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    This is the homepage of the Corruptors Guild, part of the Lorien Trust game world.

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How to Join

The Council of Nine.


Our Guild is lead by the Council of Nine. Masters of the Guild, each has a portfolio they are responsible for and an Adept to assist them. There are eleven seats on the Council, each earned through many displays of loyalty and commitment.

The Great Path.


The Great Path originated in Melnibone as an arcane method of tutoring young sorcerers. It prepared them not only for the demands their powers would make of them but also the Byzantine political world they would soon find themselves thrust in to. Brought to Erdreja by Grand Master Dantes, the Path has been transformed to better serve his Guild of Corruptors.

The Great Path is made up of sixteen trials and sixteen ceremonies, each pair of trial and ceremony being linked to one of the sixteen elements. Aspirants of the Path must undertake a trial and a ceremony over an agreed period of time in order to have been considered successful in that element. One or more Masters of the Guild watch over the aspirant and acknowledge their success or failure at the end of this time.

Elements may be undertaken only when the Factions and Guilds gather as a whole. The Moots, the Grand Erdrejan Fayre, and the Gathering of Nations are all appropriate events for the aspirants to test themselves. Trials last from the opening ceremony to sundown of the final day and take the form of something the aspirant must, or must not, do for that time. Ceremonies are more formalised, lasting a quarter of an hour, and must be undertaken only once in the duration of the trial. No ceremonies may be undertaken on the final day.

Failure of either a trial or a ceremony means failure of the element as a whole.

The Path is divided in to four circles of four elements each. An aspirant is instructed as to the requirements of all four elements of the circle in which they currently reside. The aspirant may choose the order in which they undertake their tests, and may if they wish pause in their journey should events demand it. A failed element may not be attempted again until the rest of the circle has been completed.

The first circle is common knowledge and may be discussed with any who have an interest in the Path. The other three circles must be kept secret and may only be shared with those of the same circle or greater. Completion of a circle does not automatically make the aspirant eligible to undertake the next circle, they must be invited by a Master to continue their journey. No aspirant who has not sworn an oath of loyalty to the Corruptors Guild may progress beyond the first circle.

Revelation of the second, third, or fourth circles to those who have not already been inducted in to them is punishable by death.

Whilst undertaking a circle the aspirant is granted a ceremonial title, only to be used when formally required by the Masters.

The 1st Circle is known as Approaching the Gates. During this circle the aspirant gains the ceremonial title of Temporal. The aspirant is expected to consider their own mortality and examine their motivations for seeking power. The four elements in this circle are Earth, Air, Fire, and Water.

The Element of Earth.

Trial of Endurance

During each day of the Trial the Aspirant must be struck by the High Magics known as Fatal, Harm, and Mage Bolt.

Ceremony of the Grave

The Aspirant must be isolated, thence to write their Last Will and Testament.

The Element of Air.

Trial of the Quick

During each day of the Trial the Aspirant may not be struck.

Ceremony of the Gallows

The Aspirant must be symbolically hanged, speaking their last words.

The Element of Fire.

Trial of Pride

During each day of the Trial the Aspirant must immediately strike any who offend them, be they the offender or a simple messenger.

Ceremony of the Pyre

The Aspirant must scribe their greatest regret upon a scroll, and then burn it.

The Element of Water.

Trial of Poverty

During each day of the Trial the Aspirant, upon receiving any money, must immediately give all of it to a stranger.

Ceremony of the Hooded Man

The Aspirant, whilst blindfolded, must defend what they believe to be their greatest sin.

Initiation.


There are many parts to joining the Corruptors Guild. Taking the first step can be difficult and knowing where to start is vital.

Occupational Skills.

Our OS list is presented below. Skills marked with a @ symbol are classed as restricted, requiring a training voucher to learn. They therefore cannot be self-taught over winter, nor pre-booked.

