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{{RTOC}}
=Approaching Acolyte=
=Approaching Acolyte=
Written by [[Kharsih]] Magiere
Written by [[Kharsih]] Magiere
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When you have obtained your favors, you will find security
When you have obtained your favors, you will find security
in death. If you are forced to depart from this world, your
in death. If you are forced to depart from this world, your
soul will be restored to your body from the [[Starry Road]],
soul will be restored to your body from the [[Starry Road (plane)|Starry Road]],
and you will awaken in the nearest holy Temple. Without
and you will awaken in the nearest holy Temple. Without
favors from your god, your soul will remain forever lost in
favors from your god, your soul will remain forever lost in
Line 644: Line 645:
direction. May you find the joy of being a Cleric as many
direction. May you find the joy of being a Cleric as many
before you have, and may Meraud make your magic strong.
before you have, and may Meraud make your magic strong.
[[Category:Book]][[page type is::book| ]][[guild association is::cleric| ]]
{{Cat|New and returning player help,Books}}[[page type is::book| ]][[guild association is::cleric| ]]

Latest revision as of 19:16, 1 February 2015

Approaching Acolyte

Written by Kharsih Magiere

Table of Contents

I.    Introduction
II.   Finding the Cleric Guild
III.  Joining the Cleric Guild
IV.   Training Basics
V.    Clerical Magic
VI.   Clerical Armor and Weaponry
VII.  Other Necessities
VIII. Earning Money as a Cleric
IX.   Choosing a God
X.    What are favors?
XI.   Advancing in the Guilds
XII.  Rituals and Quests

I. Introduction

Many snowfalls ago I ventured through the bustling gates of a foreign city, where people hustled to and fro oblivious to strangers. They called it the Crossing when I inquired, but the answers to my other questions were slow to come and I was alone, confused and stumbling over my own two feet. Told to find a profession, unknowing of the life each would bring, I sought the clerics and have since discovered the answers to the knowledge I sought so long ago. The following memoirs I have penned in hopes other young clerics can discover what they wish to know with relative ease. Listen to my words carefully for in them you will find knowledge.

II. Finding the Cleric Guild

I had decided to become a cleric, helper to those who seek protection in and from death. But where was this Cleric Guild all spoke so highly of? Luckily, today this is relatively easy to find. The Tenderfoot Inn, located inside Jadewater Mansion, is where all new citizens check into town. Outside of the mansion, and outside every building in the city, there is a map engraved in the streets. To read this map you must ask for directions. When you have you will notice directions to many places of import, one of them the Cleric's Guild. Follow the etched paths and you will arrive at the Cleric's Guild without worry of getting lost. Much, much easier than wandering around aimlessly like myself.

(Use command: DIR CLERIC to discover the cleric guild)

III. Joining the Cleric's Guild

I found the guild and stood nervously before a wizened woman. She introduced herself as Tallis, the guild master. She spoke kindly to me, bidding me to join with her and anxiously I did. Today she resides in her own office, not the busy main room, but she welcomes all that enter. Fear her not, and ask her about our guild.

She will instruct you in the ways of clerical life, asking if you wish to become one who follows the gods. If this is the path you desire, join the guild and she will continue your education. Get to know Tallis well. You will need to fulfill requirements in your studies and only she can guide you through the paths of the Gods.

(Use commands : ASK TALLIS ABOUT GUILD and JOIN to join the cleric guild)

She will also tell you what your duties will include. After you have spent your days with her and have been taught the basics, you may ask her about the holy magic. She will inform you on all the spell abilities and request you choose one spell to begin with.

(Use commands: ASK TALLIS ABOUT MAGIC to hear the magics of the cleric guild)

When Tallis has finished training you, I suggest you explore the many rooms of the guild. Many elder clerics frequent the guild and have knowledge to share, and the guild is also where many will come to request your assistance. Be sure to visit the library, just east of the main hall. Look on the shelves there and read the titles of the books. Take a book off the shelf by using the call number, open it up and read the book. The books in our library can be enjoyable and a few will tell you about our abilities in greater detail than my humble words. In addition this will familiarize you with using any of the other libraries found in other cities.

(Use commands: LOOK ON SHELF and GET <Call Number> and OPEN BOOK and READ BOOK to get a book and read it)

IV. Training Basics

I remember everyone asked me if I had completed my training and I can still feel the blank look I returned in answer. Even Tallis mentioned training. Yet, baffled as I was, I slowly began to comprehend.

