Talk:Guilds

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Here's a sampling of how the guild page may look at some point, with all of the many guilds that I have cooking in the background based around the regions I am coding.--Bladestorm 14:01, 19 December 2008 (EST)

A guild is an adventurer's greatest ally, providing training, access to unique abilities, and other resources. Many guilds operate throughout the world of Lost Souls. Some can be left once joined, but for others, membership is for life; one can only be a member of one guild. While at least some information is widespread about most guilds, there are more secretive organizations as well.

  • One of the world's more potent organizations in this fragmented time is the Adventurer's Guild, a widespread network of warriors, explorers, scholars, travelers, rogues, and many other sorts of folk. They maintain training facilities available to any adventurer who has not joined another guild and information on quests which is free to all. All adventurers are members of the Adventurer's Guild at the beginning of their careers.
  • A small society of Magickal Adepts have formed in Sanctuary and hold annual competitions amongst themselves. //Generic mage guild where spells are learned via study and example, and each mage can build their own list of spells.
  • The Aisenshi, skilled fighters of an honorable eastern tradition, are said to maintain a dojo somewhere in the wilderness of Lost Souls.
  • Starting as an independent group set upon rediscovering for themselves the many processes held secret by Erasmus, the Alchemists have formed a formal group and continue to research the elusive recipe for a power potion and the process of converting lead into gold. // Make potions, charge and enchant items, and break down items into components to be reused in a different process.
  • The Aligned are initiates into a magick that uses art and science as its basis. The Aligned wander the world, but are one of a handful of affiliations claiming strong ties to Hanoma.
  • Acting as diplomats from their tiny island nation, the Amazones seek to establish trade with nearby lands, and to promote good will through friendly competitions. //Highly influenced by Graecan culture, with powers based around figures from Graecan myths
  • A group of Arcane magicians has begun efforts to uncover spells and magickal techniques of civilizations thought to be long lost. // Manipulates the more esoteric energies, uses the more complex damage types, and functions as a tactical nuke. BFG's of the mage guilds.
  • Dwarves, long known for their feats of meticulous engineering, have formed a cabal of Artificers, whose sole purpose is to develop new devices and artificing techniques. // Construct proto-steampunk items. Building the technique of construction knowledge based upon items present, rather than on personal skills/quests/etc.
  • Hailing from Gardagh, the Barbarians of the North have begun spreading into other realms. // Powers granted via the runes across their bodies, putting them somewhere between RW, WoV, and Battleragers. Personal stat boosts, defensive boosts, resistances, berserk, scrying, minor divinations, etc. Concept still forming, with a lot of overlap with Runecasters below.
  • Studying under the tutelage of Asklepeion, the Barber-Surgeons are spreading their advanced medical knowledge to the rest of the world.
  • Wherever there is an audience, an inn with fine ale, or a story that needs to be told, one can usually find a bard nearby. // Enhanced bards that produce various effects via instruments. The songs they sing and stories they tell are linked to the lores of the land,and hold more power than most realize.
  • The Battleragers, the chosen dwarven warriors of Clangedin, hail from deep Kolond.
  • Horrific tales from the border lands of Esartur speak of insane beings called Blood Reavers who seek enlightenment through the mutilation and ritualized torture of themselves and their victims. // Conversion of pain into power. Ideas about the powers are still forming.
  • The Brute Squad is a loosely-affiliated group held together simply by their leader Fezzik, who should be seen to apply for membership.
  • Tempted by the allure of power, there are some holy clerics who have turned to the powers of darkness and begun worshipping fell gods. // Clerics dedicated to Morgoth, obviously. Any and all clerics listed here are subject to extensive changes in concept.
  • Slaan, kedethim, and motley other enigmatic Exomkans have been making appearances on the Prime, proclaiming that freedom consists in the conquest of matter, that the highest form of such conquest is self-transmutation, and that such a thing can be achieved by completing a journey with the Scrolls of Emergence as one's guide. // Think this is one of Twilight's guilds, meaning it will kick ass regardless of concept.
