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Guild Origins
When a society governs itself with laws, rules, and regulations, there are always those who seek to bend the law to their will - those who will use their law-given authority to ensure their own power. But with every action, there is an equal and opposite reaction. This is one such story.
Birth
Many years ago in the untamed wilds, there lay an isolated Ylian settlement untouched by the Octarchy. And while the crystal shines there just as bright as it does here, their leaders on the other hand had hearts as black as night. Hoarding the glyphs Talad gave to us all, they used their exclusive access to dominate and enslave. The people lived in constant fear, leading lives of mere subsistence and bondage.
On a dark day in the month of Azhord, a young mother from an outlying village came across an abandoned Klyros child. Although she already had her own son Elesod, she took the child in and raised him as her own. She named him Cruz, and from that day on the brothers Vurofey were inseperable.
Dreams
On his fourteenth birthday, young Cruz suddenly began to have visions of a life outside this village. A place where the power of the glyphs was shared and not coveted. A place where anyone could rise beyond their station. A place where ability, and not lineage, determined ones fate. An imperfect place to be sure, but free.
As Cruz told Elesod about his vision, a dark anger began to fill their hearts. They suddenly felt very weary under the crush of their peasant existence. With this taste of something better, reality quickly became much too sour. They had lived so long knowing nothing else, but now they knew better: their lot was not destiny, but the natural consequence of allowing corruption, nepotism and weakness to rule. They resolved to plot an escape from this bondage, and to free their people from from this defilement of power.
Whispers
As time passed the brothers Vurofey consipred, biding their time and awaiting the ideal moment to strike. They began to speak of the place outside, and slowly, others began to gather and listen. Quietly at first in hushed tones at the back of the tavern; in between hammer-falls at the smithy. Rumours whispered, plots hatched. Many of the villagers were too weak or afraid, but a few banded together under the brothers Vurofey, to slowly but surely become a force of their own.
Such plots can only exist in secret for so long, however. With their numbers growing, their voices got louder. Those hushed voices at the back of the tavern soon became criers in the village square. It was no longer possible for the village leaders to sit idle and ignore the growing threat to their tiny fifedom. It was time to put an end to this uprising, swiftly.
War
The brothers Vurofey had prepared well, and there would be no swift end to this fight. They led a long campaign against the corrupt leaders, and over time learned skills in armed and unarmed combat, espionage, and assassination. Their followers became adept warriors, with arms trained in the forge. They fought long and hard, and lost many friends along the way.
But in the end, the leaders guards were too many; and they had the power of the glyphs behind them. In a final pitched battle, the young brothers Vurofey and their followers were slaughtered to a man.
And so our tale would end here, were it just a story of common folk.
Death
But the dark rage that had steeled their hearts had lit in them a spark of something... stronger. Mere moments after they were felled, the brothers awoke to their new existence in the realm of the dead. Much to their surprise however, they found they were not mere shades, but still stood of flesh and blood! Not all of their followers were so lucky, but those that remained found each other and re-affirmed their commitment to the brothers, even after death. They vowed to learn all they could in this wretched place, and escape back to the land of the living - to return to their home, and finish what had been started.
Rebirth
After many cycles in the death realm, the brothers and their followers deemed themselves fit to return to the land of life. They had learned from their mistakes, and they would not be repeated:
- They had apprenticed under the masters of the dark way, becoming powerful with the glyphs of the dead.
- They had honed their skills in combat, both armed and in stealth.
- They had studied the tomes of Drakku, and learned to relish death's embrace.
- They made their way to the portal - they were ready to return, and make war once again. The Dark Warmongers were born.
And so they did - Almost.
Stranded
When they awoke they were cursed and weak. A welcome reminder of where they had been, and what they must now do.
Yet they had arrived somewhere strange. This new place was clearly not their home in the wilds. It was a dry and dusty town. It was dirty, teeming with rats and home to dangerous rogues. It was the land of Cruz's vision, and it was to be their new home. It was paradise.
The locals called it Akkaio, the largest Dsar of Ojaveda.
Stranded in a strange land and cut off from their kin, this band of lost soldiers, spies and assassins made a new life for themselves, all the while waiting for the next opportunity to strike. For one day they will re-discover the lost path to their home, and they will be ready to extract their vengence. Ever-vigilant, they continue to prepare for the great battle that will one day come.
For now they live here, among us; an army still at war, with an enemy just out of reach. And so they turn to the citizens of Yliakum and offer their services... for a price. After all, if a warrior stops using his sword, he is not a warrior at all.
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Objective
The Dark Warmongers' are united in strength and power. Our principal goal is to raise a close, respected community that stands united with their allies and against a foe at any cost. We fight on the side we consider right, the one that we want, or the one that pays the most.
