Guilds are major organizations, founded around a single ideal of behavior. Usually, for every guild there is one which is opposed to its ideal. Any character may join a guild so long as they are meeting the requirements and not of the opposing guild.
Characters may not start off as guild members. Nor may more than two guilds be joined by a character at a time.
The following posts contain the location, guildmaster, beliefs, requirements, benefits, and disadvantages of each of the six guilds. Following are the various combinations of guilds that can be achieved.
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Hero (n.) <heer-oh> - someone who gets involved in a lot of insane events and that turn out well because or despite of them.
Fighters of Stonehelm The Fighters are a brotherhood founded around the common love for combat, and the belief that magic is an old man's game. While some fighters are moderate, other fighters take this to an extreme, avoiding spells all together. The guildmaster, Benista, often encourages attacks on the Mages of Ancient's Tower, which frequently vexes the city guards.
Guildmaster - Benista the Claw Guildhouse - Stonehelm Fortress in Epicus
Errant Requirements
- One previous victory in combat, or win a fight within two weeks of admission.
--- Failure to do so will result in a challenge by another Fighter to prove your worth. If you fail, you are kicked out.
- 25 gold tithe, oath of loyalty to the Fighter ethos Advantages
- 10% off all weapons costs, 15% off all items at the Steelwill
- Training in a single Fighter Technique, chosen upon joining
- Access to rudimentary (level 1 - 3 ) training in Weapons (see Guild thread)
- May purchase Fighter-only weapons at the Highlander Forge Disadvantages
- +5 gold increase on spell base costs
- May not use spells above level 4 (except Aspect).
Training provided by the master of arms at the Fighter's guild. Options are; Unarmed, Knives, Swords, Staffs, Polearm, Blunt, Spiked/Chained. As your skill increases, so too does your prowess with your weapon.
Cost of training is 20 gold a day for non-Fighters, 10 gold for Fighters. No Mages allowed!
Lvl. 0 - Amateur - competent with the basic style.
--- no training time
Lvl. 1 - Novice - competent in the basic styles.
--- One day or 25 bp w/ weapon
Lvl. 2 - Proficient - seasoned with the basic styles.
--- Four days or 90 bp w/ weapon
Lvl. 3 - Experienced - seasoned with the basic styles, competent in alternative styles.
--- Nine days or 180 bp w/ weapon
Lvl. 4 - Expert - competant with all styles of the weapon
--- Fourteen days or 285 bp w/ weapon
Lvl. 5 - Master - seasoned with all styles. Gain Warrior of the <?>
--- Twenty-one days or 400 bp w/ weapon
Battle Prowess - Same as the LSS. If taken with Heightened Training, the requied battle posts must be leveled seperately. Awareness - Can focused your senses together to create a rough, undetailed mental image of your surroundings. Grants partial sight despite obstacles of vision such as nighttime, fog, etc. Quickflesh - Gain heightened control of your joints, allowing you to squash or stretch any joint on your body by up to three inches. Wind Strike - Can strike in a way that focuses the air before your strikes, creating a precursor strike that extends up to six inches past the strike. Works only with barehanded strikes, and best with blunt strukes, such as punches and side-kicks. Geckani - Greatly increase the power and control of your legs and feet, adding two feet to your jump, and allowing your feet to have half the dexterity of hands (when barefoot) Burden - Can completely block out the mental awareness of pain. Steel Lung - Enhanced lung capacity, can hold your breath for an extended time. Can release a breath with twice the force of a punch, up to four feet. Tide Stare - Can cause one's eyes to shift hypnotically like the ocean, mesmirizing those who make eye-contact. Those who fall victim to this find it hard to move or look away, growing dazed an indecisive. Will Bond - Can create a spiritual bond with your chosen weapon. The weapon cannot be lost from your hand except by your will, and can by wielded as though it was a third lighter than it is. Stalwart - Gain a resistance to spells that affect the body and mind below level 5.
Morning Star - A massive spiked ball on the end of a sturdy chain and thick handle. Moderate speed, but is nigh unstoppable to black. (Required natural empower; 1.5) Greatsword - A massive sword, six feet long it total, can only be wielded by the strongest. (Required natural empower; 2) Steel Coil - A seven foot long handless whip, forged from wound steel. Very powerful, very fast. Claw Grip - A gauntlet with a trio of two-foot long, claw like blades extending over the knuckles. Mastaff - A thick, six foot staff, reinforced with heavy iron bars around either end.
Shelkra (Dragoon) - A round shield, three-feet across with perfect balance. Can be thrown easily. Duelist (Swashbuckler) - A long, thin blade, forged to withstand heavy blows. Very light, very fast.
Fighter Requirements
- Four victories in combat, at least one of which must be against a superior foe.
- Must have been a member for 2 weeks (real time). Advantages
- Training in 'Heart of the Warrior' (optional)
- Training in a second Fighter Technique (optional)
- Access to training which can hone your Fighter Technique
- Access to intermediate (level 4) training in Weapons
- Can develope resistances to certain spells (see Exposure)
- A fighter is pure, facing combat without the crutch of spells. As long as you does notcast spells, you fight with greater strength, speed, agility, stamina, and focus. If you cast a spell, you loose this bonus for X posts, where X is the level of the spell cast. This effect is culmulative.
- Training which increases the potency of a chosen fighter tecnique.
--- 75 gold, 3 days (real time)
- When you battle a mage in combat and defeats them, you recieves a resistance to the spells of the mage's primary art. The first victory means resistance to level 1-4 spells, levels 5-7, and 8-10 respectively.
