fashion fanatic. She wears a lot of frilly things with corsets, laces, and layers. When on the hunt, she wears a modified riding habit with a boiled leather breastplate fitted to her form on the exterior. The breeches of her habit is made from leather, rather than the tweed the jacket is made from.
Hunting Gear
A pair of pistols, a pouch of ammo, and a pouch of gunpowder. This is sort of a last resort save-your-ass kind of weapon.
A small grimoire said to have belonged to Briar Rose, and that it was a gift from the fairies on the birth of her first child. It appears to be a tiny illuminated manuscript, bound in leather with little gems set in the front. It easily fits in the palm of Eulalie's hand.
A hunting knife, ornately decorated with a bone handle, in case something gets too close and she's spent her pistols. She'd really rather not have to get that far.
Likes
Sweets, riding horseback, and seeing paintings.
Dislikes
This "Ketchup" Americans insist on spreading on their meals, wet gunpowder, and long sea voyages.
Occupation
Mademoiselle Bellerose is a woman of means, daughter of a Comte et de la Comtesse, and didn't require a profession. Her family keeps her on an allowance for the time being.
Skill Set
Lala has trained in shooting pistols.
Magic Abilities
Lala has trained in shooting pistols, but her real value is in her magic. She uses debuffs to hold her enemies in place so she can shoot them better.
Vigne
is an entanglement spell that causes thorny rose vines to grow up below the creature and wraps around their legs.
Sommeil
causes the creature to fall asleep on the spot.
Haie
grows a rose hedge around a person to protect them from attackers, that then have to get through the hedge.
Pets/Companions
Eulalie has a lady's maid that attends her named Georgine Bonhomme.
Personality
She's spoiled, a bit petulant, and snobby. She needs work. Hopefully socialization among commoners will help her come down off her high horse. Let's just say she got into some social trouble and her parents are tired of her shit.
Background
A descendant of old French nobility, Lala had been residing comfortable and happily in La Havre. She is a proper lady, and rather unaccustomed to these... charming Americans and their lifestyle. She's a bit proud, as her family has a long traceable line of nobility and managed to keep a large portion of their wealth intact during both eras of revolution, and as their had a lineage their titles were restored
Unique Abilities
On the one hand, anytime she pricks her finger on anything she passes out cold, but she does wake up after a few hours. Her family regards this as a "streak of narcolepsy" that runs in the family. Paper cuts are a real bother. On the other, like the re-awakening of the kingdom as Briar Rose was revived with a kiss, Lala is developing a Régénérer healing power, but it may take some personality adjustments to really unlock it's power.
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The Guild Charter
=====================================================We do have rules here within Kingdom Guild that keep us under control. Some pertain to the Guild. As I said before, we are a family. Yes families fight, but it is only tolerated to an extent. There are also rules for the world beyond our hall. The vast majority of the world does not know of our existance and certainly not our purpose. This is how we prefer it. There would be chaos and confusion otherwise. As such, many of our actions, though noble in intention, will often be viewed as villainous and illegal to the eyes of the world. Follow the rules of the Guild and you should keep out of trouble on both ends.
A member of the Guild shall not intentionally harm nor murder another member.
A member of the Guild shall not steal from another member.
A member of the Guild shall not interfere with another member's contract.
A member of the Guild shall not ignore the cries of the innocent.
A member of the Guild shall not bring our mission to the public eye.
A member of the Guild shall not be captured by law enforcement.
A member of the Guild shall not leave a hunt's remains unattended.
A member of the Guild shall not question an order from the Guild Master.
