The Sorcerer's Game

### Location

The range in which the game takes place is generally accepted to be between -4400, 14888 and -3065, 12450.

The Sorcerer's Game is a minigame within the Tenebrae server, created by Anthony\_Lockwood. The exact date of when this game was created is unknown, but this minigame is the only minigame on the server to ever receive its own Discord channel, which was created on May 2nd, 2020.

## Rules

There are two phases within the game: The initiation to become a sorcerer, and the building of the guild once one has become a sorcerer.

To begin the initiation, you must travel to the Sorcerer's Hub, located at -3487, 13380. The uninitiated must go through a couple of ranks by accomplishing small tests, then can choose which guild of sorcerers they would like to join.

In total, there are 5 guilds. These include the Herbalists, the Fire Benders, the Storm Masters, the Night Sorcerers, and the Blood Sorcerers. Each guild is able to wield specific powers.

Once the initiation/tests are finished, the new sorcerer then moves to the next phase of building their guild.

In this phase, the sorcerer, along with their fellow guild members, must build their guild in order to have the greatest guild they possibly can. The new sorcerer must start over (that is to say, they are unable to use *any* resources that they acquired before becoming a sorcerer), using only the resources and tools obtained and created by the guild.

It must be noted that PVP and pranking between guilds is allowed. If a sorcerer is killed during PVP, the victor must make sure that all of the killed sorcerer's items are stored within a chest at the spot of his or her death.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

An update to the rules was made by Anthony\_Lockwood on May 13th, 2020 that provides more detail on earning the abilities of other factions. These are as follows:

The simplest way that a sorcerer can earn an ability that is unique to another guild is to pay the corresponding guild for the privilege. This price can be determined by the guild, and is optional - they may choose not to sell their abilities or a specific ability altogether.

Rather than, or in addition to, choosing a specific price, the corresponding guild may also decide to incorporate a specific quest or task to be completed in order to acquire the skill, as well.

Alternatively, a sorcerer can earn a single guild's ability by killing a sorcerer of a rival guild. It has been noted specifically by Anthony\_Lockwood that the fight does not have to be a fair one - you could earn abilities this way by simply punching someone off of the top of a mountain.

It has also been noted by Anthony\_Lockwood that if you *do* kill a rival guild member this way and acquire one of their abilities, the previous rule applies where you must return any items that are specific to their guild, even if the skill you acquired means that you can use the item now.

For example, if you kill a Storm Master, you may claim the ability of using Riptide III tridents, but must find one yourself - you cannot steal theirs.

There is a caveat to all of this, however. If a sorcerer dies (whether through PVP or otherwise), the sorcerer loses any additional skills that he has acquired through these means, and is left with just the base abilities of his or her guild. In addition to this, the sorcerer must destroy the items associated with any of the abilities that you have just lost.

For example, if you are not a Storm Master, but killed a Storm Master and gained the ability to wield tridents, you must destroy any tridents you've earned since gaining this ability after your death/loss of this ability.

## War Terms

On May 18th, 2020, Anthony\_Lockwood specified the rules for war when it comes to the Sorcerer's Game. They are as follows:

Anthony specified that only the Archmage of a particular guild is able to declare war on another faction, and if one Archmage declares war, then the two factions are automatically at war. To declare war, the Archmage must specify his objective for the war, whether this be to humiliate an opponent, subdue the rival faction, ask for resources, or claim territory/a specific building.

The rule of thumb at this point is to send the declaration of war within the #sorcerers-game channel on the server discord and send a private message to the Archmage of the rival guild.

In order to win a war, one faction must achieve ten kills from the other guild, unless otherwise agreed upon by the Archmages at war.

Other guilds may decide to join the war, and if they do so they must officially declare which side they are joining, along with what their own objectives are.

It has also been specified that while at war, griefing is not allowed though one can steal another faction's resources if they are at war.

## Powers

This is a listing of which guilds have access to which abilities:

**Herbalists-** The Herbalists can use bonemeal, potions of healing, potions of poison, and axes with the Sharpness V enchantment.

**Storm Masters-** The Storm Masters have the ability to use tridents.

**Fire Benders-** The Fire Benders can use bows with the Flame enchantment, swords with the Fire Aspect enchantment, and potions of fire resistance.

**Blood Sorcerers-** The Blood Sorcerers have the ability to use potions of strength, potions of slowness, and potions of regeneration.

**Night Sorcerers-** The Night Sorcerers can use potions of night vision, potions of invisibility, and potions of swiftness.

## Base Locations

The individual Sorcerers Bases are located at the following coordinates:

**Herbalists-** -3067, 14470

**Storm Masters-** -4185, 14078

**Fire Benders-** -3281, 13265

**Blood Sorcerers-** -3507, 13081

**Night Sorcerers-** -4098, 12489

## Members

Apprentices

Storm Masters
 ItsNoBigE | Turcopolier

Fire Benders

Blood sorcerers

Night sorcerers

Herbalists