Training is an every day part of life. We train our strength, our reflexes and even our mental abilities. However, to understand what you need to train, you need to know what your abilities already are. You can discover how strong you are, or how quickly you react with information in your mind. Information will allow you to discover your current abilities, (stats); and training means raising your abilities. For instance, if you wanted to know how many sacks of grain you could lift you would look at your strength and discover what you are able to lift.

Another form of training comes from practicing your skills and developing yourself through time. ([[Time Development Points]] or TDP's.) You may also think of TDP's as experience points to some degree. The more you gain in time development, the more you can train your abilities. Why do you need TDP's? Because training is not free. Training will increase your coin debt, but it also will spend those TDP's. You will find the more you want to increase your abilities the more time development you will need. Keep in mind as well, that when you use your time development, it will decrease and you will also be assessed a coin cost. If you are raising something your race is poor in (like Elotheans and strength) it will be even more costly.

When you speak with Tallis she will require a minimum of training before she will allow you to join our guild. If you do not meet her expectations don't panic! There are two things you may do if she requests you train more before joining.

The first option is to train with the guild leader in areas. Listen closely to what Tallis tells you upon joining to see if that opportunity is granted to you.

The second option is to go train yourself in specific areas depending on what you wish to learn.

If you decide to train on your own, be prepared to do a lot of walking as the centers are scattered about the town. After you make your way to the training grounds (and some will take a bit of searching for) you will need to train. When you train, the instructor will tell you how long it will take, how much Time Development and how many coins. If you wish to train again, you need only continue. Do this until you have the desired amount of a particular ability and then go on to the next. There is little reason to save your Time Development unless you are saving it to train in one particular area, and you need a certain amount to do so. This is a good way to familiarize yourself with The Crossing. However, I recommend training under Tallis until you are comfortable with the city. Besides, she doesn't poke fun and insult you as some of the other trainers are prone to do.

(Use commands: INFO to see your stats, and DIR <Training place> to find the training grounds, and TRAIN to train in a stat)


V. Clerical Magic

As I wandered through the guild, it dawned on me that although I knew a spell, I really did not know how to use it or how we Clerics came to have magical abilities. Even Tallis couldn't help me understand, so I began to inquire; and the following was explained to me.

The magic we use is Holy Magic, granted to us by the gods alone. Some spells divine gifts while others are merely manipulations of the Holy Energies around us.

There are four books currently in Tallis's ancient spell library. We can learn one spell from her at different stages of life, usually after a promotion. If you ask Tallis about our magic she will explain that the four books each pertain to a different type of manipulation. These books include The Holy Defense Book, The Spirit Manipulation Book, The Holy Enchantments Book and The Divine Intervention Book. Each book contains different spells, and Tallis is more than willing to explain each book and each spell, again, if you ask about them.

You will be allowed to choose one spell when you join our guild. I strongly recommend the Protection from Evil Spell. Other spells are difficult to use or require advanced knowledge to obtain, such as the Resurrection Spell. Through the use of spells you will learn your primary magic skills. Tallis will keep you informed throughout your life on when you will be allowed to learn new spells. She will also teach them to you.

A few notes from my spell book:

Holy Defense Book:
Protection From Evil - protects from evil entities.

Spirit Manipulation Book:
Rejuvenation - restores memories to those that have fallen.

Holy Enchantment Book:
Bless - blesses a weapon to fight undead creatures.

Divine Intervention Book:
Aesrela Everild - rains bolts of holy fire on threatening beasts.

(Use commands: ASK TALLIS ABOUT MAGIC to hear the different magic books, and ASK TALLIS ABOUT <Name of Book> to see the spells within that book, and ASK TALLIS ABOUT <Name of Spell> to hear about a particular spell)

VI. Clerical Armor and Weapons

When I learned that we had to hunt, I asked my elders what we needed. Everyone had a different opinion which left me confused once again. I soon discovered that as a Cleric we are free to choose whatever armaments desire. I have included excerpts from my memoirs on the most common clerical armor types and weapon types. What you decide on eventually should relate to how much weight you can carry, for armor varies in weight.

Leather Armor
Leather armor gives you the least amount of hinderance and allows you better movement. As you can probably imagine it also weighs less than any other. However, it will not protect you as well as some of the heavier armor. But you will learn to evade in it rather well in time, and the more you evade, the less chance you have of getting hit. If you are slight on strength and stamina, you might wish to consider it. In the Crossing's armory, leather is sold fairly cheaply.

Light Chain Armor
In general, Light Chain Armor will hinder your movement greatly, and it can be heavy. It is strong and can withstand heavy blows. It is also more expensive than leather armor, and will weigh you down if you are lower in strength and stamina. However, it is my armor of choice. It can be fairly expensive, but can be found again at the Crossing Armory.

