Download The Seten Theme Music - A Life's Story by Erim AhmetQ: 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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[doHTML]<A NAME="cleric"></A>[/doHTML]The Guild of ClericsThe 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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[doHTML]<A NAME="cultist"></A>[/doHTML]The Guild of CultistsThe 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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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)
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[doHTML]<A NAME="dwarf"></A>[/doHTML]DwarvesDwarf/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 DwarvesThe 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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[doHTML]<A NAME="gathling"></A>[/doHTML]GathlingsGathling/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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]
[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
[doHTML]<A HREF="http://z6.invisionfree.com/RHUL_Games_Society/index.php?showtopic=260&st=0#entry3209782">Top</A>[/doHTML]