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Title: Seten - The Shadowlands Campeign - CC + Info
Description: Introduction, Character Creation + Data


Mordax_Praetorian - October 15, 2007 11:59 PM (GMT)
Download The Seten Theme Music - A Life's Story by Erim Ahmet

Q: Do I need to read all of this?
A: No, you need only look at the sections in Green, as well as the information for your character's Race, Guild, Magics and Weapons
This vast volume of lore is present to allow people to create more in-depth characters, the campeign will not assume you know all of it, and much of it will be repeated if it becomes relevant in the campeign thread

[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#intro">1. Introduction</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#how">2. How this RPG will run</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#guilds">3. The varied Guilds of Seten</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#fighter">3.1 The Guild of Fighters</A>[/doHTML] (Weapon Diversity, Advanced Combat Styles and Tactics)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#knight">3.2 The Guild of Knights</A>[/doHTML] (Stronger and Tougher with First Aid but an Oath against benefiting from magic)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#berserker">3.3 The Guild of Berserkers</A>[/doHTML] (Become better fighters when wounded, in pain or angry)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#dragoon">3.4 The Guild of Dragoons</A>[/doHTML] (Mounted Combatants with monsterous Drankoth mount companions)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#cleric">3.5 The Guild of Clerics</A>[/doHTML] (Healing at the cost of self-sacrifice)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#cultist">3.6 The Guild of Cultists</A>[/doHTML] (Weak but with very powerful Black Drake companions)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#druid">3.7 The Guild of Druids</A>[/doHTML] (Able to manipulate the world around them to lash out at foes, summon animal spirits to aid them and can focus natural energies into piercing beams of force)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#mage">3.8 The Guild of Mages</A>[/doHTML] (Powerful magic users with twice as many spells as anyone else)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#battlemage">3.9 The Guild of Battle-Mages</A>[/doHTML] (Fusing Magic and Melee Combat)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#bard">3.10 The Guild of Bards</A>[/doHTML] (Fusing Magic and Archery)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#archer">3.11 The Guild of Archers</A>[/doHTML] (Powerful ranged weapon users with a variety of abilities)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#thief">3.12 The Guild of Thieves</A>[/doHTML] (Able to go where others cannot, masters of "obtaining" items with useful assassination techniques)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#races">4. The various Races of Seten</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#human">4.1 Humans</A>[/doHTML] (Rural folk to who familly is very important, Spec Guild: Paladin)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#elf">4.2 Elves</A>[/doHTML] (Superstitious folk with a strong sense of community and union, Spec Guilds: Phoenix Warrior (High), Ranger (Wood), Millitia (Dark/True))
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#dwarf">4.3 Dwarves</A>[/doHTML] (Industrious workers and lovers of great drink, Spec Guilds: Miner (Mountain), Sapper (Hill), Raider (Cave))
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#halfling">4.4 Halflings</A>[/doHTML] (Lasy people who are lucky and don't really do much, Spec Guild: Assassin)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#gathling">4.5 Gathling</A>[/doHTML] (Elf/Demon Hybrids, each given 2 swords at birth which are named and grow in power along with the Gathling due to prolonged contact with the intense magic of the Gathling, Spec Guild: Kensai)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#racobian">4.6 Racobian</A>[/doHTML] (Winged lizard people who embody purest evil, Spec Guild: Doombringer)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#angel">4.7 Angels</A>[/doHTML] (Those on leave or exiled from the heavens, Spec Guild: Divine Guardian)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#lizardman">4.8 Lizard Men</A>[/doHTML] (Tribal warriors who are envious of the Racobian's wings, Spec Guild: Savage)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#marasean">4.9 Marase</A>[/doHTML] (A warlike 4-armed race who lack a connection to the Ether, Spec Guild: Warlord)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#zamodian">4.10 Zamodian</A>[/doHTML] (A missmatch of insect parts, they live in hive like societies, Spec Guilds: Drone (Red), Crusader (Black))
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#orc">4.11 Orcs</A>[/doHTML] (Large strong and stupid people who are the laughing stock of the rest of the world, Spec Guilds: Lobber (Kuruk), Basher (Ulic), Shaman (Orog))
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#doppelganger"> 4.12 Doppelgangers</A>[/doHTML] (Mostly nomades with the ability to take other's forms, Spec Guild: Mimic)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#sprite">4.13 Sprites</A>[/doHTML] (Child like creatures who bond well with nature and isolate themselves from the rest of the world, Spec Guild: Rootweaver)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#returned">4.14 Returned</A>[/doHTML] (Every so often, a Skeleton may wrestle free of its master's control, at this point is blessed with a soul, Spec Guild: Seeker)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#lich"> 4.15 Liches</A>[/doHTML] (The undead masters who infiltrate many levels of society, guilds are not aplicable)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#names">5. A Guide to Seten Names</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#magic">6. Magic</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#black">6.1 Black</A>[/doHTML] (Prime Offensive Magic)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#necromancy">6.1.1 The School of Necromancy</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#navitomancy">6.1.2 The School of Navitomancy</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#mindcontrol">6.1.3 The School of Mind Control</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#night">6.1.4 The School of Night Magic</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#blue">6.2 Blue (Elemental Magic)</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#fire">6.2.1 The School of Fire</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#water">6.2.2 The School of Water</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#air">6.2.3 The School of Air</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#earth">6.2.4 The School of Earth</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#red">6.3 Red (Gradual decay and leeching magic)</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#acid">6.3.1 The School of Acid</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#poison">6.3.2 The School of Poison</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#disease">6.3.3 The School of Disease</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#drain">6.3.4 The School of Drain</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#yellow">6.4 Yellow (Creation and Summoning Magic)</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#apparition">6.4.1 The School of Apparition</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#conjuration">6.4.2 The School of Conjuration</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#summoning">6.4.3 The School of Summoning</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#transmutation">6.4.4 The School of Transmutation</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#green">6.5 Green (Prime Defensive Magic)</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#guardian">6.5.1 The School of Guardian</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#illusion">6.5.2 The School of Illusion</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#barriers">6.5.3 The School of Barriers</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#armour">6.5.4 The School of Armour</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#grey">6.6 Grey (Transformation and Alteration Magic)</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#polymorph">6.6.1 The School of Polymorphing</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#temporal">6.6.2 The School of Temporal</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#channeling">6.6.3 The School of Channeling</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#dawndusk">6.6.4 The United Schools of Dawn and Dusk Magic</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#white">6.7 White (Prime Good Magics for do-gooders only)</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#light">6.7.1 The School of Light</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#banishing">6.7.2 The School of Banishing</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#aid">6.7.3 The School of Aid</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#day">6.7.4 The School of Day Magic</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#cyan">6.8 Cyan (Prime Evil Magics for evil-doers only)</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#chaosblade">6.8.1 The School of Chaos Blade</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#enhancement">6.8.2 The School of Enhancement</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#gate">6.8.3 The School of Gate</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#torture">6.8.4 The School of Torture</A>[/doHTML]
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260#weapons">7. Common Weapon Disciplins of Seten</A>[/doHTML]

[doHTML]<A NAME="intro"></A>[/doHTML]Introduction:

The city of Myrianon is the capitol of the Silverleaf Kingdom, known through the world as a city of tollerance, where one might go to escape the chaos of fragile racial politics, however in truth the tendrills of the racial rulers penetrate even here.

With Myrianon's diversity comes a ghostly tension, as the varied cultures no matter how well blended never seem to see quite eye to eye, and the various noble families in the city compete to displace the ruling Silverleaf family, many here work against the Silverleaf Kingdom in its entirety, and the various conflicts within the city make it a hot bed for Mercenaries

Ahh, Mercenaries, now this is where you come in - all guilds share this rank, nested between Aprenticeship and Full Membership, where members of the guild are released from service and sent out into the world.
The reasons for this are varied, some guilds seek meerly to bring new experiances into the higher ranks, to others it is the most valuable rank in the guild and provides a vehicle for propagating whatever cause the guild supports.
Mercenaries work for a variety of causes, some of them follow only the highest bidder, while others work for their own moral values.
To many, this rank is the end goal of their guild training, most mercenaries never return to their guild, and there are good reasons for choosing this lifestyle
A Mercenary's wage is far above that of a simple farmer, tailor, carpenter or other peasent lifestyle, they live a life of freedom and with the funds for minor luxuries most others could not afford, and for some Mercenaries simply the knowledge that the causes they work towards benefit from their swords is enough.

By far the biggest thorn in Myrianon's side is its "sister" city of Morndrak, a near-anarchic rebel fortress city ruled by a gargoyle like demon named Whote
Recently, large groups of law breakers, cultists and other evil groups have been gathering in Morndrak and an investigation is called for
Lord Neferick Silverleaf has called for a team of Mercenaries to be put together to investigate, and hence a call is put forward for volenteers to undertake an incredibly dangerous mission to Seten's Northern continent, though the destination is unspecified and the reasons are unknown

For whatever reasons, you are a Mercenary accepting that call, perhapse you seek to gain favor with the Silverleaf family for moral reasons, perhapse you seek the inevitably large reward of a mission specified as so dangerous, maybe you are a spy for Morndrak or one of the other rebel factions in Myrianon who suspect the groups eventual goals and wish to undermine it or gather information

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[doHTML]<A NAME="how"></A>[/doHTML]How this RPG will run:

Each player will need a character with:
-A name
-A backstory (you can PM this to me and then reveal it slowly as the campeign goes on)
-A physical description
-A race (Just 1, unions between races are not only taboo but also produce only stillborns)
-A guild (Gaining guild-level training without a guild to teach you is nearly impossible)
-Weapons and armour if aplicable
-Spells if aplicable

Below is described each race and guild in seten, with descriptions of all of the common weapon disciplins and which races and guilds teach them
With each guild is listed the access to magic and other abilities given in that guilds training methods, along with the location of its guildhouse
With each race is listed its culture, the extent of its territory and its political state with other races. Each race also offers a Specialist Weapon diciplin which all of its members can use naturally, and a Specialist Guild which only its members may join

Spells are grouped into Circles of 5 spells each that must be gained in order, Circles are grouped into Schools either 1 or 2 per school (certain circles still remain undescovered), 4 schools group to make a Colour
A spellcaster is limited to only 1 specific Colour, unless a member of the true Mages guild in which case you get 2

Example:

The colour Blue has 4 schools (Fire, Water, Earth and Wind)
The Fire school has 2 Circles (Offensive and Affect)
The Fire-Offensive Circle has 5 spells (Firebolt, Fireball, Fire Darts, Inferno, Firestorm)

You will have [A number] spells to pick, an your highest circle (in terms of spells known) may not be any more than 2 ranks above the second highest

The qualities given for races and guilds have no mathematics asociated with them, I am only more likely to give successes in these areas

Once you have a character, post it here and await accepting


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[doHTML]<A NAME="guilds"></A>[/doHTML]The varied Guilds of Seten

[doHTML]<A NAME="fighter"></A>[/doHTML]The Guild of Fighters:

The Fighter's guildhouse is located in the Guildhouse District of Myrianon, they are responsible for guarding the Palace District of the city
The guild teaches a huge diversity of weapons and fighting styles, including many well balanced styles that are unique to the guild
Along with the martial training comes that of tactics, and as such those from the fighters guild are often drafted in for leadership posts such as being guard captains or stratagists

-Weapons Trained:- Fine Swords, Cutting Swords, Heavy Swords, Smashing Swords, Axes, Hammers, Polearms, Nunchaku, Scythes, Katars, Gadians, Guard-Blades, Double Sword, Combat Staffs, Maces, Throwing, Shields
-Other qualities:- Advanced combat styles permitted, produces characters with a depth of tactical knowledge

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[doHTML]<A NAME="knight"></A>[/doHTML]The Guild of Knights:

The Knight's guildhouse is also located in the Guildhouse District of Myrianon, they are responsible for guarding the Cathedral District of the city
The guild's physical and martial training is far more focused and effective than that of the fighters, however the tactical training is replaced by religeous teachings, and all knights must take an oath prohibiting them from using or benefitting from Magic - this oath is enforced by Neschtoom (the spirit inhabiting the world itself) and as such no magic may benefit a Knight
Great pains are taken to ensure that training is only given to those of good heart, but this isn't to say that the odd evildoer doesn't slip past the net

-Weapons Trained:- Cutting Swords, Heavy Swords, Shields
-Other qualities:- Knights often go out of their way to learn first aid and other medical skills to make up for their lack of magic, Knights are both exceptionaly strong and tough due to their physical training, and may neither use nor benefit from Magic
-Prohibited Races:- For reasons varied this guilds prohibits Gathlings, Racobians and Returned from joining its ranks

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[doHTML]<A NAME="berserker"></A>[/doHTML]The Guild of Bersekers:

The Berseker's Guildhouse is located in the Mountain Dwarf Capitol of Fovelgost
This guild preaches pure offense over all else, training its members to best use rage and pain to their advantage during battle, and to fight with the singular goal of annihilating the enemy as quickly as possible - personal safety and that of those around them is set to one side

Weapons Trained:- Smashing Swords, Double Sword, Axes, Hammers, Pole Arms, Knuckles/Claws, Maces
Other qualities:- Fight better when wounded or enraged, almost never lose consciousness

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[doHTML]<A NAME="dragoon"></A>[/doHTML]The Guild of Dragoons:

The Dragoon's Guildhouse is located in the High Elven Capitol of Tris
Members of the Dragoon guild are trained to fight while mounted with spears and crossbows (as these are historicly the best weapons for mounted combat)
Each Dragoon is accompanied by a Drankoth mount (give it a name) which will fight with the user and may be ridden both in and out of battle
Drankoths are 6 legged purple creatures that are large yet swift for their size, capable of carrying both a heavily armoured Dragoon and any packs the rider may want to bring with them
Horses are not used because thousends of years ago they began to turn into Nightmares and had to be wiped out (No Horses)

-Weapons Trained:- Spears, Crossbows, Shields
-Other Qualities:- Accompanied by a Drankoth mount
-Prohibited Races:- Dark/True Elves may not join the Dragoons as the Guildhouse is located on enemy territory

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[doHTML]<A NAME="cleric"></A>[/doHTML]The Guild of Clerics

The Cleric's Guildhouse is located in the Human Capitol of Voren
Clerics are mainly trained in religeous exercises and duties, however they are taught to move around in heavy armour and to weald maces and hammers
Clerical spells cause the appearace of divine blue flame to appear around the users fists, when this flame is moved into contact with an ally the spell is cast
Clerics may bless allies, causing them to slowly regenerate, however any healing further than this will cause the cleric to become weak for a short ammount of time, the greater the healing the more weak the cleric becomes
As with the Knights, evildoers often slip through the net, however the best is done to catch them out

-Weapons Trained:- Maces, Hammers, Shields
-Other Qualities:- May cause allies to regenerate, or heal them directly at a cost in strenghth reletive in both magnitude and duration to the healing done
-Prohibited Races:- For reasons varied, Gathling, Racobian and Returned may not join this guild

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[doHTML]<A NAME="cultist"></A>[/doHTML]The Guild of Cultists

