Evernight Guild Archive

Guild Name:

WANTON FLAYS OF PA WO NEN DEI (WTFPWND)

Created: 2004-07-28 17:54:13
Game: unity
Faith: Barnabas

Charter

WANTON FLAYS OF WA PO NEN DEI

Penumbra.

That is where it began.

Just over two millenia ago, Illithids fled from Penumbra, the seat of the Illithid empire - an empire stretched across the very planes of existence; but, moreover, an empire that had become far flung and ultimately, though its masters did it know it until it was too late, uncontrollable. Escaping the destruction that the fall of their empire wrought, and the ensuing crusades to wipe out those of their ilk, the skilled plane travellers fled to diverse bolt holes, some of which had been prepared in advance. Most perished.

But, one group, or so the members thereof believed, found its way to Tonan. This group, lead by an Illithilich, Rossak'Chir, was determined to learn from the mistakes of the masters of the fallen empire. Their conclusion was that the Illithids had expanded too fast. The key to the success of the reconstruction of the Illithid empire would lie in amassing its strength until the opportunity arose for them to utilize their force. To do so, they understood, would, equally, require the nature of their existence and life to remain obscure and mysterious. They settled in the isolated lands of Pa Wo Nen Dei, and began the slow, patient process of exercising restraint while rebuilding their domain.

Unbeknownst to them, however, other groups had escaped to Tonan. Over time, most simply vanished due to internal conflict and the swift retaliation of regional forces wherever they tried to exert their power. A select few survived, scattered pockets which, though had never gained prominence, were quick to revert to methods of survival which could be termed 'subhuman', at best, forever cloaking them in mediocrity, and earning them the reputation of a vile and detestable people. The reputation slowly spread, and eventually reached the lands of Pa Wo Nen Dei.

Eventually, the Illithids of Pa Wo Nen Dei were becoming subjected to raids and incursions into their territory. Groups and parties who had an axe to grind with the Illithids, or Mind Flayers as they were known to outsiders, were attacking for any of a variety of reasons: revenge upon a race which had wrought destruction upon them and their kin; pre-emptively ensuring the security of one's borders; and, for a small number, the thrill of battle and a new, exotic enemy.

It was at this point that Rossak'Chir, having held the reigns of power of Pa Wo Nen Dei for nearly a millenium, decided it was time to flex the muscle of their growing kingdom. Operations involving the invasion of the outlying regions began. The conquests were swift and brutal; some of the old pride in their race and their abilities began to show itself. This pride, however, led to overconfidence, and the Illithilich, Rossak'Chir, decided to personally lead a particularily risky invasion of neighbouring orc lands. What they sought, apart from a vaste number of slaves to build a new and more powerful army, is unknonwn. To this day, it is thought that Rossak'Chir had become deluded with his own power and the conquests which his people had thus far enjoyed.

The invasion was a disaster. The mindless rage of the barbarian hordes was far more than the Mind Flayers had bargained for, and they found themselves confronted with a more violent and vengeful enemy than ever before - and, what was worse, one that they were unable to control in any great number. Rossak'Chir was killed, and the Kingdom, its bid for power crushed and bereft of leadership, turned in upon itself for another millenium.

The potential leaders of the Kingdom, having followed Rossak'Chir for so long, isolated from what passed for normal Illithid culture, became enthralled in petty squables. They plotted against one another in a far more naive and de-unifying manner than had ever been seen previously. The potentiates decided on the formation of a ruling council, which would include them all, each believing they would turn it to their own advantage. Long term visions of conquest were forgotten, and, only after centuries of slow decline and infighting among the leadership, did the council attempt to rectify the problem. A new political office, the Penumbrate, was created, which would see a candidate elected from by the ruling council to oversee them. It was only after the election of Kiranis, the first such ruler, that the council realized the sheer number of powers which had been vested in this newly created office. Kiranis put them to full use, and soon the council became as powerless in name as it had been in actuality.

The council did maintain, however, the power of electing the Penumbrate, and this slowly began to degrade its effectiveness as well. The politicking that would soon consume the election of the Penumbrate arose, and, eventually, the Kingdom began to suffer immensely from the inherent weakness of the power structure. Decadence and indulgence spread and inflicted itself like a plague upon the Kingdom. Wealth, though great it was in relative terms to the kingdoms that surrounded it, was squandered. This trend continued for centuries, into the times of Thres'Klah, by far one of the most brutal and cunning Penumbrates the Kingdom had seen since Kiranis.

It was a mere decade after his ascension to power that news of The Call reached the Kingdom, and Thres'Klah. Luckily for them, he understood, the only horde which came nearby passed along the edge of their Kingdom; what had lain astride the mountains outside of their borders, a growing tribe of barbarians led by one named Kildar, had been completely wiped out. Or so most would have assumed.

Parties were sent out to raid the wealth and probe for survivors in the aftermath. A massive bounty of slaves in skill workers, women and children were captured on the move, outside the radius of operation of the horde that had evidently destroyed the barbarian armies. As well, the parties that had been sent to the site of the battle were privy to the capture of a considerable arsenal of weapons. But the greatest prize, or so Thres'Klah later remarked, was yet to be had.

