|
Post by Deleted on Dec 8, 2009 21:10:12 GMT -5
I decided to change up my persona just a little bit for GWIII. Name: Hunter Frost Appearance: This picture. (Ignore the staff, I've changed that.) Clothing: Normally wearing a Heavy Blue Tunic, Sinister Neovian Shoes, and jeans. (see picture) I also wear a heavier cloak like this (technically the Blue Fur Lined Cloak, though Hunter's would not use real fur) when going outside in the Winter. Skills or abilities: Control over ice and snow. Weapons/other combat enhancers: A staff in the form of a shillelagh (Irish walking stick) with a sapphire in the top. Other special abilities: Knows the martial art bataireacht, the art of fighting with a shillelagh. Anything else we should know about you: I have a pet Mutant Weewoo named Sloth.
|
|
|
Post by Ikkin on Dec 15, 2009 16:28:06 GMT -5
Chikkin is back! Does this mean we've got our archmage again? :3 Wait, I was an archmage? I always thought of myself as just the Manor's owner and the one who sends out invitations and such.  By the way, I was asked in GWIII OOC to explain more about Mage Manor itself, so: Mage Manor itself is sentient on about the same level as a guard dog, and is just about as protective of the Mages.
It has a great deal of magical energy, which circulates around in its walls and floors as if it were the Manor's blood. Unlike blood, however, the Manor can focus its energy in any inanimate object contained within its walls. Like blood, it'll start to leak out if the walls are cut deeply enough, but since it is magic, it'll start to heal itself instantly.
The most obvious defensive use of the Manor's powers is the Manor's stone guardians, which are animated by the Manor's magic. The power of such constructs depend on how much of the Manor's magic is being used to create them - it can't create an army of guardians with the same power level as a forumer, but it might be able to make a few (if it's willing to leave everything else defenseless).
Another one of the Manor's powers is the ability to change its structure around for the benefit or harm of its allies and enemies. If you're a Mage or a Mage's ally, it'll give you hallways and stairs that lead directly to wherever you want to go; if you're an enemy, good luck navigating the maze. (Note that it isn't impossible to do this - the Manor can't do things that are obviously impossible, like making a door that leads to the same room that you're leaving, and it can't block you in completely, so if you know where you're going, you can get there if you're persistent enough)
In general, the Manor can't do anything that doesn't involve manipulation of inanimate elements that are already there. It shouldn't be able to attack people directly, but if there's something in the room that could attack for it, it could use that (and it can redirect people into rooms with such things in it, so invaders should be careful what doors they open). The one exception to this is the anti-teleportation barrier on the Manor, which is not actually powered by the Manor itself, but is a spell that was placed on it by its former owner.
Also note that, while its guardians can attack using magic, its walls and floors cannot do this even though they're made out of stone as well. The guardians' weapons were designed to conduct magic by the Manor's previous owner - destroying them would make them unable to use magic, and the Manor could not restore that power on its own.
The Manor can communicate or sound alarms, if need be, but that's easy enough to do by manipulating elements under the scope of its powers.
The source of the Manor's magic is the imaginitive/grey energies in its basement. If it doesn't have access to those (like, say, its basement was suffering from a case of Underdeep), it would be limited to the use of magic already in circulation, which would limit its powers further.
|
|
|
Post by Rikku on Dec 15, 2009 19:54:54 GMT -5
Chikkin is back! Does this mean we've got our archmage again? :3 Wait, I was an archmage? I always thought of myself as just the Manor's owner and the one who sends out invitations and such.  By the way, I was asked in GWIII OOC to explain more about Mage Manor itself, so: Mage Manor itself is sentient on about the same level as a guard dog, and is just about as protective of the Mages.
It has a great deal of magical energy, which circulates around in its walls and floors as if it were the Manor's blood. Unlike blood, however, the Manor can focus its energy in any inanimate object contained within its walls. Like blood, it'll start to leak out if the walls are cut deeply enough, but since it is magic, it'll start to heal itself instantly.
The most obvious defensive use of the Manor's powers is the Manor's stone guardians, which are animated by the Manor's magic. The power of such constructs depend on how much of the Manor's magic is being used to create them - it can't create an army of guardians with the same power level as a forumer, but it might be able to make a few (if it's willing to leave everything else defenseless).
