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Introduction
The following link includes the introductory speeches of Annael and
Dagreth, and what they look like. Keep in mind, however, that there are several other
Guild leaders out there with their own personalities and views. Hopefully the updates on Guild leader personalities and
Guild histories for the Empaths guild will be introduced by wintertime, but
I intend to include that information on this page, as well.
-Annael
Ebashalek, of the Crossing, and Dagreth Rendarak, of Riverhaven.
Getting
Started
-Getting started in DragonRealms.
-Joining the Empaths' Guild.
-Life as an Empath (Fearofdeath)
-Spending TDPs and your first spell
(Elynden)
Getting started in DragonRealms:
Although this Intro page mostly concerns Empaths and the finer details
of life in the guild, this section has been included to help beginning
DR players find their way around and receive the help they need, whether
it be about healing or otherwise.
-The Mentor Society:
If you are not an experienced DR
player (and state so upon character creation) you will be visited by a
member of the Mentor society after a week or so of playing the
game. But, you don't have to wait for someone to find you and
ask you how you've been doing. You can actually see someone at
any time (granted there's someone on duty). Just type DIR
MENTORS to find your way to the appropriate location. -Using the Advice system:
Type
ADVICE during your first few circles and this system will take you
through all the basics. -Using DIR commands:
Type DIR while in the streets to
see a list of options. You can do this in the Crossing or in
Riverhaven. -Kythryn's
Journal:
Maps! You'll definitely want to supplement the DIR
commands with maps to figure out where you're going. Kythryn's
Journal also has mana levels and herb locations and so are good for
Empaths, but you can also try Ranik's maps for the simpler side. -The
Arcane Wolf:
And, of course, Micwolf's site has tons of resources about game
systems, the Wizard FE, a verb list, and so forth. Really, you
should check out the Verb List.
Anyhow, while you're getting the hang of DragonRealms, continue on
with the rest of this page for the more specific stuff about Empaths.
If you haven't yet joined the guild, the following section is a good
place to start.
Joining the Empaths' Guild:
So, you haven't
joined the guild, yet? Need a little help? All right, then,
here's a short walkthrough. (A helpful hint, first: Before
following through with these directions, you may want to skip down the
page just a bit and read the part about minimum stat requirements for
the Empaths' guild.) To join the
Empaths' guild:
1.)
Stand on the streets of the town you're in (The Crossing or Riverhaven).
2.)
Type DIR EMPATH. The system will start giving you
directions to the guild.
3.)
Follow those directions and try to take note of your surroundings.
4.)
Once inside the guild: If you're in The Crossing, type NE to
go northeast. If in Riverhaven, you're fine.
5.)
You should now be standing in the presence of your future Guild
Leader. Type JOIN.
6.)
If you're told that you'll need to take a preparatory course in order to
join, consider training those skills individually instead (see
below). Otherwise, just type JOIN again. That's it! Now,
just ASK LEADER ABOUT LEVEL to find out what skills you need in
order to circle. Visit the Skills page of this site for more
information on skills and learning.
Minimum stats required to join the Empaths'
Guild:
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If, after rolling up your character, you do not meet these minimum
stats, it is in your best interest to train them manually rather than
have your Empath guild leader put you through a 'prep course'. First off,
you'll want to learn how to get to each training facility and memorize
their locations for later, and secondly, if you go through the 'prep
course' it will require more TDPs and money than if you trained each stat
individually. So, go get your stats up to
par before you join the guild! While on the streets, type DIR
<statname> to receive directions. When you get
to the right place, type TRAIN for more information. |
| Strength |
5 |
| Agility |
5 |
| Discipline |
N/A |
| Intelligence |
9 |
| Reflexes |
5 |
| Charisma |
6 |
| Wisdom |
9 |
| Stamina |
10 |
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Life as an Empath by Fearofdeath
Depending on the road you choose within the guild (battle or
town-based), this can be a challenging, but rewarding way of life --
rewarding maybe not in wealth of coin, but in the knowledge YOU have or will make a difference in the health of your fellow mankind.
