Evernight Guild Archive

Guild Name:

MAELSTROM (Maelstrom)

Created: 2004-07-07 20:51:48
Game: unity
Faith: Leto

Charter

:: Apex ::

Ages ago, the sway of the Har'qin Empire waved mightily amongst the czars, emperors, gerents, and imperators of the old world. Vicious battles had underscored their reputation, forcing many conquered crowns into servitude and peonage. During the infancy of the doctrine of pain and anguish inflicted upon our world by the gods, these highborn magnates were forced into the depths of the Takrin Gre'as'anto, their birthright sundered by the malevolence of the gods. Here they wept and plotted avengement, angering the deities who had punished them, they were sealed below the burning sands to live in misery and depravity as punishment for their impotence.

Within the depths of the subterrestrial world, the populace of the Har'qin were rapidly digested, mauled, and mutilated by the species that called this place their home. Some though endured these horrible tragedies and learned the disposition of their attackers, taking their weapons and life style. Others, the mages and acolytes began to practice their magic once again, this time with the aid of the strange black ore found throughout the caverns they rested in. They were shaped by the black rock, their magic becoming more powerful yet increasingly unsteady within their grasp. These men and women of stature retired deeper into the tunnels and caverns; pleased to stay remote from the foul beings they had once called compatriots, later evolving into what we now know as the Ancients.

Those who remained in closer to the surface soon found their way blocked from exit, they retreated back into the caves with their knives fashioned from bone and their armor carved out of old bark. They were the first of the race we know now as the though they were not by any stretch the last. For thousands of years, the people of the surface world continue about their wars, petty squabbles, their very lives, unaware that an entire nation, with laws, gods, and prejudices, existed right beneath their feet. Nor would they know, for it was the will of the Ancients to have the world of the Kin'kaan sequestered from the sight of the infidels.

Deeper and deeper the peoples of the once grand Har'qin Empire dug and explored, finding new uses for the very creatures they had once fought against for survival within the subterranean lair. The Ancients spoke in the dreams of a handful, to come to them in the night. Those who followed, were forever altered, removing themselves from their families and friends, working within small grottos and terraces away from the eyes of their once comrades. What the Ancients taught them, we do not know, their eyes burning with the flames of knowledge and understanding, they set about their task, creating living armor and weapons for the warriors and training the first of the cadith in what the Ancients wished of them and the people of the Kin'kaan.

Those who had been touched by the Ancients took upon them the name shapers, reflecting the art they practiced deep within their lairs. The shapers outfitted the warriors with powerful beasts of burden, to aid them in their campaign against the creatures below the cities; they forged new metals and rocks that were harder than steel and more beautiful than diamonds and forced the first of the underground creatures into vassalage. Their unending work giving rise to the idea of The Power that their magic and by proxy the magic of the Ancients is derived from.

It was during the respite between conflict and peace that the masq evolved. Carrying out dark quests of assassination and vengeance, these horrid wraiths of the ebon wastes evolved with the practiced arts of the shapers, giving their kind the ability to shift forms and assume other identities. Their stories are rarely told, invoking their name would bring shame upon even the most worthy of the castes, instead their myth and legend ran rampant, even in the ears of the generations who should have known better.

It had been centuries before the Ancients returned to the world they retreated from so long ago, their comrades so changed and warped by the ages of terminal darkness siphoning away their laughter and their love, that without the shapers they may have never truly realized the horrors they had created. There were four that came forth that frightful night, wafting into town as though carried by the drafts of the subterranean. They slipped amongst the warrior caste, the shaper caste, the masq caste, and the Cadith. Leaving before the waking, they chose their quartet, young children emblazoned with the brand of the Ancients, marked for a destiny the once proud people of Har'qin had held high above them as unrealized goals and wishes.

The Ancients had not been heard of again, but there are rumors of a Executor, raised and bred by the Power and the Ancients who possess it. It is believed that he is to lead the castes to inevitability, to the bright world they had once been shunned from. This outsider was chosen carefully by destiny, his name was Nil Spaar, and his legend may be heralded even greater than those who came before him. Though we know through dedication, all that the Ancients plan for us shall come to pass, we shall return home to those golden-haired children of the gods, we shall deliver to them the gifts we have gathered from beneath their feet and their sun will be coated in the blood of their fallen. The Kin'kaan will be home again.

:: Enlightenment ::

It was morning in the capital of Palos, though that fact was scarcely evident to anyone in the city. Roiling black smoke choked the sunlight and blotted out much of the blue sky. Deafening screams of women, children, and battle frenzied warriors filled the air like a rolling cannonade, loosed from a mighty warship. The smell of burnt flesh and ensanguined bodies struck any consideration that this city had once been the vanguard of peace and prosperity in the region known as the Takrin Gre'as'anto or Desert Peace.

