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Mephistophelian

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Everything posted by Mephistophelian

  1. Thanks Samsan99, it's nice to see someone who enjoys the time I put into this! Unfortunately, I don't want to add the symbols for enhancing magic, as enough people find this magic OP as it is, and putting a rule to enhance magic will only add fuel to their fire. I will, however, edit in that symbol should this post be accepted by the majority of the community, and they will be less harsh on the types of symbols I have. War dog, I am afraid that a lich cannot have their bones painted for two reasons. The first reason is that the symbols are not painted on, but rather imprinted, where a blue mist forms around the person, and then goes into their skin, giving them the powers of the symbol. Secondly, a lich is considered 'evil', and so they shall either not be able to perform the ritual to gain the first bonding symbol, or (if they do get the bonding symbol, which is very, very, very rare) they will start disassembling as the pure magic eats away at the corruption in their body.
  2. *A tall man would be seen reading a letter sent by Mr d'Avre, pausing to scratch his chin after reading it. He would then proceed to go home and write up a letter of his own, and he gives it to his magpie, along with an odd, semi opaque ring. A day later, Mr d'Avre would receive the letter from the magpie, and would get a slight knock on his head as the grumpy old bird would decide to drop the ring on his head. If Bod were to open the letter, he would read the following: * "Dear Mr d'Avre, I am pleased to announce that you have been accepted into our group. You will be required to head to Abresi and meet up with one of our members, most preferably a person you know((Johnny)). Please bring the ring that has been sent to you, I shall personally require it to identify you later on. We hope that you shall be a valuable member to our group, and we await your arrival to Abresi. All the best, L.G." (( your character is now accepted into our group, and he can work his way up the ranks if he so chooses to do so send me a pm to ask me for my skype details, so you can join our skype chat, and I can introduce you to the restof us. Welcome to the Galbenza Gentlemen!))
  3. Thanks for the input Destroyer_Bravo :). I didn't know that dwarves need beer for their diet, but I don't think that affects the lore too much, as the bonding symbol just prevents you from getting drunk; you can drink as much beer, ale, absinthe or whatever other drink you fancy....except you won't get drunk because of it. Once the alcohol enters your bloodstream it is slowly purified away. That being said, you can get tipsy if you consume a lot of alcohol in a short time, as it would take time for all that alcohol to get purified away.
  4. Ok, first off: thanks for making me aware of this 'Okar' magic, I had no idea it even existed, and I will do some research on other magics, just so that I am sure I am not making anything similar to it. Secondly, I do know that most of this didn't actually occur, and that it would be looked upon weirdly by other because of this, but I feel that giving it a lore that: A) goes far back into the past B) doesn't actually disturb any other lore C) doesn't imply that this changed the server drastically Is actually quite a good thing, as people could even mould their own lore around this one, or they could refer to this event without the fear of being criticized that it never actually happened, because it was so long ago that it could have happened anyway, and it would not have affected where the server currently is today. I know I am not explaining myself as well as I would like to, but I hope you get the point. Also, I made sure to make the exact date of all the occurrences a mystery, as I don't want to 'bookmark' a certain date for a specific event. Additionally, I made sure to make the lore leading up to present day quite fuzzy, as I don't want it to conflict with other lore or occurrences that might have occurre. Finally, I think it is a good question to ask what would happen if someone didn't do what the Aenguls/Daemons had planned for them. This might not work, however, as any users with the Bonding Symbol would have a hard time being 'evil' in general, as the symbol slowly removes evil from their body, but a person could do something they think is right, and in fact cause mass destruction or death. It's an interesting concept, but it might be severely limited due to the bonding symbol's effects. That being sad, however; not every person with the bonding symbol is a goody two shoes. Some of them might be grumpy old men, or tough as nails warriors, but they would not be evil, they would just have their own personality. Anyway, thanks for your feedback Fredfort, and I will make some changes like you suggested :D
  5. Hmm, that is a good idea, however I thought of that before hand, but I figured that it would be a pain if you had to count how many times you had gotten hit by a fireball, and have to go off and replace the symbol once it fades. Perhaps you mean that the symbol slowly recharges over time? Yeah, that is a good idea :D! I'll implement it, and you tell me what you think, ok? Thanks :) (Edit: my 300th post was quite anti-climactic :P, but hey!)