Skill Name Tier OSP Cost Prerequisite to learn
Corruption @ 1 10
Necromancy @ 1 10
Corruptors Guild Oathsworn 1 10
+4 Spell Cards 1 10
Wedge Mastery 1 10
Revitalise Unliving @ 1 10
Immune to Fear 1 10
Repair Unliving, Advanced @ 2 20 Revitalise Unliving
Mortician @ 2 20
Dismiss/Control +4 2 20 Wedge Mastery
Scribe Scroll 2 20
+8 Spell Cards 2 20 +4 Spell Cards
Immune to Disease 3 30
Discern Unliving 3 30
Mortician, Expert @ 4 40 Mortician
Wedge Mastery, Improved 4 40 Dismiss/Control +4
+12 Spell Cards 4 40 +8 Spell Cards
Dismiss/Control +8 @ 5 50 Wedge Mastery, Improved
+16 Spell Cards @ 5 50 +12 Spell Cards
Source of Unlife @ 5 50 Repair Unliving, Advanced
High Magic (Corruption) @ 5 50

Learning Corruption.

Ignoring the system requirements for the moment, let's talk about how you might go about learning Corruption.

Broadly, most of what you need to know is going to be termed FOIP, that's "Find Out In Play". The LT is a LARP system, emphasis on the Live part of that acronym, so most things are done in the field. But what is often over-looked is how you actually find this stuff out.

Firstly, never assume you can or can't have whatever it is you are after. If you think you can't get it, you won't try and you won't get. Similarly if you just assume you can you might not try hard enough, or worse still might rub someone the wrong way. Ask around, do what is asked of you, and eventually you'll be successful. Just remember to be patient, polite (to the limits of your character), and clear about what it is you are after.

Secondly, take part in the Guild. It has it's own plotlines, it's own culture, it's own space, make use of them. You needn't abandon your unit or Faction, but training slots will always be limited and getting your face recognised will drastically increase your chances. Plus, as an added bonus you might make a few new friends along the way.

Lastly, engage with us Out Of Character. Help with setup and takedown, provide feedback, come along and monster once in a while. Ever little bit helps and it will improve the game for you as well.

One you have secured training one of the Guild NPCs will provide you with a training voucher and answer any OOC questions you might have on what to do next.

Joining.

It is important to state up front that you do not have to have the OS Corruption in order to join the Guild. All are welcome, so long as they have an interest in unlife. The Guild remains neutral on the subject of unliving, sharing the secrets of necromancy with those who seek it, as well as instruction on how best to destroy those unliving that have become troublesome.

The guild also has no monetary entry fee. It asks for the gift of knowledge: find a Master and present them with some information they either don't know or tell them something they do know in a way they have never heard before.

Rank Structure.


Aspirant

A member of the Guild

An Aspirant has been accepted in to the guild, having their gift of knowledge accepted. At this stage the Aspirant is free to ask the Guild for whatever training they like, although asking for higher Tier skills may result in greater requirements being placed on the Aspirant.

Oathsworn

A Walker of The Great Path

By swearing an oath to the Corruptors Guild an Aspirant becomes an Initiate. If they have not already they are expected to begin The Great Path and start their journey to becoming a Master. All Tiers of training become more freely available and the Initiate will be considered when the time comes to pass on the mysteries of High Corruption.

Adept

Servant of the Council of Nine

An Adept has been chosen by the Council of Nine to serve. They each stand beneath one of the Masters and are given the authority to lead in certain situations.

Master

The Council of Nine

The Masters guide the Corruptors Guild. There are eleven seats on the Council, eight Masters of Corruption, two Masters of Darkness, and the Past Master. All but the Past Master have a remit, under which they may lead the Guild as final authority. Those Masters who step down are conferred the title of Past Master and a seat on the Council is always kept for them.

  • Attract Unliving

    Vocals: By the power of Corruption I Attract that Unliving

    For as long as the caster chants, the targeted unliving must move via direct route toward the caster. Holding on to an object or person will not prevent the target from being attracted, but any barriers that prevent their physical passage, such as walls, will stop them. They may defend themselves, but may only attack someone who is within their direct path to the caster. Once the effect has expired they can move freely again. This effect has no influence over Intelligent unliving but they will be aware of the effect being cast on them.