The experiences you will have are as varied as the people of the realm.
From the terror of death, to the ecstasy of healing someone from the jaws of death.
You will find,
at times, that your your gift can be in great demand, especially during invasions.
Two things I've noticed during invasions. First, people
panic! At times, in their panic, they start throwing insults at the
Empaths for not healing them as fast as they want, but this I've gotten used to,
though the first time it happened it took me aback a little. The other thing that can happen
is: you may save someone from death only for them to be either slain or
return for you to heal them again within a very short period of time.
This is the way life is during an invasion... ALL men and women to their battle stations, as saving our
cities can be a very difficult task. Other times it can be
quiet. This is the time I take to heal myself completely clean of wounds, or as
clean as I can get. It's also a good time to work some of your other
skills, perhaps hiding, disarming, lockpicking, a musical instrument
(lore), etc. Overall, life as a Empath, I've found, is rewarding.
The amount of friends I've made, the times I've had gaining my circles, and of course... the terror I felt when
five pirates killed me during a invasion while is was trying to heal at the front lines of the battle.
My parting comment... If you choose the Empath's way of life, remember this... ALL professions have their place and job to do within the
realm. Some will effect you more than others, so live and enjoy your life to the fullest, and treat them as you would want to be treated!
Spending TDPs and your first spell
by Elynden.
There are probably as many ways to spend the TDP's you have to start as there are empaths. Most empaths, however, will agree that there are four statistics that are absolutely vital: Discipline, Stamina, Wisdom, and Intelligence.
Stamina is important because it affects how long you can stay alive while bleeding and how much vitality you can take from a wounded adventurer, helping to keep them alive while you also work to heal their wounds. Wisdom and Intelligence are important because, particularly as a young empath, your mind will easily freeze from the number of spells you have to cast to keep yourself healthy and alive, and these two stats will help increase the amount you can learn before reaching mind-freeze. Discipline is important because, like Wisdom and Intelligence, it helps increase how much and how quickly you can learn, but it also contributes to your Concentration and your ability to successfully cast spells.
Once you've spent your TDP's and joined the Guild, the next step is to choose your first spell, which should be External Wound Healing. At second circle, either External Scar Healing or Internal Wound Healing should be available. Learning External Scar Healing at Second Circle is probably preferable, though, because you will find that as you heal wounds on yourself, you accumulate scars that build up. Over time, the most serious scars can cause problems performing certain actions, look downright ugly, and in certain body locations can even kill you. Therefore, it makes the most sense to choose spells in this order: External Wound Healing, External Scar Healing, Internal Wound Healing, and Internal Scar Healing.
Empaths get spells at circles 1, 2, 3, 5, 6, 7, 9, 12, and every three circles thereafter. The basic four healing spells will take you through fifth circle. After that it's very much a matter of personal choice, but certainly high on your list should be Vitality Healing, Blood Staunching, Flush Poisons, Refresh, and Heart Link. Your choices thereafter will depend a great deal on whether you spend a lot of time out in the field dodging critters, or whether you prefer to heal in safe spots and minimize combat.
Survival
Kit
Many of these items, as well as other useful things like items you can juggle, can be found on the donation shelf in the main room of the Crossing Empath guild from time to time.
If you need a specific item and can't find or afford it, try asking your patients if they can help you.
There's also the option of checking the charity chest at the Clerics
guild and the weapon rack at the Paladins guild. See also
Micwolf's section on Getting Equipped Cheap for more ideas.
A backpack:
Sold at the general store, but can often be found on the shelf.
