Evernight Guild Archive

Guild Name:

DOMINATION (Nation)

Created: 2007-05-25 14:34:36
Game: unity
Faith: Leto

Charter

After being exiled from Heaven, Leto took a body of flesh. It was then that he called himself THE NATION.

Our Honour makes us the Elite.





It is written:

First begotten God among the lands of Unity was named Leto...The deliverer of Justice among the lands, and with it, peace... And inevitabely, War. For where there are truth and justice, there must be war and hate in opposition .Beautiful in creation, but possessed of lust for battle and power. Lurking the tight rope between war and peace...good versus evil, is the third God born, Barnabas... Chaos. Born to corrupt the lands and have all creation lost in the wars. clever and merciless...
Manipulating his followers to spread chaos where ever they went, so all the lands would fall in ruin, none left but the demons of hell feeding upon the souls of the innocent...

Since the days when peace ruled the land, the Regulator's had existed in secrecy... For ages, Nation refined its power. Strict dedication, unquestionable loyalty, and a desire for balance allowed these warriors and mystics to delve within themselves and find a strength that even they could not fathom. Quick to engage in a worthwhile fight but quicker to escape credit, these chosen often disappeared after battles to refine their craft of war evermore.
Quodomass and Maliki, proud sons of Zephryn... A sword~bearer to the great Angelique, eldest of the Gods...And Simonay, a high sorceress... Herself taught by the Great Ones known as Foret and Diman. These brothers were born into a land of peace, yet knew nothing of this peace. All their lives they were surrounded by war training. The brothers learned the art of war from the finest strategic minds in all of Valid, but it was their father,Zephryn, well known as one of Unity's best war time minds, who taught them the most, leading by way of example. Through Simonay's mastery of the arcane arts, and Zephryns' mastery in the art of war, the kingdom of Sythaphore was well feared by the heathens.

Under the tutelage of their parents, grew into great men. The Lady Simonay personally schooled the boys in the mystic arts, holding back nothing of her vast knowledge. Proudly for her, both of her sons took to this training well, adepts before they reached adolescence. Simonay had a silver tongue that could persuade an army that out numbered Sythaphore's ten to one, and manipulate surrender without the use of Zephryn's might or her own magic. The brothers inherited this ability as well, though clearly, Quodomass was more adept in diplomacy. Maliki's strengths lay in the fight, and knowing this, he was less interested in the art of diplomacy. Still, Zephryn and Simonay could not have been more proud.
The brothers shared the same birth date with a few years in between. Quodomass upon his birth date, age fifteen, his parents gave him the Regulator Sword. The sword was the size of a broad sword but a lot lighter in weight. The handle was made of silver and had gold words that Quodomass couldn't recognize scribed into the handle. His parents told him it was forged by the Gods and blessed upon by Angelique. The swords metal would never break or dull. They told him Angelique had given it to them when he was born and instructed them to give it to Quodomass when he reached age fifteen. Then, they proceeded to give Maliki a pair of golden gauntlets with silver writing upon them (the same words that Quodomass's sword had inscribed on it) and a morning star that Angelique had also blessed for Maliki and at Maliki's birth, they were instructed to give these to him at the age of thirteen. The words were later revealed, they were blessing of extreme power.. The power to allow Quodomass to call upon the powers of the strongest Sidhe during war..Maliki's blessing was his power to call upon the Drobens during war.

Rumor has it that around the War of the Gods many of the heathen realm's leaders feared the Regulators. The Gods Leto and Barnabas knew for their followers to win Valid they must first defeat Letos Nation... Sending their strongest guilds to hunt the Regulators down. Zephryn knew nation were not large enough to withstand the invading heathen forces and sent his sons to the north to avoid the troops merging at Sythaphore...It was the sons destiny to lead nation and Zephryn and Simonay stayed within the realm of Sythaphore to fight the onslaught of intruders who's sole purpose was to destroy the nation.. The realms walls were protected by the finest nations but after days of repelling the heathen groups, who were working together in their common goal, the destruction of the Regulators, the walls began giving way.. In the temple, Zephryn and Simonay fought to the end..Zephryn at his wife's side with his sword drawn and his silver shield held, protecting Simonay as her magic's power began to wane towards the closing minutes of their lives..They had accomplished their destiny on Valid, their sons were trained and prepared to lead MFR.. The heathens thought MFR was destroyed as Sythaphore was left in ruins..Unbeknownst by the followers of the demi-gods, the Regulators lived on, Maliki's war demons and Quodomass's sorcery were the beginning of the new batch of Regulators sworn to fight in Foret's name... Those destined to be Regulators soon began gathering with the brothers..First training and then they marched as Melldrin's Finest Regulators... With the same values and kindred spirit of old, the M.F.Regulators abandoned their secrecy, welcoming those who shared in their goals, and decimating those that dared oppose...

