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Magic's Edge

Aim of Guild:

To bring the foundations of the pathetic civilization down onto it's knees, and raise up a foundation where the true superiors, the wielders, are making the decisions that they are so aptly able to make.

DIRECTORY:


Post 1: Aim of guild, directory, story.
Post 2: Rules, how to join.
Post 3: Description.
Post 4: Defenses.
Post 5: Member list+ affiliates.
Post 6: Member Profiles.


Story:

This guild was formed many years ago by several powerful magicians tired of having to deal with underling society, they decided to begin forming a resistance. The guild has grown since then, rising in power and monetary value, and have now recently decided to open. Purchasing a sizable chunk of land in the rolling hills of urban gaia, they have decided to finally declare antipathy to the outward societies.Those who have the ability to wield and use magic are considered higher, and are to be referred to as wielders. Those who have special abilities able to effect ore alter magic are to be referred to formally. Those who have no connection are to not be referred to.
Rules:
#1. What I say here, goes. If I say you're wrong, you're wrong. If you have that much of an issue with something, take it up with Doji, or the second in command for this guild.

#2. Tech level is about twenty years from now. Small pieces, such as active camouflage and small mecha are the most allowed.

#3. This is not a gigantic operation. There will be a limit to 100 NPCs. If you wish to exceed that limit, it will have to be at 30 npcs per PC.

#4. No nuking, magi-nuking, or any crap like that.

#5. Use the anti munch as guidelines, not as rules. Balanced characters are more important than ones that fit into guidelines.

#6. No arse psionics. I don't mind psionics as a rule, but if you start munching or god-moding, I'm gonna tell you to leave.

#7. For any attacks over 75 NPCs, It would be highly appreciated if you could pm me 24-12 hours before the attack.
#8. This is not really a rule, but a lifting of the FFA attack restriction. You may attack as long as I or Ebil Mecha Pup have posted within the last two hours, and are online, as long as you send a PM calling attention to your post.
To Join:
Send me a basic application. It should include, but is not limited to:

SN:
Character name:
Appearance:
Equipment:
Powers/Spells:

However, if you feel that profiles are not necessary and are cumbersome, all I ask for is a very short summary of powers, weaknesses, and abilities, in case I need to make sure you are not Bull Shitting anyone.
The guild is located within the confines of a large, extensive chunk of property out in the vast expanses of Gaia's fields. The property is filled with rises and valleys, all sorts of gardens and greenhouses sprinkled liebrally throughout, apparently at random. In one of the many valleys lies an area used for experimenting and sparring, a chunk of blackened ground with a messy jumble of ruined artifacts and more mundane objects jutting from it, radiating all kinds of magical energy as they decompose.

Near the center of the property, a castle sits atop a massive rise, surrounded by a large wall of what seems to be cast-iron, the gate at its front barred and forboding. There are four circular battlements, one at each of the four corners of the castle. At the top of each of the battlements a large, golden orb rests just out of sight. There is one massive keep at the center, twice as tall as the battlements, it soars above them with unequivocal prominence. Its walls are made of steel, inset with large, swirling bands of silver. At its top, there is an open platform surrounded by six large wooden beams, reaching upward and joining to form a roof, upon which a thin, pointed spire made of silver sits without obvious purpose.

There is only one road that leads to the castle, going straight for half a mile. 500 yards past the main gate, a simple roadlock corsses the way, featuring the classic toll booth architecture, booth, bar, guard and all. Unfortunately for anyone who tries to rev through it, the bar in the way is only painted to look like wood, in truth beign made of solid octiron, its base planted deep into the ground. The tollway is manned by a standard Djinni, with a psychic link to the castle's hivemind.

After the security station, several changes occur. The road, which up until this point is paved blacktop shifts impereceptibly into very well taken care of white cobblestone. There are small sentry towers, placed on both sides of the road at every 50 yards, four feet tall, with large, sandstone orbs placed on top, slowly rotating. On the other sides of the castle, these same towers are placed intermittently every 100 yards along the grounds.

250 yards away from the castle, smooth dark arches, in the style of roman aqueducts with an open top stand on all four sides . Along their top flows a blazing liquid flame. The dark arches supporting it are made of adamantium, laced in an attractive, nature-and-flame motif with an enchanted silver that keeps the fire flowing. If one looks close, the silver itself seems to shift and move.

