Joining
Created | Updated Oct 21, 2005
How to Join:
You will need to give us information on the following things:
Step One: A Name.
First and Last please!
Step Two: Choose a School of Magic:
Click here to see descriptions of all the different Schools.
- Green - School of Healing
- Red - School of Warriors
- Blue - School of Scholars
- Yellow - School of Elementalism
- White - School of Caretakers
- Purple - School of Illusionists
- Brown - School of Necromancy
*Note*--This class is shuned and most of all hated by quite a few people. Magicians frown upon the death magic and keep you within high suspicion.
Currently, we have a plethora of Warriors. If you can, please don't choose Warrior as your class!
Step Three: Give us your U-page number.
For those of you unfamiliar with this term, look up at the URL of this page. You will see the letter A followed by a series of numbers. When you are on your Personal Space this will be a U, followed by numbers. Tell us that number - your Unumber.
Step Three: Pick a Familiar:
When your character becomes an Adept, he or she becomes able to summon their Familiar. (The exception to this is Caretakers; they are able to summon their Familiars from Apprentice level.)
Most Magicians prefer not to have their Familiar summoned constantly, as it is a draining spell and can cause heavy fatigue. Most Magicians summon their Familiar only when they need to.
Please note: A Familiar is not just a random animal, or your favourite animal. They should reflect your personality (ie, a lion might reflect independence and fierce pride; an eagle may reflect aloofness and haughtiness). Try to keep it real, people.
Step Four:Appearance.
What does your character look like? Is he tall, or short; does she look like an angel or have horrid scarring down her face from an attack? Any or all of the following things can be described in your appearance (and this list is not exhaustive: use your imagination - please!). Use detail as much as possible as it will add validity to your character. Your character is unique - tell us why!
Of course, don't let this stop you from joining. You carry on building your character as the game progresses!
Step Five:Extra Abilites.
These are not definitive or absolute skills. You will not require them for anything, nor will a lack of a certain skill make anything impossible. This step is more intended as an aid for you to help build your character, and to help us visualise him or her.
Some skills are more important for some Schools. If you want to be a Warrior then Blacksmithing is essential; if Illusions are your cup of tea, then it's a good idea to be Strong-Willed.
You get to pick TWO skills from the following list. If you ever reach High Council level - you never know! - then you will be allowed to pick a third skill. So choose wisely!
- Architecture - Ability to craft buildings
- Blacksmithing - Ability to craft armor and weaponry
- Mining - Ability to mine mines for rare minerals
- Tracking - Ability to track animals and people
- Military Training - Ability to command a squad of soldiers, or if your under attack and near a military outpost, they will come to help you
- Cook - Ability to cook rare and outstanding food
- Linguist - Ability to speak many languages
- Survivalist - Ability to survive in the wild
- Aquatic - Ability to hold your breath and swim faster than normal.
- Ultravision - Ability to see in the dark
- Photographic Memory - Ability to take like photos in your mind
- Stalwart - Ability to resist certain types of poisons and no spells binding
- Strong Willed - Ability to resist illusions and anything effecting the mind
Step six:Choose your weapons!
In battle, you will need more than just magic to defend yourself. Depending on your school, you will be trained in weapons more or less intensively, but all Magicians should have a certain level of competence in some weapon.
As such, you are required to pick your weapons of choice from the following list. If the weapon you want isn't on the list, then say when you join and I'm sure it will be fine.
Please note: If you are a Warrior, then you will be trained in more than just what you choose. However, everybody has a preference!
- Longsword - Use a long blade to inflict more damage upon the enemy.
- Dagger - These short blades are easily conceable, making them good for stealth.
- Wand - almost exclusively the territory of the Scholars; short polished sticks of wood with magical properties that allow the user to focus magical energy.
- Quarterstaff - a long stave, taller than the user, that can be deadly in the right hands.
- Bow and Arrows - A very effective ranged weapon.
- Morning Star - A weapon, with a handle approximately the length of the forearm, with a spiked ball and chain attached.
- Halberd - A very long staff with a curved axe head.
- Mace - A blunt weapon, about the length of a short sword, normally with spikes or sharp edged on the far end.
- Scimitar - A heavily curved blade with two cutting edges.
- Katana - Made of folded steel to increase its strength, a katana is a long, slightly curved blade with one edge.
- Crossbow - A weapon firing darts, not arrows - shorter and stronger, can be metal.
- Short Sword - Shorter than a long sword, bigger than a dagger. It's good for manuverablity.
- Claymore - Huge blade, takes two hands to weild.
- Greatsword - Just like the Claymore but can move faster, but doesn't cause as much damage.
- Double Bladed Sword - Just like Darth Maul...
Step Seven:Do you want some armour?
Armor is protection against enemies in battle. Most Magicians do not wear armor because of its restrictive nature - it can dampen magic power. Warriors tend towards wearing light to medium armour, depending on their fighting style, and Scholars in particular tend to wear none at all.
- No Armor / Robes - Most manuverability, no protection
- Light Armor - Manuverability, little protection
- Medium Armor - Semi manuverable, medium protection
- Heavy Armor - Very restrictive in movement, heavy protection
Step the Eighth: Have an Apage!
This part is not required, especially when first joining. However, it would be nice, once you are properly roleplaying, for the other gamers to be able to see your character's past, faults and foibles. On the main page, some of the characters' names are linked to their A-pages - have a look for some ideas!
If you don't know how to create a Guide Entry, or how to use GuideML, then just ask and we'll be happy to help you.
How to Join:
Simply fill out the form and post on our joining thread!
Name:
Class:
Upage:
Familiar:
Appearance:
Extra Abilities:
Weapons:
Armor:
Apage: