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Zylvanness
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PostPosted: Mon Feb 17, 2014 6:50 am


Table of Contents:

1 ) What is the Guildeam, and where does it's influence rule?

2 ) The Arcaz Sovereignty

3 ) The Asmodius Corps

4 ) Castayu Del'yir

5 ) The Injustira Syndicate

6 ) Delorius'tatem: The Conclave of Declasia

7 ) The High Guild
PostPosted: Mon Feb 17, 2014 7:39 am


What is the Guildeam, & where does it's influence rule?

The Guildeam, a generalised term often referring to the four guilds of Occulas as a grouped power, is what forms the Alliance of Occulas, known as the High Court. Its power and reign spans across most of Occulas and is an alliance put in place after the end of the Royal Family of Asmodius and the end of the Jewel War. More often than not, each guild/city that is a part of the Guildeam will share its ideas or creations with the others. It is a mutually beneficial alliance to protect all of Occulas from itself, as to avoid another war, to protect Occulas from outside threats, and to allow the Lands to grow.


Each guild has its own attributes, its own knowledge and different practices. No two are alike, but more than often, two come together to benefit from one thing. Every guild also has a city to its own in a different part of Occulas, with many other locations to itself, or shared equally with the other guilds. The guilds are as follows:

- Arcaz Sovereignty
- Asmodius Corps
- Castayu Del'yir
- Injustira Syndicate
- Delorius’tatem: Conclave of Declasia



These five serve as foundations for everything in Occulas. The Arcaz Sovereignty, also known as the A.S or the sovereignty, builds the best technology, governs arcane magic and serves as a symbol of intelligence and learning. The Asmodius Corps, also known as the Fist or simply the generalised 'military', is the best manufacturer of weapons for disposal, serves as the greatest military in Occulas and acts as a symbol of power and respect. Castayu Del'yir, sometimes referred to as the circle (which is actually a higher group within the guild), watches over all life in Occulas, offers guidance with duality of nature and is the symbol of preservation and peace. The Injustira Syndicate, also known as The Order (old organisation) or Harpies (by less interested folk) enforces law and order within Occulas, is the greatest bringer of justice acts as a symbol of Protection and divinity. And Delorius’tatem, otherwise known as the Conclave of Declasia, governs determination, knows the deepest secrets and perhaps know the best mastery of the Underworld for uses of good.

Above all five of these guilds, is the High Court of Absolution. This is comprised of representatives from each guild, who all have to agree unanimously before any action is taken. Any laws that are made by the Injustira Syndicate are approved by the High Court. Any military movements that are recommended by the Asmodius Corps must be approved by the High Court. The same goes for the Arcaz Sovereignty who usually puts forward education and technological advances to other guilds. However Castayu Del'yir is slightly different. Arguably the smallest and/or newest guild, it still sometimes asks approval from the High Court, but usually offers support or 'better' suggestions concerning the world as a whole. It’s important that you know, the Conclave of Declasia is not a part of the Guildeam. It's also important to note that each Guild is in control of it's own city and it's own land independently, The High Court is in place to assure a single guild does not step out of line. The land between each guild that is not specifically owned by a guild or it's major city is under the reign of it's own communities, but the guilds watch over them to protect them from any and all threats.

Each guild has a Major City. In order of the guilds shown above, they are as follows:

- Merlin Academy & Entei
- The Iron City, Asmodius
- Shard City, The Shard
- Skyfall, Falls of Lenticularis
- City of Crows, Land of Crows.


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PostPosted: Mon Feb 17, 2014 12:29 pm


The Arcaz Sovereignty


The Arcaz Sovereignty is perhaps the most intuitive of the guilds, lending its knowledge across the globe with its profound scientists and outstanding magi. From within their advanced city walls of Entei, in the southern reaches of Occulas, the guild of technology and arcane power is forever continuing to perfect and experiment. For the 'blue guild' as dubbed by some, information and knowledge is paramount, for the scientists of the sovereignty, it is the want to know everything that guides them, and they will go to great lengths to do so. The sovereignty provides wisdom and support through their school, Merlin Academy, that allows students of all young ages to control Arcane and Elemental Magic as well as delve into the scientific understanding of the modern world. The most important thing about the Arcaz Sovereignty is knowing magic and science is reactive, calculative and methodical, one wrong move could spell disaster (literally). With the Sovereignty, patience and intelligence is key. Many who come to the sovereignty often come for advise, illusion or control. The best of this guild could be called inventive, progressive. The worst however... manipulative and treacherous.

The Sovereignty was first formed under the simple name of Merlin's followers, who was a disciple of Iríngod, an Eternal that studied the arcane arts. Merlin quickly learned all that there was to be taught by Iríngod before his passing during the war against the Greater Demon of Destruction, Dantézan. By 1305, Merlin was still living, having learnt the magic of longevity. At this time,the gathering of magi joined with Entei's following of scientists. Entei and his followers originally voyaged from Asmodius to Alder, constructed by Iríngod centuries ago. At this point in time, the Sovereignty's roots begin to be seen.

By the time of the Jewel War in 1556 the people of Alder joined the battle against Asmodius and it's then-tyrant king. During this war, Entei is killed by the powers of the Crimson Jewel. He is later transported to Shiyobusa Summit in an attempt to save his life, but the Timol'betan Monks fail in their desperate attempts. in 1568, the Jewel War ends at the sacrifice of Merlin's life. In 1583, Alder is renamed Entei, and Merlin Academy is built in it's centre, surrounding Merlin's Tower in the hope to train young individuals so that his teachings may never be forgotten. After 17 years pass, 'followers' of Entei and Merlin agree to follow in the Injustira Syndicate's footsteps, to become an official Guild and join the great alliance known as the Guildeam. From this point on, the Arcaz Sovereignty is born. 50 years later the Asmodius Corps follows the guildisation.

In the present day, the Arcaz Sovereignty is ruled by Professor Magus'bane, first name Elloittis, born in 1926 within the town of Traverse, at the age of 88 he has become the 2nd Grand Mage to exist, the first being Merlin. As leader of the sovereignty, he also heads Entei City as Grandmaster, however leaves this predominantly to a close circle of magi and scientists whilst he continues his role as Headmaster of Merlin Academy. Magus'bane has been headmaster since the age of 46 and became leader of the sovereignty at the age of 51.

ROLES & PERSONALITIES

Mind Sculptors: These are the ranks of magi that have dedicated themselves to becoming Oracles, or psychics to foresee the future and uncover the secrets of the mind.
Security Grid: Entei City is sometimes the highest, sometimes the lowest for crime rate. This can be gratified for the installation of the Security Grid, an advanced system put in place to map the entire city and to keep a watchful gaze on whatever happens to disrupt the community. In cases of severe emergency, mechanical security enforcers unfold from the very city walls themselves. If you're too unlucky, the Arcane Crystals will even attempt to protect themselves.
Philosophers and Scholars: These men and woman have become great and wise, learning the ins and outs of dos and don'ts.
The Spellwise: are the specifically trained magi who act as a small army for Entei, using the best of technology and magic to defend themselves and the city. They dedicate themselves to the arcane arts, following rules very loosely to albeit surpass their limited powers.

HIERARCHY

The sovereignty is ruled by two empowered figures. One, head of the technological studies and advancements. And the other, head of the arcane arts and teaching program (who takes on roll as Head Master of Merlin Academy). Sometimes there are rare cases of one figure taking on both roles, for example Professor Magus'bane has done so since the previous head of technological studies and advancements passed away. Beneath these figures are ministers of Health, Communication & Commerce, and Defence.


Did you know?
> The city was named after the Master Scientist, Einstice Entei. Also, Merlin Academy was named after the Grand Mage, Merlin by their followers.
> Merlin's blade, Excalibur, was a famous and frightful sword known to be able to sever the most powerful of spells. To this day, no one knows its location, and is thought to be that of legend and myth.
> Professor Magus'bane has a fondness for chocolate.
PostPosted: Fri Feb 21, 2014 5:20 am


The Asmodius Corps


The Asmodius Corps acts as the honorary, but sometimes reckless, army for all of Occulas. They protect and serve from their capital city, Asmodius, in Northern Occulas, west of Albanoch and East of Shard. When the army of Asmodius fights, expect to see jets of fire, lightning arching across the sky and drums of war. For the 'red guild,' as referred to by many Occulians, freedom and vigour comes first. Its quick actions, inflaming might and earth changing power makes it a formidable foe. The army is large enough to rattle foundations, destroy cities and most of all, strike fear in their enemies. At their best, expect dynamic strategies, passionate speeches and acts of selflessness. However, the worst of the Asmodius Corps has been labelled short-sighted, temperamental and destructive. Their purpose within the Guildeam? To be the military back up, the unfathomable force, the oncoming storm if anyone was to ever threaten Occulas with an army of their own. They excel in warfare, engineering, and tactics. And with it, they provide the teachings through the use of Asmodius College, in the hopes of perfecting their army with the best veterans they have to teach.

In the first years of Occulas, when Magic Earth was still young, the Corps was founded under its original name, the Fist of Asmodius. The Fist was dedicated to King Asmodius 1st, in the year 84 BC as a royal army to protect and serve as they domesticated Magic Earth. in the year 64 BC it was that their capital, Asmodius City was constructed in Magic Earth. The king foresaw the downfall of Magic Folk in Non-Magic Earth, and so put forward that they all prepare for the future, for the worst of times. When the Great Voyage came in the year 1 AD, the son of the king, now King Asmodius Leonhart II ordered for all Magic Folk to either migrate to Magic Earth, or live a life of secrecy in Non-Magic Earth. Though the first king was best known for fending and protecting ancient Non-magic Earth from threats, giving the most bulk of aide to civilisation in building great monuments, it was his son, King Asmodius II that was the first to rule Occulas, the known lands of Magic Earth. It was not until 358 AD that Asmodius College was constructed to train any noble wannabe soldiers. At this time in Magic Earth's life, the wilds, the unseen lands were covered in native monsters and creatures, some even the Broken. The beings that first lived in Magic Earth, they were the remnants of what the Eternal had left after creating Magic Earth without properly understanding the Occulanium. In 1564 AD the royal family had no remaining heirs to the thrown. So, in order to keep peace and order it was agreed amongst the elites of Asmodius that the city itself merges with the Fist of Asmodius and joins the Guildisation movement, began by the Injustira Syndicate. From this day onwards the Fist was officially known as the Asmodius Corps, alongside the Injustira Syndicate in the Guildeam.

As mentioned above, the Fist of Asmodius was founded by King Asmodius I, one of the greatest and most respected kings to have ruled Magic Folk. During the era before the Great Voyage, Magic Earth was not the major homeland of Magic Folk, they lived together with the Non-magic Folk of Earth. Asmodius I was the current active king and leader of all magic folk, the different race's representatives coming to him for aide, for answers and for leadership. Whilst the royal family was notable for its outstanding support for the Non-magic folk, helping them build great monuments during the centuries, Asmodius I was best respected for preparing for the future. He saw that with time the Magic Folk were becoming more and more distrusted by the mundane humans of Earth, even the native Elves, that pre-dated the modern humans, were becoming hated. He was the king that ordered for the construction of Asmodius City shortly after the founding of the Fist of Asmodius. The ownership of the Fist is equally shared between his son, also, King Asmodius (Leonhart) II. He was the king that ordered for the Great Voyage some years after the capital city's construction in Magic Earth. Asmodius II was best known as a noble leader, someone that believed equality for all. Leonhart worked very closely with the remnants of the Order of Injustira at this time to help preserve peace, and to get everyone back into a regular, yet new life in Magic Earth.

In the present, the Asmodius Corps is ruled by Arwren Gueis, a Magic-Earth Human (Half High Elf) who has brought up age-old discussions about the royal family that long-ago died out. Arwren was born in 1982 within the walls of Asmodius City and had since then burst through the ranks of the Asmodius Corps and raised to be leader after the last died of old age, being personally chosen. He has been titled as the Heir of Asmodius, the great legacy, the oncoming storm that one day, one great day there will truly be a return of the king. Not many believe this, but the philosophers of the Arcaz Sovereignty have foretold that he, who has an uncanny personality compared to the first kings, is the descendant of the lost branch of the family tree. Arwren is respectful, determined, and sometimes brash. He wants to restore complete equality. Although it would seem there is already complete peace with the active Guildeam, he believes it somewhat unfair that the neutral people do not have a representative, and that when the High Court comes to disagreements, nothing can be done and there is no decider. With a king, however, one would overrule and take responsibility, a unifying bond would be restored. Gueis can be found within the halls and chambers of King's Berth (King's Palace) where the royal family once ruled from.

ROLES & PERSONALITIES

The Elites: they are the veterans, the great war masters, those that are sometimes young that have become well respected for their feats and their honorary actions to Asmodius, or even the whole of Occulas.
The Forgemasters: A variety of people that often reside in Asmodius and have usually been a part of the corps since birth, who have specialised arts in making and designing weapons and army. No where better is the Forgemasters.
The New Magistrate: A rather recent addition to both the guilds of Asmodius Corps and Injustira Syndicate,the New Magistrate are some passionate followers of Zurial, one of the High Angels of The Heavens.Though he's never been seen, or proven to exist, the New Magistrate are devoted soldiers from the Asmodius Corps who have unfathomable courage and roam many of the other cities to protect and serve, specialised and better mannered than that of the army.

HIERARCHY

The Asmodius Corps is perhaps second to being the most influential in the Guildeam, but its land still overpowers that of any other because of its connection to the royal family. Whomsoever rules over Asmodius with a crown, rules over Occulas and the Asmodius Corps. However, there is no current heir. Thus, it is the Lord Commander that governs over Asmodius and it's Corps. Beneath the Lord Commander is the War General: commander of the army and advisor to the Lord Commander. Beneath the War General are the ordinary generals, known as the Golden Five, for their golden plated weapons. They take on important rolls within the Corps, for example one is the leading head for Asmodius College, where new soldiers are trained up. There is also the Royal Table, where the chosen representatives of the people, the merchants, trade, religion, veterans, and other important aspects of Asmodius gather to discuss the city and it's people.

Did You Know?
> When the royal family had no more heirs, there was actually another. However where that heir was, was unknown.
> Asmodius City was named after Asmodius Leonhart II, not Asmodius the I.

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PostPosted: Sun Feb 23, 2014 6:38 am


Castayu Del'yir

Castayu De'yir is the guild that understands the world with laws of of nature, that most things are predator, or prey. The druids and the nyads, the elves and the healers of this guild particularly act from their capital, the youngest of the cities, Shard City, in the Samus II Crater, west of Asmodius and South of Zakernand. The 'green guild', as labelled by those that understand them, focuses on the ecceleration and protection of nature, they help things thrive and preserve, they see to it that living things regenerate. For this guild, the druids find confidence in animals, and find the plants as their most lethal weapon or their most potent remedy. Castayu Del'yir brings life and preservation to the Guildeam, keeping forests in balance, nature at equality with man and even keeps watch over weather and natural disasters. They talk to the creatures, they like to see life expand, if they need to they will overrun their foes with the largest and most devastating plans. At their best, Castayu Del'yir is an instinctual and adaptive guild, but the worst to come of this guild has been called savage, unthinking and predatory.

Castayu Del'yir is the youngest of the guilds, but before the guildisation it has been around as many lesser groups for many,many years. This guild began as groups of healers, of elves, of spirits and weathermancers, druids and hunters. These groups never saw much of what the other guilds have done, except they have contributed in small amounts in the passed, aiding in perhaps the Jewel War to heal those who were harmed, or to protect the forests, or even to let wanderers trespass and let the roots of the very trees entangle their prey to a crushing death. During the medieval era, there were a great city known as Kuj'anast, not too far away from the still standing Grand Library of Kuj'anast. By this time the Circle (more on them later) had come to be the representatives for the the lesser groups later to become Castayu Del'yir. Kuj'anast was a sprawling, ancient city that was built even before Asmodius City, it was carved from stone and grown from trees. The native elves of Magic Earth that voyaged from Non-magic Earth many centuries before the other races and the Great Voyage, called it their home. However, when the wrong minds came into power and threatened to use the Emerald Jewel, an ancient, powerful artefact, brother of the jewels in the Jewel War, the Circle knew that a new power had to stand as a permenant body to keep and restore balance, even if it meant a great sacrfice. In 1472, the Circle decided to intervene before the Kujans could recover the jewel, rumoured to have been found deep underground the city. From within their sacred haven known as Sactuary, near the current Shard City, they summoned great, monumental, unfathomable roots from the depths of the ground that flung high and wrapped around towers, slammed down on buildings and ultimately left the city in ruins. Some argue this was a wrong-doing, but others understood that the city was becomign corrupted, and was too focuses on letting Magic Earth be as it were before the Great Voyage. Later, the Circle recovered the jewel themselves and cast it away where no man should ever find it. Within Bergrisók, the Moving Mountain. The circle and their lesser groups later joined the guildisation, joining the Guildeam as an official guild as Castayu Del'yir in 1810. In 1870, Shard City was construction upon Mount Leryo, after the impact of Samus II (meteorite) in 1831, in an attempt to focus on the recovery of the environment.

Like explained above, Castayu De'yir was put together by the immortals known as the Circle. They consist of 7 mystery beings, of which no one knows how they came to be, where they come from or what they really are. The enigma that surrounds them has somewhat given them an untrustworthy status with some, but for others it shows a beacon of unprejudiced order. Some events and scholarly articles speak of the Circle from even earlier periods of time before the fall of Kuj'anast. Because there is 7 of them, only one at a time will take part in meetings that take place in the High Court. The 7 have been known to control unimaginable brute power from the forests of Occulas or the animals that live within them, they can move from one location to the other, magically through seemingly any form of plant life. To this day, the Circle still rule Castayu De'yir and still work with the High Court to preserve balance and peace between man and nature.

ROLES & PERSONALITIES

Weathermancers: are masters of the skies that have harnessed some control over weather and natural disaster. For the most part they predict the weather and prepare, they avoid changing the natural weather at any costs as to not disturb the balance in other environments. When the Weathermancers take hold, they stand atop the great spires of Shard City and call for lightning, or twists the clouds to protect the city or fend off unwanted guests.
Druids: are somewhat the heart of Castayu Del'yir. They're amongst the oldest members of the guild and formed a large part of the lesser groups before the guildisation. The druids can feel the earth, they can speak to the animals and even, i adept understanding, take the shape and mind of an animal to adjust and use the environment.
The Elders: act as the middle-people between the citizens of Shard City and the guild's members, and the Circle. Whilst the circle is busy talking... or in some way interacting amongst themselves the Elders speak and consult the citizens to reassure peace. These Elders are often veteran hunters, age-old druids or healers.

HIERARCHY

Quite different to the rest, Castayu Del'yir is ruled equally by 7 immortal guardians known as The Circle. Since the dawn of the guild, these figures have existed. Also unlike the other guilds, they rule independently with no others beneath them. They communicate directly with their people, there is no in between. Because their are 7, and like any other guild with more than 1 ruler, only 1 of the 7 may attend meetings called at the High Court. Although, its thought they act as one and if one hears or sees something they will all know. Sometimes its wondered if the Weathermancers of Shard are of higher standing than the citizens of Shard because of their regularly meeting with the Circle.

Did You Know?
> The city was named after it's region for its shard-like spires that reach out from the crater from which it sits. What began as a 'nick-name' became the official title.
> The Circle has never showed any interest in the Jewels, unlike the other leaders of the Guildeam which have shown some interest or possible intentions for the jewel of their choice.
PostPosted: Tue Feb 25, 2014 7:35 am


Injustira Syndicate


From where does the Lands of Occulas bring order? Who uses justice as a sun-lit spear of redemption and throws it from the skies? From where will you find the light? The Injustira Syndicate resides within it's capital of Skyfall, located within the Falls of Lenticularis, near the northern tip of South Occulas. The 'white guild' as dubbed by many, brings order, justice and structure to the Lands of Occulas, lending its protection and wards of healing and purity to the Guildeam within its grand white halls. When the Syndicate is in action, expect legions of organised paladins and peacekeepers to flash across the fields of war in the name of harmony. The Injustira Syndicate is the ones to strike first, to strike vengeance, and if need be, cleanse all land of all life to start anew. This guild achieves balance with strategy, organisation, and verbal tactics of negotiation. The syndicate bolsters itself with numbers to build great defences, to rally troops together or to protect the most valuable and create strong bonds and allies. Unlike the army of Asmodius, the syndicate can come back again and again from near-death with their protection charms and loyalty. The white guild more so often is the place of laws and recorded history, where scribes keep order and record all that happens. From the best archives, the white guild is self-sacrificing and moral... but in the darkest of times, shadowed members can be unimaginative and authoritarian.

The Order of Injustira 797 BC

The Injustira Syndicate was the first to begin the Guildisation, and before that they were known under the name of the Order of Injustira. In the last years of the 9th century BC, the Burning Invasion threatened the world of Magic, and Non-magic Earth with the supreme beings that were the three Great Demons of Hell (En'radial, Lucifial and Dantézan). When the world needed more than just an army to protect the worlds, the High Angel of Justice, Injustira descended from The Heavens and formed the Order of Injustira.