  • The Devonshire Clerics, powerful men and women of faith, make their presence known through Lost Souls on occasion.
  • An unnamed Conjuror has taken on new students, teaching them how to bend the wills of others. They can be recognized by their rings, which act as a focus for their awesome mental powers. // Rings are linked by a chain to the guild belt, which stores the soul gems. More advanced members have more soul gems. Each gem acts as a gem of perpetuation for whatever's soul is trapped within. The ring summons forth the soul from the gem, manifesting the creature as a follower.
  • The Almerian Inquisition has found new foes in the form of Demon Summoners, beings who willingly consort with demons and bind them in their twisted rituals. // Basic powers are simple enough: 1.) Summon demon, 2.) Bind demon. Part 1 determines what can happen in part 2, which has different effects depending upon what 2 is.
  • Serving to bridge the gap between the Dark Overlords and the common footsoldier, the Drakarrim are a force to be reckoned with.
  • Drawing upon the eldritch energies that flow from the northlands and Avalon, the Druids serve as protectors of the wild and of the ancient ways.
  • A highly specialized variant of the Aeromancer, the Expugno Magi Potens dispense with all of the fancy, fluffy spells in favor of what's really important—what is going to cause the most pain and destruction.
  • Trading off the raw power of a true elementalist and the versatiility of an Adept, Elemental Savants walk the middle realms, enjoying the flexibility of being able to manipulate whatever element that they come into contact with.
  • While most magicians are content with simply manipulating elemental energies, true Elementalists seek to assume the physical forms of the elementals themselves, literally becoming one with the elements they seek to control.
  • Those wishing to join the Elflords, a group of fighters of elven heritage, dedicated to thwarting the plots of Ahrikol and his foul minions, should seek out Galadriel's Mirror in Lothlorien.
  • The Erisian Liberation Front, a group of Discordian guerrilla theologians, is a chaotic group without any true headquarters. The closest thing they have to a leader, Sinister Dexter, is rumored to be locked up somewhere.
  • Derived from the teachings of both elementalism, the astromancers, and the Travelers, Force Magi seek to control the fundamental forces of the planes of existence—gravity, void, and kinetic force.
  • Drawing upon the innate powers of the Fey, a few diminutive protectors of the faerie lands have been seen travelling the mundane world as the Host of Oberon.
  • Deep rumblings from the very bowels of the earth herald the approach of a cabal of Earth Magi, bent on manipulating the earth and all the power found in it. Denoted by their dull brown robes and agonizingly slow movements, these Lords of the Earth may prove to be a power to be reckoned with. // Elemental earth magick combined with the ability to create various golemim from raw components.
  • With the spread of gladiatorial games from the city-state of Imperia, many Gladiators have been found roaming the lands in search of new leagues and tournaments to compete in. //Basic study on followers, interactive combat techniques, and in-guild quests.
  • Tales tell of a new force for good and order, headquartered in the lush jungles of Tenochlan, south of Almeria: the Green Lantern Corps, opponents of darkness who have somehow managed to turn the power of Ahrikol's rings against him.
  • The elite of the guard forces of Teryx are known as the Hawkmen.
  • Seeing a new need for her healing powers, the Healers of Amaterasu have been called upon once again by their goddess to comfort the world's pain. // Pacifists dedicated to healing. Too bad we can't have nice things without someone trying to 'maximize' the returns and abusing the feature.
  • Rumours abound from the murky depths and from the tales of sailors on the high seas of Hydrolycons,men and women who are able to harness the power of water. / Undines. This is an old document.
  • Someone once said that they heard someone else mention that they might have heard from an unnamed source who swears that they actually met someone who said they knew someone else whose roommate saw an Illumin amidst the revelry of Discordia, but none of the parties involved have any proof of the matter, so don't believe any of them. Everyone knows that the Illumin do not exist. Fnord.
  • Spawning from a widespread acceptance of street magicks, a formal school of illusion crafting has opened up. //Illusionists. Make manifested objects that don't really exist.
