Post by Master Alexander on Feb 1, 2010 0:31:36 GMT -5
The Dar'ren Kal, an order birthed in shadow, has existed in the backgrounds of the Guild throughout the ages. It is the least known of the Sects, with only senior members knowing of its existence, and fewer still knowing of its purpose.
The Dar'ren Kal started with a single man when the Brotherhood was formed, chosen specially by Selinor for covert missions, he was known only as The Shadow Stepper for his swiftness, and ruthlessness in hunting down his prey in deadly silence. Following in his footsteps, the new Dar'ren Kal have established a shadowy web of contacts throughout the explored world, finding information, recruiting new members, and quietly eliminating threats to the Brotherhood.
This Sect is still overall subject to the control of both Selinor, and the Sect leader Vilas Sadow, but, of all the Sects, operates the most independently, with members being generally free to judge their own actions in a given situation.
Dar'ren Kal do not have any specific uniform that they are required to wear, but are likely to choose long concealing clothes in subdued colours, to prevent drawing attention. The order is dedicated to stealth, serving as the trained assassins among the Guild, and also thieving from various enemies to allow the Guild to systematically increase its income. Their emblem, more commonly worn on a sash on the arm than on the chest, and usually concealed under layers of clothing, is a black dagger on a burgundy background.
The assassins and thieves, though spread thin across the world are beings to be reckoned with, each one able to kill ten men in the drawing of a breath without being seen. They carry on them a variety of poisons, sleeping potions and trapping implements, and are trained in limited use of magic, usually to enhance stealth, allowing them to teleport, become invisible, move silently, and conjure daggers if their supplies are exhausted. Dar'ren Kal are also trained in unarmed combat, disguises, languages, and survival tactics.
Although rarely noticed, and, due to need for secrecy of identity, never rewarded in public, the members of this Sect fulfill one of the Guild's most important duties, and keep the members of the Guild up to date on the world's events.
Their resident building on the grounds of the Citadel of Starlight is known as the Kal Labyrinth, an immense structure which is dug from the earth and stone under the ground of the Citadel. It is a winding pathway which will confuse intruders, who will become lost forever in its shadowy depths, and it spans over 60 massive floors below the surface. Lit by torches which never burn out, but which provide enough shadow to keep its Sect comfortable, the Labyrinth's layout is magically implanted by Archmage Selinor into the mind of each member, but not even the rest of the Guild is able to safely traverse it without guidance. In the event that the Citadel is overrun by the enemy, the Labyrinth becomes the fall back location, filled with supplies and strategic traps, and providing the Dar'ren Kal with a safe place from which to mount a counter-attack.
Weapon
Dar'ren Kal do not tend to wield large or two handed weapons, considering them unwieldy and cumbersome, they prefer to stash numerous light weapons on their person.
Clothing
The Dar'ren Kal typically choose concealing clothing in subdued colours, allowing them to hide weapons easily and draw as little attention to themselves as possible.
Magic
The Dar'ren Kal are able to use magical powers, most tend to choose utility areas in which to specialize, those which help them to complete assassinations. Often one member of the team will have healing abilities, while most Kal tend to specialize in short range teleportation to ease their movements in urban areas, or magic that allows them to render themselves invisible.
The domains and subdomains are:
Domain of Healing:
1. Healing Alchemy
2. Physical Health (Healing Touch)
3. Psychological Health (Psychic Touch)
4. Death Reversal (shaman only, not player controlled)
Domain of Earth:
1. Tame Animals
2. Summon Plants
3. Control Earth and Stone
4. Tracking and Earth Sign Interpretation
5. Transformation (limited)
Domain of Fire:
1. Temperature Control (Heat)
2. Shape Flame
Domain of Water:
1. Temperature Control (Cold)
2. Control Water
Domain of Air and Electricity:
1. Weather Aspects
2. Air Particles
3. Creating Electricity and Currents
Domain of Necromancy/Black Magic:
1. Raise Undead and Spirits
2. Curses
3. Banish/Summon Demons
4. Mind Deception
5. Teleportation
The Dar'ren Kal started with a single man when the Brotherhood was formed, chosen specially by Selinor for covert missions, he was known only as The Shadow Stepper for his swiftness, and ruthlessness in hunting down his prey in deadly silence. Following in his footsteps, the new Dar'ren Kal have established a shadowy web of contacts throughout the explored world, finding information, recruiting new members, and quietly eliminating threats to the Brotherhood.
This Sect is still overall subject to the control of both Selinor, and the Sect leader Vilas Sadow, but, of all the Sects, operates the most independently, with members being generally free to judge their own actions in a given situation.
Dar'ren Kal do not have any specific uniform that they are required to wear, but are likely to choose long concealing clothes in subdued colours, to prevent drawing attention. The order is dedicated to stealth, serving as the trained assassins among the Guild, and also thieving from various enemies to allow the Guild to systematically increase its income. Their emblem, more commonly worn on a sash on the arm than on the chest, and usually concealed under layers of clothing, is a black dagger on a burgundy background.
The assassins and thieves, though spread thin across the world are beings to be reckoned with, each one able to kill ten men in the drawing of a breath without being seen. They carry on them a variety of poisons, sleeping potions and trapping implements, and are trained in limited use of magic, usually to enhance stealth, allowing them to teleport, become invisible, move silently, and conjure daggers if their supplies are exhausted. Dar'ren Kal are also trained in unarmed combat, disguises, languages, and survival tactics.
Although rarely noticed, and, due to need for secrecy of identity, never rewarded in public, the members of this Sect fulfill one of the Guild's most important duties, and keep the members of the Guild up to date on the world's events.
Their resident building on the grounds of the Citadel of Starlight is known as the Kal Labyrinth, an immense structure which is dug from the earth and stone under the ground of the Citadel. It is a winding pathway which will confuse intruders, who will become lost forever in its shadowy depths, and it spans over 60 massive floors below the surface. Lit by torches which never burn out, but which provide enough shadow to keep its Sect comfortable, the Labyrinth's layout is magically implanted by Archmage Selinor into the mind of each member, but not even the rest of the Guild is able to safely traverse it without guidance. In the event that the Citadel is overrun by the enemy, the Labyrinth becomes the fall back location, filled with supplies and strategic traps, and providing the Dar'ren Kal with a safe place from which to mount a counter-attack.
Weapon
Dar'ren Kal do not tend to wield large or two handed weapons, considering them unwieldy and cumbersome, they prefer to stash numerous light weapons on their person.
Clothing
The Dar'ren Kal typically choose concealing clothing in subdued colours, allowing them to hide weapons easily and draw as little attention to themselves as possible.
Magic
The Dar'ren Kal are able to use magical powers, most tend to choose utility areas in which to specialize, those which help them to complete assassinations. Often one member of the team will have healing abilities, while most Kal tend to specialize in short range teleportation to ease their movements in urban areas, or magic that allows them to render themselves invisible.
The domains and subdomains are:
Domain of Healing:
1. Healing Alchemy
2. Physical Health (Healing Touch)
3. Psychological Health (Psychic Touch)
4. Death Reversal (shaman only, not player controlled)
Domain of Earth:
1. Tame Animals
2. Summon Plants
3. Control Earth and Stone
4. Tracking and Earth Sign Interpretation
5. Transformation (limited)
Domain of Fire:
1. Temperature Control (Heat)
2. Shape Flame
Domain of Water:
1. Temperature Control (Cold)
2. Control Water
Domain of Air and Electricity:
1. Weather Aspects
2. Air Particles
3. Creating Electricity and Currents
Domain of Necromancy/Black Magic:
1. Raise Undead and Spirits
2. Curses
3. Banish/Summon Demons
4. Mind Deception
5. Teleportation