The Cultists Guildhouse is located in the tunnels of Dragonmount - home of the Drakii Cult itself
When the Great War amoung all races broke out the Clerics retreated to their temple in the Snowy Mountains, by the time the war was over and the clerics returned the gods were long forgotten
Some did not like the explanations that the Clerics gave, and looked instead to the great Dragons, now long extinct in Seten as gods instead, they formed the Drakii cult
This guild forms the millitary forces of the cult, its Mercenaries spread the word of the cult, and each is accompanied by a Black Drake companion (name it) which it is said is the eyes of the Dragon Gods themselves
The Clerics actively work against the Cultists, preaching that the upper levels of the cult are evil and that their sacred black drakes are produced by vile experiments

While the cultists themselves are weak from lack of training the Black Drakes that accompany them are powerful allies
Most of a cultists training revolves around the Drake, they are taught some magical ability in order to prepare them for manipulating the drake, as training continues the Cultist shapes the Drake, giving it various qualities and abilities

Weapons Trained:- Katars
Magic Trained:- 1 Color - 6 spells
Other Qualities:- Less well trained than other guilds, Black Drake companion with its own physical description and a set of qualities and abilities
Probibited Races:- Angels are banned from the Cultists guild because of their links with the Clerical beleifs, Marase are unfit for this guild due to their total lack of mgaical ability

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[doHTML]<A NAME="druid"></A>[/doHTML]The Guild of Druids:

The Druid's Guildhouse is meerly a collection of tents and never stays in one place for more than a few days
While a common mage might wield the Ether, the Druids instead train to wield the residual Ether-like power within the world itself
A druid may use the world around them as a weapon, fires may be caused to spread or receed, vines may be made into grasping tendrills and thorns into deadly projectiles
A druids repetoir of abilities also extends to the summoning of patron animal spirits, and the use of "Druidic Staffs" which channel the energies of nature itself into a deadly beam of force
Druidic magic is known to be awesomely powerful however the gaining of druid powers (not the use of) requires bodily sacrifices that leave the user physically fragile

A druid may:
-Cause small areas of unnatural terrain such as floor tiles or walls to explode, often leaving behind earth or stone which can then be manipulated
-Cause natural earth to suddenly sprout plants or fungi
-Cause objects made of stone to become as mud
-Saturate ground to turn it to marshland
-Pull water from rivers, seas or marshland to form very temporery golems to fight for them
-May accellorate or decellorate the speed of flowing water
-With concentration may cause water to boil
-Cause other objects or entities to sink in mud or sand
-Cause fungi to explode releasing toxic clouds
-Cause blades of grass to join together and form tripwires
-Cause vines to entagle and immobilise an opponent
-Increase or decrease the speed of winds in an area anywhere between complete stillness or gale force
-With concentration more direct control over the direction of wind can be acheived
-Appeal to animals and make them more docile or viscious
-With concentration it is possible to read the mind of and communicate with animals
-Cause trees to bend out of place, slowly forming or obscuring paths
-Stir up sand, gravel or pebbles into dust storms
-Break up small rocks into pebbles
-Cause pebbles or thorns to fly through the air and strike opponents
-Directly control the movements and actions of small invertibrates
-Cause an area that has recently seen fire to catch light again
-Cause a fire to spread or retreat

A druid may have 2 Animal Spirits which they may call, choose from:-
-Bear - Provides hope to companions and healing in despirate situations
-Wolf - Causes wounds to open in enemies
-Falcon - Causes bolts of compressed air to strike enemies
-Ant - Causes swarms of insects to appear
-Cheetah - Causes a boost to allies' speed and agility
-Mole - Causes an earthquake

-Weapons Trained:- Druid Staff
-Other Qualities:- Fragile body, may cast druidic magic(see above), as Druidic magic is cast the body of the user slowly changes colour to blend in with surroundings, whenever magic is not being cast the colour receedes at the same rate, should the users body completely change colour the user will turn to soil and die, May call Animal Spirts (see above), this causes the user to lose consciousness
-Prohibited Races:- Should an Undead use Druidic magic it is enhanced to the point where nature is irreprebly scarred, and as such Returned are banned from the guild

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[doHTML]<A NAME="mage"></A>[/doHTML]The Guild of Mages:

The Mage's Guildhouse is located in a tower above the Human town of Marda
This Guild is noted as being the only guild to focus exclusively on magic, giving its members access to twice as many spells as any other guild could hope to gain
Training includes courses in library use and uses logic games such as Chess and Go to improve its members mental capacity and aptitue for magic
Particularly powerful Mages (more powerful than you are right now, but less poweful tha you will become) may construct Golems to serve them as permenant companions

-Weapons Trained:- Magic Staffs
-Magic Trained:- 2 Colours, 9 Spells in each
-Other Qualities:- Later you'll get a Golem
-Prohibited Races:- Marase are unfit for this Guild due to their total lack of Magical ability

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[doHTML]<A NAME="battlemage"></A>[/doHTML]The Guild of Battle-Mages:

The Battle-Mage's Guildhouse is located in the settlement of Yoten - this settlement is fully Battle-Mage controled and the only civilisation found on the Hostile Continent
The Battle-Mage guild teaches both Magic and Melee combat however those produced by the training are not as good at either as more specialised guilds
Training takes place in large bands in the savage world of the Hostile Continent, and as such those from this guild usualy have a vast knowledge of the various monsters of the world

-Weapons Trained:- Fine Swords, Cutting Swords, Nunchaku, Katars, Gadians, Guard -Blades, Scythes, Double Sword, Combat Staffs, Knuckles/Claws, Throwing
-Magic Trained:- 1 Colour, 9 Spells
-Other Qualities:- I'll PM you a good deal of information about whatever monsters you meet
-Prohibited Races:- Marase are unfit for this Guild due to their total lack of Magical ability

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[doHTML]<A NAME="bard"></A>[/doHTML]The Guild of Bards:

The Bard's Guildhouse is located in the Guildhouse District of Myrianon, they are responsible for guarding the Trade district of the city
For the Bards, Mercenary rank is the entire point of the Guilds existance, the guild teaches the skills to survive in hostile conditions and the Mercenaries use this to witness and write about great deeds and events
Mercenary Bards are expected to produce songs, plays or novels about their experiances, or to allow them to inspire them to create music that evokes the feelings they experiance in the fields
Those Mercenaries who return to the Bard's Guild are those who failed at this task, their responsability then is to educate the next generation of bards to go where normal men cannot, in the hopes that they at least may be able to succede

-Weapons Trained:- Bows, Crossbows, Fine Swords
-Magic Trained:- 1 Colour, 9 Spells
-Other Qualities:- May sing in battle to inspire allies or demoralise enemies, this affect is strengthened by the playing of and instrument, may set fire to their arrows at a cost in time, fire 3 arrows at once for a cost in accuracy, and may use arrows that are weighted at the point for armour peircing properties at a loss of range
-Prohibited Races:- Marase are unfit for this guild due to their lack of magical ability

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[doHTML]<A NAME="archer"></A>[/doHTML]The Guild of Archers:

The Archer's Guildhouse is located in the Haven Woods of the North Continent
The Archer's guild train mostly in the use of bows, but also in the arts of hunting and foraging, not just for food but also for tools and chemicals to modify arrows for various purposes

-Weapons Trained:- Bows, Throwing
-Other Qualities:- May easily find food in woodlands, may create their own special arrows, may set fire to arrows at a cost in time, may fire 3 arrows at once for a cost in accuracy, may fire arrows wieghted at the point for armour piercing properties at a cost of range, may prepare and fire arrows with nets attached, may prepare and tip arrows with poison, may attach sacs of acid to arrows
-Prohibited Races:- Due to being on Wood Elven territory, neither Dark/True Elves nor Doppelgangers may join the Archers guild

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[doHTML]<A NAME="thief"></A>[/doHTML]The Guild of Thieves:

The Thieves guildhouse is located in the Halfling capitol of Halfhaven
This guild only exists because of its usefulness in training spies and the personal protection of the Halfling Assassin Counsil
The guild maintains a front of training its skills purely for reasons of breaking into ancient ruins and spying on the forces of evil - it is a feeble excuse
The Thieves guild trains stealth, lock picking and pick pocketing, as well as the correct use of smoke/flash bombs and blow guns

-Weapons Trained:- Katars, Throwing, Blowguns(Redundant except for stealthy assassinations)
-Other Qualities:- Good at stealth, trained in anatomy, lock picking and pick pocketing, proficient with smoke bombs and flash bombs

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[doHTML]<A NAME="races"></A>[/doHTML]The various Races of Seten

[doHTML]<A NAME="human"></A>[/doHTML]Humans:

Human/Humans/Human

Humans occupy territories on the Grass Continent nesled between the arms of the Claw Mountains
Humans tend to live in tiny villages which are scattered throughout their territory, there is no need for greater packing as what few monsters are in the area are quite weak, and the main body of the territory is protected by a narrow pass to the sea to the south, the twin fortress cities of Voren and Kethlock to the east, and mountains to all other sides

The greatest value to a human is that of family, if a family member commits a great crime you would actualy be rewarded for helping cover up the crime because it demonstrates great loyalty to familly, and would be expected to carry on defending the familly member until a judge removed them from the familly

The humans are guvorned by a counsil, nobody outside of the counsil is aware of who serves on the counsil or how they are elected, only that they operate from within a featureless pyramid in the centre of Voren and speak through "the voice", The Voice is a human with the ability to phase through the walls of the pyramid, humans aparently gain or lose this ability at the counsils wishes

Specialist Weapon:- Crossbows
Specialist Guild:- Paladin

The Paladins were originaly created (before the Knights) during the Great War to be the perfect warriors to exterminate Dryads from the Grass Continent (a task they succeded in)
Paladins are traditionaly very loyal to the Human Counsil, however they also have very strong ties to the Knights guild, and this is becomming increasingly so as the Human Counsil uses them less and less
A Paladins oath does not prohibit the use of magic, but instead offers resistance from it, the quality of training however is less than that of the Knights guild and only Humans are accepted
-Weapons Trained:- Cutting Swords, Heavy Swords, Shields (and Crossbows)
-Other Qualities:- Good resistance to Magic (both beneficial and otherwise)

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[doHTML]<A NAME="elf"></A>[/doHTML]Elves:

Elf/Elves/Elven

Once upon a time all of the races lived together in harmony, when the killing of the Great War began it is said that the gods opened portals to allow the many races to escape each other
As the elves marched through one of the portals on the Grass Continent they came to a single room that linked to all of the portals in the world, the Dwarves entered through another portal and flanked them

Those elves that had already gone through the other portal sealed their end, a second group of elves were chased through another portal into the Underworld in the initial attack, and a third group went through a different portal after the attack ended

Several things unite the 3 Elven clans, the first is their racial sense of unity, both the High and Wood elves live in single massive cities, the Dark/True Elves live in as large communities as they can tactically afford to.
The second is their supersititions (which are very varied from Elf to Elf) and obsession with Astrology
When the High and Wood Elves split, it was the hope that the other half were looking at those same stars that kept them going, for the Dark/True elves the patches of Luminite in the roof of the Underworld were the only substitute

High Elves:

The High elven territory extends to their capitol Tris, The City of Spires, the asociated harbour settlement and the woods around them they are descendants of those who left the portal after the battle, and carried on the old elven ways
The city of Tris is known as one of the most beautiful sights on the overworld, massive spired towers linked by bridges and aquaducts

-Specialist Weapon: Spears
-Specialist Guild: Phoenix Warrior
-Other Qualities: Somewhat more agile than a human, somewhat less strong than a human

The Phoenix Warriors train in the rare art of duel wielding swords with spears, they are the legacy of the ancient elven spearmen that fought the dwarves at the battle of the portals
The return rate of mercenaries to the guild is high, as only the most loyal are allowed to enter, those who come back are given the duty of guarding Tris from invasion and very rarely leave

-Weapons Trained:- Fine Swords, Cutting Swords (and Spears)
-Other Qualities:- May duel wield spears (normaly 2 handed) with swords

Wood Elves:

The Wood elven territory includes the Haven Forests which cover the majority of the North Continent and the Nameless Capitol within it they are descendants of those who left the portal before the attack, they had to learn new ways to survive as the elven warriors rushed back to assist in the attack
The Nameless Capitol is located high in the great trees of the Haven Forests, with houses built from branches and hollowed out from the great trunks
The trees are linked by sloped bridges with buildings on many levels up each trunk

-Specialist Weapon: Bows
-Specialist Guild: Ranger
-Other Qualities: Very good aim, somewhat more agile than a human, slightly less intelligent than a human, somewhat less tough than a human, somewhat less strong than a human

Without any warriors after the elves split up, the Wood Elves needed to learn new ways of fighting, although some knowledge of the spear remained it was soon learned that the bow was a very good weapon for fighting from tree tops - and thus the Rangers of the Wood Elves were born, serving as hunters, foragers, and the guardians of Wood Elven land

-Weapons Trained:- Spears, (and Bows)
-Other Qualities:- May easily find food in woodlands, very good at climbing, may create their own special arrows, may prepare and fire arrows with nets attached, may prepare and tip arrows with poison, may attach sacs of acid to arrows

Dark/True Elves:

The Dark/True elves control the northernmost section of the Underworld they are descendants of those driven into the underworld during the battle of the portals, these Elves consider themselves to have been abandoned by their overworld kin, as far as they are concerned they are the one true elven race
Dark/True Elves live in tightly clustered cube shaped houses set in blocks around a massive central temple, within the temple the blessings of the gods are obtained for the battles against the other underworld races, however there city markets and other merchant services will also be found in the temple

-Specialist Weapon:- Flails
-Specialist Guild:- Millitia
-Other Qualities:- Somewhat better aim than humans, slightly more agile than humans, somewhat weaker than humans

The Millitia are the badly trained ranks of the Dark/True elven army, and the only guild not to have a Mercenary rank, as a member of this guild you would thus be a deserter
Rouge millitiamen rely on the forged willpower of the training process to get by
-Weapons Trained:- Shields, Throwing (and Flails)
-Other Qualities:- Have an iron willpower that allows them to keep fighting through even the deadliest of wounds and shrug off many magical attacks

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[doHTML]<A NAME="dwarf"></A>[/doHTML]Dwarves

Dwarf/Dwarves/Dwarven

Seten Dwarves are only really united by their physical form (short, stocky and bearded (both male and female)), love of drink and knowledge of Runes
Runes are magical shapes which when carved or drawn on an object have various affects, thanks to a large "Forget Me" rune carved in the Mountain Capitol of Fovelgost any non-dwarves forget the shape of a rune the moment they take their eyes off of it

Mountain Dwarves:

Mountain Dwarves easily outnumber all others and are the most common race on Seten, their main territory is under the Glitter Mountains of the North Continent, however settlements can be found anywhere there is mineral ore
They take the Dwarvern love of drink to an extreme, most Mountain Dwarf drink is so strong that any other race would pass out after just a small sip
Payday is a national holiday for Mountain Dwarves, where only bar staff are expected work and all drink is free
These Dwarves love anything that shines, and money is no exception, most of them are happy to labour away in mines knowing that the reward of money and drink will come eventually

