Difference between revisions of "Haunters Guild"

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=Haunters Guild=
 
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''"Hi, there. I know you're not dead yet, but we're working on it. Anyway, I was wondering if you'd thought about what you want to do once I finally get around to killing you. I was hoping you'd consider coming to work for us. No? You won't even consider it. Oh well. And, yes, I'm going to kill you anyway."''
 
''"Hi, there. I know you're not dead yet, but we're working on it. Anyway, I was wondering if you'd thought about what you want to do once I finally get around to killing you. I was hoping you'd consider coming to work for us. No? You won't even consider it. Oh well. And, yes, I'm going to kill you anyway."''
  
 
The Haunters guild is a rather eclectic bunch of wraiths who find their greatest passions in causing chaos and fear wherever they can amongst the living. They are guild in name only having little to no structure as a whole and even less dealings with the other guilds who would just as soon avoid them. Instead they exist as a collective of like minded wraiths who use their powers to a common goal, and work under the banner of ‘Guild’ for the ease of working within societal bounds. The spooks were once part of the Haunters, but split off to pursue the use of the Arconai of outrage rather than pandemonium. Tensions between the two still run high as Haunters have never really accepted that guilds departure from their ranks. The haunters work closely with the arts of Pandemonium, and its effects on them and their personality are quite apparent. The shadowlands and the tempest are full of enough chaos to make it so the laws of physics don’t quite apply as they do in the world of the living. Pandemonium exemplifies this as it is the Arconaoi of chaos, and its practitioners do not control it’s power so much as unleash it. As such one who works with it extensively starts to take on characteristics of chaos, becoming chaotic both physically and mentally, and somewhat mad in the process. Don’t call them crazy tho, as a haunter always knows what they are doing, even when they walk right into that wall that wasn’t there a second ago.  
 
The Haunters guild is a rather eclectic bunch of wraiths who find their greatest passions in causing chaos and fear wherever they can amongst the living. They are guild in name only having little to no structure as a whole and even less dealings with the other guilds who would just as soon avoid them. Instead they exist as a collective of like minded wraiths who use their powers to a common goal, and work under the banner of ‘Guild’ for the ease of working within societal bounds. The spooks were once part of the Haunters, but split off to pursue the use of the Arconai of outrage rather than pandemonium. Tensions between the two still run high as Haunters have never really accepted that guilds departure from their ranks. The haunters work closely with the arts of Pandemonium, and its effects on them and their personality are quite apparent. The shadowlands and the tempest are full of enough chaos to make it so the laws of physics don’t quite apply as they do in the world of the living. Pandemonium exemplifies this as it is the Arconaoi of chaos, and its practitioners do not control it’s power so much as unleash it. As such one who works with it extensively starts to take on characteristics of chaos, becoming chaotic both physically and mentally, and somewhat mad in the process. Don’t call them crazy tho, as a haunter always knows what they are doing, even when they walk right into that wall that wasn’t there a second ago.  
 
 
  
 
There is method to their madness however; the guild has an uncharacteristically unified goal and sense of purpose that one would not expect from a handful of wraiths who are more interested in spreading fear than watching out for specters. It was discovered long ago, that in areas where fear and the unknown are heavy, the shroud is proportionally thin.  The darker the ally, the spookier the graveyard, the more likely that a wraith can use their powers to affect the mortal realm in these places.  The Haunters have made it their mission to fill the world with as much chaos, terror and disbelief that the shroud collapses, and the dead can walk amongst the living with impunity. They have yet to truly succeed, and the shroud grows slightly thicker every generation, yet if you listen to them it’s nothing compared to what it would be like without their tireless efforts.
 
There is method to their madness however; the guild has an uncharacteristically unified goal and sense of purpose that one would not expect from a handful of wraiths who are more interested in spreading fear than watching out for specters. It was discovered long ago, that in areas where fear and the unknown are heavy, the shroud is proportionally thin.  The darker the ally, the spookier the graveyard, the more likely that a wraith can use their powers to affect the mortal realm in these places.  The Haunters have made it their mission to fill the world with as much chaos, terror and disbelief that the shroud collapses, and the dead can walk amongst the living with impunity. They have yet to truly succeed, and the shroud grows slightly thicker every generation, yet if you listen to them it’s nothing compared to what it would be like without their tireless efforts.
 
 
  
 
Haunters control insects, cause blood to manifest on walls and can even send a mortal into fits of agony. They can speak to those in the realm by spelling out words and phrases in bugs or fluids.  Haunters are also known to actively recruit mortals into their guild and will often arrange brutal and horrifying deaths to ensure they start off on the right foot in the underworld.  Haunters are generally avoided whenever possible tho are invaluable when you need to clear mortals out of areas they don’t belong - many a troublesome exorcist has met their end to a talented haunter.  As a guild they are generally left alone to do their work provided it doesn’t interfere with the other guilds that have business across the shroud.  
 