The first members' purpose was to gather the most skilled and respected veterans, experts, guardians and talented fighters to aid in the rebellion against Hell (many of which were Eternal). As the first major gathering of magically and physically skilled men and women of the worlds, the Order became a prominent group in Magic Earth, living alongside, the High Elves of Kuj'anast until stronger fortifications and bases could be made farther out. When the Burning Invasion ended almost ten years later, all three evils were subdued to their own realm and the members of the Order began to diverge from each other, feeling accomplished that they have completed their ultimate duty. However, many stayed together and you could say they formed the basis of the guild we all know today. The order from then on began travelling, purifying the remnants of the war, protecting innocence and ultimately being the judges and deliverers of justice itself. This group of veterans, including several more generations that followed, dissolved in 400 BC. The demonic threat in Magic Earth was seemingly eradicated, and their purpose was dwindling quickly.

The New Order of Injustira 500 AD

The Order saw no great events until 500 AD, when a new demonic assembly was found. Though by now it has been several hundred years since the last Eternal died out there were still many well-informed scholars and fighters that believed in the power of the High Heavens. After 900 years of being dissolved, the New Order of Injustira was formed by these hopeful individuals with the purpose of locating the threat, proving its existence, and destroying it. The New Order built Orysted Bastion in Southern Occulas just north-west of the Iríngod Spires - where Dantézan was discovered in 540. Dantézan was meticulous in his invasion, beginning slow and silently, brooding with the idea of vengeance.

In time, the New Order allied with Alder City and the grand mage Iríngod. By 553 the city of Asmodius and the Royal Family finally join in the war against Dantézan, who was beginning to spread his forces of destruction across north Occulas. The war was heavily tied for some time until 575 when Iríngod sacrifices himself to nullify Dantézan's main source of power within the Spires (that are then named after the grand mage himself). The final five years of war are used to eliminate the forces of Dantézan and defeat him once and for all. The New Order of Injustira played a massive part in this, with their knowledge of the Burning Invasion they could utilise there abilities to defeat demons quickly and effectively.

The Omnijewel

826 AD, when the Order was renowned for their work and had built a city called Arcadia, the fabled High Angel of Justice descended once more to hand over the Omnijewel, a great harmonious artefact of the heavens to let them deliver justice by many means. The story of the Omnijewel is that the Angels, or more specifically the Angels of Justice saw that the Order and other mortals of Magic Earth would be better suited for delivering Injustira's justice with its power. Another theory, however, is that the Omnijewel was given in order to bring order and control itself back to man-kind, to make sure it never swayed to the ways of evil in the on-going war between the Heavens and the pits of Hell.

In 932 the capital Arcadia was specifically sectioned so that the core of the city could be lifted into the sky by the power of the Omnijewel. Whilst Arcadia remained on land, this floating extension would be appropriately named; Skyfall. It was created as a symbol of their all-seeing order and purity.

The Order's second greatest act with the Omnijewel was notably the great Injustiran Barrier that was created to contain the threat of vampirism around the city of Bornheiniculate (and much of Sheol) in the start of the 11th century. This event followed the Injustirian forces marching west into the Land of Crows to investigate Declasia's claims of Vampirs and Therians. The Injustirian Barrier was made half as a way to protect Declasia and her people from the outside world, but it was also a way to contain the curse, and although the Order didn't want to destroy Declasia and her people personally, they did not want them to be free, either.

The Omnijewel served the Order well for almost 500 years, delivering justice and punishment in their halls to thousands of criminals, monsters and enemies. The Order protected the Omnijewel with their life and revered it as a gift from the all mighty High Angels up until 1426. The Order suddenly became weary and speculative of the Omnijewel's power. They began to suspect the Angels themselves, growing a fear for what could happen if the Omnijewel were to continue and if the Omnijewel was secretly a self-destruct button given to them. They chose to try and destroy it, instead they only managed to disrupt its immortality, breaking it into an unknown amount of pieces that vanished around the world. This was an event that would go down in history as one of the most destructive actions by Magic Folk ever to be made.

The Jewel War

When the Omnijewel was shattered, the Order was plunged into a state of limbo for some months. For centuries their order had relied on and used the powers of the seraphic gift, and even though they had sought to destroy it, they suddenly felt lost without it. It took a year for the Order to reform itself and feel the righteousness they once had before. They re-read old scriptures of times before the Omnijewel, they re-focused their efforts to eradicate evils and monsters from the world, but that would all come back to reverse in the coming years.

One part of the Omnijewel, the Black Jewel, appeared beside the recovering, comatose body of the Prince of Crows in 1436. When he awoke, he was already filled with its whispers, and it told him truths that he never expected. Hastily, the Prince of Crows left Magic Earth, beginning affairs in Europe, leading to the creation of Dracula.

The race for the Jewels began in 1548, by which time a generation of the Order had come to pass or many old and wise members were on their last days. With stories of the Omnijewel still fresh, with memories still being retold, the discovery of the Sapphire Jewel by Merlin re-kindled their spark. By 1551, a mysterious man known as the Dark Wanderer (or the Dark Sorcerer as dubbed by the people of Alder) ventured to Sheol and plunged the world into darkness using the Black Jewel. The unfortunate event of the Prince of Crows coming into contact with a part of the Omnijewel all led to his guise of the Wanderer, leading to this moment. Coincidentally, with the prior discovery of the Sapphire Jewel and now the Black Jewel, efforts to find more Jewels were heightened, but the Order was unsuccessful, but Asmodius discovered the Crimson Jewel 5 years later. Finally, in 1556, the Order, from their seat of Skyfall, finally give in and ally formerly with Alder and the rebellion of Asmodius to overthrow the King of Occulas, who was then in possession of the Crimson Jewel.