  • The Justicars of Tyr have begun spreading their word across the realms. They can be spotted by their silvery shields, gifts from the Even-Handed, and the focus of their power.
  • The Kazarak, servants of transplanar vampiric entities, have started to become more common amongst the land of Lost Souls, apparantly following in the path of the infamous crystal blades.
  • The Mad Artificer, Leonid of Devonshire, has created suits of armour known as steamsuits which enhance the wearer with machine strength. He loans these suits to these 'Sentinels' in exchange for the necessary energy to sustain his twins.
  • The forces of order have an ally in the Exiles, the pariah of Amber who are able to channel the forces of pure order.
  • The Lupines, a formidable society of garou who style themselves the Defenders of Gaia, gather at a glade sacred to their Goddess somewhere in the forests.
  • In response to the numerous elven heroes that are plaguing the lands, a band of goblinoids have organized themselves into a coherent group and named themselves the Marauders. They engage in the time honoured goblinoid tradition of power in numbers, and are often found in roving, motley packs of various goblinoid races lead by whoever proves themselves the most worthy of leadership. This is often decided by the traditional methods of violence, strength, intimidation, and guile. Marauders are distinguished from typical goblin species by their bloodlust, better equipment, and use of elf-slaying relics. // The ability to dominate weaker willed goblinoids, an underground network of equipment vendors, and stat/skill boosts based upon followers. Strength in numbers.
  • In any conflict found throughout the planes, you will most likely find a member of the Mercenary guild, a group of like-minded warriors who will sell their blade and services to the highest bidder. // Interactive combat with guilded followers. They also have various contracts that can be fulfilled, and numerous ties to the underworld. A lot of overlap with Rogues.
  • Hushed rumours have been spread that the Veteran has ties to an entire Metapsychic College, whose students are reknown for the numerous mental talents that they have learned to harness. Adepts of this college are rumoured to gain far better scope and control over their mental facilities than those who develop wild talents.
  • With the ability to possess another being's body, Morphs have recently come into high demands as spies, scouts, and assassins. // Guild level revamp of the Cloak of Disguise, allowing the guild member to assume the identity of a recently slain mark.
  • Hailing from the glorious cities of Imperia come the Murmillo, the shield-wielding wonders of the gladiatorial arenas, who have turned shield combat into an art form. //Specialists of shield combat. May end up getting downgraded to an affiliation, or a specialization within the Galdiator's guild.
  • As a variation of study under the Clerics of Devonshire, a small group of the devout has focused their studies on the undead and the creation of unlife. These Necromancers have since split from their original church and opened a new temple in pursuit of the ever elusive aspects of unlife and life extension. Unlike their traditional counterparts, these clerics have loosened their moral standings as a necessity of their studies, and have adapted their clerical vestments to darker coloured robes. // Use of the undead as fodder.
  • A profane gathering of men and women, deluded into the worship of Asmodai, the Adversary of Adonai, have begun spreading the wicked influence of their evil god. They are known as the Ordo Maleficus, or most simply as witches.
  • The elemental air mages of Ordo Zephyrius Mutatoris traverse the skies above the mountains of the southern continent, Tenochlan. They make an ethos of the chaotic yet impartial nature of the winds.
  • With the spread of so many religions across the realms, Paladins of various devotions have begun to appear, spreading the name of their chosen deity. // water-down clerics of various religions. More combat spec access, but less powerful spells.
  • The Paladins of Nyarlathotep were once a powerful force of death and destruction reviled across the world for their cruelty. Sunk in the depths of chaos and evil, they existed solely to spread the misery and darkness their lloigor master loves. They were once banished from the realms by a band of heroes of the light, but the banishing only sent them back to their dark master's realm. After many years and many planes of conflict, entities with black armour and strange powers of the mind (greatly diminished from their previous abilities) have been found in the farthest reaches of the Exoma and the Outer Planes.