-Specialist Weapon:- Hammers
-Specialist Guild:- Miner
-Other Qualities:- Somewhat stronger and tougher than humans, get better at fighting the more heavily intoxicated they are, may know 1 Rune (from Fire, Air, Water and Earth, see Miner description), very slow to move, terrable shots with ranged weapons, lack willpower and are somewhat less intelligent than humans

The Mercenary rank exists in the Miners guild so that members may be allowed to try their hand at prospecting for new ore viens that might be mined, due to underground monsters these Miners are well trained to defend themselves
Runes form a large part of what a miner does, Fire runes are used to smelt ore, Air runes are used to provide ventilation in the tunnels, Water runes are used to create water to drink in the mines and Earth runes are used to fill in old tunnels so that the ground is stable enough to open new ones

-Weapons Trained:- Shields, Axes, Crossbows (and Hammers)
-Other Qualities:- May carve a Fire Rune which immediatly begins spewing flames, May carve an Air Rune which blows enemies away from the object it is carved on, may carve a Water rune which causes the object it is carved on to turn to water, and may carve an earth rune which forms a block of rock (large enough to take cover behind or block up an entrance) where the rune is carved

Hill Dwarves

The Hill Dwarves occupy the Dwarven Hills to the north of the Glitter Mountains on the North Continent
Hill Dwarves are very good inventors and craftsmen, they make their living creating machines or works of cratsmenship which they then trade to other races for the necessities of life
While it was the Mountain Dwarves who discovered the runes, it is the Hill Dwarves who put them to best use

-Specialist Weapon:- Hammers
-Specialist Guild:- Sapper
-Other Qualities:- Slightly stronger than humans, slightly tougher than humans, slightly more intelligent than humans, may know 2 runes (from Fire, Air, Water and Earth, see Miner description), very slow to move, and lack willpower

The Hill Dwarf only Guild of Sappers hold a monopoly on millitary building including siege weapons, and also on the destruction of said buildings
They are fully versed in the use of Runes, and may also Cartouche 2 runes together to produce combined results

-Weapons Trained: Crossbows (and Hammers)
-Other Qualities: 1 Sapper may construct 1 Siege Weapon given 2 days of uninterrupted work, May carve the Fire, Air, Water and Earth runes (see Miner), May carve a Life rune which causes vines to grow quickly out of the rune, May carve the Time Delay, Proximity or Remote Activation runes which do nothing on their own, may Cartouche runes together

Cartouching runes:-
-The Time Delay rune may be used to cause another rune to activate after an amount of time has past
-The Proximity rune may be used to cause another rune to activate when another being comes within 2 paces of the Cartouche
-The Remote Activation rune has 2 parts, 1 which is carved in the Cartouche (the reciever) and 1 which is carved elsewhere (the transmitter), when the Transmitter is covered up the rune Cartouched with the receiver activates
-A Fire Rune may be Cartouched with an Air Rune to cause the object carved on to explode
-A Fire Rune may be Cartouched with a Water Rune to cause the object to transmute to scalding steam
-A Fire Rune may be Cartouched with an Earth Rune to cause the object to shatter or break apart without exploding
-A Fire Rune may be Cartouched with a Life Rune to cause exploding mushrooms to grow
-An Air Rune may be Cartouched with a Water Rune to cause a fountain of water
-An Air Rune may be Cartouched with an Earth Rune to cause an object to levitate and become moveable without inertia
-An Air Rune may be Cartouched with a Life Rune to cause a cloud of choking spores to appear
-A Water Rune may be Cartouched with an Earth rune to transmute an object to mud
-A Water Rune may be Cartouched with a Life Rune to transmute an object to Acid
-An Earth Rune may be Cartouched with a Life Rune to produce a solid wall of thorned vines

Cave Dwarves:

The Cave Dwarves occupy the North-North-Eastern area of the Underworld, this area lacks the light giving Luminite that is found everywhere else in the Underworld, leaving the area completely dark and with no arable land.
The Cave Dwarves are the least common of all Dwarves, they have strict birth control procedures to keep the population down to what they can support

-Specialist Weapon:- Axes
-Specialist Guild:- Raider
-Other Qualities:- Somewhat stronger than humans, Somewhat tougher than humans, Somewhat less Aim than humans, Somewhat unlucky

The Cave Dwarves must rely on war with the surrounding races for food, their elite Raiders are specialised in quick raids in to and out of enemy territory with the goal of stealing supplies, they are the life blood of the Cave Dwarves
Mercenary posts in the Raiders are usualy only offered to the worst of the craft in order to cut down the population, or to the most loyal in order to gain information on goings on in the rest of the world with the assurance the Mercenary will return

-Weapons Trained:- Throwing, Crossbows, Shields, Hammers, Maces, Knuckles/Claws (and Axes)
-Other Qualities:- Exceptional Stamina, May move freely in heavy armour

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[doHTML]<A NAME="halfling"></A>[/doHTML]Halflings:

Halfling/Halflings/Halflish

The Halfling Vally is surrounded on all sides by the Glitter Mountains, within this valley is the old city of Halfhaven, however the halflings now live everywhere in this giant valley, there are no longer any distinct city boundries

Halflings are lasy creatures that eat a lot, they are ruled by the Assassins guild because those are the only halflings that can be bothered to organise or run anything, the other halflings are the sheep, the Assassins are the sheperds

-Specialist Weapon:- Combat Staffs
-Specialist Guild:- Assassin
-Other Qualities:- Exceptionaly lucky, slightly better aim than Humans, somewhat more tough than Humans, Exceptionaly Weak, Exceptionaly weak willed

The Assassins both rule and protect the Halfling race, those Halflings who realise the inherant vulnerabilities created by their way of life usualy join the guild
In court, very little is ever said against the Halflings as the worlds nobles all fear being targeted by the guilds members, and as such the Halflings are kept safe
The Guild also supports and protects the Thieves guild, they even carry out some of the training for them, all the while making it absolutly clear that the very best techniques are being kept back, letting the world know that whatever the Thieves guild can do, the Assassins can do far worse

-Weapons Trained:- Katars, Throwing, Blowguns (and Combat Staffs)
-Other Qualities:- Exceptionaly good at stealth, may instantly kill any target with a blowgun provided that target is unaware of them and considerable time is taken to aim, may create and aply deadly poison to any weapon, may create sleeping powder, proficient in the use of smoke bombs and flash bombs, may use Garrote Wire to ambush and attempt to kill passing people while hidden

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[doHTML]<A NAME="gathling"></A>[/doHTML]Gathlings

Gathling/Gathlings/Gathlish

The Gathlings occupy the Irishan Hills on the Wild Continent, they have 3 towns known as Settlement, Harvest and Seagate
Gathling are Elf/Demon hybrids created during vile experiments conducted by an insane magician named Lyre, they found a niche and began to multiply

Gathling are bound mainly by tradition, they all wear cloaks or capes to represent the dark blankets the first generation used to hide in the underworld, and each are given 2 non-magical swords at birth which are named (name them) and kept throughout life, they also organise themselves by generation, with inter-generation relationships being barred
There are no 1st Generation Gathling remaining, and the beginnings of the 5th Generation are just reaching the playable stage
As the Gathling grows in power, so do their swords through contact with the Gathling's magical aura, they gain magical abilities and affects and change in shape and colour

Physically, Gathling are slightly shorter than humans, they have Elven facial features however their ears are split into 2 points at the top and 1 point at the bottom, they always have red eyes, and often have bronze coloured skin, at the start of life they age at the same speed that Elves do, however Gathling stop aging after 300 years

-Specialist Weapon:- They have their swords
-Specialist Guild:- Kensai
-Innate Magic:- 1 Colour, 5 Spells (if the guild already has Magic, these spells must be spent in that guilds colour, and no second colour is given, if the guild gives 2 colours these spells may be spent in either), 4 ranks in Cyan-Enhancement-Elemental
-Other Qualities:- 2 swords named and described with a set of abilities which may be spell or spell like (no limit on number of abilities, just keep it reasonable), somewhat more agile and more intelligent than humans, very weak, very unlucky, very little stamina, very fragile

All Gathling are expert swordsmen and spellcasters even without guild training, and they thus require no specialist guild to protect them, however certain unguilded Gathling may rival those with Guild Training, these are the Kensai
Kensai are Gathling born without magical talent but with a very powerful magic aura, their swords grow more quickly and to greater heights than those of regular Gathling

-Weapons Trained:- None (just Gathling Swords)
-Restrictions:- Loss of innate magic
-Other Qualities:- Swords are allowed to be a great deal more powerful

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[doHTML]<A NAME="racobian"></A>[/doHTML]Racobian:

Racobian/Racobians/Racobic

The Racobian occupy the Central-Western area of the Underworld, they have no permenant habitation except for the occasional temple to the great Narshorid

Racobian are the creation of Narshorid, the now exiled god of Death, they are the purest embodyment of his greed and selfishness
All Racobian without exception are incapable of thinking about anything but themselves, their society is totaly anarchic, they reproduce entirely by rape and children are thrown out to survive on their own at birth if not before
Although Racobian are purest and darkest evil, they can be convinced to perform good deeds if there is a large enough reward for doing so

Physically, Racobian are more lizard than human, they carry their front legs (which have hands on them) off the floor much like a velociraptor does, and they have leathery bat like wings, some may also have a mane of hair

Racobian communicate psionically, however this is done in such a way that the recipiants ears are tricked into thinking they heard a voice

-Specialist Weapon:- Scythes
-Specialist Guild:- Doombringer
-Other Qualities:- May only think about what is best for themselves, capable of flight, slightly more durable than humans due to scales, slightly less intelligent than humans, somewhat unlucky

The Doombringer are those who believe in the eventual return of their creator, the exiled death god known as Narshorid, and that Racobian may bring this about
The banding together of the Doombringers is based purely on the possibility of reward when Narshorid returns, it is assured that as soon as that return comes about that the guild will immediatly break apart as the members slaughter one another for a larger share of said reward

-Weapons Trained:- Magic Staffs (and Scythes)
-Magic Trained:- 9 spells in Cyan, 1 other colour, 5 spells for the other colour
-Other Qualities:- Slightly more intelligent than humans, Slightly weaker than humans

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[doHTML]<A NAME="angel"></A>[/doHTML]Angels:

Angel/Angels/Angelic

The Angels were created to be the perfect guardians of Seten's gods, they are programmed to be good at all times
Since nothing has ever threatened the gods, the job of an Angel is a boring one, and it is suerly the case that not every Angel produced is needed, and they are thus allowed to leave the gods service and live life on the overworld
Angels are also sometimes exiled, these are mostly Fallen however a few pure Angels are exiled as well for various odd reaons
Some Angels are also born on the overworld, since those who leave the heavens are still capable of breeding

Angels by nature are overwhelmingly Good, they do what they deem to be right and must aim to bring about the most possible good in the world overall

-Specialist Weapon:- Guard Blades
-Specialist Guild:- Divine Guardian
-Other Qualities:- Must either always do good or become Fallen, Flight Capable, Somewhat stronger than humans, Somewhat more agile than humans, slightly more lucky than humans, Somewhat more fragile than humans, somewhat more vulnerable to critical hits (wings do not fold away properly and are thus exposed) than Humans

The Divine Guardians are those who are either still in service to the gods or were dismissed/left in such a way that their Divine Powers were not taken (usualy if an Angel leaves they are stripped of such powers)

-Weapons Trained:- Fine Swords, Shields (and Guard Blades)
-Magic Trained:- White, 9 spells
-Other Qualities:- Cause aditional damage to Gathling, Racobian, Demons, Undead and any being not originating on Seten, capable of increasing their own strength and/or speed for a short amount of time, however this leaves them very drained for a time after the effect ends

Fallen Angels:

It takes a great deal of willpower for an Angel to commit an act of evil, that this barrier exists means that an Angel knows when such an act is evil
Should an Angel follow through with the act anyway, it becomes Fallen, and lacks this barrier ever afterwards

Fallen angels lack the capacity to contain their own life energy, and must thus either learn to steal the life energy of other life forms or die

The method of draining varies from Angel to Angel, they become weaker over time but may drain strength to somewhat above that of a normal Angel

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Mordax_Praetorian - October 23, 2007 09:13 PM (GMT)
[doHTML]<A NAME="lizardman"></A>[/doHTML]Lizard Men:

Lizard Man/Lizard Men/Lizardoen

The Lizard Men occupy the southern most area of the Underworld, they consist of many tribes each of which has its own capitol

Lizard Men are somewhat similar to Racobian, only they are far more human than lizard and lack the wings of their evil counterparts
Lizard society is tribal, however these tribes have grown and spread out over the years to each form their own sort of mini-kingdom each lead by a Tribal Elder

Overseeing all of the tribes is the Lizard King, who is the elder of the Kuzuku tribe - by far the largest and most powerful of all tribes, he calls meetings of all the Tribal Elders at differing intervals to discuss general racial politics

-Specialist Weapon:- Maces
-Specialist Guild:- Savage
-Innate Magic:- 4 ranks of Blue-Earth school which may be spent in either Circle
-Other Qualities:- Somewhat tougher than humans due to hard scales, Slightly less agile than humans, somewhat slow learners

The Savage are the Kuzuku Tribe Elite Warriors, and the reason the Kuzuku tribe were able to rise to the position they are currently in
The Guild is headed by the Lizard King himself, and the upper levels of the guild serve as his personal bodyguards
Whenever a royal prince is born companions are assigned to him from birth, they accompany and protect the prince through childhood, and all of them enter the Savage Guild together, should the prince ascend to the throne these companions are given the highest post in the guild and remain at the top until the king's death, when this happens they are expected to commit honourable suicide
As far as Savage Training goes, they are trained to use a variety of odd and exotic weapons that other Underworld races would rarely encounter and thus hardly ever fight against, and then to swap fluidly between these weapons in order to keep the opponent from getting used to fighting against any specific one

-Weapons Trained:- Cutting Swords, Heavy Swords, Spears, Bows, Flails, Knuckles/Claws Nunchaku, Shields (and Maces)
-Other Qualities:- Able to use all weapons from the draw, able to move freely when carrying many waepons at once

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[doHTML]<A NAME="marasean"></A>[/doHTML]Marase:

Marasean/Marase/Maraven

The Marase occupy the Westernmost area of the Underworld with the single settlement of Xunilium on the Overworld

The Marase are a proud peoples with a culture similar to that of the Roman Empire on Earth, there is a large gap between the upper and lower class, each city has its own colliseum where gladiators representing various races and guilds come to battle either against each other or against various animals or monsters
The Marase are one of the few races who condone slavery, though not all of its members agree with the practice

They are a warlike race, constantly slipping into and out of war with the various races around them, focusing their attentions to different enemies every time there is a change in Warlord

Physically, the Marase are all of large and well muscled build, they have 4 arms, small ears and eyes of ebony black with no irises or pupils, they also have very short tails, the males also have only small tufts of hair
Marase are the only race to lack the ability to store or interact with Ether, this not only cuts them off from any ability to use traditional magic, but also makes them extremely vulnerable to its affects