Ranks [most is OOC]
The various ranks of the guild are described here. Members receive "guild points" for everything they do as a representative of the Dark Warmongers. Points can be awared for everything from duel victories, donations towards the guildbank, quest completion, and participation in various events. Once 100 points are reached, a task will be presented to the member in order to achieve a promotion.
Requirements for advancement can vary from member to member, and can range from simple tasks all the way to long and difficult trials. New recruits will have information provided on specific tasks for advancement.
There are both priveledges and responsibilities specific to each rank. As an example, when a member meets the requirements for the rank of Shadow Envoy, they are trusted enough to be provided with a key to our headquarters in Ojaveda. Junior members may only enter our headquarters when accompanied by a senior member to let them in.
Dark Follower
This is the rank all new members age given after joining the guild. Initiates at this level have expressed an interest in following the path of a Dark Warmonger and represent the future of the guild. They must choose the path they will follow wisely. Dark Followers are the foot soldiers of the guild, and may be assigned a variety of support-level tasks.
Initiates will be assigned points, currently at the discretion of the guild leaders
Blood Knight
The blood knights have proven their willingness to follow the path of a Dark Warmonger. Having established themselves within the guild and become well-acquainted with the existing membership, the Blood Knight represents the core membership.
Strike Division
The Stike Division are versatile guardsmen, having honed their skills in a variety of disciplines. Members of the Strike Division have proven their mettle both with the blade, and as honourable representatives of the Dark Warmonger militia.
On the field of battle, Strike Division members act as field commanders, directing the Blood Knights and Dark Followers. As such, Strike Division members must also possess well-honed skills in strategy, intelligence gathering, and logistics.
No military unit can function without a dedicated support network. As such, members of the Strike Division now have an important choice to make.
While all Dark Warmongers are required to maintain their competence as a skilled fighter or mage, not all members are necessarily cut out for or desire the way of the blade.
Shadow Envoy
Shadow Envoys represent the diplomatic arm of the Dark Warmongers. As a Shadow Envoy, you are far more than just some quill-handling beaureaucrat, however. The Shadow Envoy must be intelligent and charismatic, as the "public face" of the guild when dealing with members of the general public. Shadow Envoys not only seek out and negotiate contracts for our services within the realm, but also enforce payment. As such, a Shadow Envoy must also be skilled in the art of dueling and close-quarters combat.
A Shadow Envoy may also be sent to our enemies to demand surrender prior to open declaration of war. Should you be able to negotiate capitulation without violence, we salute you. However, more likely than not the Shadow Envoy will face the full wrath of the offended party. As such, the Shadow Envoy must not only be a charismatic emmisary, but have the ability to back up his words with cold hard steel.
This position represents that you have shown to the elders that you are the true representation of a Dark Warmonger. Members at this rank must be prepared to duel regularly, with skill.
Hand of Death
The Hand of Death is a skilled assassin and master of the dark way. As a Hand of Death, you may be called to perform various acts of subterfuge and stealth. Tasks can range from assassinations and intelligence gathering, to commanding small strike-teams or larger groups. Should a fellow Warmonger find themselves kidnapped or imprisoned, you will lead the team to extract them.
The Hand of Death may also provide extra support to diplomatic missions, helping protect Shadow Envoys. While the Shadow Envoy is a smooth talker, the Hand of Death prefers to act swiftly and vanish in to the night. his is the highest rank one can attain without a challenge to the elders to prove your might and earn their respect and trust.
The Doomguard
The doomguard are the personal bodyguards and trusted advisors of the guild leadership. If you get this far it means you have visited the death realm a couple of times and you know how death feels. It also means you have proven your mettle by besting one of the elders in the rite of the five cuts. You have proven to them your skill is worth more than any normal person in Yliakum.
Strategist of Chaos
Unless destiny intervenes, The Strategist of Chaos is the highest rank any member can hope to reach. The Strategist of Chaos commands to Doomguard and is in charge of their overall strategy. To reach this position you must have bested both brothers Vurofey in the rite of five cuts, and show no mercy to those that do not deserve it.
You must know the advance techniques of individual combat, and have gained the respect of the people of Yliakum. At this level you will embrace the life and actions of a DW, and have the ability to award points and rank to those below you.
Master of Shadows
This rank represents the founders of the guild, the brothers Vurofey. In the unlikely event that either of the brothers face the true death, the strategist of chaos will take this position. The Masters have final approval on alliances with other guilds, declarations of war, and promotion of members.
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We may not be evil, but we're far from the light
The Dark Warmongers Guild Forum (http://forum.darkwarmongers.com/)
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