Post by Master William on Mar 18, 2009 14:58:24 GMT -5
The Embari are an advanced sect of sorcerors and summoners chosen and trained by the Alliance. They are healers, precognitives, strategists, and warriors. Not all the people of the land can wield the mysterious powers of magic however, so the Alliance scouts travel the lands constantly, seeking young apprentices, that may eventually become part of the legendary Embari Order.
The Embari was the third Order founded in the Alliance, after the High Council and the Von Guard Orders. The barbarians had been enslaving people of the magical community since the very beginning of the invasion, and the Von Guards just could not keep up with the skills needed to defend against such powerful magics. So a brave and powerful woman by the name of Sara Vakarism, having seen the Von Guards defeated in her village, came knocking on the Alliance gates. She explained of the offer she had and the abilities that she could bring to the Alliance and its cause, in exchange that they saved her family. They tested her skills and accepted, and from her might and knowledge, the Embari Order was forged. A plaque now sits in the House of the Embari, commemorating her commitment and care for the Alliance and its cause.
Each Embari has a specific Domain of expertise. Led by the Domain Masters, these Domains are founded according to a specific elements or style of magic. Domain Masters generally have power over all the subdomains of the magic Domain, while the other Embari must choose one of the subdomains involved in that specific element. Listed below are the Domains (ex. Domain of ______) and subdomains (ex. 1. - _____) with explanations:
Domain of Healing:
1. Healing Alchemy
2. Physical Health (Healing Touch)
3. Psychological Health (Psychic Touch)
4. Death reversal (shaman only, not player controlled)
(There is four subdomains within the Domain of Healing. Specialists within this Domain hold the power to create healing remedies made from herbs and plants that help cure disease or sanitize open wounds. Or they may choose to be a surgeon healer, mending wounds, organs, and bones with healing magic, taking hours of their time to give new life to an injured person. Or they may choose to look more into the psyche of a person, healing their mental wounds, past or present. The fourth subdomain is death reversal, and no member of the Alliance has ever been able to even perform it. That's why this subdomain is dominated by the shaman only.)
Current Domain Master: None.
Domain of Earth:
1. Tame Animals
2. Summon Plants
3. Control Earth and Stone
4. Tracking and Earth Sign Interpretation
5. Transformation (limited)
(There are five subdomains within the Domain of Earth. Specialists within this Domain hold the power to summon and control animals, control and grow plants, or manipulate the earth itself, moving rocks and dirt, commanding them to do their bidding. Or, they choose to master in the art of tracking and reading the signs of the earth, listening to nature and the wind around them for clues. The fifth subdomain is transformation, and this is limited at the discretion of the domain masters)
Current Domain Master: Anastianna
Domain of Fire:
1. Temperature Control (Heat)
2. Shape Flame
(There are only two subdomains within the Domain of Fire. Specialists within this Domain hold the power to manipulate, control and even create or destroy Fire with just a thought. Or, they may hold the power to change the temperature of an area, say to stop a hail of ice needles, or perhaps even someone's body temperature, making them boil in pain.)
Current Domain Master: Alec Blackthorne
Domain of Water:
1. Temperature Control (Cold)
2. Control Water
(There are only two subdomains within the Domain of Water. Specialists within this Domain may hold the power to manipulate, control and even create or destroy Water, or they may be able to change the temperature of an area, say to calm a roaring flame or perhaps even someone's body temperature, making their blood freeze in their veins.)
Current Domain Master: None.
Domain of Air and Electricity:
1. Weather Aspects
2. Air Particles
3. Creating Electricity and Currents
(There are three subdomains for the Domain of Air and Electricity. Specialists within this Domain may wish to caste a horrible storm onto their foes, making the air rage like an ocean, or simply make the clouds part for a sunny day on the beach. They may wish to change the particles in the air from oxygen to ozone, a deadly change, or create a current to light someone's home. Either way, the Domain of Air and Electricity has a variety of spells within the three subdomain.)
Current Domain Master: None.
Domain of Necromancy/Black Magic:
1. Raise Undead and Spirits
2. Curses
3. Banish/Summon Demons
4. Mind Deception
5. Teleportation
(There are five subdomains within the Domain of Necromancy/Black Magic. Specialists within this Domain hold the power to summon spirits of the dead to aid, protect or fight along side them in battle. Or, they may wish to put a terrible curse on an opponent, or perhaps summon an imp demon to aid in a quest. Perhaps a suspect isn't being very revealing, so a little mind control is necessary. Or maybe they're in a hurry all the time. There's lots of variety in this Domain!)
Current Domain Master: None.
Displayed below are the slight differences in the Embari Order that differ from other Orders:
Weapon
Since the Embari are an Order of magic and energy channeling, Embari have no proficiency with any weapons of medium or heavy weight. They are allowed one light weapon. All other normal rules apply.
Clothing
The Embari must wear traditional sorcery robes of their Order. They are generally long and flowing, but on the battlefield can be less adhering. The colours and patterns of the robes are up to you, though they must be approved. A hat or cap is not required, but is allowed if you wish . Also, Embari can never wear any armor that's too heavy. Only things such as hide armor are suitable for a normal Embari (though Domain Masters may have more of a proficiency with other forms of armor).
