|The Guildmaster's Compendium
Author: CapgrasFregoli PM
A series of speculations into the alignments and details of the Heroes of Might and Magic IV world.Rated: Fiction T - English - Words: 613 - Reviews: 1 - Published: 09-11-11 - id: 7372622
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A/N: I've been thinking a bit about Heroes IV lately. This is more about the world and its mechanics than about established characters.
1. On Priests
To be a priest is to take on one of the most immense and difficult responsibilities of all magic users. While other classes of spellcasters can create or destroy mindless armies that will not think past the current battle, a priest must hold the lives of individuals in their hands. Other spellcasters can shrug off casualties of war, but a priest must be there to heal and console his or her comrades. Despite the hopeful journals and spellbook notes of some, priests are the most miserable and stressed spellcasters of all the alignments. They are followers of the most hopelessly optimistic viewpoint: Life prevails. But that philosophy will not last among those who have not touched a battleground yet.
2. On Magi
Magi are primarily those with nowhere else to go. They are sometimes obsessive-compulsive, weak, greedy, or nameless. It makes sense that Order spells are cruel, manipulative, underhanded, and distressing. Even some who have been exorcised hold minor effects from the inflicted curses. Order spellbooks and records are careful and calculated, but they hold a tinge of malice that not even Death can rival. Magi who themselves have been reduced to nothing else by fate and circumstance leave notes that seem to try and rationalize the act of breaking down their enemies' minds and cursing their souls.
3. On Sorcerers
Sorcerers pursue destruction and murder eagerly, and never think of consequence or morality. Coincidentally, they are some of the happiest and most carefree spellcasters out there. Instead of treating their magic abilities a compensation for being weak or disadvantaged, they consider their spells to be a symbol of strength. Notes left in Chaos spellbooks express hedonism and cheer as opposed to morality and knowledge. Chaos spells are divided between killing, and helping your fellow comrades kill. To them, brutality and cheating is true joy, and who can rob them of it? Chaos is the master of theft, after all.
4. On Druids
Druids are joyful in the process of giving life and letting it run its course. They are clever without being cruel or calculating. Druids are not trapped under a fixed viewpoint of keeping everything alive, or destroying it, or deconstructing it academically. They let it run its course. Druids can raise awe-inspiring and fearsome phoenixes, yet they can still take time for the smallest sprite. That is not to say that no druids are destructive. Some subscribe more to the beliefs of chaos and would rather save creatures from a forest fire instead of extinguishing it. Nature itself is chaotic, and not everyone will take the time to make it run "right."
5. On Necromancers
Necromancers are a varied mix of callous order and passionate chaos. All take joy in inflicting pain and challenging the laws of the natural world, but they are diverse in their methods of doing so. They tend to suffer from their methods of warping time and life, but the effects lead to powerful and terrifying spellcasters. Their magic consists of sneaky but devastating curses, and of course, the art of necromancy. They see their mastery over the dead as beautiful, a testament to all that is unholy. They rule with fear, but they themselves often cannot feel such emotions. The most influential and powerful necromancers are undead themselves. They subscribe to the science and coldness of order. The demonic necromancers, on the other hand, take more joy in painful, life-draining torture of their enemies. They live in conflicting viewpoints, but their magic melds perfectly.