Champion Requirements
- Ten victories in combat, at least four of which must be against a superior foe.
- Must have been a member for 5 weeks (real time).
- Must have trained in 'Heart of the Warrior'. Advantages
- Can earn the rank of Warrior of the <~>
- Can train in an advanced form of a single Fighter technique that you know.
- Training in a third Fighter Technique (optional) Disadvantages
- May only use Aspect spells or spells that summon armor.
--- exception; Paladins and Warlords may use any Light or Dark spell up to level 6.
- Over the course of becoming a master of a weapon, one acquires potent techniques and a natural grace with the weapon. This manifests in the skills below, and the 'Master at Arms' skill. ~, Stonefist (Barehanded)
--- Dragonstrike - all empty-handed blows land with half-again the force. ~, the Blade (Knives)
--- Can draw your knives near instantly.
--- Pierce - can precisely stab your knife through any armor. Thrice per encounter. Swordsman ~ (Sword)
--- Can draw your sword near instantly.
--- Shieldbreaker - a combo of attacks that breaks through an enemy's defenses and lands a powerful hit. Thrice per encounter ~, the Stave (Staffs)
--- Forceful Blow - can deliver a quick, powerful strike and double empower with a bloodstone effect. Thrice per encounter. Halberion ~ (Polearms)
--- Dwarven Rage - can deliver an overhand attack with such force and speed that blocking it is ineffective. Thrice per encounter. ~, of Mjolnir (Blunt)
--- Thunder - can strike the weapon to a solid surface, sending a tremor that can shatter wood or stone, or topple foes within five feet of the blow. Detrimental if used against a person. Thrice per encounter. Striker ~ (Spiked)
--- Impale - can use the blade as a hook, ripping a piece of armor off of its wearer. Thrice per encounter. Chainer ~ (Chained)
--- Bind - can strike such that the chain traps the blocking weapon, allowing you to pull it away. Thrice per encounter. Marksman ~ (Ranged)
--- Can draw thrown weapons/reload projectile weapons twice as fast.
--- Peregrine- can choose a mark and release a projectile with utmost speed and prescision. It cannot miss. Thrice per encounter.
While wielding your chosen weapon, you are more intimidating in battle. You gain Will Bond with your chosen weapon. You are more precise with your weapon, making your attacks and blocks more potent. You can wield your weapon with more speed.
-Battle Intimidation while wielding weapon.
-Will-bond with chosen weapon.
-Increased acuity and speed allows for better blocking and more precise attacks.
-Your prowess allows you to wield the weapon with increased speed.
-Can hurl/throw the weapon more accurately (if plausible).
-Can deal an attack with double-damage, thrice per encounter.
-Gain a custom technique for the weapon (must be approve by a WM).
Initiates of the All-Seeing Eye The Initiates of the All-Seeing Eye are a mysterious, dark, cult-like group, brought togother by unknown means. Even the location of their temple is unknown, and those who speak with confidence of its location speak only rumors. From what is known of Initiates present in the Eastern World, they have an endless hunger for power, and no moral compass to rein that hunger. Their alliegance with each other is one mostly of convience, so that those who would stand in their way cannot harm them. They are constantly at odds with the Clerics, an adversary that always leads to open violence.
Guildmaster Kuan'an the All-Seeing Guildhouse The Catacombs of Epic City
Requirements
- Must own a levels 1 & 2 Dark spell
- Must pay a 25 gold tithe, and prove your commitment to the All-Seeing Eye. Advantages
- Infused with the power of the All-Seeing; Dark spells have a base cost 3 gold less. Your Affinity to Dark spells is increased by 1 point.
- Given a boon of the All-Seeing, and recieve an Initiate's Crystal (acts as an Onxy)
- May purchase Initiate-only spells.
- Natural Fear effect against most others. Drawbacks
- Cannot buy/must forsake all Lght spells and items
- Hated by Clerics, feared by many.
Level. 2 - Kuan'an's Laugh - Force a victim to relive their wosrt memory in their head. Lasts until the end of their next post.
Level 2 - Isuldar's Spite - Your eyes fill with a dark glow; you force another to lose two spells during their next post. For every ally who fights with you, another victim may be chosen -or- the same victim may lose an additional two posts in a subsequent post. All allies who fights with you lose two spells per post for the duration of this effect. Requires two spells to cast, can only be cast once per encounter.
Level. 3 - Kuan'an's Curse - Deprive a victim of vision and hearing. Lasts until the end of their next post.
Level 3 - IKuan'an's Wrath - Release a fireball-esque blast of searing Unlight from your hands. It strikes with three times the strength of a punch. For every ally who fights with you, the force is reduced by a punch.
Level. 4 - Kuan'an's Boon - By concentrating on an area you have been in within the last two days (game time), you can see what is currently happening there.
Level 4 - Kuan'an's Scorn - Causes an unbearable amount of pain in a victim's mind. This pain is increased if the victim does not know a spell at level five or above.
Level. 5 - Kuan'an's Hunger - Siphons the strength and power of a victim into yourself. Requires physical contact; effect is undone one it is broken. Prolonged contact can kill small animals (excluding Bondmates).
Siphons the strength and power of a target through contact, granting it to yourself. This is undone upon contact being broken.
Level 5 - Kuan'an's Cruelty - You begin to drain the life-force from those within thirty feet of you around you, including your allies. This acts as a Feed-esque effect on any character who owns a Light spell, or has less than two natural empowers of strength. This spell requires two spells to cast.
