Herein I will try to touch a few things that are often asked. I will try to address as many things as possible. Please remember that these are guidelines. Always keep to the rules of fair play. Do not try and beat the rules or the meter. It is about fun and creating lasting stories that will last a life time -- perhaps even longer.
Animal Companions
Rangers, Bards, Druids, Clerics can have animal companions. There are some guidelines to follow here.
- Rangers can attain animals as they level at their level.
- Meaning at first rank they can attain small animals such as a squirrel, a fox, a cat.
- At rank two, they gain a somewhat more powerful animal such as a wolf, a bear and the like of this size.
- At rank three, the animal chosen can become a little larger such as a dire wolf, a well trained warhorse, a medium-sized dinosaur.
- At fourth rank, elephants, hippos and such creatures are allowed.
- At rank five guild master, such things as mammoths and T-Rex's are possible.
- Druids are the same as rangers in animals. Yet they can opt at rank two to have an animal one level lower than their rank. This animal would then become an elemental animal of the Druid's primary element.
- Bards are allowed a companion at rank two. The animal always being one level lower than the Bard's Rank.
- Clerics are the same as bards for rank and level.
- Shaman get warders. An animal that is a spirit. The rank is equal to the shaman's.
- Mages get Familiars or Minions. A familiar is a creature that has a personality. A minion does not, although a minion can have a personality if it has been released from servitude of a mage.
Do note that you always want to check your sim rules on this matter. Some may adjust some things to how the sim operates.
Animal companions, Familiars, and Minions do not die until their master is killed on the Field of Battle.
Animal companions, Familiars, and Minions do not die until their master is killed on the Field of Battle.
Mind Control
We must note here that no one but that above a Magus (Meaning the Magician) can place a mind control on any one permanently. They are always temporary by rank and strength of caster or item. There are races whom are more resistant to some forms. Should Mind Control be used on the battlefield number will be announced.
Negating a Roleplay
Any one has the right to disengage from a role play if they feel uncomfortable for any reason. Should this happen, the party or parties removing themselves from the role play can be replaced by NPC(s), or the Role Play is removed and voided as needed. No one should for any reason ever feel uncomfortable or as if they have to continue a role play.
Weapons Approval
We use a standard of Spell Fire Scripts in weapons in the Ga. If at any point, you are unsure of the legality of your weapon/s, you can ask your guild master to contact a weapons team member. It is your responsibility to have your weapon legal and checked.
Weapons Approval
We use a standard of Spell Fire Scripts in weapons in the Ga. If at any point, you are unsure of the legality of your weapon/s, you can ask your guild master to contact a weapons team member. It is your responsibility to have your weapon legal and checked.
Archmage on the Field of Battle
The arch mage is the communications on the battle field. They allow for voice over communications during the confrontation. Once they are down all voice communications must stop.
General on the Field of Battle
The General is allowed to use the mini map on the field of battle. They are the ones that get battle rosters updated each battle. They decide who is what position for that battle, working with Realm Leaders and the Magician.
High Cleric/Priest on the Field of Battle
The High Cleric for the battle is allowed five resurrections per battle. Unless other wise stated by the Magician or a Judge. These are limited to two caster types and three non-caster types.