If you continue along the path, you will reach your first view of the moat. This deep trench is 12' across and a good 40' deep, filled with large, thorn bush-like branches, the sides of it muddy and slippery. It surrounds the entirety of the castle, and the only way across is the bridge, made of octiron, laced with silver in the same patterns as the aqueducts. The bridge is operated by a crank made of enchanted stone, controlled by the hive-brain.

Inside, the castle is lush. Carpeted and furnished extensively, the once expansive castle feels more like a comforting home. Halls run in each of the four walls, dedicated to transportation and times of war. There are large wooden doors with bars of octuron on the middle of each hall, which may be barred if needed. There are several areas on the inner court area of the castle. There are the apprentice's barracks, the blacksmithing shop, the war machine factory, the outer relaxation area, and the weapons range. The staircase to the lower areas is located directly opposite to the entrance's hall.
The stair case is a wide spiral, made of stone. The wall's are expertly carved, describing the tales of famous magicians throughout history. Very large metallic pillars are here. One gets a feeling that they are not holding anything up, but rather watching you. When it finally comes to an end, you are placed in a hall almost as large as the courtyard in the castle. Halls go off in different areas, those being the library, the alchemical lab, the summoning chamber, kitchen, and the wielders living quarters. In the center of the room is a large dining area, laden with oaken tables.
The living quarters is the largest piece of the lower areas. Depending upon the rank and importance of the master, they will have an accordingly sized living area. Those lowest on the chain will have a single room, and those high up will have a full house.
The library is the second largest area, it being three stories tall. Separate walkways go by each shelf. There is, on the top, a large stone aqueduct of water, with silver laced into the side of the stones. The water flows in a quiet, serene way, as to promote peace and concentration.
The alchemical lab is placed conveniently close to the summoning chamber. There are two direct pieces, the chemical storage facility, and the separate labs. Each lab is separately closed off to prevent massive damage to people and equipment. There are a dozen labs total, each of them having the basics that one would find in a science lab, a Bunsen burner, test tubes and vials, a scale, and a heavy duty fire extinguisher. There are also many unconventional pieces there, such as a standard energy orb, which acts as a small magical conduit, another item that appears to be a fire extinguisher, but is labeled with a large label that says "Use ONLY in case of emergency!", which sprays air-born particles of dark silver, that will sever and nullify most magical connections. There are also several imps that float about, ready to help out.
The chemical storage has new world chemicals, such as nitrous oxide and phosphorous, as well as old world magical objects, like basilisk venom and dragon scales. The two main purposes of the lab are instruction and creation. Often, weapons made in the upper blacksmith's will be taken here for enchantment or augmentation.
The summoning chamber has the smell of incense and other herbs about it. This is the area for summoning spirits which may be hard to contain. Higher level Djinni, spectral abomination's and a large variety of summons are to be done here. There are four higher level Djinni always stationed here, ready to help restrain, and if necessary, send back any particularly disruptive spirit. There is all sorts of high quality chalks, meant for drawing pentagons and summoning circles.
The kitchen is inhabited by a staff of highly trained orcs, who opted for learning the culinary arts, rather than being slaughtered. The interesting thing that the magicians have learned, after years of experimenting, is that when threatened with death, one can become a great master of painting or a brilliant poet in a short manner of months. So the orcs truly know their way around fine cooking. They have their own quarters, which is just a level below the kitchen.
Defenses:

Teleportation Jammer
An orb-like, invisible shield surrounds the guild, its radius equivalent to the distance from the center of the castle to the tollbooth. Any non-member teleportation through this shield results in the drastic rearangment of ones atomic, astral and magical makeup, resulting in rematerialization as a horrible, unidentifiable mess without the slightest functional shred of citality.

The Power Supply
The power supply is under the basement level, about half of a mile down. It is a large cavern filled with the residue of magic. It is in immense concentration, and there is a special retriever that not only functions to channel the power, but to restrict it.

Mana Amplifiers
Each of the golden orbs mounted atop the four battlements serves as a mana amplifier - a deceptively simple artifact that serves to dramatically increase the spellcasting capacity and power of the one using it. A weilder with a large excess of power cannot use these, as the amplifiers can only channel so much mana.

