Evernight Guild Archive

Guild Name:


Created: 2004-08-01 04:59:02
Game: covenant
Faith: Barnabas


Quiet chaos was their name,
A name they resembled well,
They were as silent as mice,
But when they struck they raised hell.

They were not from the mainland,
Their island they guarded with their lives,
But throughout all of Tonan,
Itís known that only the strong survives.

They were branded as the outcasts,
Their tongue was not known throughout these lands,
People belittled their intelligence,
But these foreign folk still had plans.

Plans for pillaging and plundering,
Plans for expanding wealth,
Plans for better living,
Plans for better health.

Once they were enslaved,
Caged like wild beasts,
Treated like animals,
Animals on which men feast.

They fought against this tragedy,
But at first to no avail,
The mighty iron-clad warriors,
Were the ones that did prevail.

The savage beasts of the jungle,
Were enslaved once more,
Their hopes of freedom vanquished,
But allegiance to Isonia they still swore.

They were drawn towards her beauty,
In her they laid their trust,
They took up arms for her cause,
They searched for that which was just.

They were all about equality,
They only wanted what was fair,
For they were faithful to the War Goddess,
Even if their bodies showed wear and tear.

They fought for all Isonian virtues,
Especially her liking for War,
They were barbaric jungle men,
No fancy armor they wore.

Their goddess gave them courage,
They grew in numbers and power,
Their militia grew in strength,
Their mission was to make their enemy cower.

They prepared for a last stand,
All weaponry was primed,
This strike would not be turned away,
This one would be well timed.

They broke from their cages as one,
The enemy was caught by surprise,
For they believed they were superior,
The wild beasts power they never realized.

The foes fought for days,
But the caged ones would not be defied,
They cleared the lands in triumph,
Spires were erected so the victors would never be tried.

For the land they had captured was theirs,
They stood upon it proud,
There was much celebrating to be had,
War chants rang clear and loud.

Nyamafu Vurumai reigned supreme,
For they had escaped all oppression,
But how long would it last,
Until they once again must reveal their aggression.


GM: Ry
AGM: War Hounds
Squad Leader: NV Veterans
Full Member: NV Soldier
Member: Grunt
Newbie: New Member


NV- Nyamafu Vurumai is a veteran guild of 12 ages in Maxim


Tempers Ball Rules
- Do not make an ass of yourself.
- Do not post bug reports on the boards, over ICQ, or in IRC unless asked specifically by staff.
- Do not spam or post redundant messages
. - Do not post kingdom numbers or kingdom 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.

To apply: NV is an invitation-only guild.However,all applications will be reviewed and exceptions are sometimes made.

Apply by emailing ryloc2@aol.com with some backround concerning your experience with the game and what guilds you've played in (including ranks).


In this guild we have but four ranks. I feel there is no need to include the other two ranks for they shall serve no purpose to a guild that shall stay as small as Nyamafu Vurumai.

GM - The Ry Leads the guild. Organizes strikes and wheels and deals treaties with heathens and friends alike.

AGM - The Whips Fulfills any duty the Ry cannot do. Also, he or she runs the guild if the GM happens to disappear at any stage of the game.

Ambassador - NV Vets The veteran NV players of many ages..

Member - Probate they are brand new to the guild and semi-trusted members.

Promotions will be given out for the following reasons:

1) You come to the aide of a guildmate. This includes ingame or on the boards. This proves your loyalty to us, which is a good enough reason as any for promotion.

2) You show drastic improvement in your ingame form - In other words if youíve been in a slump for quite some time, and luck isnít running your way, if we notice you rise through the ranks quickly it is reason for promotion.

Demotions will be given out for the following reasons:

1) You receive a warning in Tempers Ball - This looks bad for the guild, and is reason for demotion.

2) You assist a person of another faith - This should be pretty self-explanatory.

3) You argue with a guild mate - This is a big no-no! We are a cohesive unit, and infighting will be dealt with severely.

Guild Honor Code

Perfection - Here at NV, we follow a -strict- code. We do not just accept anyone and everyone. We are perfectionists. We do things right the first time, or you end up wasting time redoing them. Time which does not exist in the hectic guilds game. That is the first basic ground rule.

Style - We do not accept anyone with a name like Munchout Dude 4657, or SkateboardKid99. Names such as this are not RP-able in my eyes, and are not the type of names we want representing our guild. You either come up with a new name if you fall under this category, or you do not get accepted into NV.

Experience - You must have some prior knowledge of the game. We are not asking for 2 years as a top ranked GM but a good knowledge of the game is essential. We do not have time to waste constantly telling bumbling fools what to do. I will remind you, we donít have time to waste!

Thoughtful - If you find a nice fat 40 million in the chest type of realm, you do NOT take the money for yourself and leave your guild mates to fend for themselves. Same goes for a landfat 40,000 acre kingdom with 1 green kobold defending it. Everybody needs help at sometime or another, that is what mates are for, to help each other out. You share the juicy targets, and do not be greedy and keep them to yourselves.

Apologetic - If you are caught filching or attacking a heathen kingdom at the wrong time, you must be graceful enough to talk your way out of it. Explain to them your duties, and explain to them you were not planning on destroying their temples or murdering their peasants or taking all their hard-earned land. Be as nice as you can, even if they are hostile in return. Remember, we are peaceful.

Ruthless - If somebody takes this stance with us, we shall show no mercy. We will keep the peace with our misguided neighbors, but we do not befriend them, nor do we feel sorry for them. If they want to be ruthless, we shall be twice as ruthless.

Cleverness - You must be clever to survive in this game. A keen wit is required to be part of NV. You must always be on your toes, expect the unexpected. Be positive, but plan for the worst, if that is possible. Keep your eyes and ears open at all times. Only the SMART will survive, for the strong fall into a false sense of security and are left to be fed upon by the greater wit of people like ourselves.

Faith - If you waver in your faith to Isonia, here is not the place for you. You must pledge allegiance before entering. We will not be having any enemy spies infiltrating our ranks and giving away our carefully kept secrets. You either follow the purple god, or suffer the consequences.

Role Play - You must Role Play as often as your free time allows to be accepted into NV, and upon entry must have a sponsor in NV that can verify your ability in both in game ability, and RP ability. In Maxim RP is a must, so it is also a game requirement as well as an NV requirement.

Activity - If you cannot be online to Role Play, do your turns and talk to your guild members at least every two days, NV is not the guild for you. We promote closeness, if you donít have an idea what your guild mate is like you wonít know what his next move will be. If you donít know what his next move may be, you may scout the same numbers as he, or break in a target he has already broken. Turns that could have been better spent on building on acres or helping your faith mates by gathering scouts or killing heathens.


ICQ: 101119537