Another one of the Manor's powers is the ability to change its structure around for the benefit or harm of its allies and enemies. If you're a Mage or a Mage's ally, it'll give you hallways and stairs that lead directly to wherever you want to go; if you're an enemy, good luck navigating the maze. (Note that it isn't impossible to do this - the Manor can't do things that are obviously impossible, like making a door that leads to the same room that you're leaving, and it can't block you in completely, so if you know where you're going, you can get there if you're persistent enough)
In general, the Manor can't do anything that doesn't involve manipulation of inanimate elements that are already there. It shouldn't be able to attack people directly, but if there's something in the room that could attack for it, it could use that (and it can redirect people into rooms with such things in it, so invaders should be careful what doors they open). The one exception to this is the anti-teleportation barrier on the Manor, which is not actually powered by the Manor itself, but is a spell that was placed on it by its former owner.
Also note that, while its guardians can attack using magic, its walls and floors cannot do this even though they're made out of stone as well. The guardians' weapons were designed to conduct magic by the Manor's previous owner - destroying them would make them unable to use magic, and the Manor could not restore that power on its own.
The Manor can communicate or sound alarms, if need be, but that's easy enough to do by manipulating elements under the scope of its powers.
The source of the Manor's magic is the imaginitive/grey energies in its basement. If it doesn't have access to those (like, say, its basement was suffering from a case of Underdeep), it would be limited to the use of magic already in circulation, which would limit its powers further. But 'archmage' sounds so much more awesome. ... Who was the previous owner of the Manor, anyhow? xD; Should I already know that?
|
|
|
Post by Deleted on Dec 15, 2009 20:03:12 GMT -5
Ikkin, maybe post a new thread for this so it can be more easily found/edited/added to when needed? I know I'd like to -try- and draw a floorplan with reference to the RPs and such. ^_^
And you've been called that before... many times.
|
|
|
Post by Ikkin on Dec 16, 2009 9:26:42 GMT -5
But 'archmage' sounds so much more awesome. ... Who was the previous owner of the Manor, anyhow? xD; Should I already know that? Heh, that's true. xD The previous owner of the Manor was a very eccentric wizard NPC who I haven't really created in all too much detail yet. If anyone else wants to come up with a character for him, or have him come back in an RP, he's fair game. Ikkin, maybe post a new thread for this so it can be more easily found/edited/added to when needed? I know I'd like to -try- and draw a floorplan with reference to the RPs and such. ^_^ And you've been called that before... many times. Okay, I'll make a thread for that. ^_^ Heh, seems like I've caught a bit of what GW!Ikkin has. >_> It feels weird to think of Ikkin as an archmage, when she's defined as much by her swordsmanship as by her magic. xD;
|
|
|
Post by Nasuella on Dec 27, 2009 6:48:23 GMT -5
I'm actually putting this up ahead of time, since I don't trust my memory too well.  Also, some of these are only temporary for GW3. (Wait, that made no sense. But it did? Ah [EDIT]!) ACTUAL EDIT: New description for post-GW3 madness! Name: Drakhé Nickname: D-Man (short for "Dragon Man") Appearance: A short, thin, black-scaled humanoid dragon with white, pupil-less (and iris-less) eyes. As far as details go, he has the following: no wings, no tail, flat feet, a pair of horns on his head (one of which is partly broken), and metric tons of mostly-healed scars covering his entire body. [Oh, by the way, he's a shapeshifter, and what I just described is not his true form.] GW3 Outfit DesignClothing: Generally wears very simple outfits (typically a shirt/pants combo). Always wears a green scarf. Skills or abilities: Shadow magic (requires both light and shadows to be present, otherwise it doesn't work) and shapeshifting (physically taxing/painful; can't change his colours at all). Weapons/other combat enhancers: n/a Other special abilities: Drakhé is an ectros, a ghost that can take on a solid, almost "living" form. The big drawback is that it leaves him a lot more vulnerable than most kinds of ghost, because he's really just a soul - there's no body to protect him. (Now if he could just remember how to go into his ghost form, it'd all be well and good.) Anything else we should know about you:* Currently has a very suspicious form of amnesia; he doesn't remember any events from before waking up in the NTWF two weeks before GW3's events. At first he didn't even know that he was in the Mages Guild - and he still isn't entirely sure if he believes it. * His spellcasting ability seems to have been affected by his memory loss as well; so far, he has only been seen using magic subconsciously. * Drakhé used to work as a (non-magical) janitor in The River Tigris, a tavern in Tabloid Town. During that time, he gained the nickname "D-Man".
|
|
|
Post by Celestial on Jan 25, 2010 16:47:32 GMT -5
I'm currently complining all information on the Manor to eventually put into one thread easy reference. In particular I'm looking for pictures of the Manor Guardians or at least a description so that I could draw it and put it into the same thread. That way we'll have it all set in stone and canon.