The Hive Mind
The hive mind is named as such for lack of a better term. It is located at the bottom of the keep, under ground. Psychic links connect it to all automated defenses, and it is capable of large releases of magical energy. It is capable of raising two shields. One, that spans from the top of the keep the the large gate outside of the walls, is a pure energy shield that cycles, like electricity, back through the system. This shield operates on all planes, and disintegrates anything that attempts to come through it. The Hive Mind can keep this shield up for around 5-8 posts. It may turn on and off in one post.
The other shield is much more complicated, and runs along the surface area inside the castle walls. it is a force shield, that protects against surface impact of anyone who is making contact, even through a wall or floor, to the ground inside the walls. So if someone is shot, they will be knocked back, but no piercing damage will register. this goes for elemental and magical damage as well. This shield can be kept up for a maximum of three turns. The hivemind cannot cast while the shields are up.

Hive Mind Spell Book [150] Mana
LvL1[5]: Fireball, Lightning Bolt, Seismic Spike, Whirlwind, Torrent
LvL2[7]: Chain Lightning, Slow, Haste, Summon Skeleton, Minor Drain, Minor Detonation
LvL3[10]: Entangle, Detonation, Drain, Storm, Wind Spear, Frost Shot, Zombify, Quicksand, Summon Wraith
LvL4[15]: Mass Zombify, Firestorm, Major Drain, Major Detonation, Mass Blind, Rapid Rust, Mana Filter
LvL5[25]: Raise, Weilder's Might, Disintegrate, Posess, Delusions, Summon Wraiths, Mass Regenerate
LvL6[50]: Mass Disintegrate, Pestilence Field, Bloodstorm, Sever Mana Connection
LvL7[100]: Conical Glassify, Summon Dracolich, Mass Delusions

Infernal Aqueduct
The aquaduct is capable of summoning fire elementals, as well as throwing fire at long ranges if needed. It may summon up to 30 fire elementals.

Sand Stone Orbs
The orbs serve as a way to focus spells from the hivemind.

Serene Aqueduct
The aquaduct is capable of summoning up to ten water elementals of substantial power. It is located in the library, and is made mainly to protect against fire, but it's secondary purpose is that of a worst case scenario defense.

Ironclad Spectres [20]
Three spectral suits of armor man each of the castle's four battlements, and one suit of spectral armor with a bow is posted at each of the two porticullii located on all four sides of the castle. The Ironclad Spectres are essntially indesctructable, standing back up to continue fighting after normally deadly blows - with one exception. If its chestplate is made unusable, the spirit inhabiting an Ironclad Spectre is rendered incapable of controlling the armor.

Apprentices [40]
Forty low level weilders inhabit the castle, learning from the more powerful members of the guild. The apprentices cast spells from the hivemind's LvL1 spell list.

Initiates [5]
Five more powerful mages, the proctors and day-to-day officials of the castle populace, they serve under the true members of the guild, who act as a ruling class. Each of the initiates has their own choice of spells, often wildly different from the rest.
Member list
Please respect the people who are on this list. If you have an issue with anyone, bring it up with me.

Robert Harbour

Ebil Mecha Pup (I think?)



Associate Guilds:
These are people who ' hang' with the magicians, and who will help defend this guild if it's in trouble, and the magician's will do likewise.


Blacklist:
Don't make me put people on here, kay?
Member Profiles:

SN: Robert Harbour
Character name: Drake Palmer
Appearance: Drake appears to be a very well dressed and cut young man. He usually wears a three piece suit with a deep black long coat. He has boyish features, and short blond hair. He is Caucasian, with a light English accent. He walks with a presence about him seemingly un-befitting a person his age.
Equipment: He keeps a small blue pendant around his neck, attached with a silver chain. The necklace is made out of Opal, and is capable of emitting a force Bubble to completely en-wrap Drake for 5 turns, before charging for 10.
He carries a focus around in the form of a small gold ring around his pointer finger.
Powers/Spells: Drake is, in actuality, a 53 year old sorcerer, who takes dramatic steps to alter his physical appearance. His specialty is in summoning, though if needed, he knows plenty of powerful spells as well.

SN: Ebil Mecha Pup
Character Name: Ebline de Merus
Appearance: Ebline's flesh is of a pallid tone, that which is appropriate for such a corpse. For a man long since dead, the Lord de Merus is of strikingly tempestuous habit and arrogance, his contempt and hatred for nearly all things so intense as to bring into question what it is that keeps his corpse walking : vampirism, or pure, heartless rage? His often angry mien is framed loosely by long, pitch hair that reaches his very shoulders in places, its beautiful curls almost hypnotic under the light of the moon. Ebline is partial to makign his appearance in the everyday regalia of an English nobleman, his coat a velvetty black that contrasts with a silken, snow white ruff in a most delighting manner. Heavy boots of vaguely military design adorn his feet, a steel frame running along the outside of them.
Equipment:
-Curst Drinker: The final result of Ebline's long experimentation with a pair of artifacts given him long ago, as a gift, by the Lady Terra. The powers of the Vampire Blade and an enchanted gem here are fused into one, and augmented even further beyond, as the Curst Drinker takes its might not only from blood, but also from the very misery and pain of its victim, gorging a lust for sadistic power almost as great as that of its weilder.
-Sygil Ring: Enscribed with the insignia of the de Merus clan's ancient forefather, The Stepping Dark, the Sygil ring is a symbol of the clan's eternal watch over the death of all things, of their part in the Prime Overlay as the children of Eternal Mortality. Should the wearer aquire but one drop of some hapless fool's blood, the ring will allow him to do most terrible things to his victim.
Powers/Spells:
-Vampire: Ebline de Merus is a vampire of great age and power, his physical body immune to poison and disease, his mind impossible to gain hold on. His power has grown to such astonishing heights that no typical tactic of vampire destruction harms him, and many of the most blessed spells harm him no mroe than a normal man.
-That Which Walks In Step: Ebline is the planar representation of The Stepping Dark in the realm of Gaia, and his access to sources of power and the minions of decay are as would be expected of such a being. Eblien himself acts as a conduit of constantly flowing energy, pouring the death-blood of Gaia forth from his very being.
-Bloodstormer: In combat, de Merus prefers one of two things - a duel of blades, or, more often, a demonstration of what might blood carries. Ebline's manipulation of the ancient wellsprings of power hidden within the blood of all things is thought to be unlimitable by his peers.

Character name: Konane Malcious
Appearance: He stands at six foot two, not overly strong, but stronger then any normal human should be, and able to hold his own in a fight, even if he prefers sneakier, and more subtle ways of killing off his foes. His skin is a dark shade of red mixed with black, more black then red however. His eyes are a sickening dark green mixed with maroon. Thick, matted eyebrows, and black beard with a mustache. His head shaven bald, with a odd looking circuler ring drawn about his cranium in some form of dark blue ink, with quite a few zig zagging, curving lines, a a few little circuler dots, and other such small symbols thrown in about it's intricate, yet in some way interesting design. Another long tattoo like the one on his head runs up the length of his left arm, almost in a spiraling, serpentine pattern with plenty of little dots, dashes, and curving lines weaving all about the spiraling dark blue line running up his arm. He wears a simple black sleeveless jacket, this jacket's aura which was given it via various dosages of magical conconctions made by Konane making it as hard, possibly harder then tough leather. He wears black trousers along with knee high black leather boots. With, strangely enough, a maroon cloak, with it's clasp resembling some form of flaming object. This cloak was impervious to flames of any kind, and would protect him completely from any form of heat based attack if he chooses to cover himself with it. A sort of cape beneath his cloak, which is drawn over to his left side, thus completely covering his left arm from view, the cape reaching just past hip, this cap had been given the sole purpose of obeying, and responding to every mental command given to it by Konane, and Konane alone. On his right hand he wears a sort of azure colored gothic styled gauntlet with another circle drawn on it in almost unseable dark blue ink, similar to the one on Konane's head, but still descirnably differant.
Equipment: None, other then those mentioned in his appearance, and numerous potions, items of magical origin, items needed for various spells, and potions, potions, and various books containing wide varieties of knowledge from magical spells, to engrediants needed for potions, and biogrophies of hundreds of differant magically related long dead patrons of the mystical arts, as well as numerous black, leather books which have no title, but seem to have some importance to Konane.
Powers/Spells: Sorcerer, wizard, magician, spell caster. Able to summon up creatures, or items of powerful properties with certain spells, able to do such things as with a few words, and an item of the needed sort, transport items, project blasts of magical energy from his guantlet, and is protected entirely from all forms of mental, and psychic attacks, as well as open portalsd to other realms, use mystical objects of lore and history to achieve various goals, and many other such things. However, all magical powers of his, unless they are derived from artifacts, books, or items and spells(With some acceptions), consume energy. His mana pool is tied directly to his stamina, and endurance. This is why he keeps himself in peak physical condition.

