
“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. =)