"We are Nature's chosen.
We are the strength of the Earth.
We are the howl of the Winds.
We are the whisper of the rain that gives us life.
We are the warcry of the blaze that devours all.
Chaos is the law of the jungle."
Rakshasa is a shadowy, anarchist guild that believe society as a whole is a weakness. Laws, rules and restrictions created by the Magic Council and other nations are considered weaknesses to hinder one's own growth and evolution that the world demands. Despite magic or technology, nature is a living essence that cannot be controlled-- and neither those that acknowledge they are part of nature itself. They believe "the natural order, is disorder." Chaos is the natural state of the world and only with chaos can people be propelled to grow stronger.
One of the guild's foremost beliefs is 'freedom'. Either to themselves, those around them, or the world. Freedom is a founding principal of the guild, as the only true law that Rakshasa believes in is "the law of the jungle". While everyone is free to join for their own self-interested reasons or goals, it is easily a home for those who have nowhere else to go from the judgments of the misguided world. While destruction and carnage is a common occurrence for those involved in this guild, it is viewed as a vital element for the world to function and is the call of the wild.
- Eco-Terrorism:Sometimes man oversteps their boundaries, by trying to use either technology or magic to control the elements that govern the world. Those who foolishly do not understand that balance must be punished.
- Assassination:There are those in life that the world simply need gone. For where there is life, there is death. There is no point to argue that simple fact or to shun those who exist to see that fate though.
- Chaos:For the sake of a mission, sometimes they must resort to sheer chaos to divert attention, or simply to enact true justice to those who are foolish enough to stand in the way of nature.
- Power:There is no reason simpler, sweeter and more worthy than to obtain more power. For one's self, the guild and the world. Power at any cost is what it means to survive. You are powerful or you are weak. If you are powerful, you will survive.
- Freedom:Sometimes destruction and the dissolution of one thing allows an oppressed party to be 'free'. That freedom is one of the core beliefs of the guild, and none of the other goals are possible without that freedom-- even for clients.
Located south of Talonia, the guild is located in the depths of a thick rainforest jungle. As a guild that honors the power of nature above all else, the jungle acts as a natural defense. From poisonous plants, dangerous beasts, and dangerous weather phenomenon, enemy forces would be unable to effectively raid Rakshasa without suffering losses. The jungle offers many things, from rivers that run through it, as well as fearsome natives that call the jungle home. Only the strong can truly traverse the jungle's dangers. For members of Rakshasa, special enchantments are cast on the guild logos on their body to help guide them through the safest paths to and from their guild's base.
Rakshasa resides within ancient ruins now retaken by most of the jungle. In the center is a large jungle palace, once home to an ancient people now lost to time. On the surface, it still appears to be ruined, however, the new residents have made it more accommodating for casual living. Among the chambers of the old palace, also resides underground tunnels that honeycomb through different parts of the jungle.
Rakshasa is originally the name of a tiger-headed demon in middle eastern mythology, interpreted as "Man-Eater". It is a predatory demon, who often shape-shifts, adapts and thrives in different environments with ease. The name was taken after the encounter of one, who offered the budding guild a place in exchange for an oath of blood in its name.
The guild symbol is in the shape of an odd, tribal-like claw mark. Seemingly simple, but represents the primal energy that represents the guild as a force of nature. To wear the mark is to accept the fact that like all things, they too are animals. We all are animals.
Amazons:
Deep within the northern part of the jungle is a tribe of hardy, strong-willed Amazons that have survived and thrived within the harsh conditions of the jungle. Their home, once a simple village, now span into the higher canopies with the help of Rakshasa. The Amazons have choose to respect Rakshasa's goals to honoring nature above all else, in exchange to be of aid to Rakshasa and vice versa.
While "The Law of the Jungle" is the only true law the guild believes in, there are some common rules that are common ground for all members to live together as children of nature. All are free to do what they wish, but as a guild, they stand together and fight together.
- Don't steal from other members
- Abide by jungle law
- Don't betray the guild or its members.
