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FL MUD
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The Tale of the Warriors, Clerics, Mages, and ThievesIn this land of terror and fright there is much that is sacred, but also much that is profane. The original heroes who came to calm the lands of Keilar and bring peace included members from the four great guilds: Warriors, Clerics, Mages, and Thieves. These original heroes, having sworn to follow the ways of their guild and to join no other, kept true to their word. Warriors focused their skills in hand-to-hand combat; clerics on spells of healing and protection; mages on controlling the elements of magic; and thieves on stealth and surprise. But as time passed, guildmasters became more lax and soon crosstraining became almost the norm. The Tale of the KnightsIt is only after many centuries had passed that one young cleric adventurer, Paradorn, realized the corruption and protested the new order. Even as he was proven right after ancient scrolls were read, the elders had already grown corrupt, and the young adventurer was expelled and sent into exile. In exile, he grew strong in adventure, he continued to practice his clerical skills, and he sought refuge in prayer. Paradorn managed to survive for several years alone before coming upon a group of adventurers who were lost. They had been hurt gravely in battle and were on the verge of death. As they were underattack by 6 vicious wargs, Paradorn leaped in front of the battle and by his heroic skill forced all 6 wargs to attack him. Paradorn, with his mighty sword and vicious warcry slayed the wargs, He laid his hands on the travelers and prayed, their health was restored. Amazed at his healing powers, they asked Paradorn if they could join and train with him. It was not long before his followers soon formed their own Guild. The knights rescued several travelers over many years. As the travelers would come back to their guilds and speak of their tales, the knights grew to become more and more respected. It was not long before the knights were given prominent positions with the government, and given proper locations for guildhalls. The knights accepted these gifts on the condition that they would be allowed to follow their craft, which was happily agreed to. As time passed, some joined the knight's guild for the prestige of the office, rather than devotion to the Knight's creed. For many years, such deviants were treated gently... until one knight did the unthinkable. His actions were so perverted that they cannot even bear repeating. The Grand Knight called a council of the guild elders. The Grand Knight wanted to treat him with mercy. Several on the council; however, wanted harsher punishments. The Grand Knight agreed to take the case to the entire Guild, for advisement. At the guild meeting, the majority favored killing the criminal and mutilating the corpse. The Grand Knight refused to do so, stating that it is wrong to desecrate the corpse of any person, even a criminal. He announced that the criminal would be forced into jail for life. While 2/3 of the Knights were obedient to the decision, a full 1/3 rejected the decisions saying it would hurt the image of the guild. When the Grand Knight said that image ment nothing, and that the duty of a knight is to do what is right, not to worry about image, they walked out. It was not long after this schism that the repels broke into the prison, and with the help of a cleric conspirator, killed the criminal, raised him to life, killed him again, raised him to life again, and repeated this for nearly a full day. They then mutilated his corpse and threw his dead body to the wolves. The rebels then formed alliances with many in the other guilds, and with the advantage of surprise conducted a full-scale assault on all the positions held by the paladins. The war raged for almost 200 years. The rebels were defeated. Most died in battle and the remaining ones were locked away in jail. The Tale of the RangersHad Fletcher lived in the days of old, he would have been hailed as a skilled and resourceful companion. Instead, he grew up during the knight wars, with his talents mostly ignored for much of his life. Fletcher joined the thieves guild at a young age. He excelled in every way -- for about a year or two. He started as a postulant, and then as a novice, but when it came time for him to take his vows, he left. The guild just appeared to concerned with politics, and not enough with training. He just did not feel that this is how he wanted to live his life. He did the same with the warrior's guild. He finally decided that guild life was not for him. Fletcher quickly found that with the knight wars that it was not safe to roam around outside of a guild. For safety, he took to the woods. In the woods, Fletcher learned to live off the land, to defend himself, and to commune with nature. One day, Fletcher saw Sarah, a young mage who was injured. He gave her some food and water and bandaged her wounds. She, explained how she had had been caught outside by the repels and nearly killed. In desperation, she had teleported herself to a random location, which is were Fletcher found her. They were soon married, and started a family. Over time, their family grew to become the size of a guild. When the knight wars were over, the family came back to Keilar. Soon, many sought training from them. Training was provided, with the requirement that those trained never join one of the established guilds....soon, there they formed their own guild. The Tale of the PsionistsAfter the knight wars were over, the residents of Keilar were determined to rebuild their town. They tried every method to invite those who left the town to come back. Signs were posted, letters written, and even search parties sent out. Among the efforts was one devised by Templar, a young mage/cleric novice. Templar was in the final months before taking his vows for both guilds, when he proposed the idea of communicating with exiles via mental communication. Both guilds invited him to postpone his vows while he works to perfect his idea. Templar realized they thought he was insane, but he believed it was possible. He accepted the guilds offer, and he read and studied all the manuscripts he could find on the mind. Templar also began meditating on the