So, if anybody has anything which they think might be useful, don't hesitate to PM me immediately. ^_^ Thanks! I'll fill in all the gaps that are missing (including the identity of our Wizard NPC. =3) afterwards.
|
|
|
Post by Lord Hayati on Feb 9, 2010 20:32:13 GMT -5
I was thinking on doing a usurper thing, but then again, I don't want to interupt GW3. Name: Krisseh Aeoia Nickname: Miss Kriss; Miss Wobbles, Mrs. ButterworthAppearance: ... I think this is self explanitory Clothing: Self explanitory. How many copies of the same robes doe she have? Skills or abilities: Dessert magic. In depth: - Runs on a mana System, to be fair.
- She is able to create desserts out of thin air, even to be used as weapons
- She can also alter what people are made of. She often uses this for making people made of jelly. XD
- It requires more magic to make stuff out of nothing, than it is to transform things.
- While in her Kingdom, she has near limitless magic.
- Once her supply is exahusted fully, she must go back to her kingdom.
MP: 20/20
Abilities: Create: 8 MP Jellify: 3 MP dessmute: 5 MP
Weapons/other combat enhancers: Occasionally will summon a jelly staff to channel magic, although rare. Other special abilities: Made of jelly herself! Anything else we should know about her: secretly has plans to take over the manor... whenever her mind isn't in cloudchookoland.
|
|
|
Post by Gelquie on Feb 16, 2010 2:40:20 GMT -5
Name: Gellerana Lien Quiri Nickname: Gelquie (Pronounced: GEL-KEY)
Age: She doesn't say. About 18-23.
Appearance: Between medium and short height. White. Medium brown hair that goes down to just above her shoulder blades, with 5 light grey hairpieces holding parts of her hair at the length just above her shoulders. Has blue eyes that'll have some green when she's angry.
Clothing: Blue-green, loose-fitting clothing (pants, shirt, has a hood), and a belt with some pouches on there, where she keeps some of her smaller stuff like spell components, small snacks, or stuff she just finds interesting.
Skills or abilities: Illusion magic (can create images, create and control solid and unintelligent images of things, make things look different, impart sounds, and other general stuff) and similar. Also has a tiny bit of magic dealing with pure pain, but she rarely uses it or even mentions it.
Weapons/other combat enhancers: Carries a dagger around and will sometimes cast with it, but otherwise doesn't use it in battle very often. Does enhance her illusionist powers, but to a small degree (she can live without it and be proficient).
Other special abilities: Has some basic alchemy skills, and can identify and gather herbs and spices for the kitchen. She knows how to use her dagger in battle at least to a minimal degree, she just doesn’t, partially because she prefers distancing herself.
Bio: Gelquie grew up in the mountains at a fair distance from the guilds and Tabloid Town. She had heard of the place in her childhood, and there would be occasional emissaries to the town for supplies they otherwise couldn’t get and rough tales of the happenings of the town.
Her township had tight regulations and was otherwise strict about people leaving the town if they weren’t of age or for various reasons/excuses (including gender-related). Gelquie followed most of them to a certain degree, sometimes willingly, sometimes while scoffing and rolling her eyes. But she often bent the rules anyway, taking small trips just to tiny distances away from the town, subjecting her to frequent punishments. At 12, she took another outing, where she had an odd experience that she won’t talk about. But ever since, she’d either lock herself up in her room or go on more outings, honing her developing magic skill.
