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Guilds and Knights/Paladins

The Sacred Knighthoods

Over the years the Paladins and Knights who serve the church of the Creator have learned new and powerful ways to channel their energy. The different Orders are scattered throughout the lands, each taking the experience of their upbringing and environment to further their training in unique ways.

Any Paladin or Knight can choose to become a member of one, and only one, of these Orders. Any though can also become The Chosen of Heaven, if the requirements are met.

The powers of the Orders are unique to them and are never taught outside of the Order. Each power requires the full concentration of the Knight, no matter how many attacks or actions they might be entitled to in a single turn, using a power takes the span of the entire turn. The powers either require the Knight to make a single attack, declaring before used what power is to be used, or to focus upon their target. While focusing the Knight does observe their surrounding and may attempt to avoid harm, but must keep focus and line of sight on the opponent. If line of sight is ever broken the power is instantly broken.

All powers need to be justified in training. You can have one or a few.. It is hard to have more than that. You may be from only one though.

The Daemon League

The Daemon League Knights are a rare order, for many fear their powers. While not truly evil, they are taught powers to strengthen themselves while bringing death upon their victims. For the last few decades they have established secret monasteries scattered throughout the lands where they can find shelter and training. The Daemon League strives to continually better themselves.

Requirements: Must be of Chaos or Balance Destiny.
Weapons: Any, sword preferred
Armor: Any
Daemon Chi

One of the most well-known powers of the Daemon Knights is the ability to harass their own inner power, which they call Daemon Chi. By using this power the Knight adds minor damage for every 5 mana they have, maximum not current.

Daemon Strike

With this power the Knight can fuse Hellfire to their sword, causing incredible amounts of damage to their victim.

Darkness Strike

With this power the Knight can drain their victim of their magickal energies, channeling to themselves in instead. For every minor physical damage done the victim loses 1 point of mana which is instantly transferred to the Knight. The Knight can not go above his maximum, and any extra is lost. If the target is reduced to 0 mana, this power can no longer function.

Doombite

By using this power, when the Knight makes a successful attack against his victim they can not heal by any means for one hour for. This power only works against living targets.

Nocturnal Strike

A power very similiar to Dark Sword. With this power the Knight can regain lost Health through attacking their enemies. For every minor damage done the Knight heals half of a minor healing spell. This power can not take the Knight above their maximum and any extra is simply lost. If the target is reduced to 0 Health, this power can no longer function. This power only works on living targets.

The Dark League

Not all Knights are squired to become honorable members of society. The Dark League is an order of knights who strive to do their sworn duty, no matter the cost nor means. The Dark League appears to many people simply as a mercenary army, and they will indeed act in that function if their employer is found worthy.

Requirements: None
Weapons: Any
Armor: Any
Diamond Edging

With this power the Knight can cause the edge of his blade to become like the purest diamond. This causes either the shield or armor to be negated. Only one is affected, but if the shield or armor is magickal they will still function. Shields will always be negated before armors, if possible.

Earthen Fury

By focusing on the target the Knight can cause the ground beneath them to heave upwards, throwing the victim into the air and bombarding them with natural shrapnel. For every 20 mana the Knight has, maximum not current, the victim is thrown 5 feet into the air and the shrapnel and landing will cause minor damage. This power can only work if the ground beneath the victim is natural and not man-made or -crafted.

Heavens' Cry

By focusing on the target the Knight can summon forth a storm that will bombard the victim with lightning. The first round nothing happens, after that the Knight may take other actions. On the second round after the summoning of the storm it will be formed and a bolt of lightning will strike down upon the target. The lightning will deal moderate damage, maximum not current, the Knight has. The storm ends when either the victim or the summoning Knight has been killed.

Poison Blade

Using this power the Knight can introduce a lethal poison into the body of the victim as his sword pierces their flesh. The poison will last a number of rounds equal to the Health Levels of the Knight, including the first round, and deals minor damage.

Watery Death

When the Knight focuses upon his victim, the ground will open under the victim, dropping them 12 feet into a pit of water 4 feet in diameter. Once the victim falls in the top seals up with the same natural material a foot thick. A typical person can hold their breathe for 30 seconds per health level. When the ground opens the victim may make an Agility test versus 14 to jump away before they fall. This power can only be used if the ground beneath the victim has enough room for the pit and is made of natural material, not man-made or -crafted.