  6. Although you take at it with an odd attitude, I totally understand what you mean. I am facing a similar problem and I am trying to determine how to deal with it. I will most probably include a list of official users of this magic on the lore page, so that people can refer to this when they are doubt, or just want to know. This list would include: Playername: -list of symbols they have attached to them, and what level each symbol is. -tier they would be if MAs were still here -their teacher This would help prevent any power gaming from non-users of this magic. Additionally, I will now add a complete guideline for each 'Symbol type' so that people know how users of this magic should react to certain situations, and also so that other people know how this magic works, as there definitely is not an aura that sucks up fireballs... Thanks for your feedback and, like I said, you are helping me improve my lore! :)
  7. I warn you that it Is largely unchanged, as I hope that community influence will be a large factor on how this magic works, and about the lore behind it. I am basically reposting it, but I did change a few loopholes in the story, such as the fact that the madman wouldn't be able to lift the book on his own, nor would Caius. Anyway, I'm glad you liked it the last time it was posted, and I hope we can work together to create a better version of it.
  8. (Well, here it is again, my beloved Cal'tarethro Magic, this time back as an idea proposal for the server! Please read all of the text I wrote, as I put a lot of effort into it, and feel free to leave comments on what you think! Thanks! Also, I think it is worth saying that this is very different to Runesmithing; just read it all and you will see.) Cal'tarethro Magic Music that goes with with the magic: Lore: Markings. Every man or woman belonging to the ancient tribe who hunted the cursed creations of Iblees had markings. Powerful and ancient symbols, full of meaning and purpose, created for the sole purpose of ridding the world of Iblees and his minions. Rumoured to be the runes of the Ancient Races, these markings gifted the wearers with otherworldly powers, enabling them to stand a fighting chance against the minions of the fallen Daemon. Wearing these markings, however, came at a price. The person imprinted with these markings slowly had their life force sucked away due to the energy required to keep the markings working, so they had to wear pure white crystals (named Cal'tar Shards) given to them by the Ancient Races, and these crystals supplied the energy needed to keep the symbols going. Regardless of the drawbacks, legendary heroes were made out of these men and women, and many a story or song was written, describing the glory of their brave endeavours against Iblees' creatures. There was one story, however, that was not known to the unmarked (people with no symbols on them) people of the mortal realm. It was the story of how these men and women came to be... It was many centuries ago, after the world of Aegis faced near destruction and domination by Iblees, that the holy races of Aenguls and Daemons decided that they had to find a way to prevent another uprising against the mortal realm. Unable to care for this realm for eternity, and thus unable to prevent any minions of Iblees from returning, the Ancient Races devised a plan to give the four races of Aegis the power to protect themselves against Iblees, should he rise once more. As such, they gifted the mortal races of Man, Elf, Orc and Dwarf with this power, sending down a bright white tome, named The Cal'tarethul, from the skies that contained thousands of mysterious symbols. This single tome held the knowledge needed to use these symbols, and it revealed to those who read it that the races of Aegis had to imprint these symbols onto their body to access their full power. And so began the benevolent campaign of the Cal'tarethro Venatium (Literally: Hunters in the name of Cal'tarethro Magic); killers of the minions of the dark. Not soon after the delivering of The Cal'tarethul, a tribe of warriors was formed, consisting of all four races. This tribe was lead by a man named Tolfidar, and he name his tribe the Cal'tarethro Venatium; and they stood true to their name, seeking out and eliminating all creatures that preferred the terror of Iblees over the reign of the Ancient races. Unknown, however, to Tolfidar and his Hunters, their time on Aegis was rapidly running out. The minions of Iblees had been gathering in the caves and dark alleyways of towns and villages all around Aegis, plotting and planning the perfect way to end the thorn in their side that called itself the Cal'tarethro Venatium. The Hunters had seen not a single servant of Iblees for two weeks since the minions had put their plan into action. Out of the vigilant gaze of the Tolfidar and his hunters, masses of minions were gathering in the shadows, amassing themselves in the thousands, outnumbering the Hunters one to ten. By the time the hunters realised something was amiss, it was far too late. The next day, a dark haze could be seen on the horizon; shades, witches, necromancers and their creations were charging towards the peaceful town where the Hunters resided. In an act of