- Jump into members intro threads (The jungle is a harsh. People need to know they aren't alone)
- Don't talk about guild/jungle secrets to outsiders.
- Traitors to Rakshasa will be hunted down.
Rakshasa is a guild whose members have been regarded as unwanted or even forgotten by the modern world for one reason or another, it is said that if a person finds themselves in such a predicament and wishes to enact their want to vengeance they will feel a pulling to a jungle that too has been forgotten by history as time has continued moving forward. They will find many trials and dangers as they move through this perilous terrain but the things a person must face along the way is said to be the jungle testing the person's determination and strength in their chosen path, this also shows those lurking within it borders the potential of the one hoping to be added to the tribes as an ally; after all only those with true power would be able to get to the heart of the jungle.
- You must do an intro thread
- You must do at least three jobs with others within the guild
The marks of Rakshasa have unique abilities that help those adapt and change with their surrounding environment. The guild mark can freely vanish at will-- to keep one's self-hidden from prying eyes, visible to only other members. However, to show it in public is often a clear message of the trouble you will bring.
Also within the presence of their jungle home, the mark acts as a natural repellent for some of the minor dangers that roam the jungle, and also allow them to find the secret paths and entrances to the guild HQ.
- Guild Spells :
Savage Predator
Rank:H++
Type: Melee, mult-target, buff, offensive, poison
Damage: 400 damage
Range: Melee
Speed: Character speed
Duration: 20
Downside: Short range, easily dodged, due to aura around the hands can’t hide, easily seen. Due to these drawbacks damage of this spell is increased by 26%.
Description:
The wielder of this guild spell causes an earthly, primal aura to take shape and focused towards their hands-- producing a series of ‘claws’ that consume the user’s own hands, with the glow of Rakshasa’s emblem on the backs of them. Every hit of the claws deal 400 damage per successful impact. In addition, the spell gives the wielder a 115% buff both melee and magical abilities/spells, though this only affects things that do damage. When first successful hit of the claws, they spread a curse that drains 5% of enemy’s mana per round for the rest of the spell’s duration, regardless if they strike again or not.
Mark of the Wild
Rank: H++
Type: Supportive, Burst, Buff, Illusion
Damage: N/A
Range: 800 meters
Speed: 800 meters per second
Duration: 15
Description:
Power of the jungle runs through the very essence of those who bare the marking of Rakasha, this is both a blessing and a curse, the wielders mark begins to grow an angry red colour and from the mark black marks lines start to creep over the wielders body, their eyes also glowing as they start turning either a sickly amber or a deep blood red. This shows the strength that has been granted to the user and their guild allies, while also bringing fear into the enemies that may see them. Those affected by the spell gain 57.5% towards their spell speed and range, with an additional 57.5% towards melee and magical damage. From the wielder themselves a mist seems to start creeping out making an already bad scene even worse making it harder to tell friend from foe. (This ability only makes it harder for it to be known if a person is attacking a friend or foe, ooc permission however will be asked for if it is to fully affect a player, player owned npc or an event npc.) though members with the guild mark will be able to see perfectly through it as if it wasn’t there. Enemies of the guild are immobilized every third turn due to seeing what could only be described nightmarish spirits.
Nature's Call
Rank: H++
Type: Mult-target, Defensive, Rebound, Shield, Heal
Shields Against: 948 Damage
Range: 1200 meters
Speed: 1200 meters per second
Duration: 20
Downside:
Description:
The caster seem to be surrounded in what can only be described in green semi translucent vines and leaves that creep around the wielder creating what seems to be a shield that can only be considered as a second skin. This spell giving them a shield of with 948 hp. This can be shared equally amongst the wielder and five of their allies each shield who will also gain the same effect around them when under the spells protection while within the spells range. While inside the shield it heals those within for range S+ rank healing each round the spell is active, if the wielder of this spell decides to pay the original cost of a incoming spell the shield will take 50% of the damage but the other 50% will be sent back to the original caster of the spell in question. This effect can be done once per round.
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