  • Spreading like the diseased gods that they worship, the Plague-Lords are said to have originated from the foul city of Ruel in Esartur. // A study of the disease code and its many applications.
  • Following a huge battle in the Underdark, the Priestesses of Ygelleth have begun taking a much more active part in the conquest of the Ghanduari. //Specialty cleric of a spider goddess. A chance to delve into drow cultures,and do something non-s&M wanna-be with it.
  • Having severed his ties with the Red Order of the Conclave, Askeen reformed his students into a new, separate order. Still acting as proponents of neutrality, they have renamed themselves the Ordo Ignis Aeternis, and have focused more on their academic studies than political propagandas. Predominantly using their powers to divine information from various sources, fire is a highly versatile tool, and is able to serve many other purposes as well.
  • The Rainbow Magi are said to be associated with the recently re-discovered Cloud City and its lord Crylos; they had all but faded from existence, but have recently renewed their recruiting process. They are known to draw power from mystical solar crystals embedded into the foreheads of initiates of their order. // Simplified spell selection on a roulette spell resolution system. Orange is used to attack, but that is your only determinant, since everything else is randomized.
  • The Rangers traverse the length and breadth of Lost Souls, living off the land and working silently against the encroachment of evil powers. They are said to revere Cernunnos, who they call the Green Man. If they have a central meeting place, it is certainly located somewhere in the great forests of the world.
  • The Reapers serve their dark master Thanatos well in their task of spreading senseless slaughter. Although their temple, once located in the southern reaches of Almeria, was defiled, consecrated, and rendered useless, Reapers have been spotted in full force in the strife stricken lands of Esartur, building unholy altars to their dark god from the corpses of the slain.
  • The fomor lord Ahrikol, master of the citadel Yevath, is said to give formidable rings of power as gifts to those who impress him sufficiently. These individuals are called Ringwielders.
  • Spreading the knowledge of the patryns, a small cabal of magi calling themselves Runemasters offer their rune-based services to the lower planes.
  • Discontent with a passive role as a jailer, Vilkata has begun sending his Shadow Magi for to enforce his edicts of Balance.
  • The Shapeshifters are rumored to be a group of kentaurs who have discovered the secrets of altering their forms, though little is known about them. Sometimes it is said that they may be found by seeking a structure of food.
  • Foul Sorcerors have made their presence known upon the battlefields of Esartur, bringing pain and destruction with their spells, and sowing misery wherever they go. // Spells specialize in destruction. Boring rehashed concept, but it's a concept with a longstanding history. May be scrapped.
  • Guided by their hand-crafted symbols of power, Tarot Magi seek to follow their highly individualized Road of Life. // Craft their own spell foci based around the tarot. Can also build a Major Arcana deck and a Minor Arcana deck to produce a wide variety of effects based upon the card's disposition.
  • Whether the rumours of the Grey Mouser founding a guild of Thieves are true or not, numerous individuals in major cities have noted that their pockets seem to be a bit lighter than usual. // Thieves, scoundrels, thugs, and footpads. They steal, sneak, pick lock, pick pockets, and build traps. May be able to swing a backstab technique.
  • A group of adventurers calling themselves the Travelers have begun to roam the lands in a quest for universal understanding. Very little is known of their true agenda and many suspect they are merely misguided folks under the influence of questionable substances.
  • Forsaking weapons in favour of unarmed combat, a small sect of Warrior Monks have learned esoteric techniques that give them an edge in combat. // Opportunity to play around with martial arts.
  • As with the Rainbow Magi, the White Magi were thought to have been wiped out of existence, with everything associated with them burned to the ground and left as burning embers. Whispers have been heard on the cold winds of the Northlands of a new order that has established a more secretive location and has developed a newer means of manipulating ice and cold.

Rumours tell of other groups perhaps to be seen more often in the future: Monks, Artificers, Crystal Magi, Sekhmeti, varied servants of Chaos, other Discordians, mages of Black and Silver, Santeria Adepts, Princes of Amber, and still more.

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