By 1557, it comes to light that the Circle of Shard have discovered the Emerald Jewel, and this word reached the Order, making them desperate to find one of their own, or to bring this new Jewel into their own hands. But when confronted, the Circle deny the Order such power, knowing too well what destruction they might cause with it. The Jewel War finally comes close to it's end when the King is killed and the Order finally assume possession of the Crimson Jewel. With familiar power back in their hands, and with the revelation that the Dark Wanderer began this war with the Dark Days in Sheol, the Order turned to battle with Alder to the north. The Circle, then aware that the Crimson Jewel was no actively being used by the Order, join in the fight.

In 1568 the Jewel War and the Dark Days end with the defeat of the Dark Wanderer and the freedom of Declasia. However, the Order could not retrieve their Jewels, not as intended. By now they were neutralised by Merlin, rendered all but useless now.

The Guildisation

It was finally in the year 1570 that the Order begin the Guildisation, officially declaring themselves the Injustira Syndicate from this year onward. In the process they created the Obelisk, a gigantic tower of white stone and enchantments west of Skyfall and Arcadia, built to contain the most precious and destructive objects known to Occulas. Without protest from Alder, the Syndicate retrieves the Sapphire Jewel to join the Crimson and Black Jewels in the peak of the Obelisk to be contained. The Circle however... refuse, and hide the Emerald Jewel themselves. For many years the Order had become filled with loyal paladins, faithful scholars and respected individuals, and believed that to truly preserve peace and order in the world, Guilds, like themselves now, would need to stand together for a unifying bond, thus creating the alliance known as the Guildeam with the first invitation being sent to Entei City in 1600.

In the present the syndicate is ruled by Exarch of Injustira, Valorius. Valorius is perhaps one of the greatest Exarch's the syndicate has had in a long time, he brings back older teachers, believes in practises that havn't been used since around the time of the Jewel War and likes to keep the syndicate traditional. A guild of purity and judgement, where all foul beings will be purged and all innocence shall be protected by all means. He has ruled since the age of 24 when the Exarch before him, Eadrius passed of old age. Valorius had provem himself worthy of the title, Exarch of Injustira, by protecting and slaying in his past. As Exarch, he is leader of the Injustira Syndicate and official representative of the so called White Guild in the Guildeam. Valorius is responsible for attaining peace and enforcing laws. Valorius is a skilled fighter, often taking to the skies upon Júr, a Zakernandian Behemoth, largest of its kind and highly feared for its brute force and flying ability. Valorius tamed him and sought to make it the symbol of the Injustira Syndicate, causing respect and fear in any foe. Valorius believes in purity, and he dislikes too much change. But first and foremost he will try his best to assure that everyone who must be safe is protected, and that any impurities are extinguished like a flame.

ROLES & PERSONALITIES

Peacekeepers: The men and women in white robes and white plated metal, enchanted with protection and the white light of Injustira. The Peacekeepers are the official guards of the syndicate, protecting the city and many zones controlled by the White Guild.
Paladins: are the most skilled fighters and enforcers of the light that the Injustira Syndicate has to offer. Their armour is heavier whilst being enchanted to be lighter and stronger. They are the most adept at light magic and are often used to evoke seraphic magic and enforce the might of Injustira and his laws of justice.
The New Magistrate. A more recent additions to both this guild and the red guild, the magistrate are passionate followers of Zurial, one of the High Angels of the Heavens. These devoted soldiers from the Asmodius Corps have founded an unfathomable courage to roam many of the lands of Occulas and further to protect and serve with an iron fist.

HIERARCHY

The Exarch is the one that controls the entirety of the Injustira Syndicate and rules over Skyfall. Beneath the Exarch is the Overseer, who is second in command and acts also as a wise guide. The Overseer is seen more often than the Exarch. Whilst the Exarch communicates with the High Court and ensures the syndicate is kept tight at the core by running the varying courts of justice and athenaeums, the Overseer looks after the people and runs the city under the command of the Exarch. For each court of justice and athenaeum there is a Paladin who operates directly under the Exarch - the Paladins are devoted to the syndicate and the High Angel of Justice, Injustira. Each court and athenaem guards specific groups of laws, such as Mortal Rights, War, Homocide and so on. Next are the Peacekeepers, the guard of the city that operate under the White Knight, who is more closely grouped beneath the Overseer. Because there is less of a city life in Skyfall than there is in the other guild cities there is little need for representatives of the people, of trade and so on. The Peacekeepers are there to stop illegal activity, to protect, to keep pure and to speak directly to the Overseer or the White Knight. The Overseer also governs all guild and city activity with foreign countries and guilds.

Did You Know?

The title 'Exarch' is the highest form of power in the syndicate, 'patriarch' is considered the title only fitting for the High Angel that started their order, and so must never be given to a mortal.