Plate Armor
Plate seems to be the third most favored item. Perhaps that is because of the protection that it offers. It too covers a vast amount of your body, but it is extremely heavy. If you are of a race that has high strength naturally, plate might just be what you want. It can withstand many a shot, and many a blow. It has a high manuever hindrance, which makes evasion difficult and it is expensive, yet sold in the Crossing.

Again, these general types are not required, and there are many types of armor to choose from. What is important, though, is the coverage you will want in armor and to know what areas to protect on your body. And as your coin will probably be limited, you will probably have to start in the Crossing to purchase your armor.

Most importantly, cover your chest area. A breastplate, or a shirt will cover your chest and your abdomen. These are strongly recommended, though they are a little more expensive. It seems that you cannot learn your armor skills unless you have one. If you don't invest in one of them, make sure you purchase a tasset. It protects your abdomen, but cannot be worn with a breast plate or a shirt. Next, you will want a pair of vambraces which protects your arms; again, unnecessary if you purchase a shirt. Greaves protect your legs. You need greaves with almost anything. And finally, for body armor, you need an aventail to keep you from getting your neck sliced open.

Gloves! Must have gloves. What type you get matters little in the early stages of hunting, and a good way to start is a pair of leather gloves. They are durable and fairly inexpensive. Helmets are a definite must or you will be dead instantly. And again, there are many choices in helms.

The shield is a must for clerical life as you will be asked to learn it for as long as you study in the guild. There are many shields that you can choose from, different in how heavy they are, and how much they are.

Weapons:

For us clerics, again we may choose whatever we are comfortable with. There are many types forged in the lands. However, there are predominant favorites in our guild.

Medium Edged Weapons
Medium Edged is slightly heavier than light, and still good for those with fairly low strength. They are moderately severe with damage, fairly durable and have a moderate swingtime. They are sold in the Weapon shop in the Crossing, and will be listed as a scimitar, cutlass, or rapier. The cutlass is the least expensive.

Heavy Edged Weapons
Heavy edged is by far your most destructive blade; however, it is not for those that have low strength or stamina. They are severe in damage, but with a longer swingtime, and most will throw you off balance. They are more expensive, sold in the weapon shop in Crossing and will be listed as a longsword or a broadsword.

Ranged Weapons
Ranged weapons come in the form of bows and arrows. They are highly effective in battle but require some time to get the needed ability. The only drawback they have is the amount of time it takes to load the weapon and fire it. Longbows, short bows and crossbows are sold in the weapon shop and they are moderate in price. Remember to carry more than one arrow if you choose ranged weapons, for there is nothing worse than lodging an arrow in an opponent without a spare! It only succeeds in enraging the opponent further.

(Use commands: DIR ARMORY to find the armory, DIR WEAPON to find the weapon shop, READ CAT to look at the catalog in each shop, ORDER <Item> to order and purchase the item)

VII. Other Necessities

There are other items I have discovered that make Clerical life easier, and you will want to invest in them as soon as possible.

The first item is a backpack which you can purchase at the general store. This will allow you to carry your belongings with you.

You will also need some type of magical device such as a rune. Tallis requires you to study how to use magical devices for the duration of your career. Often, other Clerics will have a spare they will part with. Don't be afraid to ask.

(Use Commands: DIR GENERAL STORE to get to the general store)

VIII. Earning Money as a Cleric

I do so remember the days I had a bank account...then I got married, had a family and somehow grew poor. If you wish money, don't marry! But truly, income for our profession is relatively easy to obtain.

There are two ways to earn money as a cleric. For the first few days you probably would be best gathering branches and giving them to dear old Mags. You will need to venture outside town and forage around for branches. When you find a branch put it in your backpack. When you have collected a backpack full you will want to sell them. You'll need to make your way into town to the Bazaar. Ask people you may pass on how to get there. Once you find the Bazaar, get the branch from your backpack and then give the branch to Mags. Since Mags uses them in her day-to-day life, when you give her the branches you have gathered, she will in turn give you coins. This is the easiest way to make your first coins.

However, as a cleric, we need battle abilities, which means hunting. The safest place to learn to hunt is in the shipyard. The sailors evidently are too busy shipping wares to curb the rat infestation there, and would welcome your help. If you spot a rat scurrying about you will want to engage it in battle. For edged weapons you want to parry, then advance the rat, then slice at the rat. Do this continuously until it is dead, then skin the rat. Save the skin in your backpack; you can sell it at the tanners later for more coins. Be wary of their sharp teeth, though, their bite can be deadly!

