“Yes, My Queen”

 

The Order of the Necromancers                            Back to the Hunter Necro page

 

 

 

 

Your continued existence is now inextricably intertwined with my own; should a band of pesky mortals break through to my inner sanctum and destroy my current physical manifestation, all members of the Order shall perish along with me. Serve me well and my power is yours to share, my dark minion! Together, we shall sow the seeds of destruction and devour the world!

 

--  Venya’cyr, Eternal Queen of Brax

 

 

 

 

This section will he relatively straight forward. Here you will learn how to Raise the Lich Create the "Necro Guild", as well as learn details of the Guild itself.

 

Raising the Lich and Starting the Necromancer Guild:

Requirements:

 

o      At least 5 Ao3’s must be in existence somewhere in the world

o      The player starting the guild must he a Necromancer ( wearing an Ao3 )

 

Steps:

 

o      Approach the Ghostly Remains of Queen Venya'cyr, Located inside the Inner Sanctum of Queen Venya'cyr. Inquire about how to start her Guild.

 

The ghostly remains tells you. "I crave to return to your plane of existence. My dark child, Will thou help me to rise again?’

 

Say, “Yes”

 

The ghostly remains tells you, “Excellent. My soul craves the blood of the innocent. Bring me this, that I might rule Meridian once again!”

 

o      Recover Blood of the Innocent either by purchasing or by Chanting with the Qor Priestess.

o      Offer the Blood of the Innocent to the Ghostly Remains of Queen Venya’cyr.

You will receive the following system messages:

 

“The Order of Necromancers has been reborn!”

You have new mail.

 

“The Inner Sanctum of Queen Venya’cyr is the new home of the Order of Necromancers!”

 

o         Ghostly remains tells you, “Ah! LIFE!! I, alone with my dark Order of Necromancers, have  been reborn! For your faithful service to me, I appoint you      Master of the Order."

 

Differences with this Guild.

 

Blood Oath and Death: The only way out of the guild is death. No leaving the Guild. No Exiling from the guild. If a player dies they lose their Amulet and thus are removed from the guild.

 

Warnings: When non~guiIdmembers enter the rooms leading to the Inner Sanctum, there is a chance each guilded Necromancer will receive a warning in the form of a vibration of their amulet.

Your amulet vibrates for a moment, Startling you.

This protection begins at the Ruins of Castle Brax and continues through to the Inner Sanctum. The chance of warning increases in the Maze and in the Inner Sanctum. Chances are doubled if the intruder is a Hunter (Has a SotH), and all Guilded Necromancers are automatically warned when a Hunter enters the inner Sanctum,

 

Feeding: In lieu of paying rent for their guildhall, Members of the Order must Feed the Lich instead.

 

“My continued presence on this plane of reality requires that the Order provide me with a steady flow of life essence. My hunger grows at a regular rate, and the rate of   increase is affected by many factors, including the number of members in your guild and the number of enemies and allies you have declared Remember, much of your power originates from me - should you let me go hungry, the members of the Order will all suffer greatly!

 

Anyone in the Order may supply me with a portion of the life essence they have stored in their own bodies, by simply approaching me and saying that they wish to pay tribute. However, to avoid confusion, it is recommended that you assign one person to decide whose turn it is to slake my thirst. To find out how urgent is my hunger, simply ask me.”

             Venya’cyr, Eternal Queen of Brax

 

Succession: Because of the blood oath binding Necromancers in the Guild, internal politics of succession are altered.

 

o      The Guildmaster cannot abdicate his position He can however he voted out of office.

o      If the Guildmaster is assassinated by another Guilded Necromancer then the assassin becomes the new Guildmaster.

o      If the Guildmaster is killed by other means (monsters, hunters, or ordinary players) then the Guilded Necromancer with the most political support becomes the new   Guildmaster. In the event of a tie, the Necromancer with the most time in the guild wins

 

Disbanding the Guild

There are 3 ways the Order can be disbanded.

o         If Venya'cyr is killed by any means

·         The Guild Disbands.

·         All Necromancers throughout the land die. (Guilded or Not, Online or Offline)

·         All Ao3's and SotH's disappear from the game and after a period of time, begin respawning as usual.

·         Upon the fatal blow of the Lich, All Hunters suffer an immediate surge of damage equivalent to 2/3rds of their total hit points. This, I presume, is from their Sword of the Hunt being Ripped from their bodies. Or as a Last chance at Killing off her Slayers from beyond the grave. All of the items in the inventory of all of the slain Necromancers are teleported to the Inner Sanctum to be looted by the victorious slayers of the Lich.

o      Non Payment of Tribute:

·         The Guild Disbands

·         The Lich "dies" (Actually what happens is her grasp on this reality slips and she falls back into her Eternal Sleep) and becomes available to reform Necromancer Guild.

·         All Guilded Necromancers die but keep their Amulets.

·         All Non-guilded Necromancers lose 2/3 of hp and keep their Amulets.

o      The last way the Guild can disband is by lack of members. Should the minimum three members not be maintained the Lich will lack the support needed to maintain Her grasp on this reality and will return to her sleep. I am unsure of the consequences, however I believe no one dies and no one loses then Amulet.

 

Details of the Guild Hall:

There’s no place like home =P

                                                

 

The Inner Sanctum is unlike any other Guild Hall. As far as Guild halls go, it really isn't much, only one chest and no real strategic areas to defend against possible siege. However here are the primary differences:

 

o         Enter into the "Foyer" is port of the Lich's security system. Guilded Necromancers enter as usual. Everyone else who enters is "Blinked" to the "Blink spot” of the Foyer. Bad news for anyone should there be attackers laying in wait at the blink spot.

o         There is no Switch that activates the guild halls defenses. The Inner Sanctum is not capable of being conquered or for that matter owned by any guild except The Order of the Necromancers.

o         Any intruders not equipped with an Ao3 will immediately be detected by The (Quite Irritated)  Lich. I like to call her "Fluffy" =P

o         The Hail treasury is located OUTSIDE the guild hall. The password must be spoken INSIDE the hall first and then you must run out to the Door. Possible to do alone, however VERY unsecure should there be intruders all of a sudden.

o         Within the treasury are Levers which operate the Maze. Manipulating these levers will raise and lower walls within the maze creating quite the panic to unwelcome guests.

 

Any other possible information is covered in the mail received by the Supreme Necromancer when the Guild is created. =)