Level 6 - Gaze of the All-Seeing - A third void-like eye opens across the caster's forehead. This eyes sees through all illusions, sees spirits and magic, and grants the caster full knowledge of the information normally found in a target character's profile outside of the Background section.
Level 7 - Will of the All-Seing - Your mind fills with Unlight, granting you three additional spells per post. For every two allies who fight with you, you gain one less spell.
Level 8 - Edict of the All-Seeing - You fill the area within thirty feet of you with twisting, ethereal shadows. Any character who casts a spell that would positively benefit another character while in this area is attacked by the shadows, causing them extreme terror and pain. This effect lasts for four posts. Can only be cast once per encounter.
Level 9 - Favor of the All-Seeing - You with a target with the blasphemous symbol of the All-Seeing Eye. Until that character is negatively affected by a light spell or any spell below four, all wounds that character suffer instantly regenerate. Cast only once per encounter.
Level 10 - God's Judgement - You submit all beings within fifty feet to the divine judgement of the All-Seeing Eye, causing any with at least one level-skill to be petrified for the remainder of the encounter. Your strongest ally and your strongest foe are not judged. After casting this spell, you may not cast spells for the rest of the encounter.
Warlord- Shadow Axe; a massive, two headed-axe, engraved with ancient incantations of the All-Seeing. Its edges blaze with unlight.
Bounty Hunter- Shadow Cleaver; a long, jagged-edged cleaver-like blade, engraved with ancient incantations of the All-Seeing. Its edge blazes with unlight.
Assassin- Shadow Knives; a pair of slender, matte black knives, engraved with ancient incantations of the All-Seeing. Their blades blaze with unlight.
Adnate- Shadow Rod; a three foot staff, tipped to a black jewel cut like an eye. The staff is engraved with incantations of the All-Seeing. Can release a burst of unlight from its head.
Path of the All-Seeing Eye
Those who worship the All-Seeing Eye and seek its power tend to behave in similar fashions.
> No Initiate ever partakes in a bounty, quest, task, or other event with a Cleric unless the circumstances of the event are beyond your control, or you are partaking to foil the actions of the Cleric (usually through murder), or the event is of greater importance that transcends guild boundaries.
> Clerics who openly attempt to defy the will of the All-Seeing are given priority for extermination and may be attacked at will. A bounty list of such Clerics will be compiled.
> You are in no way obliged to help or hinder anyone, unless there is a benefit to you to be made from it.
Mages of Ancient's Tower
The Mage's guild is a collection of individuals who devout themselves to the understanding and control of magic, through spells. They think of physical combat as simplistic and unneccessary, a simple-man's game. Although Coab, the guildmaster, does not actively promote conflict with the Fighters of Stonehelm, there are often brawls between members.
Guildmaster - Coab Forcemage Guildhouse - Ancient's Tower in Epic City
Apprentice Requirements
- Must own a level 1 & 2 spell of a chosen art
- A 25 gold tithe; Must swear an oath of loyalty to the Mage's ethos Advantages
- 5 gold discount on all spell art bases
- May be given a Mage Dagger of your primary art Drawbacks
- Weapons cost 10% more
- Can only wield daggers, staffs, or dual-guild Mage weapons
Light Dagger - A silver stilleto with a mother of pearl handle. Able to pass through armor as if it wasn't there. Can be used as a light source. Plant Dagger - An elegant scarwood blade and handle. Hard as iron, can grow to seven times its size. Water Dagger - A broad, silver blade with a coral handle. Can freeze small amounts of water or items. Storm Dagger - A thin, silver blade with a twisted brone handle. Enhances your speed and reflexes. Earth Dagger - An acutely carved marble knife. Can create a duplicate of itself. Fire Dagger - An iron dagger with an obsidian handle. Can burst into flame, or control small fires. Force Dagger - An iron blade with a crystal handle. Can launch from your hand at high speeds. Unbreakable. Mind Dagger - An ornate silver ahndle. Can create a small blade made of pure mind magic. Dark Dagger - A jagged, blackened steel blade with an ebony handle. Can unleash a thrown knife of solid unlight. Summoning Dagger - Carved bone blade. Can summon a trio of highly intelligent squirrels. Spirit Dagger - A fine silver blade with an amber and bronze hilt. Has a minor ability based off of the Mage who wields it (must be WM approved).
Mage Requirements
- Must own a level 3 & 4 spell of a primary art, and at least 10 total spells (5 in primary art)
- Must be a member for at least 2 weeks (real time) Advantages
- May trade in your Mage Dagger for a Mage Ring, or buy a Mage Ring for 3x art base (of your primary art)
- Access to level 5 Mage-only spells
- Can choose to train in 'Will of the Mage' Drawbacks
- May not wear heavy/noisy armor
- The power of a mage lies in his knowledge and will, his ability to focus on and alter reality to suit his whim. As is such mages rarely have use for acts of physical brutality or exertion. As long as the mage does not engage in any taxing or complex actions, his spells are considered to be increased by the equivalent of one level in power. If such physical actions are taken, the mage's spell power will be reduced to normal for three to five posts.