Haunters control insects, cause blood to manifest on walls and can even send a mortal into fits of agony. They can speak to those in the realm by spelling out words and phrases in bugs or fluids.  Haunters are also known to actively recruit mortals into their guild and will often arrange brutal and horrifying deaths to ensure they start off on the right foot in the underworld.  Haunters are generally avoided whenever possible tho are invaluable when you need to clear mortals out of areas they don’t belong - many a troublesome exorcist has met their end to a talented haunter.  As a guild they are generally left alone to do their work provided it doesn’t interfere with the other guilds that have business across the shroud.  
 
 
  
 
Pandemonium has the powers of Confusion, Body Wrack, and Wall of force. It is widely taken as one of the better offensive Arconai containing both a debilitating cross gauntlet mental and status. Those that chose to specialize in Pandemonium are encouraged to also take into account the somewhat chaotic personality traits that come with prolonged use of these powers.
 
Pandemonium has the powers of Confusion, Body Wrack, and Wall of force. It is widely taken as one of the better offensive Arconai containing both a debilitating cross gauntlet mental and status. Those that chose to specialize in Pandemonium are encouraged to also take into account the somewhat chaotic personality traits that come with prolonged use of these powers.
  
 
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[[Category:Wraith]]
[[Wraith/Guilds | Back to Wraith: Guilds]]
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[[Category:Review Content]]

Latest revision as of 00:40, 2 March 2014

"Hi, there. I know you're not dead yet, but we're working on it. Anyway, I was wondering if you'd thought about what you want to do once I finally get around to killing you. I was hoping you'd consider coming to work for us. No? You won't even consider it. Oh well. And, yes, I'm going to kill you anyway."

The Haunters guild is a rather eclectic bunch of wraiths who find their greatest passions in causing chaos and fear wherever they can amongst the living. They are guild in name only having little to no structure as a whole and even less dealings with the other guilds who would just as soon avoid them. Instead they exist as a collective of like minded wraiths who use their powers to a common goal, and work under the banner of ‘Guild’ for the ease of working within societal bounds. The spooks were once part of the Haunters, but split off to pursue the use of the Arconai of outrage rather than pandemonium. Tensions between the two still run high as Haunters have never really accepted that guilds departure from their ranks. The haunters work closely with the arts of Pandemonium, and its effects on them and their personality are quite apparent. The shadowlands and the tempest are full of enough chaos to make it so the laws of physics don’t quite apply as they do in the world of the living. Pandemonium exemplifies this as it is the Arconaoi of chaos, and its practitioners do not control it’s power so much as unleash it. As such one who works with it extensively starts to take on characteristics of chaos, becoming chaotic both physically and mentally, and somewhat mad in the process. Don’t call them crazy tho, as a haunter always knows what they are doing, even when they walk right into that wall that wasn’t there a second ago.

There is method to their madness however; the guild has an uncharacteristically unified goal and sense of purpose that one would not expect from a handful of wraiths who are more interested in spreading fear than watching out for specters. It was discovered long ago, that in areas where fear and the unknown are heavy, the shroud is proportionally thin. The darker the ally, the spookier the graveyard, the more likely that a wraith can use their powers to affect the mortal realm in these places. The Haunters have made it their mission to fill the world with as much chaos, terror and disbelief that the shroud collapses, and the dead can walk amongst the living with impunity. They have yet to truly succeed, and the shroud grows slightly thicker every generation, yet if you listen to them it’s nothing compared to what it would be like without their tireless efforts.

Haunters control insects, cause blood to manifest on walls and can even send a mortal into fits of agony. They can speak to those in the realm by spelling out words and phrases in bugs or fluids. Haunters are also known to actively recruit mortals into their guild and will often arrange brutal and horrifying deaths to ensure they start off on the right foot in the underworld. Haunters are generally avoided whenever possible tho are invaluable when you need to clear mortals out of areas they don’t belong - many a troublesome exorcist has met their end to a talented haunter. As a guild they are generally left alone to do their work provided it doesn’t interfere with the other guilds that have business across the shroud.

Pandemonium has the powers of Confusion, Body Wrack, and Wall of force. It is widely taken as one of the better offensive Arconai containing both a debilitating cross gauntlet mental and status. Those that chose to specialize in Pandemonium are encouraged to also take into account the somewhat chaotic personality traits that come with prolonged use of these powers.