    Corruption
    Ranged Pattern Command Effect Level 1 Effect
  • Cause Disease

    Vocals: By the power of Corruption I imbue my weapon to Cause Disease

    The caster's next successful blow with the melee weapon held in their primary hand or a large melee weapon held in both hands will strike for the Disease damage effect, unless the weapon already generates another damage effect. If they do not strike someone within 1 min the effect will be lost, but they may swap weapons within this period without losing the effect. This effect does not change the damage type of the weapon and can be used with a weapon of any damage type.

    Corruption
    Self Magical Enchant Effect Level 2 Effect
  • Cause Fatal Wound

    Vocals: By the high power of Corruption I imbue my weapon to Cause Fatal Wound

    The caster's next successful blow with the melee weapon held in their primary hand or a large melee weapon held in both hands will strike for the Fatal damage effect, unless the weapon already generates another damage effect. If they do not strike someone within 1 min the effect will be lost, but they may swap weapons within this period without losing the effect.

    Corruption
    Self Magical Enchant Effect Level 3 Effect
  • Cause Paralysis

    Vocals: By the power of Corruption I imbue my weapon to Cause Paralysis

    The caster's next successful blow with the melee weapon held in their primary hand or a large melee weapon held in both hands will strike for the Paralysis damage effect, unless the weapon already generates another damage effect. If they do not strike someone within 1 min the effect will be lost, but they may swap weapons within this period without losing the effect. This effect does not change the damage type of the weapon and can be used with a weapon of any damage type.

    Corruption
    Self Magical Enchant Effect Level 2 Effect
  • Control (Target Group) (Rank)

    Vocals: By the power of Corruption I control (target group) rank (X)

    This spell can be part of a Wedge. (X) is equal to the total number of spell cards used in casting. The caster may use up to 2 Spell cards when casting this effect. If the target is (Target Group) and has a Control level equal to or lower than the rank (X) of Control cast, then they are Controlled by the caster. If Controlled, the target who is a member of the (Target Group) will do anything commanded of them by the Controller, but this will not affect memories. No counter or Immunity can stop a Control unless it says so explicitly. The duration of the effect will vary depending on the Dismiss rank of the creature Controlled.

    Corruption
    Ranged Pattern Command Effect Level 1 Effect
  • Detect Unliving

    Vocals: By the power of Corruption I Detect Unliving

    Detects any unliving within 10ft (~3m) of the caster. Any character within range of the caster that is Unliving or Detects as Unliving, must say "Ping" in a loud clear voice. In character, this effect causes this noise, so everyone around the Detected character is aware of the effect. If you are unsure check with a Referee, Marshal or Game Control.

    Corruption
    Mass Pattern Detect Effect Level 1 Effect
  • Embody Unliving

    Vocals: By the high power of Corruption I Embody Unliving

    The caster corrupts their own pattern into that similar to an Unliving, lasts until Dawn. They gain Immunity to the Ritual of Peace, as well as Immunity to the effects Fatal, Paralysis, Decay and Disease. They gain an Unliving Dismiss level of 10 and Detect as Unliving. They have no Unliving type and cannot be Controlled. The caster does not count as Unliving in any other way. This effect will not work on any creature that already has a Dismiss level. The caster must obtain an appropriate High Magic Sigil with their name, the time of casting and the effect noted on it. They must retain this card for the effect to work. If you are Dismissed, the effect will immediately terminate and you will take a Fatal effect to the torso.

    Corruption
    Self Pattern Enchant Effect Level 3 Effect
  • Fear

    Vocals: By the power of Corruption I command you Fear me

    For 10 seconds, the target Fears the caster. For 10 seconds, the target will attempt to remain at least 10ft (~3m) away from the caster. If closer than this when the effect takes place then they must move away as quickly as it is OOC safe to do so. The target must do everything within their power to flee the caster including using weapons, abilities and/or casting magic. However, they will not attack the caster by any means for the duration of the effect. Fear breaks Concentration. Neither holding on to an object or person nor being held onto will protect you from this effect.