Rising from the center of the city, a black monolith stood where once had been nothing. Jagged and cracked, it scythed into the morning sky, each crack opened up within to reveal several pulsating sacks, alive and doughy. Each smoking crevice held wiggling masses of flesh, dislodging itself from the spire and falling harmlessly to the ground. The muted sounds of flesh upon stone were dwarfed by the screams of the infidels as they ran from death and their ultimate destiny. Destiny and death, the inalienable truths of the people of Palos, their light falling into the final stages of extinction.

It had been much like this since the evening prior, when the monolith had finally pierced the hardened mantle beneath the city. It toppled the statue of the infidel's fallen monarch, a sign of the great victory soon to come to the proud warriors of the Kin'kaan. The pulsating sacks had spewed herds of warriors birthed from the elements themselves onto the dreaming populace of Palos. The warriors hit the ground and immediately proceeded upon their objectives with eerie efficiency. The watch stations and the garrisons first, then into the sewer systems that snaked underneath the city, hundreds of silent warriors crept, blades extracted from the very spire they had arrived in. The governor's mansion, the mayor's home, all came second; the captain of the guard and the garrison near the bazaar came next.

By the time the slaughter had been figured out, it was too late; a few infidels who had survived the first attack raised the alarm, though none of their comrades could hear it from their death sleeps. The cattle swarmed from their homes and huts, grabbing what they could before running to the streets, praying to escape with their lives. Screams of young ones lured the second generation of beings forged from the spire, vicious four legged wolves, skin peeled back with vertebrae exposed. The Vor'sk, as they were called, raced into the streets to find the screaming, drawn to it like so many other predators who stalk the young as prey. Two-story beasts lumbered from the center of town, built from the denticulate black stone of the monolith-spire and seemingly dead flesh, these tormented souls walked through homes as though they were walking through waves on the beach.

As Maxim's primary started to burn bright in the sky, the very last of the monolith-spire had been exposed, like a black dagger striking out toward the sun. The apex of the dagger burst open to disgorge flying beasts, with wings like insects and convolute razor-thin claws with which they struck at the peasantry. Their faces were covered with the look of anguish and the ferment of hate. These horrid forms crashed through the night, stealing man, woman, and child alike, flying to the heights of the still standing buildings, siphoning them of their blood and wrapping their empty carcasses in sacks, for later meals. Within hours, as the sun came into full view, the first hives had been completed, stocked full of fresh food for the broodlings.

Far outside the city, atop a small cliff overlooking the once serene sight, he watched. He was wearing the chitinous armor of his brood, his face covered in the skull of some otherworldly beast. Furs draped from his taut noframesallowedand cascaded down his stalwart body. His name before this time had been many things, "slave", "killer", and even "thief", though he doubted the efficacy of those names. His proselytes below had come to call him the Executor, which he believed suited him much better, giving him an air of distinctiveness.

"Ol uriu tlus xunor, Executor" the attendant spoke as he approached upon a winged beast with six legs and the body of an armored horse. Jumping from the beast and then waving it off, the unarmored being fell immediately to one knee, head bowed low with neck exposed, the proper greeting for someone of the Executor's status.

The Executor did not elucidate any reaction to the attendant.

"Forgive my forgetfulness, Executor, it will not happen again." the attendant repented to the hooded Executor, "I will speak in the infidel's tongue as you had ordered."

The Executor scanned the carnage that was Palos, a lone man, no older than a squire climbed from the roof hatch of one of the various burning or smoking buildings carrying what seemed to be a musical instrument. Hot on his tail were two of the warriors the Executor had personally commissioned to assist him in this critical undertaking. Both were brandishing the taken weapons of the infidel, a hammer of prodigious proportions and what seemed to be a scythe, most likely stolen from the corpse of a farmer.

The young infidel began to strum his contraption, most likely celebrating his death with a psalm to his dead god. The Executor almost turned away from the scene, but a flash of movement caught his eye, one of the two warriors slammed the hammer into the midsection of the other, knocking the wind out of him and seemingly ignoring the boy completely. The Executor watched in fascination as the boy continued to sing his blasphemous song as the two warriors began to battle. A quick turn on a heel caught the hammer wielding warrior off balance and sent him to the ground in a stunning round house kick, the scythe maneuvered through the morning sunlight with all deliberate speed, truncating the hammer warrior through the midsection. A few twitches of the foot and his lifeblood had left him, abandoning just the singing boy and the scythe warrior.

