House Nazduin

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Character Types of House Nazduin

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Gorgorath'Quessir

It all took place when House Hol'anah travelled to the corrupted forest in an effort to cleanse her from the wicked energies that strangled her of all life. As the infected magi, rangers and druids fled from the malignant forces that inhabited the bastion for all things damned, there were a select few warriors who remained to do battle with the rotting dead. Victorious were the elven warriors, yet they had remained for far too long. The taint that afflicted the other elves held not a candle to the taint that infected the warriors due to their excessive time spent in the forest. Their minds warped, the warriors knew only blood shed.

The corrupted rangers returned to the forest to find their kin, but what remained made the ranger's perversion look like a mere aspirant's cantrip. The warriors appeared similar based on the corruptive anatomy, yet they stood atop a pile of corpses. and their once noble mane's of hair were now dripping red with blood. The Elven warriors charged after the rangers, and prevailed not. They were immobilized by well placed arrows striking deep into their knee caps. Bound in shackles and mussles, this new breed of elven warrior was feared even by it's kin; House Nazduin calls these, their brothers, the Gorgorath'Quessir.


Appearance: Similar to their family, the Gorgorath'Quessir appear thin and pale. Though few still have white hair, many have taken the liberty of dying their hair red with the blood of their victims.

Required Equipment: Like their sane brethren, the Gorgorath'Quessir will wear elven armor and clothing, and only use elven weaponry.. However, some have been known to wear the bones of their victims. A mempo must be worn around the neck, it is roleplayed as a mussle to keep the Gorgorath'Quessir at bay.

Required Skills:

Any melee skill, Tactics: The Gorgorath'Quessir excel in brutish combat, many elvish scholars would say that battles and warfare are the only reason the Gorgorath'Quessir bother with the toil of living.

Spirit speak: Driven mad by their over exposure to the Corrupted Forest, our Horrific kin often hear screams from worlds beyond.

Recommended skills:

Tracking: The Horrific ones are more than capable of finding a target and laying him to waste.


Possible Skills:

Stealth and Hiding, *Ninjitsu, parry, healing and *bushido

  • Ninjitsu and bushido, from a Nazduin roleplay standpoint, are not skills of the orient. In our lore, they are roleplayed as unique combat techniques passed down in House Nazduin.

Prohibitted Skills:

Chivalry, Necromancy, *Magery, crafting skills,Spellcrafting, Archery: Too chaotic to master spells, too brutish for the grace of a bow, and far too uncaring to manufacture wood and iron, the Gorgorath'Quessir will never use any of the above listed skills.

  • Special circumstances may be given to the Magery skill. But in the rare instance that it is, Magery will be roleplayed as an innate ability.

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The Cloaked Thorn

When diplomatic meetings fail to bring glory to House Nazduin, our politicians are always sure to deploy a powerful trump card, The Cloaked Thorn. Elvish assasins of the highest degree, The Cloaked Thorns surpass the prestigious discipline of the common Ninja of the oriental Tokuno Islands. More often than not, the Cloaked Thorn is found working in pairs, or groups for more important assasinations. Their blades are ritualistically coated in the blood of a Nazduin family member, for their blood carries the glorious energies of the Corrupted Forest, being far deadlier than any poison traded on Sosaria's black market.

Required Skills:

Hiding and Stealth: The Cloaked Thorn is a master of manipulating nightfall and shadows to his benefit.

Poisoning: Through a powerful, Nazduin ritual, the Cloaked Thorn coats his blade in the deadly, acidic blood of a Nazduin family member.

Swordsmanship or Fencing: Without peer, the Cloaked Thorn has mastered the swiftest of weapons.

IF NOT SWORDSMANSHIP OR FENCING:


Archery: The bow is much like the Cloaked Thorn, swift and silent.


Recommended Skills:

Ninjitsu: Disciplined by age old assasin techniques of House Nazduin, the Cloaked Thorn may hold an assortment of abilities that aid him in his stealth missions.

Alchemy: Able to brew the blood of the Nazduin to ready it for a blade, the Cloaked Thorn is familiar with alchemical workings.


The Magi

Studious members of the house devoted to manipulating energies of all sorts.

Required Skills: Magery, Meditation, Evaluating Intelligence

The Magi of House Nazduin persue many different paths of the Arcane:

Magi of Death (Necromancy and Spirit Speak required), Magi of Fire, Magi of Air, Magi of Earth, Magi of Water (Healing and Anatomy required), The Scholar (Alchemy and/or Inscription required)


Celebrant of the Principles

There are those amongst House Nazduin that have grown so fond of the Shadowlords that they have created a dogma from their three principles, that which founded the Anti-Virtues. Whether through Sermons or warfare, the Celebrant of the Principles is always sure to uphold their righteous beliefs.

Celebrant Knight: The arm of the principles, these are the first to lead a sacred crusade in the name of the Three Principles.

Required Skills: Any weapon skill, tactics, Chivalry

Celebrant Priest: The Voice of the Principles, these men of faith lead sermons and preach in the name of the Three Principles.