desperation, Tolfidar took The Cal'tarethul and placed protective runes, that sapped energy from living things, on it, ensuring that it would not be destroyed by the elements or by people with the wrong intent. Placing the sacred tome in a nearby river and praying that it would later be found by a worthy person, Tolfidar prepared to face the oncoming horde of vile creatures. The Hunters were crushed. The few men and women unlucky enough to survive the attack were tortured, but they would never give away the location of their tome. As for Tolfidar, it was said that he died in the battle. This was the last time the mortal realm heard about the Hunters for a long, long time...until... The journey of The Cal'tarethul was largely undocumented, and as such, it still remains quite a mystery as to how it ended up in Asulon, many years after the attack on the Cal'tarethro Venatium. It was found by a treasure hunter underneath a large amount of sand on one of the many shores of Asulon. Exited by his new discovery, the treasure hunter sold the book for a handsome fee to the leading institute of the study of magic, and then the tome was lost once more in the obscurity of the past. It was later recorded to be in a large chest on its way to Anthos, where it was lost once more until it was auctioned to a prominent noble family of humans. The book remained in the possession of this family for many years, serving for interesting conversation for the guests visiting the family's manor, and also acting as a boasting right to all who cared to listen. Then, on a stormy night, a trio of mumbling madmen, fresh out of prison, broke into the house of this noble family, stealing the book and climbing up the highest mountain before throwing it off the side, where it landed on a secluded section of the Anthos Highway and was later discovered by a man named Caius. Taking interest in this odd book, he packed it up in his donkey cart (with the help of his two trusty assistants) and brought it to his house where he studied the contents of the book, meticulously translating some of the sections written in the ancient language of the humans. And it was there, in the shoddy home of the travelling salesman, Caius, where The Cal'tarethul was opened once more, revealing its secrets once more, after a wait of many years... Meanwhile.... In the dark alleys of Anthos, the creatures of the night sensed a peculiar feeling, almost never felt by themselves during their lifetime; a disturbance in their everyday lives. They no longer felt safe whilst walking around at night, and constantly felt the hairs on the back of their necks prickle, as if someone were following them, but they could not pinpoint why. Unknown to them, the Cal'tarethro Venatium were reforming... The Magic: Ok, this is kind of like rune smithing, because all of the things that the Mage can get from the runes on his body are passive buffs, such as increased speed, fast thought processing, increased strength, resistance to flames, etc. The user only gets this buff, however, if they have the symbol on their body, and if they can support this rune (otherwise they need to get a bigger Cal'tar Shard and/or more Cal'tar shards). There is one symbol that every Hunter wears, and that is the bonding symbol; it links them to the Cal'tarethul which in turn links them to the Aenguls and Daemons. This rune purges their body of all evil, which is necessary if the hunter wishes to use his runes to their fullest. There are many kinds of symbols that a hunter can bind to their body, each with their own attribute given when worn, but all symbols require extensive knowledge on how it works and a minor ritual before putting the symbol on the body (More explained in the next section). The Cal'tarethul: This book is incredibly heavy, and it requires two men to carry or one man with a strength symbol. It can only be opened by those with a Legendary symbol (if there currently are no people with Legendary symbols in the mortal realm, then by people with a bonding symbol. If there are no people with a bonding symbol in the mortal realm, then only those with pure hearts can open the book). The book has powerful runes (from runesmithing) on its leather. These runes take their energy from every living thing around it to keep them going (even takes energy from plants, as they are living as well). The runes are made to protect the book from being damaged, and they were made by one of the old dwarves from the Ancient Hunter tribe. Cal'tar Shards: Cal'tar shards are slowly formed in a specific spot on altars, and can only be broken off when fully grown. These shards emit a faint, white light that can be seen in the dark, almost like a glow-in-the-dark sticker that has been used up a bit. Cal'tar shards grow to different sizes and shapes, and these differences are completely random; they can be as big as one's hand or as small as your pinkie finger. Cal'tar shards are incredibly tough, but if they are broken, they explode violently as they release large amounts of energy. Cal'tar shards are stored on the body of the person, with the first shard they received usually on a necklace and the rest of their shards on a special belt with slots made for holding them (think of a bullet