Lightmage Ring - A brass ring with an opal gemstone. Releases from the hand a beam of holy light, which casts a Pacify upon whomever is struck by it. Plantmage Ring - A petrified bark ring with an jade gemstone. Can release a spray of nature ether causes excessive growth of plant matter, either rapidly growing a targeted plant, or causes moss, vines, and leaves to begin growing on a target. Watermage Ring - A nevermelt ice ring, hollowed with everflowing water inside. Can release wave of cold at a target, freezing it and causing ice to slowly form. Stormmage Ring - A blue-gray steel ring with a glass gemstone; inside is lightning. Can release a funnel of wind that creates a piercing screech and disorients all caught in it. Earthmage Ring - A granite ring. Can influence a body of earth or stone, shaping up for four cubic feet at the will of the mage. Firemage Ring - An iron ring with two tiny beads of lava inside the glass gemstone. Can release a gout of smoke-filled wind, which casts Swelter where it flies and incites those it contacts. May cause flammable objects such as dry paper or oil to ignite. Forcemage Ring - A crystal ring with a tourquoise gemstone. Can release a pushing force on a target equal to the wearer's strength, so long as they focus on it. Mindmage Ring - A delicate silver ring, constantly shifting in form. Allows the wearer to telekenetically maipulate an object one foot in diameter or less. Darkmage Ring - A blackened leather ring, studded with steel. Passively deepens unlight around the wearer and can emit a tight black beam, which will sicken any target it strikes. Summonmage Ring - A bone ring, carved from a fang. Allows the wearer to take control of a level 4 or lower summon, or a comparable creature. Cannot be used against bondmates. Spiritmage Ring - An amber ring which changes to reflect the inner spirit of the Mage. Can syphon the strength and resolve of a target, granting it to yourself. Effect is stronger with proximity.
M. Prismatize - Creates two copies of target light spell, which creates light or holy energy, cast by the caster that post. M. Ensconce - Cause quick setting sap to leak out from target plant. It immediately hardens forming crystalline amber plating over it. Use once per post. It does not count towards the caster's spells per post. M. Acerbize - Increase the acidity of up to two gallons of water at by touch. This causes the water to burn skin, wear at metal and stone, and blind. M. Static Veil - Create a protective veil of lightning all around a target. It moves with that target. M. Quarry - Transform a target, which made of stone and is no larger than yourself, into iron by touch. This spells does not have to be maintained. Use this spell once per turn. It does not count torwards the caster's spells per turn. M. Stoke - Double the size of target fire or fire-based object. Only use twice per object. M. Mirror Cage - Creates a cylindrical wall of shimmering force around the caster. It restricts his/her movements and traps them, but any force applied against this wall is mirrored back at the source. M. Concentration - The caster gives up his/her spells per post during their next post and can cast an additional two spells this post. This spell does not count toward the caster's spells per turn. Cannot be used two posts in a row or more than twice per encounter. M. Gloomcast - Allows the caster to manipulate the shape of the unlight and dark magics made by spells/abilities of the caster. Cannot make it any more solid, hard or concentrated than it already is. Use only once per post. Does not count towards the caster's spells per post. This manipulation is 'sight' based, and so you must be able to see the mass in some fashion and cannot shape it to an extent that is beyond sight M. Osmose - The caster absorbs into him/herself a summoning he/she controls, granting him'her aspects of that summoning. (The exact nature of these changes are always the same for the same summoning, but is originally set by the WM in charge of the area it is first used in.) M. Spirit Mist - Creates a small cloud of prismatic mist around the caster which he/she may solidify at his will for both defensive and (to an extent) offensive purposes
Archmage Requirements
- Must own a level 7 spell of your primary art, at least 20 total spells (10 in primary art)
- Must have trained in Will of the Mage
- Must be a member for at least 5 weeks (real time) Advantages
- May trade in your Mage Ring for an Archmage Staff, or buy the staff for 7x art base
- Access to level 7 Mage-only spells Drawbacks
- May not wear non-magical armor (unless unique for a mages)
- May not wield non-Guild weapons.
All staffs allow the Archmage to increase the level of a spell they cast by 2 up to three times per encounter. Upon recieving the staff, the Archmage gains a custom magical power based in their art. Must be approved by a WM. Lightmage Staff - An staff of solid light with a gold orb. Passively dispells shadows and unlight in proximity to the archmage for only themselves and their allies. Can activate an aura to double the intensity of all light in proximity (doubles the potency of light-dependant spells, strengthens light spells, etc). Plantmage Staff - A hardwood staff with foliage near the top. Grants the Archmage an additional spell per turn when in the proximity of substantial plantlife. Can be used to gain limited control of and grant mobility to plantlife in proximity, no more than a trees worth. Watermage Staff - A coral staff with water constantly flowing between the pores. Spells cast by the Archmage which produce or manipulate water can produce/manipulate up to half again as much water. The water on the staff may be projected into up to five gallons of liquid, either boiling, freezing, cleansing, or acerbizing it. Stormmage Staff - A twisted bronze staff with a ball of lightning at the top. May thrice per encounter make an item or area up to ten feet in diameter conductive to electricity (or more so, if it already is). All projects you cast gain an electric charge, or an additional arc of lightning with those already there. Earthmage Staff - A granite staff with a flowing stone head. All effects which summon or morph an item with earth-based material are improved one step (Clay -> Granite -> Iron -> Steel). All proximity-based Earthspells have a radius by half. Firemage Staff - An iron staff with an orb of lava. The Archmage may sacrifice a spell to double the size, heat, and/or intensity of the next Firespell he or she casts. Effect is culmulative, but all sacrifices and spells must be within the same post. Forcemage Staff - An iron staff with a crystal-studded head. The Archmage may sacrifice a spell to double the power of his or her next Force spell. Effect is culmulative, but all sacrifices and spells must be within the same post. Mindmage Staff - A delicate, mirrored silver staff. May sacrifice the use of a spell the know for the encounter to prevent an opponent from casting a spell of equal or lesser level. The Archmage may instead cast the countered spell for the rest of the encounter. Darkmage Staff - A twisted staff of solid unlight. Passively expands shadows and unlight in proximity to the archmage for only themselves and their allies. Can activate an aura to double the intensity of all unlight in proximity (doubles the potency of unlight-dependant spells, strengthens dark spells, etc). Summonmage Staff - A carved bone staff, its head either an animal totem or a skull. The Archmage may sacrifice a spell per turn to maintain an additional two summoning slots. Spiritmage Staff - An amber staff, its head dependent on the bearer's spirit. Upon recieving, the Archmage gains two abilities based on sacrificing one or two spells per turn. Abilities are spirt-based, magical, and must be mod approved.
