Guild Locations:
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.
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.
- Guild HQ Details:
- Guild Quarters:While not manditory, members have residence within the ruins. The 'grunts' of the guild often are in the underground catacombs, mild chambers with standard necessities of living. Windowless stone rooms with a simple bed, small table and lightning. Free to decorate, but not as luxurious since members need to earn their place. However, at higher ranks A and up, members can obtain residence in one of the chambers of the upper palace ruins, with a good view of the jungle, and more spacious area with the ruins better architecture. Even though vines and grass might come out from the floors, it adds to the ambiance of the jungle.
- Jungle Throne: In the center of a palace, lit by an oculus, exists a wide hall for meetings. Members are assembled here for vital missions and discussions. However, this chamber also has a series of thrones-- reserved for the guild's ace members, as well as their master. From here, the higher members deal out orders and discuss with one another of important matters.
- The Lion's Den: Between the palace ruins and the tunnels, is a space that was once the 'dining hall'. Now, despite some vines and worn statues, the room has been refurbished via magic and effort to provide a social space for its members to lounge, throwback their hats, drink and make merry. Be warned, Rakshasa members are excellent partiers and party-crashers that would put Fairy Tail to shame. While supplied with a kitchen, bar and stage for the occasional exotic dancers, this is the place for all members to meet and get to know one another in the shadows of the jungle.
- Catacombs: The network of tunnels that honeycomb from the guild hall to the areas of the jungle. While called the "Catacombs' for their creepy, macob like appeal and rumored to be cursed-- they act as hidden chambers and secret passageways that allow members to either reach the guild or leave via a different avenue. There are a variety of traps and deceptive rooms that could lead to one's own death-- but none should fear if they bare the Rakshasa mark. Most ideally used for escape routs in the event of an emergency.
- Alter of the Rakshasa:An isolated shadowy part of the jungle, long since abandoned. The ruins show of dark carvings of frightful fanged deities, skulls and other scary images in place along an alter. It is said to be haunted by the 'demons that dwell in the jungle'. In the past, it was the place of ritual sacrifices to the Rakshasa, to appease their desire for blood. Now... Rakshasa use it for acknowledging the darkness of the jungle-- and for the occasional hazing prank of new recruits to make them think they are to be sacrificed. Certain members get a kick out of it.
- Jungle Hot Springs:In parts of the jungle are certain geothermal areas that attribute to natural hot springs that crop up along the edges of the jungle's rive
- Jungle Colosseum : Among the ruins exist a large arena set up for the ancients to participate in fights for entertainment and honor. Though in a ragged state, it is now used by Rakshasa for tests of strength, social disputes, trials of glory-- and the occasional bets made by the observing members. A perfect place for the warring guild to hone their skills.
- Guild Quarters:While not manditory, members have residence within the ruins. The 'grunts' of the guild often are in the underground catacombs, mild chambers with standard necessities of living. Windowless stone rooms with a simple bed, small table and lightning. Free to decorate, but not as luxurious since members need to earn their place. However, at higher ranks A and up, members can obtain residence in one of the chambers of the upper palace ruins, with a good view of the jungle, and more spacious area with the ruins better architecture. Even though vines and grass might come out from the floors, it adds to the ambiance of the jungle.