Q:- 4 Arms?
A:- Yes, you can Quad-Wield weapons

Specialist Weapons:- Knuckles/Claws, may also use 3-Handed Maraven Greatswords, 2-Handed Maraven Tower-Shields, and the 4-Handed "Meat Grinder" weapon set which consists of 2 kite shaped blades and 1 large ring shaped blade which are effectively juggled in combat, those trained to use bows may also use the 4-Handed Maraven Longbow which fires 2-inch thick arrows
Specialist Guild:- Warlord
Other Qualities:- 4 Arms, Very Strong, Very Tough, Somewhat less agile than humans, Somewhat more clumsy than humans, Totaly unable to use magic, Extremely vulnerable to magic

The Warlords are those in training for the Maraven Leaderhsip - the post of Warlord itself
Every 4 years a bloody tournament of battles to the death is held in the colliseums with the current Warlord and any trainees as entrants, the winner is the last man alive and claims the title of Warlord
The format of the fights involves the participants being marched unarmed into the arena, which is then full of weapons, a Warlord thus must be able to pick up any weapon and use it
Those Warlords who opt out of the tournaments are placed in great shame and forced to teach the next round of Warlords
It is currently the 3rd year in the cycle

-Weapons Trained:- Everything
-Other Qualities:- May create and use flaming arrows

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[doHTML]<A NAME="zamodian"></A>[/doHTML]Zamodian:

Zamodian/Zamodian/Zamodian

The Zamodian occupy the Eastern area of the Underworld
Their lower body is that of a giant centipede, the upper body is also covered in plates of exoskeleton however normal skin is visible through the large gaps, the head is that of an ant, however behind the large pincers is a more or less human mouth, from the back of the head locks of hair hang down
All Zamodian also have natural claws, however their form varies by type
Zamodian speech is mostly normal however punctuated by the occasional clicking sound

Red Zamodian:

The red zamodian live in hive like structures created by the Drones, they are ruled by the Zamodian Matriarch who communicated with the race psionically
Zamodian however are not ants, they are not compulsively bound to do whatever the Matriarch tells them to do, and nor are they compelled to stay with the rest of their race
A typical Zamodian town has many hive structures, and the Royal City has a gigantic one in the middle which houses the Matriarch and her royal guards

The Red Zamodian claws are attached to aditional insect limbs linked to the back of the shoulders and fold fold away onto the back when not in use

-Specialist Weapon:- Zamodian Claws (see below)
-Specialist Guild:- Drone
-Other Qualities:- Psionic link to the rest of the race, clear communication with the Matriarch at all times but with the constant chatter of muffled thoughts from the other members of the race, Somewhat stronger than humans, Somewhat faster than humans, Somewhat tougher than humans due to exoskeleton, presence of Red Zamodian claws, extreme lack of agility, somewhat less intelligent than humans, slightly less aim than humans, somewhat weak willed, somewhat unlucky

The drones are the Matriarch's personal workers, they are genderless, do not need sleep, and spend every waking moment doing the Matriarch's bidding
Any drone within the campeign is here to fulfill some obscure goal that the Matriarch might have, note that you are still capable of free thought

-Weapons Trained:- None (Zamodian Claws)
-Magic Trained:- 1 Colour, 5 spells
-Other Qualities:- Capable of slowing the thoughts and clouding the minds of nearby creatures, do not require sleep, psionic bursts from claws work at a range

Black Zamodian:

The Black Zamodian are the slave race to the Red Zamodian
They lack the psionic linkage of the Reds, and have smaller claws that attach (2 per hand) to their wrists and protrude over the fingers
Escaped black slaves can be found in many of the Silverleaf Kingdom cities, where they are hunted by the Red Drones

-Specialist Weapon:- Zamodian Claws (see below)
-Specialist Guild:- Crusader
-Other Qualities:- Somewhat stronger than humans, Somewhat faster than humans, Somewhat tougher than humans due to exoskeleton, presence of Black Zamodian claws, extreme lack of agilility, slightly less aim than humans, somewhat weak willed

The Black Crusade aims to free the Black Zamodian race from Red Zamodian control both by millitary action, and by spreading the word of the Black Zamodian's slavery, they base themselves roughly on the teachings of the Knights guild however they do not beleive in the banning of Magic
Currently the Crusade seems to have the upper hand, the have taken and now sucessfully hold several Red Zamodian towns

-Weapons Trained:- Heavy Swords, Smashing Swords, Guard Blades, Shields
-Other Qualities:- Very strong willed, combat bonuses against Red Zamodian

Zamodian Claws:

They are very sharp and very pointy, they can also open up, splitting into several blaes arranged in a row, in this state they are not as good for dealing damage, however they become tipped with poison, and the Zamodian may expel psionic bursts through them to damage enemies slightly infront of them

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[doHTML]<A NAME="orc"></A>[/doHTML]Orcs:

Orc/Orcs/Orcish

Orcs are large and either green or white in colouration, most of them have some sort of grotesque deformity, and all have simple minds

The Orcs live on their own continent (the Orc continent) where the 3 remaining factions still fight amoungst themselves

Kuruk Orcs:

The Kuruk Orcs occupy the Tall Mountains on the western shore of the continent, they are Orcs who like throwing things (mainly rocks, rocks are Throwing weapons)

-Specialist Weapon:- Throwing
-Specialist Guild:- Lobber
-Other Qualities:- EXTREMELY strong, Somewhat tougher than Humans, Somewhat slower than humans, EXTREMELY unintelligent

Lobbers - these are Orcs who only fight by throwing things

-Weapons Trained:- (Throwing)
-Other Qualities:- Very good at throwing stuff

Ulic Orcs:

The Ulic Orcs occupy the Hot Desert in the middle of the continent, they are Orcs who like hitting things

-Specialist Weapon:- Maces
-Specialist Guild:- Bashers
-Other Qualities:- EXTREMELY strong, Somewhat tougher than Humans, Somewhat worse shots than humans, EXTREMELY unintelligent

Bashers - these are Orcs who really REALLY like hitting things

-Weapons Trained:- Hammers (and Maces)
-Other Qualities:- Very good at hitting stuff

Orog Orcs:

The Orog Orcs occupy the Flat Platau on the Eastern Shore of the continent, they are slightly more intelligent orcs

-Specialist Weapon:- Polearms
-Specialist Guild:- Shaman
-Other Qualities:- very strong, somewhat tougher than humans, somewhat less intelligent than humans, very weak willed

The Orog shamans follow a very simplified version of the Clerical religeon, they actively debunk and work against the Clerical religeon because they do not understand it, and thus it must not be true

-Weapons Trained:- Combat Staffs, Magic Staffs, Throwing (and Polearms)
-Other Qualities:- May cause allies to slowly regenerate health and ether

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[doHTML]<A NAME="doppelganger"></A>[/doHTML]Doppelgangers:

Doppelganger/Doppelgangers/Doppelganger

The Doppelganger are isolated in the Polar Mountains on the North continent, they have been waging war agaist the Wood Elves for what they beleive to be their ancestral home (the Haven Forests) for many millenia, however there is currently a ceasefire while the Doppelganger experiment with negociation, both with the Wood Elves for territory and with the other races to find allies

The general view on the war among those not involved is skewed in favor of the Wood Elves, as they have free access to the rest of the world to spread their side of the story

In their natural form, Doppelganger are short and weedy with large feet, they have dulled down facial features, with large eyes ringed with thick skin, their skin is either black or copper in colouration

Doppelganger are nomadic people, they very rarely build permenant structures, and what few they do are located in Hashmoriverfelt - the Doppelganger "capitol"
Hashmoriverfelt was built around old prisons for criminals and war captives, however the various Doppelganger encampments now meet there to exchange goods and skills

Doppelganger culture is very similar to that of the Native Americans on Earth, they hunt the various wild beasts of the mountains in large bands, they beleive the gods were mortal once and now that their spirits control the world, to this end they woship in their own way through varous odd rituals

Above all, what makes members of other races envy the Doppelganger is their shapeshifting ability, a doppelganger may absorb up to 4 forms (other than their natural form) and swap between them at will, forms are absorbed by physical contact with dead or unconcious bodies
During the shapeshifting process the Doppelganger is enveloped in a sphere of white light, the light absorbs matter within the sphear and uses it to change forms, anything that is not fixed to the ground is repelled from the sphere, leaving the doppelganger invincible while changing forms

In order to be considered an adult, a Doppelganger must change forms once, when they do so they receive a "cloak of changing", this cloak is the proof that the Doppelganger has ascended to adulthood, the cloaks are also functional - they are heavy and contain lots of matter for shapeshifting with, and are noted for their bright colours and intricate designs

-Specialist Weapon:- Gadians
-Specialist Guild:- Mimic
-Other Qualities:- Able to absorb and shapeshift to 4 alternate forms, slightly less everything than humans

Mimics are Doppelganger who totaly disregard their physical forms, allowing them to waste away in favor of their other forms
Only the most focused of Mimics are able to use more than 4 forms, they are held in very high regard by other Doppelgangers

-Weapons Trained:- Magic Staffs (and Gadians)
-Other Qualities:- Able to have 6 alternate forms instead of 4

If anyone wishes to play a Dopelganger, we will discuss possible forms

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[doHTML]<A NAME="sprite"></A>[/doHTML]Sprites:

Sprite/Sprites/Spritic

The sprites live in tiny forest/woodland villages, scattered throughout the world in various hard to reach locations, they have no central guvornment to tie them together

Of all native beings to the Overworld (Angels are from the heavens remember) the Sprites are the "purest", most of them could only ever be described as having good intentions, and the worst they ever seem to get is simply somewhat mischevious

When the great war that lasted for over 1500 years broke out the sprites could not bare the carnage they saw, they turned their backs on the other races and ran, washing their hands of the whole situation and perfering simply to ignore the goings on of the wider world

Nowadays, seeing a sprite outside of its native village is a rarity, they live such sheltered existances that many of them grow old and die never being aware of the world outside their woods

As far as Sprite culture goes, they tend to be very competative, competitions of any sort are welcomed by sprites, common competative past times that Sprites tend to focus their lives on include swimming and bonsai (you should Wiki that one)

Physically, sprites litteraly have the bodies of children from birth to death, although close to the end of that life they do take on some of the features of old men

-Specialist Weapon:- Magic Staffs
-Specialist Guild:- Rootweaver
-Other Qualities:- Quite lucky, Very fast and agile, Able to store high amounts of Ether (may cast many spells before running out), Learn quickly, Very weak, Somewhat more fragile than humans, tend to have a phenominal lack of knowledge about the world

Rootweavers are a specialist branch of the Druid's guild that exploit the particular bond that Sprites have with nature, the adapted training programme is open only to the occasional Sprite which joins the guild, as they are the only race it works for

-Rootweavers are as for Druids, except they may never turn to soil by casting druid magic, and do not have the use of Animal Spirits

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[doHTML]<A NAME="returned"></A>[/doHTML]Returned:
Returned/Returned/Returned (also Undead or Cursed if refering to Returned crafted items or by a particularly spiteful person about the race itself)

The Returned occupy the Crypt City in the central belt of the Wild Continent, and the Seeker guildhouse to the south of it

As long as a mindless undead Skeleton exists its form slowly accumulates life energy, the rate is different for each Skeleton, eventually the life energy will build to the state where the form may accomodate a new soul, and the Skeleton regains its free will - this is a Returned

The peoples of Seten have long accepted that Skeletons may Return from their soulless state like this, however many members of the still living populous still do not trust them

For centuries the Returned have been gathering together, they formed the Seekers guild to find new Returned and unite them with the rest of the race

Returned may be identified from feral Skeletons by the clothes that they wear, a feral skeleton will wear tattered rags if anything, while a Returned will usualy dress as formerly and brightly as possible to avoid mistake, any further doubt can be resolved by looking at the skeletons forehead, as all known Returned carry a cross shaped mark to show their possession of a soul

Although any race may be used to form a Skeleton, due to the completely screwed up nature of death in general on Seten, the bones always form into the same configuration when a Skeleton is raised, there is thus no evidence of what race a Returned was originaly

Returned communicate by altering the magical field that holds them together to resonate the air around them, it takes little to no practice for a Returned to learn how to do this, and they pick either a male or female voice when they do so, most Returned will also move their jaw when they speak to avoid wierding out anyone they are talking to any more than is necessary (afterall having a friendly conversation with a Skeleton is pretty wierd)

Returned still require the same amount of sleep as anyone else, they do however lack the apropriate nerves to feel "comfortable", and thus sleep simply on stone slabs, Returned archetecture is notably lacking in walls since the Returned see no reason for privacy when every member of the race is physically exactly the same, ceilings however are present to keep the rain out since having waterlogged bones is a bad thing, and these are held up by pillers

Returned do not need to eat, their form may still have hair from when the body was alive previously however this is usualy quite rotted, and the only distinguishing physical feature between them are the small points of coloured light inside their eye sockets, which may be a variety of different colours

A Returned has no memory of its former life, neither its proper life or its life as a feral skeleton, it is a totaly new soul that forms within the frame

-Specialist Weapon:- Double Sword
-Specialist Guild:- Seeker
-Other Qualities:- Exceptionaly good at learning, somewhat more intelligent than humans, somewhat weaker than humans, somewhat vulnerable to bashing weapons, upon receiving a critical hit the Returned will not take extra damage, but will instead lose either a random limb or their head, these may be picked up and re-attached easily

The Seeker's main duty is to track down new Returned and intigrate them into society, however they also research into the nature of undeath, seeking clues into Returned origin, methods of finding out who the body belonged to previously, and the organisation of Returned society as a whole

-Weapons Trained:- Bows (and Double Swords)
-Magic Trained:- 1 Colour, 9 spells
-Other Qualities:- Seeker Glyphs (see below), May use arrows wieghted at the tip for penetrating armour, may fire 3 arrows at once for a cost in accuracy, may create and tip arrows in acid, may create and tip arrows in Poison

Seeker Glyphs:

Each seeker is given a magical purple crystal which is absorbed into the palm of their hand and then generates hollographical images when the palm is held out, Seekers may use the "Glyph Images" to relay images directly from memory, or to store notes on things for use later - imagine you have a PDA that links directly to your brain

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[doHTML]<A NAME="lich"></A>[/doHTML]Liches:

Lich/Liches/Lich

By far the largest Lich infestation and the area most renowned for Liches is the Southern Peninsula of the Wild Continent, this area is full of ancient ruins that are swarming with undead

When a powerful Necromancer dies they may take their chances and attempt "Ascension" to Lichhood, by re-inhabiting their former bodies the legs seem to disintigrate, the flesh on the face and neck melts away and many areas of the body explode, the mind suffers similar defilement and the result is a Lich

Few Lich retain their sanity, all of them seem to have an immense hunger for power, however their only use for such power is simply to gather more power

The method of Lich motility is floating, and Lich communicate Psionically by tricking the ears into thinking they heard a voice

To the "pure" races, a Lich will appear as the race it once was before, hate or anger directed as the Lich will reveal its true form however
the "impure" races: Racobian, Gathling, Returned, Fallen Angels and Other Liches will see a Lich for what is is the entire time

-Specialist Weapon:- Liches may not fight physically
-Specialist Guild:- Liches may not join guilds
-Innate Magic:- All Necromancy (Black) spells, 9 spells in any other colour
-Other Qualities:- May not join guilds, may not use weapons, may not fight physically, have an infinite amount of ether, very powerful spellcasters, somewhat more fragile than humans, somewhat more intelligent than humans, somewhat weak willed, appear to pure races as the race they were previously

