Notes on editing: This is a western based Magick guild.
1. [Insert Name Ideas Here]
[Note on all Classes: These are only base starting points where certain points will be assigned. Though, some classes do have limitations to what they can do.]
2. Class System- We have a very flexable class system, with something for everyone. Nearly everyone will have a unique class. The proper way to fill out a class applicatio would be to put your class, with a short discription, and then put the derived classes in (), G stands for most influence, and L stands for a lesser influence. For example- Necromancer- One who uses the darkest of winds to manipulate souls and the dead. (Wizard- G, Summoner-L) Note, that even if you use the same class as another person, the derived classes might be dissimular, it all depends on your interpratation of said class, in example, another could make the necromancer to be a cleric, or a sorcerer, or really anything else (within reason). If the class is derived from 1 archetype, then the G and L are unneccesary.
Archetypes
2.1 Cleric
2.1.1- Cleric
2.1.1.1 These are the preachers and followers of the ordered gods, who ascended to the ordered planes through worship, instead of simple creation. The abilities and equipment of clerics vary wildly, depending upon the god worshiped. Though they generally separate into two categories, those who channel the favor of their god, and those that channel the wrath of their god. Note that plate armor is extroidinarily rare amongst this priest caste. A subset of this class, the monk, generally have these abilities manifest in more subtle ways as they carry out the wishes of their god.
2.1.2- Acolyte
2.1.2.1 Worshiper of an arcane god, one of chaos. As a result, the run of the mill followers are genarally insane to some degree. They get various blessings, depending on what they worship, like cerics, though they generally focus more on summoning.
2.1.3- Shaman
2.1.3.1 Worshipers of the elemental gods. These vary, from shapeshifting, to blasting foes with fire, from human sacrifice to protection of all living things. It all depends on the elemental lord they worship.
2.1.4- Paladin
2.1.4.1 These are the warriors amongst the clerics, fighting for the glories of their god. They wear all types of armor above cloth, and in some warlike cultures, these replace clerics altogether.
2.2 Mage
2.2.1 Wizards
2.2.1.1 Those who use the warp to induce effects upon the material plane. They are ofter addicted to the winds that they channel. To use a particular wind (or branch of the arcane), one must become attuned to it. Forming a dependency on it in order to foster a constant connection, drawing the energy towards the mage in question. The mage will then use various methods to cause the magick to manifest. Coming in a varied array of spectatcular effects. The strong ill effects of arcane magick can be alliviated with the use of pentagrams and other arcane symbols. These work by directing the magick around the caster, and not through the mage.
2.2.2 Sorcerers
2.2.2.1 These are the mages with a natural link to either the arcane or primal. Most of thier casting is spontanious, with the stronger spells requiring channeling the power through them.
2.2.3 Elementalists
2.2.3.1 These are somewhat simular to wizards, except that they use primal magick. Cast times are frequently shorter, and the spells thamselves are not qite as powerful as a general rule. These users of the elements generally focus on one, such as fire, water, wind, etc, etc.
2.2.4 Summoners
2.2.4.1 Arcanists of elementalists that summon various entities to fight. These generally focus on one type of entity.
2.3 Knight/Warrior
2.3.1 Warrior
2.3.1.1 These are the warriors of the world, fighting styles, equipment and everything else differ radicaly from person to person. The common bond between these fighters would be the fact that they mostly engage at melee.
2.3.2 Knight
2.3.2.1 They are very proficient in using some kind of mount in battle. This can range from a simple horse to a dragon to another beast with differing amounts of training.
2.3.3 Battlemage
2.3.3.1 A very special sort of mage that conducts spells through a direct combat weapon. They have less consuming magick to use, though this depletes spell strength for speed. They can use these spells in mid- combat to surprise a foe. They generally use the primal magick.
2.3.4 Possessed
2.3.4.1 Warriors who have sold their souls to a spirit in return for control over a power of some sort. They sometimes lose much of their human form when the spirit fuses with their bodies, creating hybrids spirit and man.
2.3.5 Berserkers
2.3.5.1 Berserkers are frenzied, almost suicidal warriors that will usually have a single large weapon, or two smaller weapons, ignoring defense. These warrior will usually run into battle, attacking wildly. They generally have leather to scale armor on, so as not to impede movement.
2.4 Alchemists
2.4.1 Potions
2.4.1.1 These alchemists use different materials to create useful potions, such as energy boosters, pain relievers, etc. They can also create many different poisons. They are the scientists.
2.4.2 Builders
2.4.2.1 These alchemists make wide varieties of golems and metals for use in thier expirements. Such things, such as metal that flows, or living rock are the speacialty of these people. They frequently use both arcane and primal sources for their creations, but generally through 'sensative' items.
2.4.3 Engineer
2.4.3.1 These are the alchemists that use purely physical processes to make various clockwork items, or even simple blackpowder weaponry. Dwarves generally flock to this proffesion.
2.5 Ranger
2.5.1 Ranged
2.5.1.1 These are the ones who fight at a range, with varied weapons. They have all sorts of armor on, but they generally stick to the ligter armor, to allow them to flee easier.