Characters may not start off as guild members. Nor may more than two guilds be joined by a character at a time.
The following posts contain the location, guildmaster, beliefs, requirements, benefits, and disadvantages of each of the six guilds. Following are the various combinations of guilds that can be achieved.
The Fighters are a brotherhood founded around the common love for combat, and the belief that magic is an old man's game. While some fighters are moderate, other fighters take this to an extreme, avoiding spells all together. The guildmaster, Benista, often encourages attacks on the Mages of Ancient's Tower, which frequently vexes the city guards.
Guildmaster - Benista the Claw
Guildhouse - Stonehelm Fortress in Epicus
Errant
Requirements
- One previous victory in combat, or win a fight within two weeks of admission.
--- Failure to do so will result in a challenge by another Fighter to prove your worth. If you fail, you are kicked out.
- 25 gold tithe, oath of loyalty to the Fighter ethos
Advantages
- 10% off all weapons costs, 15% off all items at the Steelwill
- Training in a single Fighter Technique, chosen upon joining
- Access to rudimentary (level 1 - 3 ) training in Weapons (see Guild thread)
- May purchase Fighter-only weapons at the Highlander Forge
Disadvantages
- +5 gold increase on spell base costs
- May not use spells above level 4 (except Aspect).
Cost of training is 20 gold a day for non-Fighters, 10 gold for Fighters. No Mages allowed!
Lvl. 0 - Amateur - competent with the basic style.
--- no training time
Lvl. 1 - Novice - competent in the basic styles.
--- One day or 25 bp w/ weapon
Lvl. 2 - Proficient - seasoned with the basic styles.
--- Four days or 90 bp w/ weapon
Lvl. 3 - Experienced - seasoned with the basic styles, competent in alternative styles.
--- Nine days or 180 bp w/ weapon
Lvl. 4 - Expert - competant with all styles of the weapon
--- Fourteen days or 285 bp w/ weapon
Lvl. 5 - Master - seasoned with all styles. Gain Warrior of the <?>
--- Twenty-one days or 400 bp w/ weapon
Battle Prowess - Same as the LSS. If taken with Heightened Training, the requied battle posts must be leveled seperately.
Awareness - Can focused your senses together to create a rough, undetailed mental image of your surroundings. Grants partial sight despite obstacles of vision such as nighttime, fog, etc.
Quickflesh - Gain heightened control of your joints, allowing you to squash or stretch any joint on your body by up to three inches.
Wind Strike - Can strike in a way that focuses the air before your strikes, creating a precursor strike that extends up to six inches past the strike. Works only with barehanded strikes, and best with blunt strukes, such as punches and side-kicks.
Geckani - Greatly increase the power and control of your legs and feet, adding two feet to your jump, and allowing your feet to have half the dexterity of hands (when barefoot)
Burden - Can completely block out the mental awareness of pain.
Steel Lung - Enhanced lung capacity, can hold your breath for an extended time. Can release a breath with twice the force of a punch, up to four feet.
Tide Stare - Can cause one's eyes to shift hypnotically like the ocean, mesmirizing those who make eye-contact. Those who fall victim to this find it hard to move or look away, growing dazed an indecisive.
Will Bond - Can create a spiritual bond with your chosen weapon. The weapon cannot be lost from your hand except by your will, and can by wielded as though it was a third lighter than it is.
Stalwart - Gain a resistance to spells that affect the body and mind below level 5.
Morning Star - A massive spiked ball on the end of a sturdy chain and thick handle. Moderate speed, but is nigh unstoppable to black. (Required natural empower; 1.5)
Greatsword - A massive sword, six feet long it total, can only be wielded by the strongest. (Required natural empower; 2)
Steel Coil - A seven foot long handless whip, forged from wound steel. Very powerful, very fast.
Claw Grip - A gauntlet with a trio of two-foot long, claw like blades extending over the knuckles.
Mastaff - A thick, six foot staff, reinforced with heavy iron bars around either end.
Shelkra (Dragoon) - A round shield, three-feet across with perfect balance. Can be thrown easily.
Duelist (Swashbuckler) - A long, thin blade, forged to withstand heavy blows. Very light, very fast.
Fighter
Requirements
- Four victories in combat, at least one of which must be against a superior foe.
- Must have been a member for 2 weeks (real time).
Advantages
- Training in 'Heart of the Warrior' (optional)
- Training in a second Fighter Technique (optional)
- Access to training which can hone your Fighter Technique
- Access to intermediate (level 4) training in Weapons
- Can develope resistances to certain spells (see Exposure)
--- 75 gold, 3 days (real time)
Champion
Requirements
- Ten victories in combat, at least four of which must be against a superior foe.
- Must have been a member for 5 weeks (real time).
- Must have trained in 'Heart of the Warrior'.