belt, which has individual bullets to be held in each slot). These magical crystals provide the energy needed to keep the runes going, but if a person has too many Cal'tar shards on their body for the amount of symbols they have, they will gradually (the speed is dictated by how many crystals they posses) gain energy until they explode in a white and blue flash. This is why it is INCREDIBLY important to have exactly the right amount of crystals or crystals of the right sizes; too many/too large crystals and you will blow up in a few days, too few/too small crystals and you will have all your energy sapped and die a miserable death. Symbols: Each symbol is different, and they each have individual attributes, but one thing that is common with all of them is that, when they are being used, they take up energy, which must be regained from the Cal'tar Shards for a time ranging from an hour to a day or two. To get the very first symbol imprinted on their body (the bonding symbol) they must perform a long and tiresome ritual where the leader of the Cal'tarethro Venatium tests the willingness and purity of the initiate, putting them through seemingly random tests such as climbing up a freezing cold mountain wearing only a sheepskin loincloth or taming a wild wolf within a weeks time. All these tests are designed to show the leader how in tune with the mortal realm the initiate is. After passing these tests, the initiate is brought to a specially made altar, and they imprint the symbol on their chest and chant a ritual song, the words of the song known only to the wisest of the hunters. The symbol comes out of thin air in the form of a heavy, blue mist and all the particles of this mist embed themselves into the user, bonding them to the Cal'tarethul for life. Afterwards, the imprinting of further symbols is much easier, but it is still dependant on what type of symbol the wearer is attempting to imprint. For example, if a hunter wishes to imprint the symbol of agility, they must first understand the true meaning of the symbol, and witness agility in its natural form (such as that of a cat). They must know exactly what agility is before they are able to successfully imprint the symbol, otherwise nothing will happen when they go to the altar and chant the song specific to that symbol. It is for this reason why novice Hunters are unable to have more than a certain amount of symbols imprinted onto themselves; because they need to have an open mind that is ready to accept the knowledge of the symbol they wish to imprint on themselves. Just as each symbol is different in what they do, they are different in what is required to keep them going. Powerful symbols such as fast learning capability require a large amount of constant energy, for example (unless the following exception applies). Interestingly enough, these symbols have a stack-like status; if a person who is already agile gets the agility symbol imprinted onto themselves, they will be more agile than a person who was originally not agile. Symbols can be removed from the person, but this is a mild to extremely painful process, but the more a person knows about the symbol they are removing, the less painful it is to be removed. This allows symbols to be removed and replaced with more powerful versions when the hunter believes they are ready. Symbols being upgraded from a lower form (such as novice) to a higher form (such as adept) only need to gain lines and curves to add to the power (although the person having the symbol upgraded must know the symbol very well, as with learning the symbol).The only exception is the bonding symbol that, when removed, creates a mind-boiling pain and removes all knowledge of the symbols the user had learnt about before hand. Finally, these symbols emit a faint blue light in low-lit areas, as do the Cal'tar shards, so those wearing them are easily spotted in the dark (unless the symbols are covered or they have the symbol of stealth imprinted onto themselves). Index of Symbols: Disadvantages: -The wearers of these symbols rely completely on their Cal'tar shards to power their symbols. If a person with a large amount of symbols (or a few symbols that require a lot of energy) has their Cal'tar shards removed from their person (either off their necklace or out of their holding belts) they will die very quickly or almost instantly, as they cannot support the symbols anymore. -Wearers of these symbols are incredibly easy to spot at night, as they are practically glowing in the dark, and even if they have the stealth symbol imprinted onto themselves, the light emitted will still be visible in the form of a very feint glow around the person. -The hunters cannot get drunk or be affected by alcohol or drugs, as they are 'evil' and their bonding symbol purges evil from the body of the hunter. Seriously, this is a sad, sad thing... -The number of symbols able to be imprinted on the body are limited, as each symbol must be of a specific size and cannot be on top of one another. -If an altar is destroyed (particularly the altar the hunter was given their first symbol)the hunter will suffer from moderate to strong pain for a short time, unless the altar was ceremoniously disassembled. -Hunters need to