Job Title: Like Day and Night
Rank: B
Player Requirements: At least one B-rank mage or the equivalent; Must be of Onyx Moon
Job Requirements: 8.000 words + 2.000 words for each additional player ; Must wear the masked disguise of Onyx Moon ; Destroy the Outpost / Solve the conflict peacefully / Kill the clients
Job Location: Tolgalen
Job Description:
You (and your partners) have personally gotten the offer by the guild for a contract presented to Onyx Moon by one of its contacts, set up by a native group calling themselves the "Full-Moon Watchers", requesting a mercenary to help with taking out an outpost of a rival group they call the "Bright-Sun Sentinels", which they allege are bandits occupying their land in the deep, unexplored hinterland jungles of Tolgalen. Naturally you follow this contract to learn more about the largely unexplored jungles of Tolgalen and their inhabitants, their culture, their magic and their connection to the land. They promise handsome pay should you aid them in their endeavour, the contract saying to meet them at a certain location within the jungles, probably a good few days of travel away from the West Fiore Trading Company’s HQ for those without teleportation.
Upon arrival at the location you essentially have 3 options:
Meet up with the “Full-Moon Watchers” and help them destroy the outpost and kill everyone within to fulfil the contract, should you accept it, and get your reward from the Watchers, a large ingot of pure gold. The outpost is practically a small village hidden in the treetops of the enormous jungle trees, self sustaining and built into the gargantuan plantlife, huge platforms connected with large suspension bridges (Of course the village includes not just fighters, but ordinary folk as well).
Upon inquiring with either of the groups you find out that this tribal conflict between the two native factions has been raging for generations, starting with one of the Bright-Suns settlements being established on Full-Moon land, and instead of taking a diplomatic route the Watchers responded with violence, the situation spiraling out of control thereafter. You can try and solve this conflict peacefully, probably the least violent, but also most difficult option.
You can also, upon hearing the conditions of your contract, turn on your clients to instead eliminate them, taking your reward from their bodies after you dealt with them (and possibly inform their rivals about their actions, because let’s face it: the contract and the people who set it up are pretty suspicious).
Enemies:
Depending on which group you choose to fight, if you fight at all, you will face different enemies.
Weak:
10x Full-Moon Tribesfolk:
A group of men and women belonging to the Full-Moon tribe, all dressed in simple, white robes and no armor. They aren't particularly skilled with the primitive weapons they carry, wooden clubs and stone spears, and only deal D-rank damage with their melee attacks, possessing no magic power. They're also pretty weak, taking 2x D-rank damage to defeat. They will try to swarm the player(s) to overwhelm them with numbers and encircle them before engaging with their melee weapons.
10x Bright-Sun Tribesfolk:
A group of men and women belonging to the Bright-Sun tribe, all dressed in simple, red robes and no armor. They aren't particularly skilled with the primitive weapons they carry, bows with flint arrows and javelins, and only deal D-rank damage with their melee attacks, possessing no magical power. They're also pretty weak, taking 2x D-rank damage to defeat. They will try to stay away from the player(s) and attack them with their ranged weapons from a distance in the cover of the trees.
Normal:
5x Full-Moon Knights:
Men and women of the Full-Moon tribe that are skilled in combat and have a good deal of experience with the weapons they wield, each one covered head to toe in bright white wyvern scale armor, carrying a sharp shotel in each hand. They deal C-rank damage with each of their attacks, and take 2x C-rank damage to take down.
5x Bright-Sun Knights:
Men and women of the Bright-Sun tribe that are skilled in combat and have a good deal of experience with the weapons they wield, each one covered in red, hardened steelwood plates all over their body, carrying large steelwood bows with long, needle like arrows. They deal C-rank damage with each of their attacks, and take 2x C-rank damage to take down.
Strong:
2x Full-Moon Mage:
Mages of the Full-Moon tribe. These men and women, dressed in long, elegant white robes and wearing tribal masks, are trained in utilizing their inborn magical abilities and wield them in combat, able to shoot pointy ice spikes from one hand and summon a scythe of ice in the other. They deal B-rank damage with their attacks and take 2x B-rank damage before they fall.
2x Bright-Sun Mage:
Mages of the Bright-Sun tribe. These men and women, dressed in short, ornate red tunics and wearing tribal masks, are trained in utilizing their inborn magical abilities and wield them in combat, able to shoot flaming fireballs from one hand and send out a wave of flame from the other. They deal B-rank damage with their attacks and take 2x B-rank damage before they fall.
Boss:
Full-Moon Elder:
One of the vastly powerful elders of the Full-Moon tribe, dressed in an elaborate, white silk coat. They have nigh perfect control over the ice magic they wield, using it creatively to fight, slow or even paralyze opponents. Additionally, they wield an enormous, enchanted scythe that, in addition to inflicting horrible wounds, cause intense frostburn where they strike. It returns back to their hands when dropped and vanishes when they're killed. Their attacks deal A-rank damage, and they take 4x A-rank damage to strike down.
Bright-Sun Elder:
One of the vastly powerful elders of the Bright-Sun tribe, dressed in an ornate, red silk jacket. They have nigh perfect control over the fire magic they wield, using it creatively to fight, set on fire or even launch away opponents. Additionally, they wield an enormous, enchanted spear that, in addition to inflicting horrible wounds, cause intense flame where they strike. It returns back to their hands when dropped and vanishes when they're killed. Their attacks deal A-rank damage, and they take 4x A-rank damage to strike down.
Reward:
45k Jewels for every player ... and possibly the gratitude or ire of either tribe
-- Credit to Johann.
