Post by Lady Margolotta von Überwald on Jan 25, 2012 18:45:53 GMT
The Watch
- Police force of Ankh-Morpork, originally the Night Watch,
and know as just The Watch.- Under Sam Vimes, the Watch has become a real force in the city and both the force, and its Commander, have become targets for those they annoy. Unfortunately for Vimes, this is practically everybody.
- Watch uniform consists of a brown shirt and knee breeches chainmail, an iron breastplate, an iron and copper helmet, sandals or boots and a waterproof cape. A watchman is also issued an oak baton, a sword and crossbow (or cultural weapons of choice) an hourglass, a bell and a badge, of course.
- The Watch is accepting all species in their orders, including: dwarfs, trolls, gargoyles, vampires and as rumoured - a werewolf.
- There are many awesome canon members of the Watch, but we will be glad to accept originals, too.
Wizards
- Wizards study magic for many years at Unseen University. Reading an uncountable number of books, passing hard tests, getting one (or several) of the many degrees available and practicing all day long makes a great wizard. Oh yes, and growing a beard and wearing a pointed hat also helps.
- Wizards like to use instruments specially made for the purposes of practicing magic. The wizard's staff is a familiar and intuitive example; it stores magic that wizard can use all at once. It is similar
- The head of Unseen University is the Archchancellor. The Archchancellor is considered an important figure - the leader of all wizards on the Disc and he holds a seat on the Ankh-Morpork council (although this council itself has no power either), in which he acts as a magical advisor to the Patrician of Ankh-Morpork.
- Wizards grade magical ability in a series of levels, the highest of which is eight. There are a total of eight eighth-level wizards, and the number becomes progressively higher as the level decreases. It is common to ascend through the ranks by assassinating superiors.
- The older wizards tend not to understand how magic actually works at all, instead relying on centuries of lore to achieve their effects. Younger wizards enthusiastically experiment, pushing back the boundaries of knowledge and making new discoveries about the nature of the universe. They don't understand how magic works either, but have much more exciting words to explain why not.
- Wizards spend their time eating great meals at least five times a day and sleeping in between. Few faculty members like to teach. They have virtual lectures in a classroom, (Room 3b) that does not exist, a happy arrangement mutually understood and respected by Faculty and students alike.
- Generally speaking, witches are women and wizards are men. Wizards have a great disrespect for witches, because they perform magic without really knowing the science. They also think that priests and gods in general should not be taken too seriously.
- An eighth son of an eighth son is automatically a wizard. When a wizard nears death – which they know some time in advance – he formally passes on his staff to a newborn wizard.
- Wizards generally lack children, due to both rigid celibacy law and overall non-enabling personality.
- Canons are needed; however, this is a school, so we'll accept original wizards.
Witches
- Witch magic is very different from the wizard magic taught in the Unseen University, and consists largely of finding the right lever that makes everything else work. Witches rarely do any magic, in fact, relying more on common sense, hard work, and a peculiar brand of psychology known as headology.
- Unlike wizard magic, which is taught en masse, witch magic is taught on a one-to-one basis by older witches to apprentices. Although magical talent tends to run in families, witches do not teach their daughters, feeling that this would cause a sort of magical inbreeding.
- Witches tend to lead lonely lives; they are generally feared and respected rather than liked, and often perform their duties with little or no thanks from the populace at large.
- The majority of Discworld Witches are seen in the Ramtops region of Discworld.
- Three witches are required for a coven. Two witches get on each other's nerves; the third one can get them to make up, so they can all get on the nerves of everyone else. If a coven has more than three members, they all get on each others' nerves.
- Generally speaking, witches are women and wizards are men. A witch can do more than a technically equally powerful wizard. However, the same zen-like knowledge that gives them this ability generally discourages them from making a big deal about it, beyond refusing to take wizards seriously.
- There are quite a few awesome canon witches, but feel free to create an original.
Assassins
- The Assassins Guild is one of the most powerful among the Guilds of Ankh-Morpork. The current head of the guild is lord Downey.
