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 Grand Master sits at the head of the Council. His will is final. The Guild is the manifestation of his influence and all rests on his shoulders.
Served by the WardenThe Esoteric Master pays heed to the Planes of Unlife. Through scholarship and scrying his vigilance is eternal. It is through his artifice that the guild remains abreast of important events and, when such dangerous journeys are called for, it is the Esoteric Master who leads any visitations to that forsaken place.
Served by the MagusThe Illuminated Master provides the guild with information and secrets that it may weather all threats. He is served by the Shadows, those guildsmen who can be trusted to carry such investigations with the appropriate discretion.
Served by the Lore KeeperThe Perfect Master speaks for the guild to outsiders. He addresses the Factions and other Guilds as necessary, communicating the will of the guild itself. He is served by the Emissaries, who facilitate such conversations as are required and maintain relations.
Served by the ProvostThe Practical Master does whatever is necessary to see the continuation of the guild. He is bound by no law, no ancestor, no moral. He provides for the guild in money and artifacts, but also takes those actions the other Masters might not be able to.
The Pursuivant Master maintains the structure and function of the guild. He promotes those who prove themselves worthy and removes those who fail. He watches out for potential and ensures it is realised and acknowledged.
The Sovereign Master tracks and tallies the wars of the Factions. He keeps the guild in good standing on the international stage and where necessary takes them to war.
The Penumbral Master represents all magi within the guild. He acquires training for them as necessary and speaks with their voice on the Council. He stands for one of the three branches of spellcasting: Shadow Magic.
The Theosophical Master represents all incantors within the guild. He advises the Council on all ancestral matters, especially those pertaining to the Plane of Unlife. Where necessary he acquires training for his charges and speaks with authority on Dark Incantation.
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.
During each day of the Trial the Aspirant must be struck by the High Magics known as Fatal, Harm, and Mage Bolt.
The Aspirant must be isolated, thence to write their Last Will and Testament.
During each day of the Trial the Aspirant may not be struck.
The Aspirant must be symbolically hanged, speaking their last words.
During each day of the Trial the Aspirant must immediately strike any who offend them, be they the offender or a simple messenger.
The Aspirant must scribe their greatest regret upon a scroll, and then burn it.
During each day of the Trial the Aspirant, upon receiving any money, must immediately give all of it to a stranger.
The Aspirant, whilst blindfolded, must defend what they believe to be their greatest sin.
There are many parts to joining the Corruptors Guild. Taking the first step can be difficult and knowing where to start is vital.
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 |
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.
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.
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.
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.
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.
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.
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