Gelquie one day abandoned her home for a very good reason that she won't talk about to people she doesn't trust, and she will become very bitter if you ask her. After leaving, she’d been traveling for some time (losing track of how long), but she eventually made it to the general area where the guilds were. She came right during the third Guild War. (I will expand her bio as I do have it; I just wanted to at least get the basics out there.)
|
|
|
Post by Tiger on Feb 16, 2010 14:56:36 GMT -5
Blagh, I've been meaning to actually RP here for a while. Blasted hands. Blasted business. Blasted not-paying-enough-attention-to-when-guild-wars-start XP ntwriters.proboards.com/index.cgi?board=guildinfo&action=display&thread=42093&page=1#1818503Name- Tiger Magic- Creates animals out of a "magical mist"; the animals can perform all the hauling, flying, fighting, etc of their organic brethren, and then some. Certain animals can dissipate within people, each one having a different effect. ...Oh, yeah, Tiger controls the animals via mental commands and the occasional hand motion =P
|
|
|
Post by Celestial on Feb 16, 2010 15:11:27 GMT -5
Don't worry, nothing much is going on currently aside from Guild Wars. However I've got some plans for activities and RPs coming up soon, when it finishes. You haven't missed anything. ^^
|
|
|
Post by Ikkin on Mar 6, 2010 22:39:49 GMT -5
I'm currently complining all information on the Manor to eventually put into one thread easy reference. In particular I'm looking for pictures of the Manor Guardians or at least a description so that I could draw it and put it into the same thread. That way we'll have it all set in stone and canon. So, if anybody has anything which they think might be useful, don't hesitate to PM me immediately. ^_^ Thanks! I'll fill in all the gaps that are missing (including the identity of our Wizard NPC. =3) afterwards. I already started trying to do that in this thread, if you want to put it there. ^_^ And the guardians, in my mind, are basically gargoyles and suits of armor of the type you normally see in castles and such. They're not constantly animated, but the Manor can use any of them at any time if it feels the need. The guardians vary a lot in looks, depending on what kind of decorative statues are in the room. There are a few really big gargoyles outside (things like lions and dragons) that the manor can use as well, but that takes a lot of its power.
|
|
|
Post by Celestial on Apr 15, 2010 20:58:38 GMT -5
Okay guys, a subject for your consideration.
Long story short, what is the Mages' purpose in the world? My idea is that they do research on magic as well as keep it but also seek to better themselves in terms of magic. But this is currently an Informed Ability which we have nothing to show for.
So, the question is: is this our purpose and what can we do to show for it? ^^
Also, what does everyone think of an alliance with the Knights?
|
|
|
Post by Tiger on Apr 15, 2010 21:54:50 GMT -5
I'm a newcomer to the guilds, and though I've paged through a few things, I have far from a complete knowledge of what all's going on here. Forgive me for any foul-ups ^^
I would imagine that mages would be summoned/dispatched to deal with various magical problems that crop up across the land they inhabit, whether that's driving off magical beasts attacking the villages, or dealing with curses, or investigating places guarded by shields.
I can definitely imagine them being sort of magic-related scholars as well- as a base camp of people with magic, it makes sense they'd be the ones cataloging it. It might make sense for them to study other things, too, like the properties of various plants that also happen to be useful in potions, or animals that have some connection to magic (like dragons, gryphons, etc.).
|
|
|
Post by Gelquie on Apr 15, 2010 22:38:31 GMT -5
Well, I'm a newbie when it comes to guilds, but here's what came from the top of my head:
Well, the obvious would be focusing and research into the magical world in and of itself, as well as its applications. I see the Manor sort of like a university, but more study and research intensive and less class-intensive (though they can exist). Basically, a harbor for anything and everything magic.
Of course, there's always the application of magic to problems, inventions, and odd jobs. ("I need someone to help dispel enchantments around this place I'm investigation" or something like that.) I think I also saw in another thread the idea of emissaries from guild to guild as well, which doesn't seem too heard to implement. And plus, since we're a large group of mages, we can always deny services to our enemies (currently Spacefleet, I believe).
Of course, since we're a solitary group, there's really nothing stopping us from going: "Hey! Everyone's our enemy now!" and start blowing up places or setting curses over the land. We can provide the bad just as much as we provide the good, if not more than the good. ...So do we not take over the world because we're nice, or is there another thing?
If I think of more, I'll post it here.
EDIT: Accio thought!
I think another major part of the guild is safety that would come from it. As we can see happen with Brassport, there are people who view magic as bad. And Mage Manor strikes me as pretty safe... We did use it as a safe haven in GWIII, and it worked for awhile. Although the majority of the people who use it as a safe haven would be mages themselves, but still...
Enough rambling, GLQ. XD
|
|