SN: Ebil Mecha Pup
Character Name: Kenarius Anaedes
Appearance: Kenarius' hair and eyebrows are often singed and left in tattered, messy tufts, as his preffered focusing ingredient for any spell is a raging fire. A battered, rough, brown traveller's cloak usually hangs from his shoulders, loosely wrapped around him over his everyday clothes. When he can be convinced to stop travelling for more than a night, Anaedes wears a loose white peasant's shirt made of cotton, with silk lace tying its loose cuffs tight at the wrists. Gruff linen pants hang loosely, tied at the waist by a plain hemp cord instead of a belt. The fanciest item fo day-to-day apparel to even be found on Kenarius' person are his boots - professionaly hand-crafted expressly for the mage, they are of exquisite quality, made from glossy black leather treated to withstand the ravages of the worst weather, they even repel fire quite well if Kenarius needs to stamp out the blaze he hismelf started.
Equipment:
-Matchbox: Kenarius is never without his beat up old box of matches - roughly hewn from wood collected wherever he travels, haphazard alchemical tinkering providing the combustible compound coating their ends, not quite sulfur but not nearly dynamite.
-Glassteel Goggles: A peculiar artifact designed by Anaedes himself, the goggles are made of octiron, with incredibly durable enchanted glass lenses and mythril fillaments alchemicaly altered to amplify enchantments focused through them.
Powers/Spells: [170]
LvL1[5]: Fireball, Blazing Armor, Glass Shard, Celerify
LvL2[7]: Daemon Hand, Glasshield, Shattershot
LvL3[10]: Focused Lens, Mirrage, Mirror Sight
LvL4[15]: Line of Glacity, Shatterblast, Reflect
LvL5[25]: Mana Prism, Mass Transparancy, Aether Window
LvL6[50]: Glassify, Glass Plating, Create Glass
LvL7[100]: Conical Glassify, Mass Glassify, Seeking Glassify, Leaping Glassify, Torrent of Shards
LvL8[160]: Glass World, Grand Glassify, Glassifying Touch
#7?
That's scandalous!
#8. cheese_whine
((Finally open!))

Dapper Lunatic

1,400 Points
  • Brandisher 100
  • Person of Interest 200
A slight russeling of wind could be seen a long ways up the road from the road black where the Djinni stood. A sort of whirlwind picked up, and sand, dirt, and whatever other small, loose objects were about got swept up into the whirlwind, and as they spun about in an ever increasing rate of speed. Picking up hundreds of bits of organic, and none organic material, all flying about in a circuler spiral, and then slowing down, and all coming together, to form a sketchy, but still descernable humanoid figure, a tall being, the dirt, sand, twigs, earth, and other items all coming together to form a tight, compact statue like shape of a human being standing roughly six foot two, with apparently a long cloak trailing out behind him in the form of a cloak, or cape... A strange sight indeed.
The Djinni, obviously feeling in an... odd mood, was in the form of a bear in a large sombrero.
It stood on it's hind feet, and raised it's hand in the air.
"Halt, and state your business."

Dapper Lunatic

1,400 Points
  • Brandisher 100
  • Person of Interest 200
The figure made entirely of sand, dirt, and mostly just earth turned it's apparently bald head to look at the bear... Then looked about at it's surroundings as if making sure everything was safe. Then it made two hand signals with it's left hand, and a weak(But still able to be felt) gust of wind, and concussive force shot outwards in all directions, along with a sudden flaring of dark blue, azure colors as the figure was engulfed by these magical tendrils. Then it all disapated, and there stood a bald man, with a scruffy beard, and bushy eyebrows, wearing a black sleeveless jacket, trousers, and black leather combat boots. His skin was a weird mix of maroon and black, his eyes a sickly mix between dark green and maroon. He wore a black, hip length cape covering the left side of his body from view, underneath a maroon cloak, and an azure gothic styled gauntlet on his right hand, with the same weird circuler, figure dotted symbol as the one incircling his cranium, though they were differant, both were in a dark blue ink, or some form of writing material, although the one on his cranium was clearly a tattoo of some form. In his gauntleted fist, he held a large, seemingly empty black bag. "I am here to join the uspicious magic oriented establishment said to be located further up this road. Now if you'll excuse me, I'll be heading on now." With this he began walking at a steady pace down the road, heading for the castle.

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