Remember to STOW things in your backpack, as opposed to just
putting them there, or else you might accidentally put your item in a
backpack on the ground. Plus, stow is a lot less to type! A magical device:
For training the magical devices skill, which is a part of your
overall lore requirement. Runestones can very often be found on
the shelf, or you can try asking a fellow mage if they've got a
spare. To use, FOCUS MY RUNE. A mortar and pestle:
For making potions and training the mechanical lore skill, sold at the
alchemist. These are also on the shelf quite often. The
trick is finding them together. Once you've got both, place an
uncrushed herb in the mortar, and with the pestle in your other hand, CRUSH
MY <herb> WITH MY PEST. Herbs:
For healing and alchemy. You especially need cebi root and hisan salve from Tiger
Clan to help with scars, but herbs such as jadice flower and yelith
root (external and internal limb), are easily forageable with a little
practice. You can EAT your herb, or if it's a salve or
sap, you can RUB it on. A musical instrument:
Sold at the Bard shop for a decent price. Practicing an
instrument helps cover your overall lore requirement. Try to
find yourself a metal instrument, as it won't be harmed by rain like
wood instruments are. Armor:
Sold at the armory or can be found in some hunting areas (check
here). You'll need armor when you begin training those first 10
ranks of Evasion. See the Combat page for more information.
A shield: Sold at the
armory but can easily be found in a hunting area. It's a good defensive skill to
train if you plan to be out in the fields later on, but not required.
A weapon: Sold at the weaponsmith
but can also be easily found in a hunting area. You cannot use
it to attack, and it's not required of you to learn a weapon, but if
you ever intend to use chain or plate armor, you'll want to back it up
with parry. Again, see the Combat page for more information. A lockpick:
Sold at the locksmith. You'll get lots of boxes as tips during
your career, so you might as well learn lockpicking and disarming
unless you've got a friend on-call to open your boxes for you.
Remember, though: Disarming and picking a box is much more
difficult when you're covered in wounds and scars, so try to heal up
before attempting to do so. A hide scraper:
Sold at the tannery, back room. You'll probably receive pelts
and hides as tips, too, so it's not a bad idea to have a
scraper. Scraping will help you practice your skinning and
mechanical lore skills. A gem pouch:
Free from the appraiser in the back room of the gem shop. Just ASK
APPRAISER FOR POUCH. You'll need at least one to store all
the gems you receive as tips. Traders can sell gem pouches in bulk for
you at the Crossing gem shop. Because of their skill and
Charisma, Traders will usually get more money from it, too... so be
kind and tip your gem-seller a few silver after they sell a full pouch
for you.
Empathic
Shock
-Shock Lecture by Annael
Ebashalek.
-What actually causes shock?
(Challeirra)
-Other notes on Shock.
(Challeirra)
Shock Lecture by Annael Ebashalek:
Guildleader Annael Ebeshalek says, "We cannot harm living beings, it is not something we can ever do without regretting it. We feel the pain of anything we touch; why would we ever want to cause more
pain?"
As empaths, in exchange for our incredible ability to heal ourselves and other people, we give up the ability to ever hurt or kill anyone or anything.
We cannot attempt to cause harm, even if it's unsuccessful. If we do, we receive what's known as empathic shock. We lose our ability to heal for a time, and there is a permanent scar left on our souls.
Over time, the shock will fade, until we're able to heal again, but the scar doesn't go away. We hope that someday there will be a way to remove it, but as of yet, there isn't.
Other empaths can choose to help one that has empathic shock, sharing it with them, by TOUCHing the empath, and then TAKE-ing the shock. This will leave both empaths shocked for a shorter time, but only the original one will keep the shock scar from it.
What actually causes shock? by
Challeirra
There have been many debates about empathic shock. What actually causes it?
Is shock a purely physical effect, brought on from an overload of pain that occurs when our touch causes harm to something or someone?
Is it a mental consequence, caused by the immense regret we feel from taking actions against another living being?
Could it be a spiritual phenomenon, cause by a tremendous jolt of negative energy to our unique empathic abilities?
Some Empaths believe strictly in one of the above, while others think it's a combination of all three.
We may learn more about it in the future, but for now, it's up to everyone to decide for themselves exactly what it is and what it means to them.
We do know some things though.