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[doHTML]<A NAME="names"></A>[/doHTML]A guide to Seten Naming:

Human and Halfling names have a wide variety of sounds, they are commonly below 4 sylables in length but have few other restrictions
Male Examples: Durwyn, Tidel, Theros
Female Examples: Kalet, Tharia, Jessella

Elves tend to have excessively long names, and then a shorter nickname that is usualy the first few sylables of the full name (but not always)
Male Examples: Dessin(asagogen), Curos(alastinad), Voem(teclaem)
Female Examples: Miras(jourmum)

Dwarven names may aply to either gender, they are usualy short and have a few harsh sounds
Examples: Guthak, Kurshart, Lorthax

Gathling names are 3 sylables without exception, they should flow easily off the toung, these names are never shortened, giving a Gathling a nickname is an easy way to offend it
Male Examples: Kalatear, Kelsaphet, Nikinet
Female Examples: Tullerian, Marona, Yuricaen

Racobian are not named by their parents, and as such pick a name for themselves, since they grow up alone in many different settings their names vary greatly, however they usualy end up being derived from the name for some sort of cruel action or evil entity
Examples: Crushah, Maulbelar, Thedemon

Lizard Man names tend to be at least 2 syllables in length and frequently contain "th" and "sh" shounds which come out as hisses in Lizard Man dialect, they may also be named for some sort of unique quality that they have
Male Examples: Skanthas, Greyscale, Shothas
Female Examples: Thlomina, Klushira, Longclaw

Marasean names like the Marase culture itself are as for the Romans on earth
Example: I'm not very good with Roman names

Zamodian names are frequently 3 or 4 syllables in length, and contain at least 1 X or Z (both pronounced the same), there is no difference between male and female names in Zamodian culture, Red Zamodian drones and Black Zamodian slaves are not named, and are simply given numbers
Examples: Xyzicakx, Zalthis

Orc names are typically a single syllable in length and use only basic sounds, Orog orcs and other Orcs with particularlly intelligent parents may have longer names, however these are still quite basic
Examples: Kuk, Yog, Sat

Doppelganger names are excessive in length and contain many harsh sounds, they should be difficult if not impossible to actualy pronounce, if there is a different between male and female names it is so obscure that non-Doppelganger cannot discern the difference
Examples: Dralthalstkrak, Hurathreklorothesadatmar, Krockxthrelotsarukastir

Sprites are usualy named after things common in or around the village of birth, these can be simple to complex
Male Examples: Bucket, Ash Tree, Cloud, Chimney
Female Names: Meadow, River, Corn

Angel and Returned names are very non-specific, since these races do not have their own territories and thus grow up in a variety of different places and cultures, they might follow the rules for any other race

One last point is the subject of Last Names in Seten, Family names are very rarely taken, even among Humans where Family is an important concept, a Last Name signifies a contract with the planet itself, each represents a quality that is passed down from generation to generation and affects every person taking that last name
For example, the human family Tolgrin are each loyal and dutiful to whatever cause should find them first

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[doHTML]<A NAME="magic"></A>[/doHTML]Magic:

Traditional Magic in Seten is organised into 8 different colours, the colours each contain 4 schools and each school contains either 1 or 2 circles with 5 spells

It is obvious that a great slice of magic is still missing, and research takes place into what it might be, obviously each school should have 2 circles and there is a theorised 9th colour

Note: No, the system is not unfinished, what you see is what is meant to be here at this point in the time line, there is a full 9 colours with 5 full schools each figured out in data, however I wish to leave a good portion of it undiscovered at this point

The act of casting magic is very fast, the casters eyes flash for a brief second with the colour of the magic and then the spell is directed with a hand gesture (usualy a finger point)
Although the act of casting looks outwardly easy, it is infact rather misleading, casting a spell requires a lot of practice to be able to harness and manipulate the ether (latent energy left over from the creation of the world), and forge it into something useful quick enough that it doesnt dissipate

You must gain the spells in a circle in order, and your highest level circle may be no more than 2 levels above your second highest level

Ether is the left over energy from the creation of the world, it saturates the air and resonates with various gems to give them magical affects
There is a small gland in the forehead of every sentient being on Seten (except for Marase) within which Ether is stored, magic casting guilds give training to condense more Ether within this space
It is not only casting a spell that consumes Ether, but also the receiving of a spell (though not nearly as much), spells can be cast and received if one does not have enough ether to bare, however this results in physical damage, spells may not be cast with no Ether

As spells increase in power exponentialy with level, so does the cost of them, few people will have problems with casting level 1 magic, a Gathling Mage could safely cast 3 level 5 spells without running out, most Mages could do 2 with spare energy left for a few 4s, an Orcish Cultist would have trouble casting even 1 (if he could get level 5 magic at all)

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[doHTML]<A NAME="black"></A>[/doHTML]Black:

[doHTML]<A NAME="necromancy"></A>[/doHTML]Necromancy:

The manipulation of life and the forces that bind life together

Offensive:
1. Lesser Death - A small chance that a target will die instantly
2. Harm - Causes wounds to appear on a target
3. Oblivion - Temporerily removes a targets soul from their body stopping them from sensing anything or acting
4. Soul Stealing - Drains life energy from a target directly, does a good amount of damage
5. Greater Death - A high chance of instantly killing most targets

Affect:
1. Fated Binding - Links the caster to a target, upon the death of the caster life energy is taken from the target until the target dies or the caster is fully restored - requires a moment of physical contact
2. Life Tap - Links the caster to a target, when the caster is damaged the link may restore the damage by stealing life energy from the target - requires a moment of physical contact
3. Animate Dead - This spell can either be used to raise a large number of corpses as weak skeletons, or a single corpse as a more powerful skeleton with skill proportional to that of the caster, all skeletal servants are temporery and last a varying amount of time
4. Ressurection - This spell may return a recently dead (5 minuets) corpse to life
5. The Undercurrent - This spell may be cast on a corpse to produce a Wraith that will serve the caster for a few hours, or on empty space to produce a Shade which is somewhat weaker

[doHTML]<A NAME="navitomancy"></A>[/doHTML]Navitomancy:

The manipulation of the form and shape of energy

Offensive:
1. Magic Shards - This spell causes a great many shards of energy to appear and fly at the opponent, most of the shards will do only trivial damage but due to sheer volume some will strike home
2. Plasma Beam - Its purple and quite shiny!
3. Thunderbolt - From the sky, only works outside
4. Lightning - From the hand, works inside
5. Chain Lightning - Jumps from target to target

Affect:
1. Glowing Shield - A weak barrier of force that emits paralysing sparks when broken
2. Attraction - Requires the use of a small amount of ether continualy for the duration, this causes any desired targets to gravitate towards the caster
3. Repulsion - Requires the use of a small amount of ether continualy for the duration, this causes any desired number of targets to gravitate away from the caster
4. Aura - Requires the use of a small amount of ether continualy for the duration, this creates a glowing aura around you, enemies within the aura are at risk of being stunned or paralysed
5. Energy Field - Requires the use of a small amount of ether continualy for the duration, this creates a glowing aura of volatile energy that strikes those within it with lghtning bolts and drains ether from them to give to the caster

[doHTML]<A NAME="mindcontrol"></A>[/doHTML]Mind Control:

Offensive:
1. Headache - Really bad headache, can cause targets to simply collapse and writhe around in agony
2. Mindblow - Causes a vast reduction in intelligence and a good amount of damage as blood vessels in the head explode
3. Attack Self - Causes the target to start hitting itself
4. Mind Link - Readies a target for Mind Blast
5. Mind Blast - May be used on a mind linked target, there is a contest of intelligence - bolts are emited from both participants along the link, their size is proportional to the intellect, willpower and ether capacity of the participant, the loser receives mental damage proportional to the magnitude of defeat, this spell has more potential for damage on a single target than any other

Affect:
1. Dominate and Move Enemy - Dominate is the only full spell in the Affect circle of Mind Control, it allows you to control a targets mind, the other spells meerly increase what you can have the dominated target do, you may only dominate 1 enemy at a time and enemies of high willpower will break the hold, Move Enemy allows you to cause the target to walk
2. Change Stance - This allows you more direct control over your targets limbs, causing them to fall out of battle stance or move into a different one, in essance you can use it to make someone less good at fighting
3. Use Attacks - This allows you full access to the basic attacks of a dominated enemy
4. Use Abilities - This allows you full access to all of the magical and other abilities of a dominated enemy
5. Disable Equipment - This allows you to cause the target to drop weapons, remove armour etc

[doHTML]<A NAME="night"></A>[/doHTML]Night:

These are very powerful spells which only work at night (between the hours of 20:00 and 04:00)

Offensive:
1. Life Snap - This immediatly halves the amount of life energy a target possesses (life energy is the glue that holds the body and soul together)
2. Shadow Cloud - This spell creates a noxious black gas that causes a lot of choking and damage to those inside its cloud
3. Doom - Target may be instantly killed or take mental damage and possibly become terrified of the caster
4. Black Wind - This spell extends long tendrills of darkness that whip and sear foes dealing a lot of damage
5. Shade - This is a shockwave of purified negative energy and destruction that obliterates anything within a good few meters of the caster, and does distinguish between friend and foe

Affect:
1. Terror - This affects an area that does not have to be around the caster and has a chance of causing enemies in that area to become afraid of the caster
2. Cloak of Shadows - This causes all light to be removed from the battlefield, enemies however are highlighted
3. Curse - This can cause a target to become feeble, slow, fragile, unlucky, unintelligent, bad at aiming and unable to recall tactics
4. Feeble - This causes a target to become unable to deal damage - all of their attacks and abilities work, they just don't cause damage anymore
5. Harvest - This steals life energy and ether from all available enemy targets until you are fully restored - note that it will not work unless you have the quite considerable ether cost of the spell in storage already

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[doHTML]<A NAME="blue"></A>[/doHTML]Blue:

[doHTML]<A NAME="fire"></A>[/doHTML]Fire:

Offensive:
1. Fire Bolt - a small bolt of fire
2. Fire Ball - a larger ball of fire, coats target in fire (as if by napalm) and thus almost always sets on fire
3. Fire Darts - 5 fire bolts one after another, they may be targeted against different enemies
4. Inferno - Either a cone or shockwave of fire, does distinguish between friend and foe
5. Fire Storm - Fire rains down, many things get hurt

Defensive:
1. Fire Shield - This shield is particularly effective against fire and air damage, but is destroyed instantly by water, and is totaly ineffective against earth
2. Fire Wall - Creates a wall of fire between any 2 points
3. Flaming Armour - This is a flaming membranous barrier that floats slightly above the caster, not only will it protect against attacks but also scorch people close to the target
4. Searing Shell - This contains the caster in a cone of fire which will move with the caster as it walks, spells pass through the cone as if it were not there, however anything else must first destroy the cone (while taking fire damage) before the caster is reachable
5. Righteous Fire - The caster's body becomes as flame, all non-water attacks are totaly ineffective, this spell requires a constant and rather large input of Ether

[doHTML]<A NAME="water"></A>[/doHTML]Water:

Offensive:
1. Ice Orbs - Creates and launches 5 balls of ice
2. Frost Shard - Essentialy its a giant icicle
3. Aura of Water - Contains the target in a globe of water that follows it, staying in such a globe will suerly cause drowing (provided the target needs to breathe)
4. Scalding Spray - Boiling water sprays from the hand at high velocity, the number of jets may be varied up to 5 (one for each finger) however the velocity of the water is decreased for each aditional jet added
5. Hailstorm - ...with hailstones the sise of footballs

Affect:
1. Cleansing Water - Clears the target's body of poisons
2. Pooling Water - Transmutes ground to water, the greater the area targeted the shallower the water is
3. Gills - Target gains gills for the rest of the day, and may thus breathe underwater
4. Fish - Target's limbs are changed to fins
5. Body of Water - Target's body becomes water, most attacks will pass straight through however attacks which affect the mind will still work, this spell requires a large amount of ether suplied continualy to keep up

[doHTML]<A NAME="air"></A>[/doHTML]Air:

Offensive:
1. Knock Back - Knocks the target back a few feet
2. Air Spike - A concentrated bolt of air that often stuns targets
3. Throw Back - Causes the target to fly backwards, often into walls
4. Air Wave - A shockwave of air that has a tendancy to knock over, stun and injur things, does distinguish between friend and foe
5. Tempest - Provided the caster can concentrate for long enough, the sky will first cloud over reducing visibility, then rain will start, then the wind will pick up causing things to fall over, then a hailstorm will start as the clouds begin to rotate, and lastly the caster and their allies will be removed from the battlefield as a huge tornado descends to destroy everything in its path

Defensive:
1. Cloud Armour - A layer of cloud that floats around the caster and dulls attack which pass through it
2. Flight - Target gains the ability to fly
3. Burst of Wind - A cone or shockwave which will either knockdown or stun all foes
4. Aerial Armour - A thin membranous barrier that floats slightly above the caster, blocks attacks and allows flight
5. Ethereal - The casters body becomes incorporeal, most attacks pass straight through however attacks from ghosts still work, requires the constant input of a large amount of ether to work

[doHTML]<A NAME="earth"></A>[/doHTML]Earth:

Defensive:
1. Stone Armour - A thick barrier of rock that floats to some extent but still wieghs the target down a lot
2. Wall of Rock - Creates a wall of rock between 2 points, the longer the wall the easier it is to break down
3. Stone Skin - Less protection than the stone armour, but doesnt weigh down nearly as much
4. Flowstone Armour - Far easier to move in, but still heavy
5. Flowstone Skin - An almost perfect defense with no loss of mobility

Affect:
1. Hinder - Causes a target's legs to become heavy, those of weak will will be immobilised completely
2. Tradeoff - Makes a target very difficult to harm but also weakens the muscles and reduces damage output
3. Earth Link - Grounds a target so that lightning attacks are innefective, and may also lock them in place
4. Immobilize - This spell can stop nearly anything from moving around
5. Burden of Earth - Cuases whatever targets the caster chooses to sink into the ground, some enemies may be strong enough to get back out

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[doHTML]<A NAME="red"></A>[/doHTML]Red:

[doHTML]<A NAME="acid"></A>[/doHTML]Acid:

Manipulation and creation of acids

Affect:
1. Sulphuric Bolt - Fires a bolt of concentrated Sulphuric Acid which causes damage over time and burns away at armour creating clouds of hydrogen around the target which can be ignited
2. Sulphuric Blob - Creates a globule of jellified Sulphuric Acid which can be used in several ways, it can be attached to surfaces to act as a mine, or thrown at high speed in which case it will fragment on impact and spray acid anywhere
3. Flouric Bolt - Fires a bolt of Hydroflouric acid which is somewhat more effective than the Sulphuric version
4. Flouric Blob - Creates a globule of jellified Hydroflouric Acid which is more effective than the Sulphuric version
5. Acid Fountain - This creates a pretty fountain that acts like a turret throwing random acid spells at enemies for a while