The Divine Order

The Knights of the Divine Order realized that no matter how pure and righteous they were, and how potent their powers could be, the armament of their opponents could easy bridge any gape. So, they began to learn new methods of fighting, primarily in directly damaging, if not destroying, the arms and armor of their opponent. Many pieces of gear are made differently and finding the right focus to cause it to fail can take many months of training alone.

Special: Items do get a resistance against the powers of the Knights of the Divine Order.
Requirements: Must have the skills Armorsmith Lvl 2, Weaponsmith Lvl 2 and Engineer Lvl 1.
Weapons: Any
Armor: Any
Bite of Fenris

The Knights of the Divine Order realized once they began using their new powers, that their opponents learned to hide items that aided them in combat. This power allows the Knight to focus and cause any items not in plain view on their opponent to cease functioning for 1 minute for every 10 mana of the Knight.

Shattering Cry

This power is designed to target the body armor of the opponent. The Knight causes vital clasps and holds to break and fail. If the resistance is failed, the armor simply falls apart, then the armor explodes under the pressure, and the wearer takes minor damage per base DF of the armor.

Sundering Cry

Using this power the Knight focuses on a weapon wielded by his opponent. The Knight draws massive amount of energy into the weapon, causing it to explode. The explosion causes damage to the wielder equal to its' base damage.

Knight-Templars

The churches of The Lord have their enemies, and the Knight-Templars are the sworn defenders of those churches. They live to protect the church and are well trained to hunt down and eliminate any threats that might exist.

Requirements: None
Weapons: Any
Armor: Any
Berserkers' Fury

By focusing on the target the Knight can cause emotions in their to stir, calling forth all their anger and inner fury. The target will enter a frenzy and attack their enemies, and in doing so will only use basic physical attacks, they are unable to concentrate to call upon or cast spells. With high willpower can ignore it.

Blindness

By focusing on the target the Knight can cause them to go blind. The victim is allowed a Willpower resistance. The target will remain blind for 30 minutes for every 10 mana the Knight has if failed.

Cleanse

By focusing on the target the Knight can cause any ongoing spell effects to instantly end. One power, chosen by the victim, is cancelled for every 30 mana of the knight.

Confusion

By focusing on the target the Knight can try to cause this to forget who are really their friends and who are their allies. The victim is allowed a Willpower resistance, at the time the power is used and at the beginning of every post after. Until the power is broken, or the Knight who used it is dead, the victim will attack whoever is closest to them, friend or foe.

Deliverance

While no Knight wishes to lose, the Knight-Templars have learned a means to turn a losing fighting into a decisive advantage. By using this power the Knight deals additional damage equal to half the Health they have lost in the current conflict.

Drain

By focusing on the target the Knight can drain life energy from a distance. This power allows the Knight to drain moderate Health and Mana from the target.

Freeze

By focusing on the victim the Knight can make it so they can do nothing at all. As all as the Knight retains his focus from turn to turn the victim can do nothing. At the beginning of each turn this power is in effect the victim can make a Willpower resistance.

Silence

By focusing on the target the Knight can cause them to lose the ability to speak. The victim is allowed a Willpower to resist. If failed the silence will last for one hour for every 10 mana the Knight has, maximum not current.

Slumber

By focusing on the target the Knight can induce them to fall into a deep slumber. The victim is allowed a Willpower roll to resist. If failed the victim falls to the ground and falls asleep, and then can be awakened by normal means.

Zombie Curse

When the Knight strikes a target using this power the targets' body changes in strange ways. Their body becomes very similiar to that of the undead, but still living. Healing magick of any sort will no longer work on the victim, but any regeneration powers remain. The curse lasts for one hour for every 20 mana, maximum not current, the Knight has. This power will only affect the living.

Special: As Lurkers are already in-between life and death they are immune to this power.

The Legion of Holy Knights

Much like the Paladins, these knights choose to serve a power greater then themselves, but not one of this world. The Legion of Holy Knights are men and women devoted to God. They serve to protect those that follow The Lord, and insure that the laws put forth are followed.

Requirement: Be of Good Destiny
Weapons: Any, swords preferred
Armor: Any

Dark Crush

This power is among the rarest among the Holy Knights. Using this power can instantly slay any living being. If any damage is dealt the target gets a Willpower resistance. Failure means death.

Ethereal Splitting

This power allows the Knight to ignore the more well-crafted armors and incorporeal beings. Using this power the Knight can strike against Incorporeal, Mistform or similiar beings with full effect. All non-magickal armor is ignored.

Heavens' Rain

When the Knight strikes using this power their attack creates an explosion that hits everything within 10 feet. Those of Good Destiny are not affected by the explosion. The explosion deals moderate damage for every 20 health the Knight has.