You WILL get shock for doing any of the following:
-Using attacks
(i.e. ATTACK, SLICE, JAB, etc.) on players or creatures, successful or
not.
-Using
brawling attacks (i.e. KNEE, BITE, etc.) on players or creatures,
successful or not.
-Attacking sentient plants such as the
Morah vines/creepers.
-Throwing things at armies.
-Feeding or rubbing poison on people.
-Firing bows and throwing knives and things at
players or creatures, even if they miss.
-Eating live food.
-Fishing.
The worse harm actually done to a critter or person, the longer the shock lasts.
No harm = minimum shock. Killing = semi-permanent shock.
Either way, you'll still have a scar on your soul.
However, you WILL NOT get shock for doing the
following:
-Skinning dead
creatures or eating dead animals, raw or cooked, for food.
-Foraging or otherwise harming non-sentient plants.
-Using "safe" brawling maneuvers or jousting.
-Punching, kicking, or biting
people UNLESS done while brawling.
-Poking or bopping people, even though it's not allowed in the
Healerie.
-Throwing jellybeans or
pillows or hitting people with them.
-Thumping people.
-Jerking/twisting the leaves on the vela'tohr plant.
-Grappling critters while other people kill them.
-Blowing up area trap boxes on other people.
-Initiating a
challenge or moving into a brawling stance.
I derive quite a few things from these
observations:
1.) Because all live animals count, as well as sentient plants, but not dead animals or non-sentient plants, it seems to be the ability of the target to feel the pain which makes it possible to get shock from harming it. The idea seemed well-received to allow
Prydaen Empaths to eat their food after having someone else kill it with the first bite.
2.) The following actions would or could hurt to some degree, but don't cause damage enough to be considered harm, so therefore cause no shock:
slapping, punching, kicking, biting, shoving, grappling, tackling, poking, bopping, throwing jellybeans and pillows, thumping, twisting the vela'tohr leaves, jousting with lances.
3a.) Since we can't feed or rub poison on people, the harm done to them can be indirect, yet a direct
result of our actions, as long as it was specifically our
action that did it.
3b.) Since we can hold down a critter or person while someone else kills it, we can be involved in bringing harm to something, as long as
our action didn't cause the harm. Also, holding onto a critter who is receiving pain does not feed it through to us.
4.) If it was something we have no direct control over, like where the naphtha flies when we blow up a box, we don't get shock from it.
5.) There is a universal assumption that since we are all intelligent enough to survive, join guilds, be a part of society etc., in the realms, that we all understand that even mice feel pain, and so can't be exempt by ignorance.
6.) Since firing bows that miss will shock us, even though
a) we didn't cause harm, and b) we're probably too far away to feel their pain physically, it appears to be making the attempt which matters, not whether or not you succeed.
7.) (OOC: Initiating a challenge, brawling, or attempting attacks without a target indicates to the system that we might be about to cause harm to something, so it gives us a warning message.
It can't tell whether we really mean to, but the fact that we take actions that typically lead to causing harm cause us to feel something is not right.) The feeling starts before we ever cause any harm, so some of it seems to be mental.
My personal opinion, after all this observation, is that shock is caused by the following:
Taking any action with the intent of causing physical harm to a being which will consciously suffer from it.
However, it's up to you whether you interpret it the same way or not. An
additional note (by Ardora):
At the Empath seminar of SimuCon 2003, Empathic Shock was
discussed. It was explained that all people have the ability to
become Empaths, but when someone chooses a different guild, their
ability to empathize is supressed. On the other hand, those who
become Empaths hone their ability to empathize, while suppressing the
ability or thought of doing harm. Shock, therefore, is a mental
trauma caused to the self when an Empath does harm, thereby forcing that
which is suppressed into a mind honed for the taking of wounds, not the
making of them.
Other notes on Shock by
Challeirra
Setting attack stance to 0 will not prevent shock, as you can still attack, just cause no damage. Shock will eventually wear off, and much faster if it's shared. You'll be back to normal, left only with a scar that other
Empaths can see when they touch you. The empath who originally gets the shock is the only one who will have the scar.