The warrior for a long moment just stood there, as though mesmerized by the singing of the boy. Then the boy let out a yelp as the warrior stepped forward dropping the scythe with a vicious howl. Grabbing the infidel's contraption with one hand, crushing it, and the retreating boy's hair by the other, the warrior turned to face the Executor. Holding the boy by the hair and echoing another howl at the recognition of his commander, he kicked out the boy's knees so that he was prostrate on the ground. Reaching to his right side he brandished a dagger, the young boy's face pale with the knowledge that his death was coming. The blade cut down across the infidel neck, blood seeping out of the wound almost immediately. He held the child there, almost like a father, as he waited for the shaking and shivering to end in the infidel's cold and pale body. When the boy had stopped his death seizure, the warrior set him down placing his head down, knees wrapped below the body, and arms crisscrossed beneath the chest in the sign of respect to the warrior gods and their brave soldiers.

"He sees something I do not, Valier." the Executor said.

Not surprised by his long pause before speaking, the attendant acknowledged the Executors answer and use of his actual name, yet said nothing before being asked.

"Perhaps he felt the infidel deserved more than just death. Maybe he was a tougher opponent for the warrior." the Executor concluded.

Valier knew better than to be goaded into this word trap the Executor employed. He would fish for an answer so that the attendant would answer incorrectly, thereby granting the Executor the opportunity to engage in shin'ra or ritual killing.

"You are very good at these games Valier, please though tell me what it is you are thinking." the Executor allowed a tight smile creep out from under his mask, still looking away from Valier.

Valier nodded and bowed deeply, "Perhaps the boy had the Power of the Ancients, Eminence."

The Executor's expression disappeared, "Have his body investigated, his contraption, that instrument examined as well."

"Yes Eminence. Immediately, I will obey." Valier replied and turned to leave the Executor to his examination of the closing battle.

Impossible, the Executor thought to himself, a boy could never harness the Powers of the Ancients. We must investigate this further, there is much more conflict due in the coming days, we must know these people's strength. The very notion of the Power almost corrupting the great victory the Kin'kaan had claimed this day.


Continued in From Whence We Came (Maelstrom)

Ranks

GM: Executor
AGM: Incubi
Squad Leader: Sybarite
Full Member: Warder
Member: Haemonucli
Newbie: Vogon

History

Homopobic terrorist.

Rules

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Role-playing
This guild will ask much of you, all levels of experience are of course welcome in the role-playing. The worse you think you are at role-playing, the lower in the caste system we are setting up a position you should take, it helps differentiate between the groups and allows us to get working on those who need help. And some of you will need assistance in this format, we are talking about almost a completely new race, much like other species you have watched in popular culture or read about in other books. If you find similarities, latch onto them, then work from there, but remember that plagiarism is not tolerated in these forums.

New Member Introduction
This guild is made up of a subterranean race, recently released back into the world in a town known as Palos. There are hundreds of thousands of them coming, all shapes and sizes, but none are human, elven, dwarf, gnome, elemental, vampire, or anything else stereotyped by the choices you make in the kingdom selection screen. You will be asked to play one of these new persons, amalgamations of the very races we don't wish you to play. Perhaps you would play a vampire, maybe a brute of a vampire, one who has claws grafted to his arms by the Power of the shapers; the myriad of possibilities are endless.

Slave races do exist, the Kin'kaan have taken Palos, some have survived and are being forced into vassalage to make preparations for the coming armies of the Kin'kaan if you so choose to role-play a dwarf, human, or other standard race, then you will be counted amongst the slaves. Your station will never change, you shall always be a slave, but your story will still be yours. As time goes on, our views and our motives will change, but for now we are here to retake the Har'qin Empire we were once driven from.

Mentality
Not all Kin'kaan are evil, though certainly not all are good either. There is a balance, some shapers do their work to the extent they must so that society survives. Warriors in general fight with honor and valor, displaying their scars and cuts as marks of integrity and duty; masq's recline and write deep and heartfelt poetry while watching the sunset. None though would be caught dead with the infidels unless they had been purified or for some reason possess a strategic interest to the Kin'kaan.

We realize that when we choose our faith, it will be one in which war factors heavily. Though we do not count on this being the LAST faith we join. As ages past, we will come into times of order, chaos, enlightenment, and things we have yet to even figure. We as a people will change and with it our role-play will as well.

Tenets of Society
This is a rigid caste system through which order is maintained. The Kin'kaan do travel between these castes, some even rising to the upper echelons of the more prominent ones, but you are never above that system. You are open to role-play your way into and out of these castes, it can even be ordained that the warrior caste has many factions within it. But for the short term, our role-play will be focused around creating more information on the warriors, masqs, shapers, and cadith.