Defensive:
1. Acid Armour - This is a membranous barrier that floats slightly above the caster's real armour, although it offers no defense it does signifigantly damage any weapon passing through it
2. Acid Wall - Creates a wall of acid that begins to burn anything passing through it
3. Acid Defense - Creates 5 barriers of glowing green energy, these barriers may be moved by the caster while concentrating entirely on that action and upon contact coat things in acid
4. Acid Counter - Every use of this spell creates a "counter charge" on the caster, when the caster is next hit in melee a counter charge is used up and the attacker is coated in acid
5. Melt Armour - Effectively a faultless defense against physical damage, this spell is a more powerful version of Acid Armour that causes anything that comes into contact with the barrier to be liquified instantly

[doHTML]<A NAME="poison"></A>[/doHTML]Poison:

Creation and manipulation of poisons

Affect:
1. Poison - Requires physical contact - the target begins to suffer the affects of a random poison
2. Snake's Venom - This causes the user to spit a stream of venom which causes blindness if it gets in the eyes and severe weakness if it gets in any wounds
3. Ether Poison - Requires physical contact - this special poison drains the target's Ether stores
4. Sting - This is a bolt type spell that sticks in the target when hit and pumps various poisons in until removed
5. Wyvern Strike - This spell can affect any target that the user knows the exact location of and is directed psyonically, it delivers enough poison to kill 5 elephants in one go

[doHTML]<A NAME="disease"></A>[/doHTML]Disease:

Affect:

1. Cold - This causes the target to become highly infectious, anything that persistantly affects the target such as being poisoned, on fire, crippled or covered in acid will spontaniously jump to its nearby allies
2. Cripple - Requires physical contact - This spell causes muscles to tear and become detached from their bones, severly weakening the opponent
3. Virus - The specific magical virus created jumps from foe to foe and causes chunks of flesh to explode with frightning frequency
4. Plaugue - A more powerful version of virus which also causes bleeding from every orafice and purple boils to appear randomly on the skin
5. Botulism - Creates 1ml of Botulinum Toxin actualy inside the target's blood stream, will probably cause them to die instantly and will cause massive damage even if this doesn't happen

[doHTML]<A NAME="drain"></A>[/doHTML]Drain:

Offensive:
1. Leech Life - Causes life energy to be drained from the target and used to heal the caster's wounds
2. Life Link - This is an extended Leech Life that is initiated and carries on sucking until the target is dead or the caster takes damage
3. Leech Armour - This causes elements of protective gear (including clothes) that possile nearby targets are wearing to fly away from the target and form a makeshift barrier around the caster, this spell is initiated and carries on working until the caster is hit, at which poin the shield drops and becomes useless
4. Trade HP - This spell allows you to swap the wounds, mental damage and life energy depletion of any 2 possible targets
5. Vampire - Angry red beams sap at everything around you untul you are restored fully (distinguishes between friend and foe)

Affect:
1. Leech Ether - Causes Ether to be drained from the target to restore the caster's suplies
2. This is an extended Leech Ether that is initiated and carries on sucking until the target is completely depleted or the caster takes damage
3. Leech Stats - This causes a target to become weaker, slower, dumber, etc and the caster to become more so
4. Trade EP - This spell allows you to swap the stored Ether of any 2 possible targets
5. Reaper - Angry blue beams sap at everything around you until your Ether is at its maximum

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[doHTML]<A NAME="yellow"></A>[/doHTML]Yellow:

[doHTML]<A NAME="apparition"></A>[/doHTML]Apparition:

This magic can call various strange types of ghost that appear, do something, and then vanish again

Offensive:
1. Wisp - A pathetic construct of life energy, it can cause something to forget what it was doing at the time, and in particularly weak willed individuals can cause amnesia
2. Specter - A construct of life energy and elemental power, Specters can appear of any of the 4 elements and cast a random blue magic spell of level 4 or less before vanishing
3. Banshee - A more complex spirit with a form and some shred of soul, it releases a peircing shriek that causes damage to any shields, guardians or magic armour in the area and can cause living creatures to become damage or stunned
4. Phantom - These rare spirits can occur naturaly through complex means, they have sharp claws that they will use to tear up whatever target the caster desires
5. Wraith - A Wraith must occur naturaly, it cannot be constructed and is thus called from the afterlife, once summoned a Wraith will enter the target, paralyse it and begin to feast on the target's life energy until it is dead, if it is not yet full it will move on before dissapearing

[doHTML]<A NAME="conjuration"></A>[/doHTML]Conjuration:

Magic to do with the direct creation of objects or substances

Offensive:
1. Arrows - This spell creates a random number of sharp wood-like shafts that may be launched telekinetically
2. Knives - This spell creates jagged shards of metal actualy inside the target
3. Bolder - This spell creates a large ammount of rock which is good for blocking entrances or dropping on top of things
4. Toxic Dust - Saturates an area of the casters choice with toxic dust which causes chocking if inhaled and carries a severe risk of permenant blindness if it gets in the eyes, casters must be careful with this spell as it does not differentiate between friend and foe
5. Nitro Glycerin - Creates globules of Nitro Glycerin and drops them randomly about the battlefield, does distinguish between friend and foe (for those who have lived in a cave, Nitro Glycerin has a tendancy to cause large explosions if dropped)

Affect:
1. Rope - Will attempt to tie up and immobilise a target
2. Unsummon - Undoes most yellow magic, destroys guardian spirits, and can sometimes banish demons
3. Mass Unsummon - As above but can have multiple targets
4. Sand - Drops a large pile of sand on something, use creatively
5. Portal - This can be used to create a Portal to anywhere within 2 miles of the caster

[doHTML]<A NAME="summoning"></A>[/doHTML]Summoning:

Magic that pulls creatures from other places, nobody is quite clear why it only works with these specific creatures, the creatures will follow what orders from the caster they are capable of understanding (usualy this is limited to pointing)

Manticore Circle:
1. Fang - Fangs are like wolves, only lacking in skin and capable of beathing fire
2. Savel Warrior - Savel are like metalic ants the size of small dogs, Warriors are rare but surprisingly strong
3. Harpy - Like a cross between monkeys and birds
4. Hunting Spider - A giant predatory spider, well armoured and hungry
5. Manticore - Manticores are often used by the gods as messengers to the many races (the Drakii cult has other theories of course) they are lions, but with human heads, scorpion's tails and many teeth, they are very powerful spellcasters

Chimera Circle:
1. Web Spider - A giant spider, this variety is not suited well to combat at is typically sits in webs and grows fat on stupid animals
2. Green Cave Dweller - Cave Dwellers are essentialy transparent sacs full of digestive juice, Green Cave Dwellers are reasonable effective defensive casters
3. Griffin - The front half is a giant eagle, the rear is that of a tiger
4. Wyvern - Typically smaller than most dragons but with a scorpion tail, the poison is extremely potent
5. Chimera - It isn't known why the gods created such hideous killing beasts to serve them, perhapse they feared some great threat from other worlds, they are an almagamation of various creaturs, taking the best parts from each, they are very agile, durable and viscous physical fighters

[doHTML]<A NAME="transmutation"></A>[/doHTML]Transmutation:

This magic revolves around the transformation of magic gems into other things, each spell requires gems equal to the spells level
As an aside, scrolls are scribed for Circles rather than Spells, Casting from a scroll allows you to go that many levels higher in the circle than you know, scrolls may be stable or unstable, stable scrolls may be cast from continualy, while unstables are destroyed when read

Scrolls:
1. Scribe Lv1 - Create a level 1 scroll for any circle you have a level in
2. Scribe Lv2 - Create a level 2 scroll for any circle you have 2 levels in
3. Scribe Lv3 - Create a level 3 scroll for any circle you have 3 levels in
4. Scribe Lv4 - Create a level 4 scroll for any circle you have 4 levels in
5. Scribe Lv5 - Create a level 5 scroll for any circle you have 5 levels in

Items:
1. Ammo - This allows you to change a gem into arrows or crossbow bolts
2. Potions - This allows you to change 2 gems into a magic potion of your choice
3. Wards - This allows you to change 3 gems into a Magic Ward, the Ward will store a spell you know to activate when a condition is met, and may then be placed on an object to which the condition aplied, when the Ward activates the caster is informed of this psionically
4. Armour - This allows you to change 4 gems into a piece of armour, the shape and material of the armour may be specified and up to 2 enhancements placed on it
5. Weapons - This allows you to change 5 gems into a weapon, the form and material of the weapon is specified along with up to 2 enhancements

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[doHTML]<A NAME="green"></A>[/doHTML]Green:

[doHTML]<A NAME="guardian"></A>[/doHTML]Guardian:

Guardian spirits are magical constructs that are inhabited by a pure desire to protect instead of a soul, this school is concerned with the creation and upkeep of guardian spirits
Guardian spirits will float near the person to protect until something attempts to harm them and then block the attack, the caster may order them from person to person

Defensive:
1. Blocker - This Guardian Spirit is a shield which will attempt to block physical attacks
2. Defender - This Guardian Spirit is a breast plate and gauntletts and which will be able to block more physical attacks
3. Aegite Blocker - Aegite is a softer metal which is highly magic absorbing, this blocker may thus guard magic but will not take as much punishment before being destroyed
4. Aegite Defender - Defender (2) with the Aegite properties (3)
5. Shield Warden - The shield warden is a breast plate with 2 shields, its material is unknown however it exhibits both high tollerance and ability to absorb magic

Offensive:
1. Blade Spirit - This guardian spirit takes the form of a sword, it will attempt to parry attacks and then counter, has a low tollerance for damage
2. Blade Chopper - This guardian takes the form of an axe, it will parry, then attempt to disarm, and then counterattack if this is successful
3. Copper Spirit - This Blade Spirit is made of copper, and thus is both faster (higher parry chance) and may parry magic, it is destroyed when it does this however
4. Copper Chopper - Blade Chopper (2) with the Copper properties (3)
5. Vengeful Knight - This guardian takes the form of 4 guard-blades, its material is durable and it has some ability to parry magic, however it takes much damage when doing so

[doHTML]<A NAME="illusion"></A>[/doHTML]Illusion:

These spells casue enemies to experiance (mostly see) things which are not real, they require a constant input of Ether to keep up but cost less than most spells to cast

Affect:
1. Illusion Wall - Creates an illusionary wall between any 2 points, enemies must be strong of will and intelligent enough to figure out that it is an illusion to cross
2. Illusion of Numbers - This spell causes the target to see more enemies than they are actually fighting, the more intelligent the caster and weaker willed the opponent the more extra people they see, the extra people will look like real people the target can see at the time, however multiple real people may be combined to produce one illusionary person, in this way an intelligent or knowledgable opponent can figure out the illusion
3. Horror - This spell causes the target to see something which truely frightens them, as with all illusions it may be dispelled by strong will, however this spell is far harder to overcome than the previous 2
4. Mirror Image - This spell creates an illusionary double of the caster which is visible to everything, the illusion follows the casters order psychically, it may not interact with the environment, however any spells it casts have a small chance of working
5. Invisbility - Works on any target, self explanatory

[doHTML]<A NAME="barriers"></A>[/doHTML]Barriers:

Creation and maipulation of static barrier shields

Defensive:
1. Shield - Creates a basic shield which absorbs mainly physical damage
2. Spirit Shield - Creates a shield which absorbs mainly magic damage
3. Shield Wall - Creates a wall of shields between any 2 points
4. Spirit Shield Wall - Creates a wall of spirit shields between any 2 points
5. Reflective Shield - Creates a shield which reflects damage back to the aggressor, multiple shields may be set for a reduced ether cost per shield

Offensive:
1. Barrier->Bolt - This transforms a shield or spell-armour the caster is in contact with to a small low damage bolt
2. Barrier->Lv1 - This transforms a shield or spell-armour the caster is in contact with to a random lv1 offensive spell
3. Barrier->Lv2 - This transforms a shield or spell-armour the caster is in contact with to a random lv2 offensive spell
4. Barrier->Lv3 - This transforms a shield or spell-armour the caster is in contact with to a random lv3 offensive spell
5. Barrier->Lv4 - This transforms a shield or spell-armour the caster is in contact with to a random lv4 offensive spell

[doHTML]<A NAME="armour"></A>[/doHTML]Armour:

Spells to do with the manipulation of defensive equipment, all may be cast on any target

Defensive:
1. Lighten Armour - Makes armour lighter and easier to move in
2. Weight Armour - Makes armour heavier and harder to move in
3. Expand Armour - Armour increases in coverage
4. Thicken Armour - Armour becomes thicker and thus better able to resist attacks
5. Attune Armour - Armour become better attuned to the ether and thus more able to resist magical attacks

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Mordax_Praetorian - October 23, 2007 11:18 PM (GMT)
[doHTML]<A NAME="grey"></A>[/doHTML]Grey:

[doHTML]<A NAME="polymorph"></A>[/doHTML]Polymorph:

Magic that chages its users form, the more Ether pumped into the spell the greater the change will be, Polymorph Animal for instance could be cast with nearly no cost to change into a Monkey, but a change into a Cockroach would consume a lot of Ether (less so if wearing plate armour)
The exact form cannot be chosen, only its difference from your current form

Affect:
1. Animal - Self Explanatory
2. Mutant - Any monster that is a mutated form of an animal
3. Ghost - Ghosts in Seten tend to be quite powerful, and widely feared
4. Demon - Seten Demons are strongly elemental creatures
5. Legendary - Anything that is spoken of in earth Myth and Legend is probably a Legendary in Seten, they are direct servants of the gods

[doHTML]<A NAME="temporal"></A>[/doHTML]Temporal:

Manipulation of the flow of time

Affect:
1. Slow - Slows a target down
2. Haste - Speeds a target up
3. Stasis - Stops a target completely
4. Warp Time - Speeds up nearby targets of the caster's choice while slowing down nearby targets of the caster's choice
5. Stop Time - Stop time, all the while time is stopped consumes Ether, while time is stopped you may move around but not interact with anything, you may cast other spells to happen when time resumes

[doHTML]<A NAME="channeling"></A>[/doHTML]Channeling:

Manipulation of raw ether, and the creation of raw ether from refined ether

Affect:
1. Charge Item - Consumes a magical gem to add 1 charge to a magic item with charges
2. Ether Drain - Causes a target to lose a large amount of Ether
3. Ether Area - This enhances an area of ground so that the Ether of those in it slowly charges, enhancing a larger area costs more ether
4. Enhance Charge - Consumes a magical gem to add 1 maximum charge and 1 charge to a magic item with charges
5. Ether Void - Enhances an area of ground so that the Ether of anyone entering the area or standing in the area when the spell is cast has all of their ether removed, enharncing a larger area costs more Ether

Defensive:
1. Draining Shield - This shield drains the Ether of anyone attacking it (physically), and gives that MP to the caster
2. Resistant Shield - Shield which takes very little damage from magic
3. Deprive Magic - Enhances an area, any spells traveling through the area are signifigantly weakened in effectiveness, enhancing a larger area lessens the spells effect
4. Resistant Armour - This is a membranous barrier that floats slightly above the target and absorbs damage from magical attacks
5. Ether Shield - These shields take the Ether cost of any spells hitting them and restore the caster that much ether, multiple shields may be set at the same time and the total cost per sheild is reduced with the number of shields set

