Difference between revisions of "Harbingers Guild"
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The Arconai of Argos contains the powers of Fortitude, Cloak Gathering, and Avoidance. The Argos path is the defensive path, giving invisibility, status and damage resists. It’s one of the most common trees in game and readily taught to others for mutual protection. | The Arconai of Argos contains the powers of Fortitude, Cloak Gathering, and Avoidance. The Argos path is the defensive path, giving invisibility, status and damage resists. It’s one of the most common trees in game and readily taught to others for mutual protection. | ||
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Revision as of 15:30, 28 July 2013
Harbingers Guild
"I know it doesn't look like much, but it's the way out of here. Hold onto me and don't let go."
Harbingers are the messengers, heralds, and explorers of the underworld. They use the Arcanos of Argos to pass unhindered through the most dangerous elements of the tempest and deliver their messages without molestation from specter and distance alike. The art of Argos is mastery of travel through the chaotic storm that is the Tempest, and all the things required to navigate that harsh and forbidding realm. The tempest is a realm of chaos and storm that exists under the shadowlands where the laws of physics don't really apply. It is the home of specters, choatic shifts in reality, and other dangerous 'plasmics' that dwell in the underworld. A wraith with skill in Argos, and a little luck, possesses all that is required to navigate themselves and those who travel with them through the tempest.
The Harbingers guild has always been a rather informal guild built around a code of honor and duty rather than a bureaucracy and strictly structured format. Harbingers operate under a strict code of honor, acting to use their gifts for the protection of others and ensure that whatever has been entrusted to their care is protected. Because of this the Harbingers guild acts as a sort of 'coast guard' to the tempest, and will always stop to rescue lost or in trouble wraiths, unless doing so would be certain doom (and sometimes not even that will stop them). Because of this the Harbingers guild has earned a great respect from all levels of wraith society, and it is considered bad luck to impede one on it's duties.
Harbingers are generally quite calm, swift, quiet, and collected from their extensive time navigating the chaos of the tempest. An experienced harbinger can even grow great plasmic wings with which to fly in both the tempest and the shadowlands. As a side effect of their time spent in the tempest, harbingers eyes are stained entirely black. This costuming choice is hard to portray and like most deathmarks or guild marks, is generally considered optional. Black makeup on the eyelid and below the eyebrow a suggested alternative for the effect.
The Arconai of Argos contains the powers of Fortitude, Cloak Gathering, and Avoidance. The Argos path is the defensive path, giving invisibility, status and damage resists. It’s one of the most common trees in game and readily taught to others for mutual protection.