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PostPosted: Thu Feb 27, 2014 10:12 am


Delorius'tatem: Conclave of Declasia


Where swamps fester the land creatures of the night roam, haunted catacombs are more than likely to play host to the living dead. There, Delorius'tatem takes pride and uses death as an advantage. Delorius'tatem is the black guild, once forgotten and now deemed borderline-untrustworthy of rejoining the Guildeam. The black guild is that of noble assassins, ingenious doctors and unorthodox magi, manipulating death in worst case scenarios. More importantly, however, they focus on ambition and the shadowmancy, they are the keepers of secrets and the guardians of the night. The night from which evil comes into the light. The Conclave use insight and sacrifice to protest its people, as well as others. Once the greatest architects, the great engineers of manipulation and cunning magi of disguises, it is surprising to know that Delorius'tatem is very good at keeping peace. They do not share power in the Guildeam and there for only have power of the Land of Crows where the Guildeam does not touch. The conclave is adeptly skilled in cunning contraptions and ways to harness life energy, they can spread a pestilence across a landscape and drain the life from all, or they can bend the shadows to their needs to adapt to any situation. It is rare, however, for the Conclave to ever use the arts of life energy, from which comes from the Underworld, the source of all their magic. Shadowmancy is the broader term used to describe their magic, and it includes the ability to bend shadows as well as stripping life. Whilst many assume the black guild is to never associate with others, others see through the prejudice and have seen why the Conclave of Declasia is trustworthy. It has seen truth, and has sacrificed a lot. Whilst using the power of the underworld to protect the balance, they have made a deadly power into one adjusted for the better good. Importantly the black guild's ambition for creativity is unbound, they know no limits to what is possible, even using the death of others as a way to find information where others cannot. The best of them are known to be ambitious and unashamed, the worst of them... enslaving and devouring.

Before the black guild was known as the Conclave of Decasia, or even Delorius'tatem, you need to know that this guild originates from vampires. It all began in 0936 AD, after a group or worshippers in the Land of Crows began paying respect to a mystery god, Luceal, known as the God of Reflection by his/her closest followers. The nights that followed included sleepless hours of nightmares, unimaginable thirst for blood and a crazed personality that would come and go. After around 70 years of existence, the Vampirs (Pure Blood Vampires) lead by the Prince of Crows travel to Sheol. They hope to discover a power there that will sway the War of the Night in their favour against the Therians. However they came into conflict with Declasia and her following of Shadowmancers who were in the midst of completing their new city, Bornheiniculate. However the leader of the vampirs, the Prince of Crows, promised to control his people (posing as uncontrolled vampires) and in exchange for somewhere to call home, he would give Declasia and her people the knowledge needed to create infinite power for the city. Declasia, though sceptical at first, having seen first-hand the effects of Vampirism occasionally erupting within her people, agreed. The Shadowmancers would help the vampires to cure themselves in exchange. Together, they completed the finishing touches of the city and created the first Inkwells, making it float in the sky above the poisonous swamps, the Bone City of Sheol was magnificent.

In 1010 Declasia discovered everything was a lie. The Prince had never wanted a cure for his people and instead used Declasia's powers to make their own better. Old accounts in the libraries of the City of Crows' describe the events as "haunting" and "life changing." The Prince of Crows seeded everyone in the city using the power of the Inkwells, and with the power of his mystery god tainted everyone with vampirism. The Queen and her people transformed into pale, cursed Vampires, second generation, 'impure' Vampirs so-to-speak. By 1032, the last 22 years had been rough and uncertain for Declasia and her people. The prince had managed to seduce them all into believing what he done was for the greater good, and in some respect he was right. With their vampiric nature, the shadowmancers learned to control the Inkwells entirely, understanding their intimate power, siphoned directly from the Underworld. But now Declasia's followers said no more. What the Vampirs had never expected was a revolt, and Declasia was definitely not the person to underestimate. Declasia overthrows the prince and his vampirs, forcing them out of the bone city and into the wilds of Sheol. With no city to return to (the Prince of Crows having lost the War of Night in his absence two years ago), believing it destroyed or taken by Therians, and with no more faith from his other Vampirs, he vanishes. Thus, he becomes a legend and presumed dead. Shortly after, Declasia contacts the Order of Injustira. They eventually listen and believe that Vampirism is a real threat and must be purged as soon as possible. Injustirian forces march west to discover the Therians gone, and the City of Crows vacant. After over a century Declasia's followers manage to purge their realm of all the Prince of Crows' Vampirs, at least to their knowledge. By now Declasia and her people have attempted to resist the pull of drinking blood to survive, many have even died to the sun as an act of suicide instead of giving into the addiction. The Order of Injustira has by this time conjured a barrier around the city and it's immediate lands, containing the Vampirism and Declasia's followers inside. They continue to advance in their knowledge of the curse, the powers of the Inkwells and the Vampir technology.

In 1551 Dark Wanderer ventures to Sheol, he passes through the Injustirian barrier with ease and offers the followers of Declasia a choice. The people of Bornheiniculate were malnourished, living off of animal blood farms, and had become desperate in their pursuit to rid themselves of their curse. He offered them freedom from their curse, but they must sacrifice time in exchange. The Dark Wanderer agrees to look over Sheol in Declasia's absence and after some contemplation, the Queen agrees. The Wanderer, however, is unknown to anyone in the world. No one realised it was really the Prince of Crows, desperate for power. With the power of the Black Jewel he disguised himself and by passing through the Injustirian barrier the people of Sheol saw him as nothing less than a saviour, blessed by the light, who claimed to be a cured Vampire. The Wanderer then began the ritual, putting the residents of Sheol into a deep slumber. Shortly after he begins the Dark Days, using Sheol as his new hub for power.