When you discover you are successfully and continually killing the rats you are ready for a more difficult opponent. Move out the west gate and immediately take the path. Out there you will encounter goblins and hogs, with an occasional cougar. Do the same as you did in rats, only after you skin the critter, search the critter. It will have either a box of some type or coins on it. Get the coins and pick up the box. Keep the box for later, it will need to be disarmed and picked. Inside it you will find a good amount of wealth.

The rest is up to you. Just remember to sell your skins at the tannery, and if you find jewels, you can sell them as well at Grisgonda's Jewelry Shop. Once you have coins in your pockets, make certain your money is in Kronars and is safely deposited in the bank. If you carry your coins with you, the local thieves will happily lighten your load.

(Use commands: FORAGE FOR BRANCH to get a branch to sell, GIVE BRANCH TO MAGS to sell a branch, PARRY to set stance Parry, ADV RAT to advance a rat, SLI RAT to slice at a rat, SKIN RAT to gain the rat skin, SEARCH to search the critter, GET <treasure item> to get the treasure, DIR TANNERY to find the Tanners, DIR BANK to get to the bank, EXCHANGE ALL LIRUM / DOKORA FOR KRONAR to change all currency to Kronar, DEPOSIT ALL KRONAR to deposit all kronar into the bank, and BALANCE to check your bank account balance.)

IX. Choosing a God

As you already know, Clerical life is a life devoted to the gods. Our powers are granted through them, as well as our very lives. Paying homage to these gods is an essential part of our lives. We live by our god's values, we work for our gods, and in return our gods guide us and grant our favors for eternal life.

There are thirteen primary gods, each with a positive and negative aspect. In order to choose a god or goddess to worship you should spend some time learning about all of them. In nearly all town libraries you can find the book, "The Immortals". This book will describe what each represents and influence. This manuscript is extremely helpful in discovering which god or goddess best represents your own values and beliefs. After you have discovered your deity, you alone will know your faith, unless you choose to educate others about your following. Your devotion to your deity will be shown in daily prayers and in rituals for the remainder of your life. He or she will recognize your devotions and reward you kindly.

Meraud has brought me strength in my weakest moments and blesses my magics, making them strong. I realized long ago only he could guide me. Yet should you find more than one fulfills your needs, feel free to give your devotions to many. The gods are not jealous nor do they penalize those that have many callings. For in truth, all gods depend on the others for different things. Besides, it is better for one cleric to follow many a god than none at all.

(Use commands: DIR ACADEMY to find the academy and GET <Call Number> to get the Immortals from the shelf)

X. What are Favors?

Daily, Clerics must face death. We face the possibility of our own each time we head into battle. We face the death of others as their bodies are brought to us to help restore the drifting soul to its mortal form. And when we face death, favors are the only sure way to safely return life, for even our own powers can fail us. You will need favors to maintain your own existence as well as sharing your favors with those less fortunate, the favorless.

When you have obtained your favors, you will find security in death. If you are forced to depart from this world, your soul will be restored to your body from the Starry Road, and you will awaken in the nearest holy Temple. Without favors from your god, your soul will remain forever lost in the Starry Road. Remember, though, once a god uses your favor to return your soul, you must seek again to replace what has been taken. This is why it is good practice to seek more than one favor at a time when you quest for them.

You may quest for these favors in each of the main cities, Haven, Shard, and the Crossing. If you look to fellow clerics they will be happy to help you in this pilgrimage. However, do not expect them to tell you exactly what you must do.

This is your quest and only you must fulfill it. Though it may be frustrating, when you consider life and death eternal, this is a small token of your time.

You will need to have chosen a god to follow, and that god will be the one to grant your favor to you. However you may ask for a favor from more than one god, although no favor from one god outweighs a favor from another god.


XI. Advancing in the Guild

Although your life will be busy assisting those in need. You will find that through accomplishing the tasks Tallis assigns you, she will allow you promotions. With promotions you will be able to learn new spells and experience parts of life you were limited from before.

First, the skills you have learned are your experience. If you forget them, experience will show you what they all are again. If you desire to know what you are currently learning, experience will tell you your field experience, which is what you are currently learning or have recently learned. Learning is on a scale of sorts. The more you know and the faster you learn it at, you will see that rate change. If you are dazed in a skill, you should stop training in it until it settles a bit, then train some more in it. If you are clear in that skill, it means you've stopped learning it for the time being.

Although practice is important you should not devote your life to all work and no play. Not only will you miss out on the experiences life can bring you, but if you study too long you will reach a point where what you attempt to learn will not teach you. If you study too long, it will affect your state of mind, and if your state of mind reaches Mind Lock, you are unable to learn anything. It's rather like sitting in a black and white checkered room and attempting to count the squares. After a while they all look the same and trying to remember where you started is impossible. Be careful not to do too much. Should you find yourself unable to understand further teachings, the best thing to do is find a quiet place (I prefer under a shady tree) and let your mind relax. That said, let me explain a few details about gaining promotions.

