
What this guild is about
Healers with a hostile side.
Keep a wounded party on its feet, draw poison out of the blood and turn the air itself against an enemy. Pthuule’s priests learn that the same element can keep someone breathing or take their breath away. The guild suits players who watch their companions as closely as their spells.
An Airpriest’s main question is usually who needs help next. A fighter survives another exchange because you healed them, and the party keeps going because you treated what the last fight left behind. Air also carries violent power, and the priesthood has room for both: the Followers of Mercy heal, and the Followers of Fury study destruction. Even their teaching chambers look different. Choose this guild if you like reading a changing fight, making quick decisions and seeing your work in the people still standing beside you.
You might feel at home here if…
- You watch your companions as closely as your opponent.
- You like matching healing and cures to the actual problem.
- You’re curious about both the merciful and the destructive sides of Air.

Lore & origins
Mercy and fury beneath the same roof
New followers enter the great Temple of Air through a small white-marble chapel that seems larger under the light from its high windows. Candles and coloured lanterns glitter on the walls. Low benches face a preaching dais and an altar of Air, and a guarded passage leads on into the priesthood’s inner rooms. Any visitor can see the chapel; going further takes study and commitment.
From the chapel, neophytes learn to handle Air and use it to heal and aid others. Further in, the Followers of Mercy study in a blue-hued chamber with low marble beds and stools for the healers, and devote their lives to healing and curing. The Followers of Fury use a much barer room whose red-tinged stone is black with soot from destructive practice. Both belong to the same elemental faith.
The priesthood’s colours are light blue and gold. Its golden locket holds a blue gem with something like smoke moving inside, and the back carries a symbol of the elemental power of Air. Priests wear it to show their order and their growing mastery. Pthuule’s favour, healing and the dangerous mastery of breath all belong to the same calling, and the gentle-looking healer behind the front rank can also kill.

A place in the world
The great Temple of Air
White marble, high windows and coloured lanterns lead from the initiates’ chapel to the teaching rooms and the inner sanctum. The blue chamber of Mercy and the soot-marked room of Fury show the priesthood’s two sides.
Read about the worldTheir role in a fight
Keep the company on its feet.
You are a healer who can also attack. Watch health, lingering harm and the direction of the fight before choosing your next spell. Healing lets an ally stay in the fight longer, and an attack helps finish a threat once everyone is safe. The skill is knowing which one matters more right now.

With a party
Your healing does the most good in a party. Support the people taking the hits, notice when several companions need attention and use cures for the conditions ordinary healing doesn’t fix. Healing Breeze heals every creature in the room, not just your party, so look around before you cast it.
On your own
Alone, Air still gives you ways to fight. Minor Suffocation creates a vacuum around a victim, and healing lets you recover. Pick opponents you can handle and save magical energy for both, because the spell points you spend attacking may be what you need to save yourself later in the fight.
Trade-offs
Healing a wound, slowing a poison and dealing damage solve different problems, and you have to choose between them. Broad healing reaches everyone nearby, and time spent healing is time not spent attacking. Players who like watching the whole fight tend to enjoy these choices most.
Abilities
Signature abilities
Healing Touch
Focused recovery
An early, simple spell that restores a small amount of a target’s lost health. Pick the person who needs it and heal them. It teaches the Airpriest habit of reacting to an ally’s condition instead of just casting attacks.
Healing Breeze
Healing across a room
A breeze restores a small amount of health to every creature in the room. It handles scattered injuries well, but it reaches more than your party, so check who else is there before you cast. It gets stronger as your understanding grows.
Purification of Blood
Poison treatment
Shortens the time left on a long-lasting poison. It doesn’t restore lost health, and it helps less when the poison is short or nearly over. Use it early, then decide whether the victim also needs healing.
Minor Suffocation
Offensive air magic
Create a small vacuum around the target, causing asphyxiation damage. It is a modest first attack spell for a young priest, and a reminder that the element that gives breath can also take it away.
Progression
From first healing to Mercy and Fury.
Start with the Initiates of Air and go on to the Neophytes, learning casting alongside healing and attack spells. Later the priesthood opens into more demanding religious training and the Mercy and Fury traditions, and your locket shows your Airpriest masteries. Decide which role you want most, but keep enough range to handle surprises. The guild listings in the game show prerequisites and lessons; raising your level and studying a particular spell are separate steps towards making that spell reliable.
Play Icesus
Make a character
and try a guild.
Pick a race and a first profession, then meet your guild’s teachers in the game.