A member of the Guild swears to uphold these laws and carry out their duty to the fullest.============================================================
Beastiary
=======================================================Here you'll find notes about many of the creatures you will come into contact with while on a hunt. Don't worry, it will update as needed. Can't give away all our secrets right away, now can we?============================================================
Library Reference
========================================================Once you are ready to take on your first hunt, you will be given a Guild Seal. This is a very important trinket that will discreetly alert our allies of who you are. It is also enchanted to allow communication to the Guild Hall no matter where you are in the world. Pretty handy when you need information while on the job. If you request information from the Library, such as Beastiary, Geography, History, Magic, and really any other field then it will appear here after the Librarian processes your request, gathers the information, and sends it to your Guide.===========================================================
Guild Supplies
=====================================================Kingdom Guild has an exceptional Guild Supplier. Sometimes when on a contract, a certain item will be needed to complete it. Often these items are rare and can not be found on the spot. When that is the case, you can use your Guild Seal to put in a request for the item. Our Supplier will process the request, use his resources to get the item, then update this page to let you know where you can find it. Be forewarned, he is the best and the price reflects it. His serivices can be expensive and his price is not always monetary. Exercise caution.==========================================================
Contacts
==================================================This section of the Guide will update contact information for you. The guide will let you know who is just a regular world contact or an ally of the Guild. This way you don't accidently reveal the Guild to a regular person or sound stupid in front of a Guild member.Merlin -- GuildThe Kingdom Guild leader. He prefers to stay in study and read over his books so most members have never seen him. He has his second-in-command relay orders to the guild and post contracts. When in the field, you can use your Seal to contact him and ask for guidance, but don't expect him to be straight-forward with it. He loves speaking in riddles to test the minds of the Guild.Rumple -- GuildA strange little half-goblin that stays in the cellar of the Hall where he has set up his shop. You can find a number of strange items for sale their, but his greatest resource is procuring. If you need an exceptionally rare item such as troll blood or something that has gone extinct, he can get his hands on it. For a hefty fee, of course. Merlin advises newcomers to stay away from him. However, when in the field, there is no better man to get what you need to finish a contract.Belle -- GuildBelle is the Guild Librarian. She has read every book in the Library and can recall facts from many of them. If you want some quick information before a contract, or need emergency details in the field, she's the one to call. However, she is very busy with requests and her Seal is set to only take messages. You must leave her your request and hope she gets the information back to you before it is too late. Check your Guide regularly after you make a request.===========================================================
Magic Journal
=====================================================You are like to run into an assortment of magical items and situations while out in the field. Your Guide will automatically update whenever you or one of your teammates obtains new information about it. As you may have guessed by now, I have enchanted the Guides which allows for the chapters to be updated as you grow as a Hunter. More chapters may even appear as they become relevant to you. So be sure to check back often and I'll try to remind you when I can.THE GUILD SEALThis powerful and small device appears to the world as nothing more than a large brooch. However, to Kingdom Guild and its allies, this is your badge of honor. It also allows you to communicate with the Guild Hall and any nearby members of the Guild by pressing the center of the rose. Use caution, as the Seal will activate and glow a bright blue until you shut it off the same way. Concentrate on which section of the Guild or which member you want to speak with and the Seal will automatically connect you.THE GUILD GUIDEThis is the lifeblood of a Guild Member. Anything you could ever need will be found in here when the time is right. Merlin believes in a live and learn lifestyle for the Guild. "You'll never grow as a Hunter if everything is handed to you!" Therefore, much of the book is blank for the time being. As you request certain information or experience new things, the Guide will magically update and reveal new information for you. Check back often if you wish to stay up-to-date on everything there is to know about being a Kingdom Guild Hunter.
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Locations
======================================================Here you can find some relevant information about places you'll go or have visited. Mostly it will be a short description of the layout of the city using landmarks. If requested from Belle, it can become more detailed and even include maps when available.GOLDEN CITY[i]Golden City is city hidden away in the hills of Virginia. It is very comparable to New York City, which has become a fast growing hub for sins, crimes, and monsters. This happens when people gather and live tightly packed. There are basic landmarks around the city. City Hall, theatres, businesses, etc. are all located downtown. The schools are up on the northside, the east and west are mostly housing, and the main landmark of the south is the brothel tucked away in the series of warehouses and factories set up along the river. This is our brothel. "Beauty" is a cover for the Guild Hall which can be accessed in the back. Using some cloaking magic, anyone without a Seal can't even tell it is there. Plus, we have guards to keep away any who shouldn't be sniffing around.