lives of great Keliar heroes and meditating on the great mysteries of the world. Templar eventually decided to start by perfecting a manner to locate those he knew in exile. He began by working with special crystals. Using these crystals, he was eventually able to discern the location of people in far away lands. As time went on he realized it was difficult to communicate with someone mentally if they were not trying to also communicate with him. Templar realized that more needed to be done. Templar managed to develop a mental language that allowed two people to communicate a distance away. The problem is it required both to be trained in it...and it still only sounded like a whisper. However, that language was enough for the Mayor of Keilar to help fund Templar's studies. The Mayor assigned 1 warrior, 1 thief, 2 knights, 1 ranger, 1 cleric, and 1 mage -- all excelling in their guilds, to work full time to help Templar with his studies. With the new support, Templar was able to travel to many far and strange places. His team discovered berries that could take people to lands yet undiscovered, and potions that allowed one to breath like a fish. His team eventually came upon an amazing discovery, pools of water that acted like gates moving people across great distances in fractions of a second. Templar spent the next 100 years studying the world and learning many mental tricks. He developed the ability to throw people with his mind, to see through the eyes of another, and even -- thanks to his study of the pools of water -- to build gates to distant lands. Templar did not want this knowledge lost, so he carefully wrote down all he learned and soon developed a school young adventurers. Overtime, that school became the Psion Guild. The Tale of the DruidsYears of peace after the end of the knight wars brought great wealth to Keilar. The wealth and peace made Keilar, for the first time, almost a safe place to live. This lead to investment and development in Keilar. Keilar opened its first bank, and started its first home building company, and many shops opened. To build all the new homes, forests needed to be harvested. At first, the trees harvested were replanted, and the harvesting was done on a small scale. However, after a few hundred years, logging became a big business. In one 30 year period Keilar had lost 20% of its forest land, for good. Tuesday appears to be just another day at work for the loggers in the great forest. That is, until they found themselves surounded by a wall of wood. It took them 24 hours before they were able to break free. When they reported this to the logging company, they were laughted at and all fired. The next day, the same thing happened to the crew sent. That crew was given a warning, if you come back, you will die. Management was concerned and so Keilar security guards went along with the loggers the next day. As the first logger swung his axe, the trees started to move. In less 5 minutes the loggers and security guard were all dead of fleeing. The trees then charged in the town and begain attacking everyone and everything. The warriors guild rushed the rescue, but they starting dying like flies, as did the paladins, who quickly rushed to join them. Fortunatly for Keilar, when the mages joined the battle the trees turned out to be no match for the power of their fire. Even with the town safe, outside the town was not safe for many years. The Rangers were appointed to make peace with the trees. It was thought that they would be best suited, but those efforts failed. The Rangers soon abandonded the peace process as their numbers dwindled and the more importaint matters -- such as staying alive as a guild surfanced. The Psions then agreed to work for peace. After many years, about 80% of the trees agreed to a peace, and it was discovered that the trees were druids. The druids were allowed to form a guild, and soon contributed to Keiler society. Tale of the BardsDuring the Tree Wars the greatest weapon against the druids was the mage's fireball spell. The fireballs became feared amoung the druids, and a source of protection for Keiler. During this time, the ranks of the mage guild grew rapidly. One young child, Ti, was dreamed of becoming a powerful mage. He even learned to emulate the sound of the powerful fireball. One day, Ti was out playing and got lost near the woods. A druid came out to attack him and --thinking fast -- Ti made the sound of a fireball. The druid ran away afraid. Ti quickly taught his friends to emulate the sound, and found it provided protection against the druids. Ti also began studying the power of different sounds, and along with his friends decided to devote their lives to the study of the arts of music defense. When peace came with the druids, the clique started to dwindle in numbers, though the remnants still hope to form a guild one day. Tale of the ShapeshiftersAfter some time of reletive peace, the owner of the town paper grew concerned that Keiler had become too civilized. Much of the world was at some form of peace. Vikings staying in their lands, paladins in theirs. While the pirates roamed the seas, they did not appear interested in raiding farms anymore. Articles about the drow-gnome wars were getting old, and sales were falling. Those investing in the newspaper were getting concerned about their investment, and the bank was concerned about late payments of interest. The newspaper hired a few mage/thiefs and paid them to disguise themselves as members of one race and to attack another. The goal was to cause a little chaos to raise some interest in the news. The plan worked beyond the paper's dreams. Within 10 years, wars were rampent, and sales rose. They became more and more specialized in their specific acts of deception. Soon, they had a plan. They managed to kill several wealthy business owners and pretend to be them. They soon found great wealth in this. They were unstopable...that is until they killed a Psion. The other Psion quickly realized something was wrong. After an investigation they discovered the plan. The Psions lead a Keiler-wide effort to detect and punish the imposters.
As it started succedding, the imposters fleed. After many years, the
imposters learned many new tricts and tactics...after many years, some
agreed to end the treachery and were made a Keiler Guild. |