Anyone who shares shock to help them out will not. (Unless they already had their own scar.)
TOUCH and TAKE SHOCK will share the shock will them, and divide it in half between you, with a maximum of 40 hours worth of shock taken during a single transfer.
As many people can share the shock as are willing. Currently, there is no way to remove a shock scar, but the GMs have stated there ARE plans to create a quest of some sort. While shocked, you can't see other people's wounds by touching them,
nor can you take them. You can still cast spells to heal yourself.
(There are some spells that you can't cast while in shock, which I think include HL, NB, and
GoL.) Empaths who have been shocked are enraged by the
Kaith'Andu Barbarian roar, while those that have never been shocked resist it.
TDPs
& Stats
-Min stats required to join the guild.
-Gaining TDPs and using them.
Minimum stats required to join the guild.
If, after rolling up your character, you do not meet these minimum
stats, it is in your best interest to train them manually rather than
have your Empath guild leader put you through a 'prep course'. First off,
you'll want to learn how to get to each training facility and memorize
their locations for later, and secondly, if you go through the 'prep
course' it will require more TDPs and money than if you trained each stat
individually.
So, go get your stats up to
par before you join the guild!
| Strength |
5 |
| Agility |
5 |
| Discipline |
N/A |
| Intelligence |
9 |
| Reflexes |
5 |
| Charisma |
6 |
| Wisdom |
9 |
| Stamina |
10 |
As you can see from these requirements, Stamina, Intelligence, and
Wisdom (followed by Charisma) are all important stats for Empaths.
Discipline is too, but for some strange reason, it doesn't have a
minimum. For more information about stats and TDPs, keep reading!
Gaining TDPs and using them:
By now you probably know that Empaths aren't required to learn weapon or
armor skills to advance. Nor do we have to learn stealing, hiding,
or stalking, nor are we required to learn targeted magic or
skinning. So, why go out of your way to learn these skills?
Certainly there's no harm in being skilled at doing things other than
healing. For example, there's always the roleplaying aspect --
perhaps your character is interested in stealing because by knowing how
to steal, one better understands how to defend their purses from a
thief. This is true also for the game mechanics. Someone
with skill in stealing CAN better defend their own purse from
thieves. Yet another reason is to prepare for the future.
What if Empaths someday receive a spell that uses targeted magic?
Study now, and you wont have to backtrack in the future. Plus,
you'd also be contributing to your overall magic requirement.
Another reason to learn skills we don't need is to be able to teach them
to younger members of other guilds. The
point is, there are many justifiable reasons in-game and
out-of-game. But one thing you should definitely keep in mind is
that whenever you gain ranks in your various skills and raise your
overall averages of those skill types, you're given extra TDPs.
You may earn them a bit slowly, at first, but the more ranks you have,
the more TDPs you'll receive in the long run. So don't be lazy,
and remember that those skills you train define your character -- if
your character is abhorred by the idea of even holding a weapon, then
they can learn an armor, instead. Just give it some thought. Now,
as for spending those TDPs once you receive them:
In the beginning, you'll want to concentrate on Stamina, Intelligence,
Wisdom, and Discipline. A good rule of thumb is to keep them all
close to equal except Stamina, which should be several points higher.
These stats affect how well you learn, use
spells, and keep links with your patients. Stamina also contributes to
your vitality pool as well, allowing you to survive poison or bleeding wounds
and transfer your vitality over to a dying patient. Make
sure you concentrate on these stats, no matter what race you choose. Once
you've gained a few circles and have had time to think about where you
want to take this character, you'll want to consider spending your TDPs
on other stats:
-Strength: Though Empaths don't attack, and therefore do not
need to constantly increase their Strength, you may consider putting a
few points in to reduce your burden -- especially if you wear heavy
armor and carry a lot of herbs.