    Corruption
    Ranged Mind Command Effect Level 1 Effect
  • Full Repair Unliving

    Vocals: By the power of Necromancy I Fully Repair this Unliving's (location)

    Restores all body hits to the target location on an unliving. This will not be effective on a character under the effects Disease, Decay or on a location suffering from a Fatal Wound.

    Corruption
    Touch Physical Cure Effect Level 2 Effect
  • Halt Unliving

    Vocals: By the power of Corruption I Halt that Unliving

    For 10 seconds the target Unliving is Immobilised.

    Corruption
    Ranged Pattern Immobilisation Effect Level 2 Effect
  • High Control (Target Group) (Rank)

    Vocals: By the high power of Corruption I control (target group) rank (X)

    This spell can be part of a Wedge. (X) is equal to the total number of spell cards used in casting. The caster may use up to 4 Spell cards when casting this effect. If the target is of the target group and has a Control level equal to or lower than the rank (X) of Control cast, then they are Controlled by the caster. When Controlled, the target creature will do anything commanded of them by the Controller, but this will not affect memories. No counter or Immunity can stop a Control unless it says so explicitly. The duration of the effect will vary depending on the control rank of the target character.

    Corruption
    Ranged Pattern Command Effect Level 3 Effect
  • Mass Fear

    Vocals: By the high power of Corruption I cause Mass Fear

    Generates a Mass Fear effect within 10ft (~9m) of the caster, or for 10ft (~9m) directly in front of the caster in an arc indicated by the casters arms at the time of casting. For 10 seconds, the target will attempt to remain at least 10ft (~3m) away from the caster. If closer than this when the effect takes place then they must move away as quickly as it is OOC safe to do so. Mass Fear may not be used on large groups or in mass combat without consulting a Referee or Marshal for safety reasons. The target must do everything within their power to flee the caster including using weapons, abilities and/or casting magic. Neither holding on to an object or person nor being held onto will protect you from this effect.

    Corruption
    Mass Mind Command Effect Level 3 Effect
  • Repair Unliving

    Vocals: By the power of Corruption I Repair this Unliving

    This effect restores 1 point of damage to the indicated location on the target Unliving, for every full 10 seconds of contact during which the caster chants the vocals. Repair Unliving does not stop any special effects, such as poisons, from continuing to act on the target, but will restore any damage already caused by such an effect. There is no limit to the number of hits that can be restored to a location, but you cannot restore a location to more than its maximum value. If the chant is interrupted then this will stop the effect, but any repair already done will remain.

    Corruption
    Touch Pattern Cure Effect Level 1 Effect
  • Wasting, Chant of

    Vocals: By the power of Corruption I Waste this Pattern

    For each full minute that the caster touches the target (target must have a Living pattern and be in their Grace Period), and chants the vocal of this effect, the maximum duration of the target's current Grace Period is reduced by 1 minute. For example, after the first minute of combined Grace Period and Wasting, the remainder of the target's Grace Period is brought forward to 8 minutes. Termination of the Chant of Wasting does not cause the lost time to be regained. Multiple Wasting effects have no additional affect. If the target dies while under a Chant of Wasting effect, then their pattern is sent to the Plane of Unlife. This is a first tier corpse effect

    Corruption
    Touch Pattern Enchant Effect Level 2 Effect
  • Weapon of Cold

    Vocals: By the power of Corruption I create a Weapon of Cold

    For 1 minute the caster gains the ability to strike for Cold with any melee weapon in their primary hand or a large melee weapon held in both hands, unless the weapon is Silver or already does a damage type other than normal. The weapon does not count as enchanted in any way other than to strike for enchanted damage and you may swap weapons during the spell effect.

    Corruption
    Self Magical Enchant Effect Level 2 Effect

Get In Touch With Us.


If you've got any questions please feel free to drop us a line. We're a volunteer team so we probably won't respond straight away but we will do our best to get back to you as soon as possible.

Corruptors Guild Team - corruptorsguild@gmail.com