2.5.2 Rogues
2.5.2.1 Rogues specialize in stealth. They are the thieves and assassins. Individual equipment and skill vary by personal proffesion. They are fast and agile, and generall wear leather.
2.6
3. Basic Overview
3.1 Fighting System-(How will stats work?)[Refer to 4. Fighting System for more info]
3.2 Magick System-(How will Magick and it's effects work?[Refer to 5. Magick System for more info]
3.3 Life/Death-(What to do when you start, what happens when you get hit, and what happens if you die?)[Refer to 6. Life/Death for more info.]
3.4 Plot-(What will the plot be?)[Refer to 7. Plot for more info]
4. Fighting System
5. Magick System
5.1 The Orgins of Magick- The magick came from physical things, the primal sort, natural phenomena: such as rain, volcanoes, animals, etc, etc. The arcane form came from emotion, which created disturbances within the chaos known to many as the 'Abyss', though the name is rather deceiving, implying nothing; whereas within the great place there is a multitude of strange creatures and energies, one native to this our world would likely go insane upon seeing the entire thing, for it is a place where logic cannot exist. The stronger the emotion, or natural event, the stronger the magick within. Sometimes when a particularly strong and single minded emotion is had, a being is born to this 'Abyss', these creatures are frequently called spirits, gods, or daemons. Primal magick is ordered, structured, while the arcane is a disordered jumble, and it is the majority of the abyss. Since most especially strong emotions are the baser types, most of the creatures formed here are malevolent, hate, lust, greed, and so on. Another rather large amount belong to those of fear, which manifest this way in many forms, some liking to cause it to mortals in order to grow stronger, some simply cowards. Once one of these spirits is born, one must kill it within its own plane, the Abyss. Some of these beings have grown so powerful, that they are classified as gods, and through worship. Some may even alter their very being, moving to the ordered parts of the abyss, becoming being of order themselves, instead of the twisting maelstrom of chaos that their peers are.
5.2 The Differences- Arcane magick is generally used for destruction and change, while primal can be used for many different applications, such as creation, healing and the like. Arcane magick is usually more powerful than primal magick, but is, due to the instability inherent in the chaos, harder to use and direct, while the primal forms are easier to use, and has more staying power. THe primal energies have become self sufficient, whereas the arcane need the sentient beings to stay, if for example the humans died out, it would become much weaker. Primal magick tends to take forms of the elements or natural things (plants and the like), while arcane has many more versatile manifestations, quite often mimicking the elements of the primal from (interestingly enough, this adds a small amount of power to the primal magick). Quite possibly the most practical difference would be this, arcane magick functions as a drug, when the caster channels it, they obtain a feeling of euphoria, and a crash afterwords, also if they are completely cut off from the magick, they will begin to experience withdrawal, when a wizard becomes attuned to a particular branch of the arcane (necromancy, arc. pyromancy, etc.) they always keep a small amount in their body, stopping the withdrawal from happening. Since arcane magic is the very essence of chaos, the mage will rarely channel it directly through his/her own body, instead using a variety of symbols, and objects to keep it from directly harming the mage. The users of primal magick will experience a mild feeling of oneness with the specific part of nature they command, but little to no crash, and no physical withdrawal, though they may feel a sudden loneliness; they can also channel it directly through their bodies with little to no side effects.
5.3 On the Entities of the Abyss- Daemons come from emotion, as that emotion sends ripples in the warp a daemon is born, they vary greatly in intellect, appearance, strength etc.etc. They can be benevolent and malevolent and everything in between. A better term would be warp-entity, but the general populace calls them daemons. Gods can come to when a warp entity is worshiped in any way. Strength comes from more worshipers, which leads to more miracles, thus a gradual rise in power. The warp is magick, the gods exist as a kind of 'anti-warp', the primal magic. The warp is chaos, the gods are order. The 'gods' of magick, and chaos (or any related thing) are not true gods, they are merely warp entities that can feed off of worship and rival gods in power, although they still can not be truly called gods, generally due to dependence on the warp, thus most of the ‘gods that a user of the arcane worship are warp-entities of great power. There are other gods, the primal ones, and these are born in the confines of the primal.
5.4 On the Natural Users- While all humans (and many other creatures) experience a natural link to both the natural and the arcane, a relatively small number can actively use that connection with little to no training. The primal magick seems to be predominate in this regard of active users, due to its relative ease of controlling, they tend to feel a connection to nature, and seem to find living with animals easier, along with rather basic empathy links. Natural users of the arcane are extraordinarily rare, and seem to rarely survive long, they have this tendency of using a bit too much, or they suffer from withdrawals and frequently have heart problems and mental disorders. They generally come in the from of psychics, or mediums, and complain of hearing voices, laughter, and feeling great bouts of depression or manic highs, depending on the floes of the warp. They are usually treated as the insane, as they lack the greater control of focused users. The opposite of these 'spontaneous' casters would be the focused casters, which do not have the natural link to the arcane and foster it with certain words and phrases, symbols, and objects.
6. Life/Death
7. Plot
8. Use of NPCs and Creaters/Mounts
9. Godmodding Issues and Rules
10. Profile Layouts
11. Money System
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