-Agility: Probably an Empath's least important skill.
Agility aids in attacking (which, again, we don't have to worry about)
and in doing hands-on activities such as disarming and lockpicking.
Unless you want to become a professional locksmith, you probably
shouldn't pump too many TDPs into this stat.
-Reflexes: Important for field Empaths. Reflexes are
factored into your ability to evade creatures, especially at higher
levels.
-Charisma: Also important for field Empaths. Charisma
improves your ability to cast spells of influence, such as Innocence
and Guardian Spirit, and use the abilities Manipulate and Shift.
Guild
Information
-Empath Guild Crest.
-Favored Deities.
-Guild Locations.
Empath Guild Crest:
The following is the official crest of the Empath's guild:
An open hand reaching out to provide comfort, a wreath of healing herbs resting in the palm.
Often associated with our guild is the symbol
of the unicorn, but if you continue on to the 'Favored Deities' section,
you'll notice that the unicorn is actually a symbol of the goddess
Hodierna and does not necessarily refer to Empaths.
Favored Deities:
The following deities are often favored by members of our guild, but by
no means should you limit your character's devotion to a god or goddess
on this list. For a complete list of the 13, visit the
DragonRealms Gods page. Religion is more of a roleplaying tool, and
doesn't really affect your character otherwise. Make sure you
choose a deity for your character that reflects the type of person they
really are -- or how they would choose to be seen. You can also
choose to worship a different deity at any time, so again, don't feel
restricted. This list simply reflects some of the more common
choices made by members of our guild.
Hodierna
Gender:
Female.
Alignment:
Neutral.
Emblem:
Unicorn.
Goddess of life, morning, and light, as well as springtime, harvest and crops. Farmers, herbalists, healers, and empaths all venerate her. She is the granter of life and favor, and ultimately must be pleased for resurrections and healing. Her emblem is the unicorn.
Berengia
Gender: Female.
Alignment: Positive aspect of Hodierna.
Emblem: Cow.
The motherly goddess Berengaria is often envisioned by artists as a plump and cheerful woman holding a sheath of grain in the crook of her right arm. She is wise and kind, a good match for
Divyaush. Berengaria is the finder of lost children and the bringer of dawn; the first light that shatters the darkness. Where she treads, the earth is renewed. Beneficial and kind, her emblem is the cow.
Truffenyi
Gender: Male.
Alignment: Neutral.
Emblem: Ox.
God of mortal man, god of mercy and forgiveness, his blessings are invaluable in resurrections and in the granting of health, stamina, strength and magical power, he is like an indulgent father to the inhabitants of
Elanthia. He can be stern as well, and thus is also a difficult master to serve. Chief deity of humans and
Halflings; his emblem is the ox.
Albreda
Gender: Female.
Alignment: Positive aspect of Tamsine.
Emblem: Dove.
Bringer of peace, cementer of alliances and marriages, patroness of orphans and fosterlings; Albreda is a kind and beneficial goddess who despises war and bloodshed. A few warriors (paladins usually) have, however, worshiped her, and she does not disdain this worship. It is said that Albreda's blessing is what brought the lasting peace of the Seven Pointed Star Empire, and that she wept so deeply during the
Elven-Human war it created an entire new ocean in far off lands. Albreda is motherly, a companion to
Alamhif. She succors and protects mothers who have trouble in childbirth, or fathers who have been widowed because their wife has died in childbirth. Healers often find her the easiest to worship. Her animal is the dove.
Empath Guild Locations:
Simply click on a location for directions to that guild.
NOTE: This information is incomplete and being added to as time
permits. If you are in one of these areas and can submit
information about that guild, please do so through feedback.
Clear directions and the "look" of the guild leader would be
great.
Also, check the Library for NPC Empaths and
their locations! The
Crossing:
Guild Leader:
Riverhaven:
Guild Leader:
Aesry and islands...
Guild Leader:
Therenborough:
Guild Leader:
Shard:
Guild Leader:
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