Advantages
- Can earn the rank of Warrior of the <~>
- Can train in an advanced form of a single Fighter technique that you know.
- Training in a third Fighter Technique (optional)
Disadvantages
- May only use Aspect spells or spells that summon armor.
--- exception; Paladins and Warlords may use any Light or Dark spell up to level 6.
~, Stonefist (Barehanded)
--- Dragonstrike - all empty-handed blows land with half-again the force.
~, the Blade (Knives)
--- Can draw your knives near instantly.
--- Pierce - can precisely stab your knife through any armor. Thrice per encounter.
Swordsman ~ (Sword)
--- Can draw your sword near instantly.
--- Shieldbreaker - a combo of attacks that breaks through an enemy's defenses and lands a powerful hit. Thrice per encounter
~, the Stave (Staffs)
--- Forceful Blow - can deliver a quick, powerful strike and double empower with a bloodstone effect. Thrice per encounter.
Halberion ~ (Polearms)
--- Dwarven Rage - can deliver an overhand attack with such force and speed that blocking it is ineffective. Thrice per encounter.
~, of Mjolnir (Blunt)
--- Thunder - can strike the weapon to a solid surface, sending a tremor that can shatter wood or stone, or topple foes within five feet of the blow. Detrimental if used against a person. Thrice per encounter.
Striker ~ (Spiked)
--- Impale - can use the blade as a hook, ripping a piece of armor off of its wearer. Thrice per encounter.
Chainer ~ (Chained)
--- Bind - can strike such that the chain traps the blocking weapon, allowing you to pull it away. Thrice per encounter.
Marksman ~ (Ranged)
--- Can draw thrown weapons/reload projectile weapons twice as fast.
--- Peregrine- can choose a mark and release a projectile with utmost speed and prescision. It cannot miss. Thrice per encounter.
While wielding your chosen weapon, you are more intimidating in battle. You gain Will Bond with your chosen weapon. You are more precise with your weapon, making your attacks and blocks more potent. You can wield your weapon with more speed.
-Battle Intimidation while wielding weapon.
-Will-bond with chosen weapon.
-Increased acuity and speed allows for better blocking and more precise attacks.
-Your prowess allows you to wield the weapon with increased speed.
-Can hurl/throw the weapon more accurately (if plausible).
-Can deal an attack with double-damage, thrice per encounter.
-Gain a custom technique for the weapon (must be approve by a WM).
The Initiates of the All-Seeing Eye are a mysterious, dark, cult-like group, brought togother by unknown means. Even the location of their temple is unknown, and those who speak with confidence of its location speak only rumors. From what is known of Initiates present in the Eastern World, they have an endless hunger for power, and no moral compass to rein that hunger. Their alliegance with each other is one mostly of convience, so that those who would stand in their way cannot harm them. They are constantly at odds with the Clerics, an adversary that always leads to open violence.
Guildmaster Kuan'an the All-Seeing
Guildhouse The Catacombs of Epic City
Requirements
- Must own a levels 1 & 2 Dark spell
- Must pay a 25 gold tithe, and prove your commitment to the All-Seeing Eye.
Advantages
- Infused with the power of the All-Seeing; Dark spells have a base cost 3 gold less. Your Affinity to Dark spells is increased by 1 point.
- Given a boon of the All-Seeing, and recieve an Initiate's Crystal (acts as an Onxy)
- May purchase Initiate-only spells.
- Natural Fear effect against most others.
Drawbacks
- Cannot buy/must forsake all Lght spells and items
- Hated by Clerics, feared by many.
Level. 2 - Kuan'an's Laugh - Force a victim to relive their wosrt memory in their head. Lasts until the end of their next post.
Level 2 - Isuldar's Spite - Your eyes fill with a dark glow; you force another to lose two spells during their next post. For every ally who fights with you, another victim may be chosen -or- the same victim may lose an additional two posts in a subsequent post. All allies who fights with you lose two spells per post for the duration of this effect. Requires two spells to cast, can only be cast once per encounter.
Level. 3 - Kuan'an's Curse - Deprive a victim of vision and hearing. Lasts until the end of their next post.
Level 3 - IKuan'an's Wrath - Release a fireball-esque blast of searing Unlight from your hands. It strikes with three times the strength of a punch. For every ally who fights with you, the force is reduced by a punch.
Level. 4 - Kuan'an's Boon - By concentrating on an area you have been in within the last two days (game time), you can see what is currently happening there.
Level 4 - Kuan'an's Scorn - Causes an unbearable amount of pain in a victim's mind. This pain is increased if the victim does not know a spell at level five or above.
Level. 5 - Kuan'an's Hunger - Siphons the strength and power of a victim into yourself. Requires physical contact; effect is undone one it is broken. Prolonged contact can kill small animals (excluding Bondmates).
Siphons the strength and power of a target through contact, granting it to yourself. This is undone upon contact being broken.
Level 5 - Kuan'an's Cruelty - You begin to drain the life-force from those within thirty feet of you around you, including your allies. This acts as a Feed-esque effect on any character who owns a Light spell, or has less than two natural empowers of strength. This spell requires two spells to cast.
Level 6 - Gaze of the All-Seeing - A third void-like eye opens across the caster's forehead. This eyes sees through all illusions, sees spirits and magic, and grants the caster full knowledge of the information normally found in a target character's profile outside of the Background section.
Level 7 - Will of the All-Seing - Your mind fills with Unlight, granting you three additional spells per post. For every two allies who fight with you, you gain one less spell.