All other rules are the same.
The Embari was the third Order founded in the Alliance, after the High Council and the Von Guard Orders. The barbarians had been enslaving people of the magical community since the very beginning of the invasion, and the Von Guards just could not keep up with the skills needed to defend against such powerful magics. So a brave and powerful woman by the name of Sara Vakarism, having seen the Von Guards defeated in her village, came knocking on the Alliance gates. She explained of the offer she had and the abilities that she could bring to the Alliance and its cause, in exchange that they saved her family. They tested her skills and accepted, and from her might and knowledge, the Embari Order was forged. A plaque now sits in the House of the Embari, commemorating her commitment and care for the Alliance and its cause.
Each Embari has a specific Domain of expertise. Led by the Domain Masters, these Domains are founded according to a specific elements or style of magic. Domain Masters generally have power over all the subdomains of the magic Domain, while the other Embari must choose one of the subdomains involved in that specific element. Listed below are the Domains (ex. Domain of ______) and subdomains (ex. 1. - _____) with explanations:
Domain of Healing:
1. Healing Alchemy
2. Physical Health (Healing Touch)
3. Psychological Health (Psychic Touch)
4. Death reversal (shaman only, not player controlled)
(There is four subdomains within the Domain of Healing. Specialists within this Domain hold the power to create healing remedies made from herbs and plants that help cure disease or sanitize open wounds. Or they may choose to be a surgeon healer, mending wounds, organs, and bones with healing magic, taking hours of their time to give new life to an injured person. Or they may choose to look more into the psyche of a person, healing their mental wounds, past or present. The fourth subdomain is death reversal, and no member of the Alliance has ever been able to even perform it. That's why this subdomain is dominated by the shaman only.)
Current Domain Master: None.
Domain of Earth:
1. Tame Animals
2. Summon Plants
3. Control Earth and Stone
4. Tracking and Earth Sign Interpretation
5. Transformation (limited)
(There are five subdomains within the Domain of Earth. Specialists within this Domain hold the power to summon and control animals, control and grow plants, or manipulate the earth itself, moving rocks and dirt, commanding them to do their bidding. Or, they choose to master in the art of tracking and reading the signs of the earth, listening to nature and the wind around them for clues. The fifth subdomain is transformation, and this is limited at the discretion of the domain masters)
Current Domain Master: Anastianna
Domain of Fire:
1. Temperature Control (Heat)
2. Shape Flame
(There are only two subdomains within the Domain of Fire. Specialists within this Domain hold the power to manipulate, control and even create or destroy Fire with just a thought. Or, they may hold the power to change the temperature of an area, say to stop a hail of ice needles, or perhaps even someone's body temperature, making them boil in pain.)
Current Domain Master: Alec Blackthorne
Domain of Water:
1. Temperature Control (Cold)
2. Control Water
(There are only two subdomains within the Domain of Water. Specialists within this Domain may hold the power to manipulate, control and even create or destroy Water, or they may be able to change the temperature of an area, say to calm a roaring flame or perhaps even someone's body temperature, making their blood freeze in their veins.)
Current Domain Master: None.
Domain of Air and Electricity:
1. Weather Aspects
2. Air Particles
3. Creating Electricity and Currents
(There are three subdomains for the Domain of Air and Electricity. Specialists within this Domain may wish to caste a horrible storm onto their foes, making the air rage like an ocean, or simply make the clouds part for a sunny day on the beach. They may wish to change the particles in the air from oxygen to ozone, a deadly change, or create a current to light someone's home. Either way, the Domain of Air and Electricity has a variety of spells within the three subdomain.)
Current Domain Master: None.
Domain of Necromancy/Black Magic:
1. Raise Undead and Spirits
2. Curses
3. Banish/Summon Demons
4. Mind Deception
5. Teleportation
(There are five subdomains within the Domain of Necromancy/Black Magic. Specialists within this Domain hold the power to summon spirits of the dead to aid, protect or fight along side them in battle. Or, they may wish to put a terrible curse on an opponent, or perhaps summon an imp demon to aid in a quest. Perhaps a suspect isn't being very revealing, so a little mind control is necessary. Or maybe they're in a hurry all the time. There's lots of variety in this Domain!)
Current Domain Master: None.
Displayed below are the slight differences in the Embari Order that differ from other Orders:
Weapon
Since the Embari are an Order of magic and energy channeling, Embari have no proficiency with any weapons of medium or heavy weight. They are allowed one light weapon. All other normal rules apply.
Clothing
The Embari must wear traditional sorcery robes of their Order. They are generally long and flowing, but on the battlefield can be less adhering. The colours and patterns of the robes are up to you, though they must be approved. A hat or cap is not required, but is allowed if you wish . Also, Embari can never wear any armor that's too heavy. Only things such as hide armor are suitable for a normal Embari (though Domain Masters may have more of a proficiency with other forms of armor).
All other rules are the same.