- It is actually a school for professional killers and is noted for giving one of the best educations you can have. Usually children of high-standing noble families attend the Assassins' school. The school's reputation even reaches into far-off countries.
- However, there is always a place for a scholarship boy, partly out of a spirit of noblesse oblige, but mainly because "any commoner showing an uncommon aptitude for the profession had better bloody well be where we can see him." This is, after all, the way the upper classes have traditionally dealt with potentially troublesome but talented outsiders: by absorbing them into the privileged upper class, rather than risk having them outside leading a revolution.
- The Assassins' Guild has a strict code of conduct. It is considered absolutely unforgivable for an Assassin to kill (or as they refer to it, "inhume") for any reason other than being paid to do so. Of course, to distinguish themselves from common hitmen, the assassins' code also demands that they be paid a very large amount to do so.
- An Assassin must always act with style. Without style, he's just an expensive thug. They must always dress stylishly in black (which, although not the best colour for being unseen at night, is the correct colour for being an Assassin) and must always seem vaguely bored and, if possible, slightly foreign.
- We are currently accepting canon and original characters.
Thieves
- The Thieves' Guild was legalised by the current Patrician of Ankh-Morpork, lord Havelock Vetinari, early in his reign.
- Nowadays, the modern, properly registered Thieves' Guild makes money mainly by having rich people pay an annual premium, and arrange for a convenient date to rob an acceptable amount from these rich clients in their own home.
- For the poorer (but not penniless) citizens who do not arrange for premiums and appointments, the Thieves quite politely rob them in the streets, in their business premises, or in their homes, not badly injuring them, and always leaving them a receipt which guarantees that these people will not be inconvenienced with another official robbery for the rest of the year.
- Guild thieves are expected to work to certain standards, appropriate clothing and membership cards are required during all official activities.
- Someone found to rob or steal without a license can get arrested by the Watch Officers, and that is a good fate. The fatal fate for an unlicensed thief will be to meet Thieves' Guild enforcers, who will capture him, kill him, and hang his body somewhere in the city, put him up on top of the Guild building where buildings usually have weathervanes or hang him from the gallows.
- There aren't so many canon thieves, so we'll be glad to accept the originals.
For more information click: Me & Me & Me & Me & Me
Dwarfs
- Traditionally, dwarfs are miners in the mountains (nowadays there are also dwarf artificers, jewellers, bakers, Watchmen, etc. in the cities).
- Dwarfs are shorter and stockier than humans, nearly always bearded and live to about 300.
- Traditionally, all dwarfs dress the same and act the same – quaff beer, sing about gold, wave a pickaxe or battleaxe at people when drunk.
- The dwarf language is rich and expressive and universally spoken by all dwarfs. It sounds like someone needs a cough drop after eating too much grit in the mine.
- Gender is not considered important by most dwarfs compared to things such as metallurgy and hydraulics, so there is no female style of clothing or female pronoun. Both male dwarfs and female dwarfs naturally have beards and it has never occurred to any dwarf to shave, and thus doing so is considered undwarfish and shameful.
- In the old days, Überwald dwarfs were often dinner to vampires and werewolves, just as humans were; however, traditional enemies of dwarfs are trolls.
Trolls
- Huge moving, living rocks of humanoid shape, with intelligence and personality.
- Female Trolls can generally be identified in that the have a tendency to look like sculptures of stone-age goddesses of fertility. Nonetheless, like male trolls, they usually wear little more than a loincloth. Since trolls minimise on clothing to try to stay cool, reverse logic dictates that the more a troll wears, the more erotic it is.
- Trolls generally come from the Ramtops or Überwald; in the Ramtops, trolls are considered a nuisance; in Überwald, trolls are either enemies of dwarfs or treated as semi-sentient slaves.
- They tend to be named after rocks, minerals and geological features. Female trolls tend to be named for precious stones.
- Troll society consists of numerous tribes, with frequent fights between them. They can only be united by a Diamond King.
- The hostility between trolls and dwarfs lives on and is found in any place with a significant number of both species.
For more information Click Me & Me