The defenses of the Pa Wo Nen Dei were multifaceted, and included a number of Illithids who were tasked with sniffing out ambushes and concealed assault forces with their psionic tendrils. Parties of these roam the borders of the Kingdom, a necessary task performed by the conscripted youth, who used this time to hone their psionic skills. One such party stumbled upon a lone warrior, someone whose mind was evidently troubled by recent turmoil. They sent a report back to their superiors, and continue to shadow this drow soldier. Quickly, due to the oddness of a lone drow warrior being seen near their borders, the report reached the ears of Thres'Klah. Immediately, the order went out to have the warrior diverted to the Kingdom, where his worth would be determined.

Without fail, the Illithid forces managed just that, and it rapidly became evident of the enormity of the capture: Die Bankier, one of Kildar's most prized commanders, was in their grasp. Thres'Klah was both amused and excited by the prospect of making use of this warrior, and the order went out to leave the drow sentient. They would combine the capture of this commander of armies with the new weapons and skilled slaves they had acquired. Perhaps, Thres'Klah mused, the conquests which had greated Rossak'Chir, and, more anciently, Penumbra, would be theirs.

Immediately, though, problems became apparent. A thorough examination of Die Bankier's mind revealed the power accorded to those who followed Isonia - and these powers were great indeed. Religion was an insignificant part of Illithid society. Everyone professed a worship for their patron deity Ilsensine, but their observance of the rites and prayer were merely token. The power that Ilsensine offered was small compared to the already impressive array of psionic abilities the Illithids possessed, and the arcane arts which they most often practiced. This new power, however - it was much more than that. It seemed that vast power flowed into the hands of the worshipers of Isonia, and quickly monuments and temples of Isonia were erected throughout the lands in preparation for the expansion of the Illithid empire. Worship was deemed manditory, and even the slaves were forced to pray to Isonia on pain of torture.

Thres'Klah, with lingering regrets, has began the open bid for the beginning of a new empire, a new Penumbra... Only time shall tell how we succeed, and the wisdom of our leaders.

Ihathta'Cht, High Mage of Arcare.

Ranks

GM: Penumbrate
AGM: Human
Squad Leader: Elven
Full Member: Goblin
Member: Vampire
Newbie: Homosexual

History

The Illithids will rule once more.

Rules

RULES

A. Obey the rules of Temper's Ball:

1. Do not make an ass of yourself.
2. Do not post bug reports on the boards, over ICQ, or in IRC unless asked specifically by staff.
3. Do not spam or post redundant messages.
4. Do not post kingdom numbers or kingdom names on the boards.
5. Pornography, Piracy or other illegal material is not allowed.
6. Do not post links or advertisements to hate or Anti-Evernight sites. This includes racial, ethically offensive, or sexually related sites.

As an in-guild rule, respect for all posters is required at ALL times. Failure to do so may warrant censure from a superior officer, or, if numerous infractions occur, removal from the guild.

B. The Chain of Command, Duties and Promotion.

RANKS
Penumbrate (GM) - This is the leader of the Kingdom.
Potentiate (AGM) - These are the council members who elect the Penumbrate. You must be an Illithid to achieve this rank.
Meta Mind (sub-AGM) - Trusted and adept in the arts of war, treachery and wizardry, they are accorded the highest rank and priviledges outside of Potentiate.
Dominator (Commander) - Trusted, seasoned warrior in Kildar's tribe. You must be a half-Illithid to achieve this rank.
Warrior (Grunt) - A seasoned slave-warrior in the armies of conquest. This rank is accorded only to anything sub-Illithid.
Slave (New Member) - A slave shall remain in servitude of those above him. They are accorded no priviledges, and are to be used as fodder.

DUTIES
Penumbrate - to oversee and maintain the strength of the Kingdom. Planning and leading strikes, diplomacy, maintaining coordination within the faith, develop guild/faith strategy, final say on war targets.
Potentiate - to obey the Potentiate in all things, planning and running strikes, diplomacy, helping develop guild/faith strategy. full privs. special*
Meta Mind - Helping develop guild/faith strategy. special*
Dominator - to obey and aid the Meta Minds, and help keep the non-psionic (enslaved) members in line. This is the base rank for all players.
Warrior - For new members who any of the gms/agms know.
Slave - For new members that no one knows anything about yet. Will be promoted to rank 5 once they contact the gms. Will be promoted to rank 5 within 72 hours, or else booted from the guild.

PROMOTION
Promotion is, equally, based on devotion to the Kingdom. Roleplay, and enthusiasm for it, is an integral prerequisite to being psionically enhanced and achieving status as a half-Illithid, and thus a Dominator and every rank above it.

C. Application and Guild Requirements

1. To attain rank in the Wanton Flays of Pa Wo Nen Dei, you must contact the Penumbrate or a Potentiate with the following information:

-Your kingdom name
-Your leadername
-Your ICQ
-Your email
-Past experience

Failure to do so will result in rejection of your application.

D. Summary Execution or Exile (removal from WTFPWND)

If you do not obey orders, or if your participation is not sufficient, and you are a slave, your brain will be consumed, and your kingdom removed from WTFPWND. If you are a half-Illithid or an Illithid, your life will be spared, but you will be forever exiled from the lands of Pa Wo Nen Dei.

E. In the Case of Disappearance or Prolonged Absence of the Penumbrate (GM)...

As per the rules that were laid out centuries ago, the Potentiates will elect a new Penumbrate in the event of the disappearance or prolonged absence of the Penumbrate.