Level 8 - Edict of the All-Seeing - You fill the area within thirty feet of you with twisting, ethereal shadows. Any character who casts a spell that would positively benefit another character while in this area is attacked by the shadows, causing them extreme terror and pain. This effect lasts for four posts. Can only be cast once per encounter.
Level 9 - Favor of the All-Seeing - You with a target with the blasphemous symbol of the All-Seeing Eye. Until that character is negatively affected by a light spell or any spell below four, all wounds that character suffer instantly regenerate. Cast only once per encounter.
Level 10 - God's Judgement - You submit all beings within fifty feet to the divine judgement of the All-Seeing Eye, causing any with at least one level-skill to be petrified for the remainder of the encounter. Your strongest ally and your strongest foe are not judged. After casting this spell, you may not cast spells for the rest of the encounter.
Bounty Hunter- Shadow Cleaver; a long, jagged-edged cleaver-like blade, engraved with ancient incantations of the All-Seeing. Its edge blazes with unlight.
Assassin- Shadow Knives; a pair of slender, matte black knives, engraved with ancient incantations of the All-Seeing. Their blades blaze with unlight.
Adnate- Shadow Rod; a three foot staff, tipped to a black jewel cut like an eye. The staff is engraved with incantations of the All-Seeing. Can release a burst of unlight from its head.
Path of the All-Seeing Eye
Those who worship the All-Seeing Eye and seek its power tend to behave in similar fashions.
> No Initiate ever partakes in a bounty, quest, task, or other event with a Cleric unless the circumstances of the event are beyond your control, or you are partaking to foil the actions of the Cleric (usually through murder), or the event is of greater importance that transcends guild boundaries.
> Clerics who openly attempt to defy the will of the All-Seeing are given priority for extermination and may be attacked at will. A bounty list of such Clerics will be compiled.
> You are in no way obliged to help or hinder anyone, unless there is a benefit to you to be made from it.
The Mage's guild is a collection of individuals who devout themselves to the understanding and control of magic, through spells. They think of physical combat as simplistic and unneccessary, a simple-man's game. Although Coab, the guildmaster, does not actively promote conflict with the Fighters of Stonehelm, there are often brawls between members.
Guildmaster - Coab Forcemage
Guildhouse - Ancient's Tower in Epic City
Apprentice
Requirements
- Must own a level 1 & 2 spell of a chosen art
- A 25 gold tithe; Must swear an oath of loyalty to the Mage's ethos
Advantages
- 5 gold discount on all spell art bases
- May be given a Mage Dagger of your primary art
Drawbacks
- Weapons cost 10% more
- Can only wield daggers, staffs, or dual-guild Mage weapons
Light Dagger - A silver stilleto with a mother of pearl handle. Able to pass through armor as if it wasn't there. Can be used as a light source.
Plant Dagger - An elegant scarwood blade and handle. Hard as iron, can grow to seven times its size.
Water Dagger - A broad, silver blade with a coral handle. Can freeze small amounts of water or items.
Storm Dagger - A thin, silver blade with a twisted brone handle. Enhances your speed and reflexes.
Earth Dagger - An acutely carved marble knife. Can create a duplicate of itself.
Fire Dagger - An iron dagger with an obsidian handle. Can burst into flame, or control small fires.
Force Dagger - An iron blade with a crystal handle. Can launch from your hand at high speeds. Unbreakable.
Mind Dagger - An ornate silver ahndle. Can create a small blade made of pure mind magic.
Dark Dagger - A jagged, blackened steel blade with an ebony handle. Can unleash a thrown knife of solid unlight.
Summoning Dagger - Carved bone blade. Can summon a trio of highly intelligent squirrels.
Spirit Dagger - A fine silver blade with an amber and bronze hilt. Has a minor ability based off of the Mage who wields it (must be WM approved).
Mage
Requirements
- Must own a level 3 & 4 spell of a primary art, and at least 10 total spells (5 in primary art)
- Must be a member for at least 2 weeks (real time)
Advantages
- May trade in your Mage Dagger for a Mage Ring, or buy a Mage Ring for 3x art base (of your primary art)
- Access to level 5 Mage-only spells
- Can choose to train in 'Will of the Mage'
Drawbacks
- May not wear heavy/noisy armor
Lightmage Ring - A brass ring with an opal gemstone. Releases from the hand a beam of holy light, which casts a Pacify upon whomever is struck by it.
Plantmage Ring - A petrified bark ring with an jade gemstone. Can release a spray of nature ether causes excessive growth of plant matter, either rapidly growing a targeted plant, or causes moss, vines, and leaves to begin growing on a target.
Watermage Ring - A nevermelt ice ring, hollowed with everflowing water inside. Can release wave of cold at a target, freezing it and causing ice to slowly form.
Stormmage Ring - A blue-gray steel ring with a glass gemstone; inside is lightning. Can release a funnel of wind that creates a piercing screech and disorients all caught in it.
Earthmage Ring - A granite ring. Can influence a body of earth or stone, shaping up for four cubic feet at the will of the mage.
Firemage Ring - An iron ring with two tiny beads of lava inside the glass gemstone. Can release a gout of smoke-filled wind, which casts Swelter where it flies and incites those it contacts. May cause flammable objects such as dry paper or oil to ignite.
Forcemage Ring - A crystal ring with a tourquoise gemstone. Can release a pushing force on a target equal to the wearer's strength, so long as they focus on it.
Mindmage Ring - A delicate silver ring, constantly shifting in form. Allows the wearer to telekenetically maipulate an object one foot in diameter or less.