have a perfect amount of crystals and/or crystals of the correct size on their body so that they don't die of too much energy or too little. Tier list: (Note before you read: it is very difficult for me to make a rigid system of what each tier can do, but as a rule, I am limiting the number of symbols each tier can put on themselves, with the full body being available to tier 5 users) Tier list for users of the magic: Tier list for the symbols: Affect of Cal'tarethro Magic on other magics: How I plan to reduce/completely remove power gaming with this magic: A list of all the people who are able to use this magic will be on this very lore page (should the magic be accepted) so that anyone can just look to this lore page and see who is able to use the magic, and what they can do. The list will be formatted like so: Playername: -list of symbols they have on their body, and what level these symbols are. -The tier they are (which indicates the number of symbols they can have) -Their teacher (you cannot learn this magic from any book other than the Cal'tarethul) I believe that a strict system like this will severely reduce/remove any power gaming that could occur. Also, a player must notify me (or someone else in charge) when they gain a symbol, and only when I update the symbol list on their name can they use the symbol, at all. Otherwise, it is considered power gaming. Red lines: -A person cannot learn this type of magic from ANY book OTHER than the Cal'tarethul. -A Hunter cannot learn any type of dark magic -No symbols can be on the face of a hunter -a hunter cannot RP themselves being under the effect of a certain symbol if they have not had that symbol imprinted onto themselves. -symbols such as increased strength do NOT allow a hunter to bend solid metal bars with their hands. This would just break all the bones in their hands if they attempt to do this. -a hunter will not be able to use their symbol abilities that apply only to humans, elves, orcs or dwarves if they are in Druidic animal form (such as increased fighting prowess with weapons) -a Cal'tar shard must be connected to the hunter in one physical way or another for it to supply them with energy. For example, it cannot be floating in mid air (due to telekinesis) next to them and supply them with energy. - the users of this magic are NOT immune to anything, and do NOT posses superhuman abilities that are outside of current, human restraints. For example, they cannot survive a boulder falling on their head, or cannot survive two massive, master level fireballs directly on their torso. - users cannot use their skill indefinitely. Once they have used it for a set amount of time (Basically, one session: a session being once use, for example one fireball hitting you, or one/two usages of faster thought processing in RP) (Thanks for reading this lore and please do +1 it and give it that green arrow thing called an upvote! I would really appreciate it! Also, please put your vote on the poll, as it would help me a lot, and don't forget to leave comments, especially constructive criticism, as I do feel a few stuff need to be edited. Finally, this was my 100th post when I posted it a long while ago, but I might as we re-mention that over here :D )
  9. *A letter would be sent to Jack Delton via a Magpie, and the same magpie would leave behind a necklace with a semi-transparent pendant on it. Should Jack decide to read the letter, he would see:* "Dear Mr Delton, You are hereby accepted into the ranks of the Galbenza Gentlemen, and shall begin your training immediately. Travel with haste towards Abresi, and we shall discuss further matters there. We expect you to bring the pendant with you, and to be prepared to do anything we require you to do. We await your arrival, LG" ((Ok, so you are accepted into the Galbenza Gentlemen, and you will begin your training as a Newblood so I can see if you are proper material for a higher rank. Meanwhile, send me a pm when you see this forum post, and we can see if you are indeed a good RPer. I can't wait to RP with you in the near future! Until next time!))
  10. I don't like the fact that Harbingers are called Harbingers...what can they be signalling the approach of that can possibly be worse than what they already are? Anthos is going to go through dark times, that I am sure...

  11. ((Update on what services our guild can provide. Remember not to meta game this information; ie, don't just walk up to our members and say: I want you to rob a house. You character wouldn't immediately know what services we provide. If you want us to do a service, RP finding out about our services. Also, don't Metagame that you know who is in our guild; only we know who is in our guild, no one else.))
  12. Greaaat... can't get on the server... again. Surprise!!

  13. Very nice, well explained and an all round good feedback! Please, villains take note, this is how you must tackle situations!
  14. ((I'm sorry for not posting a RP post here, and I will change that in less than 24 horse, but I wanted to say that I saw your post, cman. Just send me a pm and we can discuss things there, because even though everyone is supposed not to meta game, they won't be able to help it. I gotta sleep now, cya!))