Technology
Shapers can graft creatures together, creating new creatures, living weapons and armor exist, and we are only limited by our creativity in designing new items that can define us as a race much like the bow defines in most aspects the elves. Think hard about what you create though, magic is low for us, we know it only as the Power (sometimes capitalized), and it shapes our very lives. Ancients do not walk amongst us, they are but legends we have heard about. In time that may change, you may even be asked to play one, please take heart in this, we are all strong of will, but god-moding will be frowned upon.

AGM Positions (Heads of the Castes)

Warlord (AGM War)
The Warlord leads the warrior caste, leading battles and coordinating with the shaper caste and masq caste. Her prowess will be written about by the cadith for ages to come. She is also second in command of the guild when the Executor is away.

Master of Blades (AGM Scum)
The head of the masq caste works to undermine enemy fortifications, desecrate their sacrilegious temples, and steal the life blood of their governments away. They are also possibly the most learned about the world around them, knowing that the "infidels" are people as well. Most masq have limited shapeshifting abilities to augment their gaunt yet powerful frames.

Cadith (AGM Role-play)
The writer of stories, legends, and myths. The age long secrets are kept within their scrolls in the Library of Ikit'treal within the undergrowth that is the last resting place of Har'qin. The great deeds of the Kin'kaan are celebrated by these scholars, teachers, and monks. Non-combative, unskilled in the art of shaping, or stealth, they take heart in the realm of scrolls and books, diplomacy and fiction.

Shaper of the Dead (AGM Sorcery)
Limited in their use of the Power, the shapers follow their leader with quiet perseverance. As they progress within the caste they are taught more and more about the rituals of shaping and the required biological, chemical, and mineral components they will need to augment their limited "magic" and create the living weapons, armor, and monsters the armies employ. These are also the priests, the healers, the doctors, the prophets, and the spiritual guides of the Kin'kaan.

Ranking System

Guild Master (Executor) - Pronounced like executive, he oversees all functions of the guild. Delegates powers and priviledges to members within the guild. Chief Diplomat and Policy maker for the guild. Approves and Recommends promotions within the guild.

Assistant Guild Master (special) - The second in command of the guild. This is the trusted position that advises the Guild Master and instructs the lower ranks on duties and directives from the top of the chain. Common responsibilities for this rank would be Scum, Role-play, Sorcery, and War. Each is usually associated with a caste.

Senior Member (Incubi) - These are the grassroots of power within the guild. Here promotions come easier when spots open up, information flows freely, and the highest level activity within the guild exists. Sometimes the quality of member, rather than the tenure of the member warrants a position within this rank.

Junior Member (Sybarite) - These are the typical working class in the guild. They seek to prove themselves to their peers so that they can live within the more active society of the Senior Members. This too holds some power over the guild, but not nearly as much as the other three ranks do.

Entry Member (Haemonucli) - Here there is ZERO power, ZERO influence, and ZERO care if you go or stay, coming out of the slave masses is easy enough, but to fail here will mean your expulsion from the guild. Work hard though and you will be rewarded.

Kingdom and Player Names
Do not attempt to join this guild with names such _Volty9_ or Ping200Den' you will be turned down. Kingdom names also should show some creativity. Numbers are obviously barred from alternate posting names and kingdom names as well. Try and be creative, sometimes you can find names in the most uninteresting of places (PBS).

Guild Master Disappearance
If the GM is ever incapacitated or unable to perform his duties, the Assistant Guild Masters will decide upon a proper course of action, choosing a new GM or disbanding according to the last wishes of the GM.

Rules of the Game

    • Do not make an ass of yourself
    • Have fun
    • Do not post bug reports on the boards, over ICQ, or in the IRC room unless specifically asked by staff
    • Do not spam or post redundant messages
    • Do not post realm numbers or names on the boards
    • Pornography, Piracy or other illegal material is not allowed
    • Do not post links or advertisements to hate or Anti-Evernight sites. This includes racial, ethical, or sexually related sites.
    • Show respect to your fellow player
    • Take responsibility for your own actions before the actions of others

[Memorandum 8.5.2004, Reylan]

We are still accepting members from Hidden, Unguilded, or any other capsized guild in Foret. You will not achieve a higher rank than rank six in the guild unless you can furnish me with your ICQ number and what type of kingdom you want to play.

[Memorandum 8.6.2004, Reylan]

All players are welcome. We do not require Role-play, but we do encourage it.

[Memorandum 4.23.2005, Reylan]

We are back, hopefully not for a limited engagement this time. if you want into the guild please contact me via email, I am still looking for talented AGMs, Squad Leaders, and even a single Co-GM position.