Darkmage Ring - A blackened leather ring, studded with steel. Passively deepens unlight around the wearer and can emit a tight black beam, which will sicken any target it strikes.
Summonmage Ring - A bone ring, carved from a fang. Allows the wearer to take control of a level 4 or lower summon, or a comparable creature. Cannot be used against bondmates.
Spiritmage Ring - An amber ring which changes to reflect the inner spirit of the Mage. Can syphon the strength and resolve of a target, granting it to yourself. Effect is stronger with proximity.
M. Prismatize - Creates two copies of target light spell, which creates light or holy energy, cast by the caster that post.
M. Ensconce - Cause quick setting sap to leak out from target plant. It immediately hardens forming crystalline amber plating over it. Use once per post. It does not count towards the caster's spells per post.
M. Acerbize - Increase the acidity of up to two gallons of water at by touch. This causes the water to burn skin, wear at metal and stone, and blind.
M. Static Veil - Create a protective veil of lightning all around a target. It moves with that target.
M. Quarry - Transform a target, which made of stone and is no larger than yourself, into iron by touch. This spells does not have to be maintained. Use this spell once per turn. It does not count torwards the caster's spells per turn.
M. Stoke - Double the size of target fire or fire-based object. Only use twice per object.
M. Mirror Cage - Creates a cylindrical wall of shimmering force around the caster. It restricts his/her movements and traps them, but any force applied against this wall is mirrored back at the source.
M. Concentration - The caster gives up his/her spells per post during their next post and can cast an additional two spells this post. This spell does not count toward the caster's spells per turn. Cannot be used two posts in a row or more than twice per encounter.
M. Gloomcast - Allows the caster to manipulate the shape of the unlight and dark magics made by spells/abilities of the caster. Cannot make it any more solid, hard or concentrated than it already is. Use only once per post. Does not count towards the caster's spells per post. This manipulation is 'sight' based, and so you must be able to see the mass in some fashion and cannot shape it to an extent that is beyond sight
M. Osmose - The caster absorbs into him/herself a summoning he/she controls, granting him'her aspects of that summoning. (The exact nature of these changes are always the same for the same summoning, but is originally set by the WM in charge of the area it is first used in.)
M. Spirit Mist - Creates a small cloud of prismatic mist around the caster which he/she may solidify at his will for both defensive and (to an extent) offensive purposes
Archmage
Requirements
- Must own a level 7 spell of your primary art, at least 20 total spells (10 in primary art)
- Must have trained in Will of the Mage
- Must be a member for at least 5 weeks (real time)
Advantages
- May trade in your Mage Ring for an Archmage Staff, or buy the staff for 7x art base
- Access to level 7 Mage-only spells
Drawbacks
- May not wear non-magical armor (unless unique for a mages)
- May not wield non-Guild weapons.
All staffs allow the Archmage to increase the level of a spell they cast by 2 up to three times per encounter. Upon recieving the staff, the Archmage gains a custom magical power based in their art. Must be approved by a WM.
Lightmage Staff - An staff of solid light with a gold orb. Passively dispells shadows and unlight in proximity to the archmage for only themselves and their allies. Can activate an aura to double the intensity of all light in proximity (doubles the potency of light-dependant spells, strengthens light spells, etc).
Plantmage Staff - A hardwood staff with foliage near the top. Grants the Archmage an additional spell per turn when in the proximity of substantial plantlife. Can be used to gain limited control of and grant mobility to plantlife in proximity, no more than a trees worth.
Watermage Staff - A coral staff with water constantly flowing between the pores. Spells cast by the Archmage which produce or manipulate water can produce/manipulate up to half again as much water. The water on the staff may be projected into up to five gallons of liquid, either boiling, freezing, cleansing, or acerbizing it.
Stormmage Staff - A twisted bronze staff with a ball of lightning at the top. May thrice per encounter make an item or area up to ten feet in diameter conductive to electricity (or more so, if it already is). All projects you cast gain an electric charge, or an additional arc of lightning with those already there.
Earthmage Staff - A granite staff with a flowing stone head. All effects which summon or morph an item with earth-based material are improved one step (Clay -> Granite -> Iron -> Steel). All proximity-based Earthspells have a radius by half.
Firemage Staff - An iron staff with an orb of lava. The Archmage may sacrifice a spell to double the size, heat, and/or intensity of the next Firespell he or she casts. Effect is culmulative, but all sacrifices and spells must be within the same post.
Forcemage Staff - An iron staff with a crystal-studded head. The Archmage may sacrifice a spell to double the power of his or her next Force spell. Effect is culmulative, but all sacrifices and spells must be within the same post.
Mindmage Staff - A delicate, mirrored silver staff. May sacrifice the use of a spell the know for the encounter to prevent an opponent from casting a spell of equal or lesser level. The Archmage may instead cast the countered spell for the rest of the encounter.
Darkmage Staff - A twisted staff of solid unlight. Passively expands shadows and unlight in proximity to the archmage for only themselves and their allies. Can activate an aura to double the intensity of all unlight in proximity (doubles the potency of unlight-dependant spells, strengthens dark spells, etc).
Summonmage Staff - A carved bone staff, its head either an animal totem or a skull. The Archmage may sacrifice a spell per turn to maintain an additional two summoning slots.
Spiritmage Staff - An amber staff, its head dependent on the bearer's spirit. Upon recieving, the Archmage gains two abilities based on sacrificing one or two spells per turn. Abilities are spirt-based, magical, and must be mod approved.