  15. *The Leader of The Galbenza Gentlemen would want to know nothing of what Silus had noted, as he wants nothing to do with the filthy, rag-tag 'organisation' named the Thieves Guild. In the opinion of the Illuminated, these poor 'thieves' know nothing about thievery at all...* ((I'd just like to note I have nothing against the Thieve Guild, I actually quite like them, but my character doesn't like them due to him considering himself far better ;) ))
  16. *When Andor returns to the very seat he sent the message from, he should find a neat letter on top of it, with a ring by the ride. The ring has the symbol of an ear and a hand, cupped around the ear. Should Andor choose to open the letter, it shall read...* "Dear Andor, You are now a Listener for the Galbenza Gentlemen. This is a position not to be taken lightly, as you are expected to fuction seperately from our group, and take the initiative of evesdropping and relaying information to us without the need to be reminded. Please bear in mind that, should you betry our cause, you shall be considered an enemy. Take this as a friendly reminder. As you mentioned in your letter, you are interested in artifacts and books; we shall provide these on a semi-regular basis, and we shall be sure to guard items of interest or magical properties for you, provided you inform us about the going ons of the Wizard's Guild. As for the ring that has been attatched to the letter; you are required to wax seal your letters (as have I) with this ring, as it shall allow us to recognise an ally. It is also recommended that you wear the ring at all times, and that you sketch the symbol of this ring on the door to your living quarters, so that our people know not to 'further our cause' with your items... May we have a prosperous alliance, LG" ((Well, that's about it! You are now a Listener, and can sign up to be a Whisperer if you manage to recruit a few more people to listen for you. Needless to say, a Whisperer will get jucier stuff than a listener, but that's up to you!)) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- *Another letter is sent out to Albinec, and the magpie drops a ring with the symbol of an Alguard rank on it((yes, this is a new rank I made juuust for you :3)). Should Albinec decide to open the letter, he shall read...* "Dear Albinec, It is with our pleasure that we accept you into our group as an Alguard. You are expected to safeguard the gains of our guild until the very end. With that said, you are also expected to reward guild members for their good work and, of course, take the obligatory taxation from their actions, as we must have coin to progress as a guild. You shall be given the neccesarry funds to construct a safehouse for our claimed goods, and you are expected to keep your hands off the goods as well, unless they are to be moved from one safehouse to another, or are to be retrieved by a Foxward or higher ranking member. On the note of the ring you were handed; keep it, it allows us to identify each other if need be. We look forward to progressing with you in our group, and we hope that the future shall bring us many a pleasant surprise, LG" ((You are now an Alguard. Look, I don't want to seem like I don't trust you, because I do trust you, but don't just decide (one day) to take all our stuff, ok? Otherwise, I really look forward to some interesting RP with you!))
  17. To all those who want to be part of a thieves guild with a gentlemanly twist, I recommend visiting this page: http://www.lordofthecraft.net/topic/106421-recruiting-the-galbenza-gentlemen/

  18. *A letter is sent to the man who is named Johnny. This time, the magpie is carrying a piece of jewerly in its mouth. It drops the jewelry at Johnny's feet, leaves the letter behind, and flies away with an iritated crie. Upon closer inspection, the jewelry is found to be a simple golden ring, with an ever-so-slight transparent property. Should Johnny open the letter, it shall read...* "Dear Johnny, It is with pleasure that we accept you to our cause. Please meet with us at the gates outside Abresi ((This monday at (UTC+04:00) 8:00, we can arrange another time if you want, or we can RP it in forum pms. Also, this is assuming they get the server up and running by then!)). It has, however, come to our attention that you are of poor education in terms of reading, writing or both ((RPing that my guy noticed the odd way of writing)). Although this matters little, we may require you to fill in positions of higher education, so it is obligatory that we teach you how to write moderately well. Worry not, for we have great scholars amongst our midst, and it shall not take long to teach you. I will see you at Abresi, LG P.S. Bring the ring" ((You are now officially accepted, but not yet a Newblood. We gotta meet for that. Don't worry, though. You will definitely become Foxward, I just want to see that you can RP nicely enough to make a good first Foxward. Well, I look forward to having a great time with you in this group!)) ----------------------------------------------------------------------------------------------------------------------------------- *A letter is sent off to Casimir, and a magpie is present once more. This time, it brings a simple gold necklace, that is slightly transparent. The magpie leaves its letter behind and takes a nap on a nearby tree. The letter reads...* "Dear Casimir, It is with great pleasure that we recieved your letter, and we would verymuch enjoy a partnership. We do, however, regretfully inform you that a full merge is impossible, as we have plans for our people that require completely like-minded views and perfect synchronisation. If you, however, would be inclined to join our ranks, we would greatly appreaciate it. Below are the terms and conditions of our partial merge. It is understood that all these conditions wil be mirrored identically by your people ((meaning, you do the same to us)) should you agree to the terms. -We shall provide you with medium knowledge of the future proceedings and past of our guild. -We shall provide useful information that we hold and shall update you constantly with said information. -We shall undertake operations from your organisation, provided we are paid before hand. -We shall provide any other menial services, provided they have sufficient reason or pay. -We shall remain opaque to your organisation, and shall not conspire to undermine you. We look forward to a long lasting a powerful alliance. May we prosper together, LG" ((If you want anything changed, or wish to add anything, just tell me. I didn't want an entire merge because I believe it would change what could be an interesting alliance into a boring, single guild. I hope you share the same beliefs with me, but please feel free to change any of the terms and conditions (of course, check if I agree to them first XD). I hope we create great RP as an aliance!))