In 1569, in the after effects of the Jewel War, the Conclave was blamed for starting it with the power of the Black Jewel, known to be in the hands of the Dark Wanderer who was seen travelling to the Bone City. For two months her people were questioned and untrusted, as much as they plead to be a victim when the Dark Wanderer arrived and plunged their city into darkness. When they had been freed from their curse their home was in ruins and unspeakable horrors had been left behind where the war had not touched their walls. Stricter and stricter rules were being set upon Declasia and her people, and they were suffering enough with a city that had been ruined. To preserve peace, Declasia and all her people saw it fit that they completely close off their borders from the rest of the world. No one except Declasia knew that it was the Circle who proposed the idea, secretly meeting her and being the only ones to believe her. Abandoning the Bone City, Sheol became empty once again. Declasia used the last of the power summoned by the Inkwells in Sheol to create a portal to the Land of Crows. But this did not come without a great and horrifying surprise. Upon arrival they found out that the Land has been terrorised by monsters, and that small towns that have been here for almost a century have been ravaged by the suddenly overpowered creatures. Declasia, forced to make yet another decision, decides to protect the people of the Land of Crows and hunts down whatever evil is lurking in the City of Crows. She expects the Prince of Crows... somehow, yet instead finds Dracula. Having been vampires themselves they understand how to defeat vampires and their monsters, quickly overthrowing him. With his defeat the castle that ruled the city magically vanished, uprooting much of the immediate area. Declasia was lucky to escape. Here they claimed the forgotten city, once built by their betrayer the Prince of Crows. Though bonds between the powers may have been recovering, the bonds between the people of Occulas and the people of Declasia were not. The Conclave of Declasia agreed the world would be better without them and without the Land of Crows. This was a plan in the works since before they left Sheol, but only now was it put into action. The Conclave locked their land away behind an impenetrable wall of shadows and the Land of Crows was not seen or reachable again until recently in the modern day. This begins a few centuries of vampire slayers, hunting down small vampire groups left alive and purging Dracula's other minions and monsters from the Land of Crows. This was all in the name of Daywalkers - Liberimmunis. This was what Declasia's people identified as, under their new title of Delorius'tatem - the Conclave of Declasia.

_________________________________________________________________________________________________________________________________________



Many have tried to call us 'evil' because of our dark arts that have recently turned to investigating Hell. It is unfortunate that we delve into such magics, but we believe that without the Heavens we should have our own knowledge to fight with. Since the attack of Lucifial our summoners have been attuning their rituals from that of the Underworld to the realm of Hell to fully understand if this 'Prime Demon' is in fact real. Inscriptions and whispers of the dead demons revealed clues into what might reveal the real persona of Luceal, the God of Reflection. Only what we found were demons far worse than previously discovered and a much larger threat than ever... Valial. We were the ones to discover the Prime Demon, and we are the ones that will kill him. It is our birthright.


In the present, Delorius'tatem is still ruled by Declasia, whom has achieved some kind of longevity to preserve her life. She has seen the world change around her and has kept the conclave under balanced and well-thought command. She was born in Egypt an elf, a rare sight to behold in such an environment itself. But she was eventually turned to a vampire and saw her family killed, surviving, she devoted her life to avenging her family and seeing the fall of the vampires, and a cure for herself and the followers she gathered. This, she succeeded in and now reigns as the Queen of the Land of Crows, and always has done. Her age is a mystery, she hasn't visually aged in what would seem centuries. Declasia is known to be very intelligent, very cunning and is very stern, hard to change her mind if it's already made up. If she is unsure about something, she will seek guidance but she will only trust her royal guard.

ROLES & PERSONALITIES

Shadowmancers: greatly skilled in the arts of bending the shadows to their will, these warriors, guards and magi know how to adapt to almost any situation to use the shadows to how they need.
Inkers: These men and women are the much appreciated craftsmen and engineers that have learned to safely siphon the powers of pure shadow from the underworld to create a sustainable source of power that may never be used for evil intentions. They use Inkwells to harvest energies from 'hotspots', blocking the dark energies of the Underworld and harvesting them safely.
Royal Guard: These are devoted men and women who are specifically adept at attack and defence, usually graduates of Ravencrest Academy and protect and serve the queen Declasia.

HIERARCHY


Unlike that of the guilds in the Guildeam, the conclave has an entirely different government. Whereas the guilds of the Guildeam somewhat share responsibilities, such as education, science and magic going to the Blue Guild and its respective hierarchy, or the White Guilds hierarchy of law etc, the Black guild must make up for it.

Standing above all else is the Queen, and directly beneath her is the Royal Guard who protect her, the kingdom's people and its land. She works closely with the Head of Ravencrest, and has an Advisor by her side to help with law and order. The Royal Guard is her army, though relatively small, is highly experienced and can easily equal 50 Asmodian soldiers or more. Beneath the Queen, the Advisor and the Royal Guard is the people and not much in between. After the Queen's extremely long and almost immortal rule, the need for more middle-men has become obsolete and she has taken on the role herself. Schools are funded by the Queen, trade is done by the people, research is primarily taken out by the Queen's Shadowmancers, a large group of magically trained Daywalkers who act under order of the Advisor. These are primarily Royal Guard who have dropped sword and shield for book and pen. The Royal Guard operate the prisons, the security, often become teachers at Ravencrest, and she does the rest with their help.

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