Rank: B
Player Requirements: At least one B-rank mage or the equivalent; Must be of Onyx Moon
Job Requirements: 8.000 words + 2.000 words for each additional player ; Must wear the masked disguise of Onyx Moon ; Destroy the Outpost / Solve the conflict peacefully / Kill the clients
Job Location: Tolgalen
Job Description:
You (and your partners) have personally gotten the offer by the guild for a contract presented to Onyx Moon by one of its contacts, set up by a native group calling themselves the "Full-Moon Watchers", requesting a mercenary to help with taking out an outpost of a rival group they call the "Bright-Sun Sentinels", which they allege are bandits occupying their land in the deep, unexplored hinterland jungles of Tolgalen. Naturally you follow this contract to learn more about the largely unexplored jungles of Tolgalen and their inhabitants, their culture, their magic and their connection to the land. They promise handsome pay should you aid them in their endeavour, the contract saying to meet them at a certain location within the jungles, probably a good few days of travel away from the West Fiore Trading Company’s HQ for those without teleportation.
Upon arrival at the location you essentially have 3 options:
Meet up with the “Full-Moon Watchers” and help them destroy the outpost and kill everyone within to fulfil the contract, should you accept it, and get your reward from the Watchers, a large ingot of pure gold. The outpost is practically a small village hidden in the treetops of the enormous jungle trees, self sustaining and built into the gargantuan plantlife, huge platforms connected with large suspension bridges (Of course the village includes not just fighters, but ordinary folk as well).
Upon inquiring with either of the groups you find out that this tribal conflict between the two native factions has been raging for generations, starting with one of the Bright-Suns settlements being established on Full-Moon land, and instead of taking a diplomatic route the Watchers responded with violence, the situation spiraling out of control thereafter. You can try and solve this conflict peacefully, probably the least violent, but also most difficult option.
You can also, upon hearing the conditions of your contract, turn on your clients to instead eliminate them, taking your reward from their bodies after you dealt with them (and possibly inform their rivals about their actions, because let’s face it: the contract and the people who set it up are pretty suspicious).
Enemies:
Depending on which group you choose to fight, if you fight at all, you will face different enemies.
Weak:
10x Full-Moon Tribesfolk:
A group of men and women belonging to the Full-Moon tribe, all dressed in simple, white robes and no armor. They aren't particularly skilled with the primitive weapons they carry, wooden clubs and stone spears, and only deal D-rank damage with their melee attacks, possessing no magic power. They're also pretty weak, taking 2x D-rank damage to defeat. They will try to swarm the player(s) to overwhelm them with numbers and encircle them before engaging with their melee weapons.
OR
10x Bright-Sun Tribesfolk:
A group of men and women belonging to the Bright-Sun tribe, all dressed in simple, red robes and no armor. They aren't particularly skilled with the primitive weapons they carry, bows with flint arrows and javelins, and only deal D-rank damage with their melee attacks, possessing no magical power. They're also pretty weak, taking 2x D-rank damage to defeat. They will try to stay away from the player(s) and attack them with their ranged weapons from a distance in the cover of the trees.
Normal:
5x Full-Moon Knights:
Men and women of the Full-Moon tribe that are skilled in combat and have a good deal of experience with the weapons they wield, each one covered head to toe in bright white wyvern scale armor, carrying a sharp shotel in each hand. They deal C-rank damage with each of their attacks, and take 2x C-rank damage to take down.
OR
5x Bright-Sun Knights:
Men and women of the Bright-Sun tribe that are skilled in combat and have a good deal of experience with the weapons they wield, each one covered in red, hardened steelwood plates all over their body, carrying large steelwood bows with long, needle like arrows. They deal C-rank damage with each of their attacks, and take 2x C-rank damage to take down.
Strong:
2x Full-Moon Mage:
Mages of the Full-Moon tribe. These men and women, dressed in long, elegant white robes and wearing tribal masks, are trained in utilizing their inborn magical abilities and wield them in combat, able to shoot pointy ice spikes from one hand and summon a scythe of ice in the other. They deal B-rank damage with their attacks and take 2x B-rank damage before they fall.
OR
2x Bright-Sun Mage:
Mages of the Bright-Sun tribe. These men and women, dressed in short, ornate red tunics and wearing tribal masks, are trained in utilizing their inborn magical abilities and wield them in combat, able to shoot flaming fireballs from one hand and send out a wave of flame from the other. They deal B-rank damage with their attacks and take 2x B-rank damage before they fall.
Boss:
Full-Moon Elder:
One of the vastly powerful elders of the Full-Moon tribe, dressed in an elaborate, white silk coat. They have nigh perfect control over the ice magic they wield, using it creatively to fight, slow or even paralyze opponents. Additionally, they wield an enormous, enchanted scythe that, in addition to inflicting horrible wounds, cause intense frostburn where they strike. It returns back to their hands when dropped and vanishes when they're killed. Their attacks deal A-rank damage, and they take 4x A-rank damage to strike down.
OR
Bright-Sun Elder:
One of the vastly powerful elders of the Bright-Sun tribe, dressed in an ornate, red silk jacket. They have nigh perfect control over the fire magic they wield, using it creatively to fight, set on fire or even launch away opponents. Additionally, they wield an enormous, enchanted spear that, in addition to inflicting horrible wounds, cause intense flame where they strike. It returns back to their hands when dropped and vanishes when they're killed. Their attacks deal A-rank damage, and they take 4x A-rank damage to strike down.
Reward:
45k Jewels for every player ... and possibly the gratitude or ire of either tribe
-- Credit to Johann.