[doHTML]<A NAME="dawndusk"></A>[/doHTML]Dawn/Dusk:

Between the hours of 04:00 and 08:00 the Dawn spells are available, between 16:00 and 20:00 the Dusk spells are avilable

Offensive:
1(Dawn). Feast of Dawn - Drains a large amount of Ether from a target and gives it to another target
1(Dusk). Feast of Dusk - Drains life energy from a target and gives it to another target
2(Dawn). Dew - Causes an area to become bogland, enemies will be slow passing through and may sink
2(Dusk). Dry - Causes an area to become aflame, these flames burn violantly and cause a lot of damage but will never spread
3(Dawn). First light of Dawn - Whipping tendrills of light that cause both physical damage and eat the Ether of things they touch
3(Dusk). Last light of Dusk - This is a ray which causes burning damage and sets targets on fire
4(Dawn). Dawn Seal - Outright destroys undead, banishes demons, causes massive damage to Gathling, Fallen Angels and Returned (Returned have souls and are thus not instantly killed), to all others it blows open wounds and causes the target to become aflame
4(Dusk). Dusk Seal - Blows open wounds, sets the target on fire, and causes immense pain
5(Dawn). Fires of Dawn - Causes pillers of light to rise and engulf all chosen targets, most targets will instantly die and those that do not emerge charred and crippled
5(Dusk). Wearyness of Dusk - Causes pillars of darkness to descend and engulf all chosen targets, most targets will instantly die and those that do not have much of their stored ether removed and emerge badly wounded

Defensive:
1(Dawn). Morning Area - Enhances an area, any physical damage in the area is increased, magical damage is decreased, and the Ether of those standing in the area is charged slowly, a larger area may be enhanced for a lesser affect
1(Dusk). Evening Area - Enhances an area, any physical damage in the area is decreased, magical damage is increased and the Ether of those standing in the area is slowly drained, a larger area may be enhanced for a lesser affect
2(Dawn). Morning Shield - This shield completely absorbs magical attacks and may not be destroyed by damage
2(Dusk). Evening Shield - This shield completely absorbs physical attacks and may not be destroyed by damage
3(Dawn). Radiant Shield - This shield will absorb all damage and reflect it back at the aggressor
3(Dusk). Ravenous Shield - This shield will absorb all damage and convert physical damage into restorative energy for the caster, and magical damage into Ether for the caster
4(Dawn). Morning Armour - This is a membranous barrier which floats slightly above the target and totaly absorbs magical attacks, it may never be destroyed by damage
4(Dusk). Evening Armour - This is a membranous barrier which floats slightly above the target and totaly absorbs physical attacks, it may never be destroyed by damage
5(Dawn). Radient Field - This spell warps the entire battlefield, all combatants have infinite access to Ether until the battle ends
5(Dusk). Ravenous Field - This spell warps the entire battlefield, at random intervals life energy and ether are drained from enemies and given to the caster - this happens frequently

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[doHTML]<A NAME="white"></A>[/doHTML]White:

[doHTML]<A NAME="light"></A>[/doHTML]Light:

Offensive:
1. Blind - Causes a flash of light infront of a target in order to blind it
2. Direct Blind - Causes a flash of light inside a target's eyes, causes both blindness and immense pain, also lasts longer
3. Flash - This is a shockwave attack which both deals damage and may cause blindness
4. Photon Beam - A highly damaging beam attack with a chance to blind enemies
5. Tri-Burst - This is a shockwave attack which can be detonated anywhere, the red, green and then blue light condense on the target area until critical mass is reached and a huge blinding and burning explosion happens

Defensive:
1. Light Shield - This shield is difficult to look into and thus causes things to become less accurate when aimed at it, unfortunatly it doesnt take much damage to destroy
2. Light Mine - The larger an area is mined the less effective it is, when the mine is triggered it both causes damage and blinds - you may not mine an area with something standing in it already
3. Light Wall - Creates a wall of light between any 2 points, those walking through it are blinded
4. Light Field - This causes the entire battlefield to glow brightly making all attacks less accurate
5. Greater Light Field - As above however enemies are blinded completely and allies are unaffected

[doHTML]<A NAME="banishing"></A>[/doHTML]Banishing:

Offensive:
1. Harm Unnatural - Causes a good deal of physical damage to undead and demons, causes some small damage to Gathling
2. Feeble Unnatural - Causes undead and demons to become crippled, some chance of working on Gathling
3. Wound Unnatural - Causes savage wounds to appear on demons and gathling, causes bits of undead to explode
4. Banish Unatural - Causes Undead to become dead, Demons to dissapear and Gathling to take a lot of damage
5. Exodus - As above but to all Undead, Demons and Gathling within range (typically the battle)

[doHTML]<A NAME="aid"></A>[/doHTML]Aid:

Beneficial spells meant to prevent suffering

Healing:
1. Regenerate Self - Causes the caster to regenerate slowly
2. Remove Scars - Heals with a touch but not very much
3. Close Wounds - Distance healing for somewhat more
4. Restore - Heals for even more and affects an area, the larger the area the less is healed
5. Lifebringer - Heals all allies fully, may even heal those who died in the past few minuets

Defensive:
1. Order Shield - This shield works as normal for most things, however is innefective against White Magic and takes no damage from Cyan Magic
2. Regen Shield - This shield causes the caster and one other to regenerate while the shield is up
3. Order Wall - Creates a wall of Order Shields between 2 points
4. Re-Enforce - This spell can be used to restore a shield, magic-armour or guardian spirit to full strength, or be increased in defensive potential
5. Purify - This spell can remove poisons, cure diseases, halt bleeding, put out fires, nuetralise acids, cleanse the mind of madness and repair holes in reality, works over a large area

[doHTML]<A NAME="day"></A>[/doHTML]Day:

Extremely powerful heat based magic which only works between 08:00 and 16:00

Offensive:
1. Melt Shield - This shield causes any weapons which strike it to be destroyed
2. Heat Wave - This creates a cone of immense heat which both damages through burning and may set things on fire, it can distinguish between friend and foe
3. Heat Ray - This is a ray spell with a tendancy to melt things, such as armour
4. Molten Shockwave - This creates a shockwave of immense heat which damages things and sets things on fire, distinguishes between friend and foe
5. Sunfire - A large explosion, will probably incinerate whatever is at ground zero, even at the edge of the explosion things will tend to be severly burned and on fire

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[doHTML]<A NAME="cyan"></A>[/doHTML]Cyan:

[doHTML]<A NAME="chaosblade"></A>[/doHTML]Chaos Blade:

Using Chaos Blade magic requires an infusion of pure chaos into the palm of ones hand, this is refered to as a Chaos Blade and this magic manipulates it
Chaos Blades are frequently found bound within crystals for use, finding a chaos blade in ones hand can be grounds for banishment from some cities
Using chaos magic may also cause the caster to become glitched from reality, in this state the caster will swing between random levels of existance until either the glitch is worked out or the glitched individual ceases to exist at all, some time spent concentrating will resolve the issue

Offensive:
1. Chaos Slash - Changes the chaos blade to sword form for enough time to slash, this causes a lot of damage but also harms the user
2. Chaos Wave - Expells a cone of chaos energy which causes a lot of damage but also harms the caster
3. Chaos Mist - Causes a black fog to fall over the battlefield, its particles sting the flesh of enemies but also harm the caster to some degree
4. Chaos Shock - A shockwave of pure chaos distorting everything in its path, causes much damage but also harms the caster, can distinguish between friend and foe
5. Chaos Storm - This fog floats above the battlefield and Chaos Strikes (see Affect circle, spell 2) random enemies

Affect:
1. Sacrifice - Causes the caster to become wounded but restores a good amount of Ether
2. Chaos Strike - This is a lightning bolt affect that causes the oponent to become damaged and glitched in reality
3. Chaos Glitch - This is a shockwave affect that causes some damage, distinguishes between friend and foe, and causes opponents to become glitched
4. Chaos Metabolism - If the caster is Glitched this spell will drain life and ether from all non-glitched enemies and give it to the caster, if the caster is not Glitched the spell will work on all glitched enemies
5. Chaos Annihilation - This spell works on touch between the caster and a glitched enemy, or non-glitched if the caster is glitched, of the 2 (caster and enemy), the wealer will die and the other will come out severly injured

[doHTML]<A NAME="enhancement"></A>[/doHTML]Enhancement:

These spells can be used to increase the offensive power of a weapon

Elemental:
1. Waterblade - Water courses along the weapon making it glide easier through the flesh of victims and increasing attack speed
2. Earthblade - Clumps of rock move around the weapon causing extra smacking damage
3. Flameblade - Fire courses along the weapon causing burning damage and setting things on fire
4. Airblade - Wind moves along the weapon, making it attack more quickly and exploding wounds created by the weapon open further, causing massive bleeding and extra damage
5. Lifeblade - The weapon will now cause poison and disease, or might cause small plants to grow from wounds, very screwed up and unpredictable, this spell is messy

Affect:
1. Slowblade - Attacks from the weapon cause things to move slower
2. Woundblade - Attacks from this weapon cause open wounds and heavy bleeding
3. Poisonblade - Attacks from this weapon poison
4. Acidblade - Attacks from this weapon coat things in acid
5. Drainblade - Attacks from this weapon steal life

[doHTML]<A NAME="gate"></A>[/doHTML]Gate:

This magic pulls creatures from Lyrian, the Demon world
Typically, demons of Air are stronger than demons of Fire, which are stronger than demons of Earth, which are stronger than demons of Water, however this is not always the case
In this way, the Elemental summonings have some chance of calling a stronger demon in the lower level spells than the Power summonings, however the higher elemental based summons will often call lower level demons which the power based spells of the same level will not
Both circles end in the same spell, its just a matter of how you want to get there

Elemental:
1. Summon Water Demon
2. Summon Earth Demon
3. Summon Fire Demon
4. Summon Air Demon

Power:
1. Summon Weak Demon
2. Summon Lesser Demon
3. Summon Greater Demon
4. Summon Demon Baron

Shared:
5. Summon Abyss Fiend - The right hand men to the Abyss Lord himself, this spell is so powerful that it will always rend its caster near-death

[doHTML]<A NAME="torture"></A>[/doHTML]Torture:

Spells intended to cause pain and suffering rather than to kill, those who use these magics are some of the sickest examples of sentient life on Seten

Offensive:
1. Ants - Summons a swarm of biting ants to attack a single target
2. Salt - Teleports a large quantity of salt directly to the target's blood stream
3. Needles - This spell fires a vast quantity of needles at the target
4. Cyanide - Just enough to nearly kill the target but not quite, leaving them in agony
5. Pure Satisfaction - Links the target to the caster, every time the caster moves a finger one of the target's blood vessels explodes

Affect:
1. Pain - Self explanatory
2. Concotony of Woe - Makes the target very depressed and weak of will
3. Shackle'n'Smack - The target is shackled to the ground and hit in the face 5 times, each hit causes damage, the first hit may set the target on fire, the second may poison the target, the third may cause the target to glitch from reality, the fourth may cause the target to suffer agony for a prolonged period and the 5th does fire again because you can never have too much fire
4. Blood Tie - Links the target to the caster, whenever the caster bleeds, the target bleeds, whenever the caster is in pain, the target feels that, this way you can strap both yourself and the target in a torture device for twice the fun
5. Chains of Misery - These tendrills extend from the caster and whip nearby enemies, they cause quite some damage and can inflict many things

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[doHTML]<A NAME="weapons"></A>[/doHTML]Common Weapon Disciplins of Seten

Fine Swords - Swords meant for use in stabbing motions, the blade is usualy blunt, examples are Rapiers, Foils and whatever the plural of Kryss would be

Cutting Swords - Swords meant for use with the blade, the tip is usualy blunt, examples are Sabres, Machetes and Katanas

Heavy Swords - Large well balanced swords suited to a range of fighting styles, notable examples are Broad Swords, Bastard Swords and Flamberges

Smashing Swords - Swords that might as well be (and usualy are) blunt weapons, they include Falchions, Claymores and Nodachis

Axes - Axes come in a wide variety of sizes from hatchets to huge 2 handers, a common tactic is to use the gap between the bottom of the blade and the handle to hook onto a shield and tear it away, highly skilled axe users can also do this with weapons

Hammers - Very well suited to fighting armoured opponents, not only is armour less effective against hammers but the sheer wieght of a hit from most hammers will cause armour to crack

Pole Arms - This section includes any slashing weapons mounted on poles, it includes pikes, glaves and halberds

Spears - Good for poking things and notoriously good for fighting from a mount

Scythes - Primarily used as bladed weapons, a scythes distinctive shape also allows it to hit multiple opponents that are standing next to each other, and for use as a large hook for moving opponents around against their will

Katars - When gripping the handle, the blade protrudes infront of the fist like a big triangle, these are the common choice for theives and assassins, they are small and allow for quick attacks

Gadians - Often called the ultimate duel wield weapon, they are a sword hilt with spikes protruding at angles where the blade should be, the idea is to catch a weapon strike between the spikes and then twist the weapon to lock it in place, then to attack with the off-hand weapon while the opponents weapon is disabled

Guard-Blades - When the handle is gripped the weapon hangs below the wrist, a long blade protrudes infront of the hand and the rear half of the weapin is a shield, they are balanced for both offense and defense but as a drawback are rather heavy

Double Sword - Hilts for double swords are soled on their own, both ends have sockets where blades or spikes of differing description can be inserted, the weapon is used like a bladed staff, it has a lot less versitility in attack types because only the middle can be gripped, however 2 different blades can be taken for dealing with different opponents

Magical Staffs - These staffs are shaped for holding and channeling magic rather than for combat, and may be charged with spells, a magic staff may have 20 charges of a 1st level spell, 10 charges of a 2nd level spell, 5 charges of a 3rd level, 2 charges of a 4th level, or a single charge of a 5th level spell
20% of 3rd level staffs, 50% of 4th level staffs and 100% of 5th level staffs are unstable and may explode when used

Combat Staffs - Staffs shaped for combat, they are fast attack weapons for medium distance fighting, and have a diversity of styles and attack patterns

Druid Staff - Focuses natural energy into beams of force, high damage output and lots of range

Knuckles/Claws - The lightest and shortest range weapons available, often accompanied by spiked boots, they are the equipment of choice for martial artists

Nunchaku - 2 rods linked by a chain, Nunchaku attack styles are both very quick and extremely difficult for an enemy to find a pattern to

Maces - For those who find hammers to be too unwieldy, the mace is a lighter option that can be wielded easier but still offers increased armour penetration

Flails - In Seten, these are a Dark/True elf invention, they offer the benefits of a mace but with more range and some chance of backfire

Bows - Considered the most effective but hardest to learn of all ranged weapons

Crossbows - The main advantage of a crossbow is that it deals the same damage regardless of how weak its user is

Throwing - This disciplin includes Knives and Daggers (which may be used in melee but are primarily balanced to be thrown), as well as the obvious weapons like Darts, Shurikens and Chakrams, Rocks are also included in this disciplin for the Orcs

Blowguns - Useless in straight out combat, however the method of choice for ranged assassinations and ranged dilervery of drugs and poisons

Shields - For blocking attacks with, duh

Katra Silvias - November 4, 2007 08:58 PM (GMT)
(Edit - woot, I can have even better swords, he he he :ph43r: )
Player Name - Jeni
Character Name - Karariv
Race: Gathling - Kensai
Age - 450 (4th Generation)
Appearance - Typical Gathlight addling ski and facial features, black waist lenght hair tied back in a single braid. Violet colour eyes, looks to be in early 20's.
Swords: Azaril - Upon striking an opponant, drains their health and heals Karariv's wounds.
Azaril also creates a black aura round Karariv, giving her concealment in low light and darkness. The Aura also acts as a barrier for physical objects, preventing ranged physical attacks from harming her (unless the ammo is huge e.g. boulders) The aura also blocks melee attacks, though not to the same extent, though damage is reduced. A command word is needed to activate this ability: the command word is: Humeitate
http://www.excaliburbrothers.com/site/6974...roduct/20-KR25A
Daiyue - When Daiyue comes into contact with ANY metal (when the apprpriate mental command is used) the metal rusts and corrodes.
http://www.kitrae.net/fantasy/KR5B.html
History - Born in a Seagate, bought up traditionally with extensive training with her swords. Karariv also learnt several other survival skills to compliment her sword skills. She is now trying to make her way in the world as a mercinary for hire.
Personality: Generally quiet, Karariv loves fighting, though she prefers a challenge to an easy fight. Apart from her one-on-one combat values, Karariv has few morals esp when it comes to getting money.
She rarly talks about her past with others. Though she has nothing to hide, she does not fully understand why people would want to hear about her past, since it is similar to the past of any other Kensai, with a few minor differences.