Lightning Strike

By pointing their sword at the target and focusing their energy, the Knight can call upon a bolt of Lightning to strike from heavens down upon their foes. This power does not require the Knight to make a regular attack. The Lightning will deal moderate for every 20 Health, maximum not current, the Knight has. The Lightning is considered a Holy attack.

Stasis Blade

This power allows the Knight to cause a freezing chill to envelope the target. If the attack manages to deal damage, then the target loses one action for every moderate points of damage. These actions are taken cumulative, even if it requires them missing multiple turns.

Special: The weapon used can have no flame effects for this power to work.

Paragon Knights

Just as the Divine Order learned how to fight against their opponents by denying them their arms and armor, the Paragon Knights learn the means to cripple their opponent with each strike, causing them to become weaker and weaker with every additional attack.

Requirements: Must have the skills Medicine Lvl 3.
Weapons: Any
Armor: Any

Bodily Shattering

Special: Each time this power is taken choose a Vital Statistic it affects. This power can be taken multiple times.

This power allows the Knight to dramatically hinder their opponents' natural abilities. When making a standard attack, if damage is dealt the opponent also temporary loses 1 point for every 50 mana of the Knight. Lost points return at a rate of one point per hour. The opponent can make a Willpower resistance.

Magick Shattering

When attacking using this power the Knight seeks to deny the opponent of any magickal aid they may have, or seek to draw upon later. All existing magickal effects are instantly canceled. Permanent effects are negated for 3 posts. In addition the damage dealt to physical is also dealt equally to mana.

The Chosen of Heaven

The number of different Knighthoods in the lands does lead to strife between them. From each of the Knighthoods arise warriors who have mastered their path and understand their place in the greater scheme of things. These Knights lead their orders, and insure peace between the orders.

Requirements: Must be a Sacred Knighthood and mastered all powers available to that Knighthood.
Weapons: Any, swords and katanas preferred
Armor: Any

Knights who have reached the rank of The Chosen have spent many years practicing and refining their powers. This training has allowed them to manage greater feats then those still lack their experience. When using one of the powers from their Knighthood (ie Daemon, Dark, Holy, etc.) the Chosen can take one attack to use a power and their remaining attacks to make standards attacks. The Chosen still can not use more then one power per turn.

Guilds and Knights of the Rose Requirements


These are people who come from all walks of life. They could be paladins, herbalist, clerics or any other type of healers. Our mission is to help those in need of healing. Researching new ways to heal as well as medicines.

To qualify for the healers guild:

Must have a skill in healing. (Herb, potions, magic etc.) Show your ability to heal on another person in front of a Guild member.
Duties:

Researching on medicines and/or new types of healing. Healing the injured and weak.

TRADESMAN GUILDS Fabricator Guild:

se are the manufacturers of items ranging from weapons, tools, and other everyday type items.

Crafter Guild:

They are the ones who create charms, jewelry, various types and qualities of dishes and silverware, decorative textiles such as rugs and tapestries.

Sustainer Guild:

These are responsible for the maintenance of homes, public buildings, and other type structures. Tasks range from masonry, plumbing, heavy cleaning, rodent control, and so forth.

Transport Guild:

These are responsible for the transport, whether mode it be, of goods to and from the kingdom.

Servant/Healer Guild:

These are the ones who serve others with pride, whether it be as house servants, inn workers, and the non-magickal healers that heal the general populace.

Printer Guild:

These are responsible for the maintaining and printing of any non-magickal printed works on scrolls, in books or otherwise. The requirements to maintain membership in these guilds is that you practice these jobs or skills on a reasonable basis and pay the dues that are asked of each guild. Each Asgardian that wishes to belong to any of these much stand before the Guildmaster Tribunal which is made up of a tradesperson from each guild picked by the queen and petition the them by explaining why they would be an asset to whatever guild they want to be a part of. The head of each guild will determine the dues for their own guild. If any have an idea for another guild that would fit Asgard City please feel free to share it with the Queen.

Crossroads Guild (Meant for City workers, merchants)

  • Special minor magick itme.. approved by the Queen
  • Extra 200gd
  • Items at 25% least than cost
  • Map location to components and items that are needed to make things
Requirements

  • One month at least been part of us
  • Pay Dues 10% of earnings
  • Create/Paton and/or be able to sell one service or one type of item
  • Actively sell your items with posts or witnessed by fellow Asgardians and guests at least once every other week. ((Either by the boards or posts in the room))