First you need to seek out Tallis and ask her about the training you need. She will recite what she wishes you to accomplish before she will promote you. It will be up to you to keep checking with her as you accomplish your lessons.

Once she has explained what you need, you may seek these lessons either by listening to the teachings of people more educated, or by practicing them on your own. I recommend personal practice because you will learn first hand about the world we live in.

(Use commands EXP ALL to see all your experience, EXP to see your field experience and ASK TALLIS ABOUT TRAINING to see what you need to study to advance.)

There are however a few basic lessons she will require. I have included my notes on these for better understanding.

Power Perception - Our ability to perceive the amount of Holy Power surrounding us through concentrating upon it. This helps with effective spell casting as more power equals better success. (Use Command: CONC to check the power of the room)

Primary Magic - Our ability to use, and the knowledge we have of Holy Magic. This we learn through preparing and casting spells we are taught. Casting can be on ourselves or others, depending on the spell. (Use Commands: PREP <name of spell> <Amount of mana in numbers> to prepare your spell and CAST to cast the spell)

Harness - Our ability to channel Holy Power into Holy Spells. As we increase our harnessing ability the more we are able to use. We accomplish this through practicing our spells predominantly. (Commands to Use: HARN to check your total harness and HARN <Amount of Mana> to hold mana to contribute to a spell)

Magical Devices - Our ability to discover, read and use magical items. If we focus intently on these items their properties will be revealed. (Use Commands: FOC <Object> to see the magical properties of a device)

Parry - Our ability to successfully block an attacking opponent. When we parry we attempt to block a blow with the weapon we hold. (Use Command: PARRY to parry an opponent)

Primary Weapon - Our ability to successfully use our weapon against a foe. The more we know the better fighter we become.

Armor - Our ability to use our armor effectively and survive attacks from our foes. We must allow ourselves some bruises and scratches when hunting to fully understand our armor's effectiveness.

Shield - Our ability to block an attacker by using our shield to cover our targeted area. For practice we must hold it while in combat. (Use command REMOVE SHIELD to hold your shield)

Mechanical Lore - Our understanding of mechanics. This includes studying how to crush things in mortars, how to carve things from wood and learning which substances can be combined to form more of one, or to create a new substance through simple alchemy. (Use commands: CRUSH <item> WITH PEST to crush the item in the mortar, and COMB <item> WITH <item> to combine items)

Teaching - Our ability to instruct a class on subjects we know. When we offer to teach a skill to a student our teaching ability improves. (Use command: TEACH <skill> TO <person>)

Scholarship - Our overall knowledge. We improve our scholarship through listening to more learned teachers.

Swimming - Our ability to pass through bodies of water.

Climbing - Our ability to climb objects that block our way.

First Aid - Our ability to bandage the bleeding wounds of ourselves or others by tending to them promptly. (Use Commands: TEND MY <wounded part> or TEND <person> <wounded part>)

XII. Rituals and Quests

Rituals

Rituals are the ways we Clerics show our devotion to our gods. We must strive constantly to remain in our chosen deity's good graces, and not fall into their displeasure. When we succeed in pleasing them through our rituals they speak messages of praise to us.

Within our guild's library there is a book that explains many types of rituals. A good way to begin showing your devotion to your god or goddess is through prayer. Pray when you are able, it lets our gods know they are constantly in our thoughts.

Though it is not always easy to remain pure of mind and heart, when it is achieved it is very rewarding. Often visions will be granted allowing you a glimpse of what may come. You will find in order to succeed in many tasks you will need to be in good standing with your god or goddess. There are many types of rituals, and you can even design your own to some degree. But discovering them is a part of the joy of Cleric life.

Quests

At times throughout your life, Tallis will require you to quest to a sacred place and accomplish a given task. These quests are one of the single most enjoyable aspects of our profession. They teach us the power of our minds and offer adventures of a new sort. These adventures are sacred and should remain so. This means each cleric must fulfill them on their own. While other Clerics may offer hints, requesting the answers violates the sanctity. After all, it is your quest and to use the knowledge of others is failing more than having to repeat the quest until you succeed. Although they are sacred, treasure them for few professions are granted this. And please respect the code of honor we abide by, and use the gifts you have been given, not those of others.

I bid you luck my friend. Though I know not all there is to know, I hope my memoirs will point you in the right direction. May you find the joy of being a Cleric as many before you have, and may Meraud make your magic strong.