Required Skills: Magery, Meditation, Evaluating Intelligence, Spirit Speak or Healing



Enlightened Naturalists

Once druids and rangers that had followed a path of light and virtue, this select bunch have become the militant arm of the decadence of the corrupted forest. Though House Nazduin has moved on from the Corrupted Forest, they have devoted their lives to spreading the wicked life force.

Druid of the Black:

Required Skills: Spellweaving, Animal Taming, Animal Lore

Recommended Skills: Vetrinary, Magery, Meditation, Evaluating intelligence

Ranger of the Black

Required Skills: Any weapon skill, tactics, tracking

Recommended Skills: Spellweaving, Focus


Role-Playing in House Nazduin

In addition to the Nazduin Lore documents found on this site, I have taken the liberty to make a "how to" guide on Role Playing a member of the Nazduin family.

Note, before you create your character you must recieve premission from Aeloth. Simply having the name Nazduin doesn't guarantee that you will join the guild. Your role-play ability usually isn't a deciding factor, as we are willing to teach. If you and your primary characters aren't known to us, you will need to make a "retainer" elven character first. If this ends up applying to you, you can skip any of the steps marked with an asterisk (*) until you recieve premission to create a member of the Nazduin family.

1. Character Creation*

First, the obvious. We are an elf only guild, please be sure to make your character an elf.

This is very important for House Nazduin, as you will need an appropriate skin and hair tone. Your skin must be the propper shade of white (pale, screen shot to come), as must your hair (screen shot to come.) If you plan on playing as one of the Gorgorath'Quessir, you may have red hair.

Second, we have your name. The first name is entirely up to you, but it must fit in a fantasy world (as an example, no "Billy Bob Nazduin" will make it into House Nazduin). Your first name needs to be short enough to be able to fit _Nazduin in your character's name, where the underscore ( _ ) represents a space.

Third, we have your character skills. This is all fairly open ended, as House Nazduin encompasses many different fields, including Corrupt Druids and Rangers, Necromancers, Magi, Arcane Warriors, Priests and Paladins of the Shadowlords, and a few specialty "classes". Please note that these are not sects, House Nazduin does not have sects. The guild is one, solid unit. These are simply roles played in the House, and the roles are diverse enough to accomadate many different play styles. Role-Play guides on the different "classes" can be found elsewhere.

1a. Character Equipment

First, let's talk about equipment. Being an elf-only guild, we only wear elven equipment. The only exception to this is the Gorgorath'Quessir, who have the option of wearing bone armor and are required to wear a mempo.

The guild colors are black and white. While it is not required to wear black and white until you are on the guild stone (Especially retainer characters, Nazduin characters should show up wearing black and white), you may end up landing quite the impression with House Nazduin if you do so.

2. The Nazduin Character and Retainers: The Core of our Roleplay

Now you'll learn about how a character is played in House Nazduin. There are only a handful of guidelines, as we still wish to give you, the player, the freedom to manipulate your character as you see fit. This section of the guide is divided into two sections: Nazduin Family member and Nazduin Retainer.

2a. A Nazduin family member

When people talk about "evil" elves, many tend to think of the drow. If there is one thing that I want to remove from your head early on, it's this: The Nazduin are not now, nor ever will be drow or drow clones. Much like the common elf, the Nazduin dislike the drow, even if to a much milder degree. That being said, let's move on to the fun stuff.

General guild Allignment: Let's say that The Nazduin elves are just as real as you or I. If you were to walk up to Aeloth and ask him what his family's allignment was, he would say "We are Lawful Neutral, we value order and stability above all else." Truth be told, he wouldn't be lying to you. However, this would be a "partial truth". The Nazduin see themselves as the last pillar of stability in all of Sosaria, having endured the curse from the corrupted forest and living to tell about it. House Nazduin is absolutely ruthless when it comes to maintaining their prestige and leverage over the inferior organizations, often more than willing to slit a throat, cast a hex, or poison a goblet to make sure they are still on the top rung. One thing to remember when playing an evil character: Your character does not think that he is evil, especially with House Nazduin. All members of the family think that they are nothing short of righteousness incarnate.

A member of the Nazduin owes unyielding allegiance to only one: The Nazduin family. You will never see two members of the family quarrel, for this destroys the stability of House Nazduin. A calm, stubborn discussion maybe, but not an explosion of insults.

Some members of the House have pledged allegiance to the Shadowlords; Astaroth (Hatred), Nosfentor (Falsehood), and Faulinei (Cowardice). While not all in the house worship the Shadowlords, all in the House at least show some form of respect to at least one of them. Again, I stress.. These are not now nor will they ever be sects. House Nazduin has no sects, only a collective guild.

If we were to look back at the earlier elven stages of RP in UO, you would see calm, warm, and caring elves. While the Nazduin still maintain their calm attitude, they hold nothing outside of the House dear, save for the Shadowlords. Should the Nazduin show any emotion, such is done as a means of leading the opposed party to believe you care, as was taught to the Nazduin by Nosfentor, the Shadowlord of Falsehood. Many (Not all) of the Nazduin house shroud themselves in their own calmness as a means to hide one of the traits of the Shadowlords (Falsehood, Cowardice, and Hatred). However, should a member of the House be crossed, the vengence done by the family knows no limits.

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