The Regulators fought hard and long in the name of Angelique. Many flocked to their banner, unable to stomach the cruelties of the Barnabas war lords. Among them was the clever shadow, Scovaree. Long associated with the Elven nations, he also had a strong affinity for the Pecwae and Kender. His stealth in battle was a wonder to behold, He could stand right next to you and you would be certain you were alone. His powers were unmatched by any. bringing many victories to the Regulators. But they did not attract shadows alone. Those gifted in the art of magic pledged themselves to their cause, fearful that Leto would corrupt their abilities. Those who knew of the ways of the night, thieves and saboteurs, threw in their lot with them. They were the ones who realised that not every fight was won by sheer strength alone. From the east of their lands came another, the Vampire, RiFRaf, younger brother of Scovaree to join their ranks. A gatherer of Magic, who understood the worth of Temples, He became the Wizard of their fledgling group. For no person may truly know their future if they have lost their past. So the legacy begins with only the strong serviving


Turning to the crowd, Maliki says:

"Regulators, heed my words; Leto and Valid need our might once again. We will meet Heathen armies in the battlefields to protect the true heir to the throne. If Leto does not give up his claim we might have to face his followers as well. I say unto thee, Whoever is first in the field and awaits the coming of the enemy, will be fresh for the fight; whoever is second in the field and has to hasten to battle will arrive exhausted. We will be first in line. All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. If he is taking his ease, give him no rest. If his forces are united, separate them. Attack him where he is unprepared, appear where you are not expected.

Thus we may know that there are five essential for victory:
(1) He will win who knows when to fight and when not to fight.
(2) He will win who knows how to handle both superior and inferior forces.
(3) He will win whose army is animated by the same spirit throughout all its ranks.
(4) He will win who, prepared himself, waits to take the enemy unprepared.
(5) He will win who has military capacity and is not interfered with by the internal conflicts. Hence the saying: If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle. War teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable. We shall defend our realms until the end. When a enemy calls upon us, they shall know it's to the death and beyond, we shall not be denied. We can form a single united body, while the enemy must split up into fractions. Hence there will be a whole pitted against separate parts of a whole, which means that we shall be many to the enemy's few. Which means we must be active as a whole, if you can't march everyday or two you are useless to us.

The time is now, this is our fate. I was born and placed on Valid to lead and fight for Angelique. In Celan's wisdom he placed us here to protect and serve his successor, Angelique and with my last breath, I shall fulfill my Destiny. If your Destiny is the same, Prepare...

Ranks

GM: GM
AGM: AGM
Squad Leader: Squad Leader
Full Member: Soldier
Member: Trusted Member
Newbie: New Member

History

United forever

Rules

Ranking Structure

GUILD MASTER (GM) –The guild master has the final say in all decisions.

Chief (AGM) – Senior among the AGMs, a highly respected individual, 1st advisors are usually ex-GMs or AGMs who have decided to help run the guild from a less time-intensive role.
Sheriffs – Assists the GMs in the running of the guild, each chancellor have a specific role and area of expertise (eg. overseeing the scummers, planning war strikes). Unless a GM or AGM states otherwise, their orders are to be followed to the latter.

OFFICER – Squadleader, crafted and experienced. And want to lead by example.

Cadet – Trusted members of the guild.

Recruit - New members to the guild. The rate at which they ascend the ladder relies upon how active him/or her is, how well they communicate and their longevity. If you are new you get 2 weeks to prove your worth as a recruit

Should the GM disappear the AGM will be the Guild Master.

Promotion
Promotion is given by the GMs when the individual had proven themselves to them in some way (eg. constant participation, been active, communicates well). Recommendations by other members of the guild will also be taken into consideration. It is important to realize that an active person with a willingness to learn is prized more then one who is skilled but inactive most of the time.


Guild Rules

1. All members must confirm and maintain the following code of conduct:
We strive for strength and honour.
We shall play to the Game and Valids rules.
We shall be honest in dealings with others and ourselves.

2. No attacks may be made on any guilded players at any time without clear and abosolute approval.

3.All instances of scoutings or attacks on members must be reported in the castle. In addition, during times of war, attacks made by you must also be reported.

4. Members will be active at least every other day.

5.Absence from announced war must be with prior agreement.

6. IC and RP between members and in TB are encouraged but not mandatory. ICQ capability is preferred.

7. Activity in TB is subject to the rules of TB(refer below) and good behavior and manners are expected even in the face of insult. War threads may only be created by the GM or AGMs. RP threads may be created by any guild member.

8. Members are strictly not allowed to use insults or bad language anywhere in any communication, scribe, ICQ, TB, website etc. GM's ruling on this is Final.

9. Members must respond in a timely way to communication from other members of the guild.


Application
If you want to join DomiNation, you must:

1. Have a commitment to the Mission of the Domination and is willing to follow the rules of the guild described above.

2. Send an application to the GMs through either ICQ or E-mail that includes the following:
Previous experience of play: Games, Guilds, positions held. Timezone (country) of residence. Normal times of activity (in game time). Preferred kingdom expertise (warrior/sorc/scum). Instant messaging methods you can be contacted with when you are playing the game (ICQ, MSN, IRC) Any other forms of communication you would like to provide (eg. another e-mail account)

If your a follower of Leto and need a guild "family" your welcome here. we deny noone as long as you follow the steps above.

Domination is a guild to allow worship of Leto safely. If you need help just ask for help. If you don’t know something don’t ignore it, because we WILL boot you if your not active. Have Fun!

Temper’s Ball (TB)

nation members are encouraged to post on Temper’s Ball, the forum for Canon. Take in mind though, we pride ourselves on our honourable conduct. You are therefore expected to treat the right and dignity of other posters with respect. Even when they insult you or purposefully offend you in some way, remember it’s only a game, there is no need to lower to their standards. Furthermore, all comments relating to nation as a whole must be addressed officially by the GMs or AGMS.

The rules of Temper’s Ball shown below is also to be followed:

No personal threads.
No revealing Voice/Seer alts.
Icon and UBB tests only in the icon thread.
No excessive profanity and sexual inuendo.
No posting of porn links, or adult-rated material.
No posting of bug reports.
No spamming.
No accusations of cheating.
Do not make an ass of yourself on TB.