  19. *The leader of The Galbenza Gentlemen wonders how Ser Boriv got the letter, since it was only sent to those of above average intelligence...* ((jks ;). Who said we were based in Abresi, I just said to send the letter there. Anyway, I'm accepting applications for ranks higher than Newblood, as I need a few higher ranks filled before we can set in motion. That doesn't mean, however, that anyone can get the rank. I will tell you what rank you will be when you join, so if you want a good rank, give a good impression.))
  20. -=The Galbenza Gentlemen=- The best dressed master criminals Invitation Letter : About Us: We are a group of men and women who believe that self progression is key to achieving our role in life. We are not deterred by laws set by any nation, as we do not belong to any nation and so they do not affect us. Our roots stretch far and wide, and we know more than we let on. To betray another member of our group is like killing yourself, and it is with much regret that we remove traiterous members immediatly. Our history is known by only our members and a select few, and it shall forever remain so. Through much dealings with other guilds of our type, we have managed to be one of three founding members for the main confederation of organisations similar to ours; the Larcenist's Confederation. This is all you need to know of us, and all you will ever need to know, unless you feel inclined to join our ranks. If so, we await your letter. If you Join us, who will you be working with?: To put it simply, you will be working with the best of the best at what we do. Amongst those who will be working with you are people who meticulously plan out every aspect of a job to the finest detail, yet they are also people who are able to put together a well functioning, fluid plan in an instant, should they be required. Although the requirement for entry is relatively low, you will need to prove yourself as an adequate planner and undertaker of said plans to be able to move up our ranks. If working with petty thieves is your goal, we will be a disappointment to you. We are not the average bandit at the side of the road, or the petty pickpocket who targets simple people such as the rich. No, we are masters of our art, and we are more often than not in and out of the scene a few minutes before anyone has realised what has happened. What are our requirements to join us?: First off, you must have reasonable skills at pickpocketing, lockpicking, and remaining unseen, unheared and undetected. If you have a history of violence, this must be controlled, as we do not murder unless provoked first, or have absolutely no other option, such as in gang battles.We do, however, relieve items from those who have too much, such as the rich, or the powerful (which is, most often, one and the same). You must be willing to follow orders to the letter, and must be able to undertake said orders without hesitation. You must be willing to lie, steal and trick your way into doing things, and you must have no moral boundaries when it comes to this. We do not have time for people who cannot operate under stress. We do not have time for those who cannot work like clockwork with other team members. We are the best, and in order to maintain this rank, we must operate the best. Ranks/Application Letters: Outer Guild: Inner Guild Application: Outer Guild Application: Services the Galbenza Gentlemen Provide: ((Do not meta game this information!)) -Thievery of certain locations, for payment -Heists of certain locations, for higher payment -Kidnappings/false incriminations/disruption of information, for very high payment -Fencing of items ((pm me for details))
  21. am I right to say that the server is offline?

  22. Hey guys, I'm back. I can't really play much, but I'll try. Anyway, I'll see y'all in game if I do play.

  23. Hey guys, I'm back. I can't really play much, but I'll try. Anyway, I'll see y'all in game if I do play.

  24. ((Just want to know, this is part of the delvers or have they benefitted from them?))
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