Mordax_Praetorian - November 4, 2007 10:19 PM (GMT)
I can aprove your character as is, however note that your swords aren't as powerful as your guild would worrent, and that you might want to give some backstory to the family name (PM it to me if you don't want to post it here)

For the swords, perhapse you might want to wait until the spell list is up and then take some ideas from that

marty10000 - November 19, 2007 03:59 PM (GMT)
Player Name - Marty
Character Name - Atanvarda
Race: Dark/True Elf
Guild: Cultist
Age - 92
Appearance - See Picture
Spells Known
Grey Caster
Polymorph - Animal
Temporal - Slow - Haste - Stasis
Channeling - Draining Shield - Resistant Shield
Wields a pair of katars - see picture

Drake familiar - Evinyatar - see picture
Drake Summary - Attacks with tail and teeth, not very fast, but strong physically
Drake Description - Having spent more time outside than most of his kin, Evinyatars colouring has been shaped by the sun, in light, his wings are translucent and deep purple in hue, whist his scales are navy blue. In low light however, he appears to be obsidian black like the others of his kind. Having empathized with Atanvarda's pain whilst she was still serving penance he absorbed the emotions and it shows in his appearance, his wings and spine are barbed and his scales have razor edges, these give him and edge in melee, however the extra mass causes him to be more cumbersome and less elegant, and prolonged periods of flight cause pain.

Character Background - Born into a poor farming family, she was not surprisingly malcontent with her lot in life, after coming of reasonable age (87) she absconded from her family home to join a group of bandits, she had become proficient with common farming tools as weapons (scythes, sickles and knives) and had become a competent survivalist and healer. The group was relatively successful until it attempted to attack a group of cultists, where many of the group died or fled, Atanvarda was captured, barely alive, and taken to Dragonmount and healed. She was punished for a few years, treated as a beast of burden and forced to work in the hatchery where she learned of the ways of the drakii cult. once she was released, having been deemed to serve her penance, she requested to be indoctrinated, and was accepted, after 2 long years of training and establishing a bond with her drake, Evinyatar, whom she had helped raise before indoctrination, she is prepared to help the cult in any way she can.

Character Summary - Atanvarda is now much wiser and calmer than she was as a youth. She is a cunning survivalist however, and will stop at nothing to keep hold of her life. Her time with a group of bandits has also given her a somewhat twisted sense of humour and an unbalanced personality that she has trouble controlling in times of stress or pain. Her drake Evinyatar is still an adolescent, who has a protective mentality towards his master, thus is prone to lash out if Atanvarda is threatened.

Pictures pending

Mordax_Praetorian - November 19, 2007 11:33 PM (GMT)
Accepted

Only thing is with the languages, Seten has only one language, although there are different dialects of it, the language has no name because it is the only language

neondragon - November 20, 2007 01:00 AM (GMT)
Player - Andy
Character Name - Firrylonneraiss (Firryl)
Race - High Elf
Guild - Mage
Age - 634
Appearance - Firryl is of an average height has mid-length light brown hair and blue eyes he wears blue/green robes and has a pronunced limp in his right leg.

Spells -
Green: Guardian /Defensive (Blocker, Defender, Aegite Blocker, Aegite Defender, Shield Warden) & Barriers /Defensive ( Shield, Spirit Shield, Shield Wall, Spirit Shield Wall)
Grey: Temporal /Affect (Slow, Haste, Stasis, Warp Time, Stop Time) & Polymorph /Affect (Animal, Mutant, Ghost, Demon)

Weapon - A Mage Staff (Storing the spell Frost Shard (Blue/Water/Offensive/2)) that Firryl also uses as a walking stick for his limp.

Background - Firryl's parents were both successful mages and he had a decent upbringing until both his parents became seriously ill, whilst he was still young. They died shortly thereafter and Firryl went to live with his uncle and his family. His uncle was a powerful phoenix knight and tried to get Firryl interested in what he did, but it was in vain. Firryl lived in tremendous grief for many years, until an accident nearly killed him and left him with a permanent limp in his right leg. This accident gave him a new outlook on life as a whole and he believed everyone should attempt to make something of theirs, so he set out to the mage guild where his parents were trained. Over the next few centuries, Firryl studied the art of magic and concentrated on learning spells that could help him protect himself and others around him. Once he had completed the training he thought necessary for himself, he set out to travel. On his travels, Firryl was set upon by a powerful creature, and were it not for the intervention of a Celeste (Jo's Character) he would have died. Firryl swore a life-debt to her and agreed to travel with her until he returned the favour and saved her life. Over that time they became friends and now travel together anyway.

Character Summary - Due to his experiences with death throughout his life, Firryl has come to believe that life can come and go in an instant, thus is heavly supersticious and somewhat paranoid about death. He believes that everyone should make be able to make something of their life and those who don't at least provide something to society are not worth his time. He has learnt to live with his limp although he cannot run on it without a walking stick of some kind, and even then he is not very fast.

nerulean - November 20, 2007 02:17 AM (GMT)
Player name: Joanna

Charcter name: Ariacelestiana (Celeste)

Age: 494

Race: Angel

Guild: Battle Mage

Spells:
White – Aid – Healing: Regenerate Self > Remove Scars > Close Wounds > Restore
White – Aid – Defensive: Order Shield > Regen Shield
White – Day – Offensive: Melt Shield > Heat Wave > Heat Ray

Appearance: Celeste is a fairly generic-looking angel. Picture pending, though I think everyone’s seen it already.

Weapons & armour: Celeste uses a single longsword with a slightly curved blade and has trained with a small shield, though she rarely uses a mundane one. Her armour is ornamental leather plating over incredibly light chainmail, and her wings are unarmoured to allow for maximum manoeuvrability.

Backstory: Though born to two angels in good standing, Celeste was born in the overworld and has never seen the heavens themselves. She joined the battle mages in an attempt to emulate the divine guardians, and eventually met Firryl and saved his life. With him believing he owed her a life debt, he joined her in her travels, and they have now been travelling together as friends for the best part of a century.

Summary: Celeste is determined and devoted to the cause of good, though she is occasionally a little haphazard in determining precisely what that entails. She can sometimes seem a bit young for her age but is generally quite mature and sensible and tries to do what is best.

Mordax_Praetorian - November 20, 2007 03:10 PM (GMT)
Both accepted straight off

Full spell list is up now

Azathoth - November 20, 2007 05:19 PM (GMT)
Player name: Matt

Charcter name: Tithkinnet

Age: 22

Race: Gathling

Guild: Archers

Spells (Innate):
Green:Illusion:Illusion Wall, Illusion of Numbers, Horror, Mirror Image, Invisbility
Cyan: Enhancement: Elemental: Waterblade, Earthblade, Flameblade, Airblade

(Not sure I did this right, Gathling says "1 Colour, 5 Spells... 4 ranks in Cyan-Enhancement-Elemental" are ranks the same as spells?)

Appearance: As a gathling, Tithkinnet is part elf, part demon. He dispises his demonic heritage however and has made himself appear more elven by removing the additional points on his ears and dressing in an elven manner. Many elves still find his red eyes alarming though. He does not wear the traditional gathling cloak.

Weapons & armour: Tithkinnet wears light leather armour, dyed green in places in the traditional wood elven manner. the swords of a gathling reflect on the soul of their owner, since Tithkinnet cannot find peace for himself among his own kind or among the elves, His swords reflect this. His swords, named Kracash and Elinanderal can change to any form smaller than a 1 handed sword, and can form together to make larger objects including the long bow that Tithkinnet uses, usually he carrys these polymorphed into rings on each index finger. Tithkinnet considers the swords to reflect his demonic & elven heritage respectively.

Backstory: Tithkinnet always had trouble fitting in growing up in Seagate, for whatever reason he never really connected with the demonic side of his herritage. As soon as he was old enough he left for the Haven Woods to discover more about his elven ancestors from the wood elves there, clipping the extra points from his ears to help himself blend in among them better. Despite learning the way of the archer among them, he was always viewed with distrust by the wood elves however long he tried to prove himself. When he heard that Lord Neferick Silverleaf had put out a call for Mercenaries he accepted, seeing both an oportunity to fight against the demon worshippers of Morndrak and prove himself to the elves of the Haven Woods.

Summary: Tithkinnet is a quiet and patient man, he is profficient in laying ambushes for enemies either by engaging them in melee or from longer range by polymorphing his swords into a long bow. If he is caught in a protracted fight or surprised he will try his best to escape before attacking again with the element of surprise. He has come to expect people not to trust him however he has not given up hope of one day earning that trust threough his good deeds.

Mordax_Praetorian - November 20, 2007 05:44 PM (GMT)
Thats quite cool, accepted

Most people are going to think you are a short elf with odd eyes

Ajwz - November 20, 2007 07:16 PM (GMT)
Player Name: Ajwz

Character Name: Ajwzukyrwnndfjffgzraslrvvntyqxwlghmvvr (abrv: Ajwz or Ajwzuk)

Race: Doppelganger

Guild: Thieves

Appearance: Varies. When not assuming another form, Ajwz has copper coloured skin and appears short and frail looking. (even by doppleganger standards.) Concentric black rings around his eyes give onlookers the impression of someone who has been badly beaten up. A row of short spiked teeth protrude from the top of his mouth and give the impression of a grin.

Weapons and armour: A pair of sharp curved hunting knives, named Israel and Palestine. He also carries a large volume of throwing knives, comcealed upon his person.
He rarely wears armour, instead opting for a large grey cape, wrapped around most of his body. Unless explictly drawn, Ajwz appears to be carrying no weapons whatsoever.

Backstory: Ajwz has close ties with one of the ruling doppleganger families in the past, and is frequently called upon to assist in various matter due to his experience of dealing with other races. Ajwz's current purpose in the city of myrianon is unknown.

Summary: Ajwz only favours direct combat when the odds are stacked heavily in his favour, often relying on stealth to avoid any possible hostile encounters. He has no qualms about killing though, and will gleefully attack helpless or badly wounded opponents.
He typically dislikes prolonged conversations with people he considers of lower intelligence (most people). Frequently becoming irritable in the presence of others, he often delights in finding new ways to insult them. However, as a doppleganger he is very perceptive to the emotions and thoughts of people around him, and can become very agreeable if and when it suits his purposes.

Mordax_Praetorian - November 20, 2007 09:32 PM (GMT)
awesome, accepted

scotskevin - December 2, 2007 04:56 PM (GMT)
Player Name Scotskevin

Character Name Rathgar the Hairless

Race Human

Guild Berserker

Equipment Chainmail shirt, large two-handed sword, razor sharp dagger, and a cloak made up to variously coloured and strangely human looking hair

Coming from a society where hair and beards were valued above all, being totally hairless left Rathgar at a considerable disadvantage. So he developed two significant character traits, a desire never to visit his homeland again, and an irrational dislike of head hair, at least on other people.

As a result, when he kills an enemy, he scalps them and adds their scalp to his cloak. Recently, however, his fixation has taken a new twist. When a companion or aquaintance is rendered unconcious, he will attempt to relieve them of their hair before they recover. Fortunately for them, he shaves rather than scalps.

All this means that Rathgar moves around rather a lot, and is at the moment looking for gainful employment.

Mordax_Praetorian - December 2, 2007 06:00 PM (GMT)
Accepted

Malakree - January 24, 2008 03:07 AM (GMT)
Player Name : Tom

Name : Malakree

Age : Old enough to know the cruelty of people, his eyes carry the weight of a millenia of battle, though his true age is unknown

Race : Angel

Guild : Fighter

Backstory :
Born upon the world and not in the heavens Malakree was subjected to the horrors beings can inflict from an early age. Not much else is know other than that at some point he was trained by the fighters guild. He has been in the city for near 50years and takes the jobs few others will, more often than not the ones which invole the bringing back of a head rather than a living breathing person.

He bear's a strange 2 handed sword aproximatly 2/3rds the height of a man that it is said he aquired in one of the many wars he has fought, A true solider knows that there are many wars, not just the ones between kindoms. This sword has a black blade and some even claim a strange aura which seems as if it drains energy from the very air around it, although there are very few who claim this and most belive it is slander against him.

One of the strangest things is that even with such a wepon often he will fight with weponry aquired from around him at the time or even unarmed should there be no such armament conviniently near by. Only on a few occasions has he been known to wield the blade against another being and not one of them has survied the fight.


Malakree suffers from a battlelust which more often than not can get him mistaken for a berzerker, this can consume him to the point which his already formidable battle skills become razor sharp and, although he does not fight with the waton disregard for himself or others around him, at this point all that matters to him is the death of his opponenet, leaving him unable to distingush between an armed opponent and one who has surrendered, while like this all battles involving him are to the death.


Description :
Aproximatly 6 foot in height his wings are charcoal black and expand 2foot above him and 5foot to either side when spread full. He has little signs of the conficts about him most of the scars having been removed however he has a single cut from slightly above his left eyebrow to the corner of his left eye. His hair is in contrast to his wings almost white he is in all other ways completly normal.

Wepons and armor :
His armor is light armor given best for movement and unlikly to stop anything but a light slashing blow. He carrys his sword, it is nearly 4foot long and slender in build with a curved blade, the end it pointed however it is best used in slashing movements which bring the whole of ones body behind it. Despite its size it weighs supprisingly little it has no sheath and if not carried in hand is straped to his back. Almost all of his fighting revolvs around his sword with enemy attacks being distracted and parrys and his own sent in return with a quick flick of the wrist, such an attack is not to be underestimated as there are witness who claim to have seen him slice a man in to with one.

Mordax_Praetorian - January 29, 2008 10:30 PM (GMT)
Accepted




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