The guild known as Aetheri Domus, or House of Ether, will be a unique conglomeration of weapon and magic users, brought together under the common goal of studying and utilizing the powers of the ether.
There shall be no prejudice between sorcerer and warrior; let it be known that all things are but a means to the end of enlightenment.
The guild shall be run by Mishka Azghul, acting as High Priest to the church of Aetheri Domus, and shepherd to the Wanderers of Ether. Working in accordance with the Mistress Ivy, the guild shall grow and prosper and become a thing feared and revered by all who walk the land.
Under Mishka and Ivy, there will be four rankings.
Squires and Apprentices are those newly met by the guild. They are not true members, as they are generally friends of current members. They are allowed to join in services, and some hunting, but let it be known that the entire House will watch them closely for any signs of betrayal or falseness.
Ether Wanderers, or Wanderers, are full-fledged members, and will make up the majority of the House. These are the flock that Mishka and Ivy lead, and they are the foundation on which the House is built. Wanderers have all rights and are required to take squires and apprentices under their direct supervision. One Wanderer per. This Wanderer will be solely responsible for their charge's behavior, and if the charge is disingenuous and acts against the guild, then the member would be wise to disassociate themselves from them.
The charge will likely then be directed toward the Dark Tower, as they approve of mindless recklessness.
Like the Squire and Apprentice, truly notable Wanderers will be picked out for their prowess in their particular field. They shall be known as Ether Lords, or Weapon Lords. Lady, as appropriate.
It will be required of these elite individuals to write at least three (3) books on the subject of their choice. These books will be accepted or rejected at the whim of Mishka or Ivy.
It is also the responsibility, and continuing task, of these formidable Wanderers to collect such rares and interesting artifacts as may catch their eye.
To raise in rank, one must complete a challenge set forth by Ivy or Mishka, and battle other contenders for rank in duels arranged and supervised by Ivy or Mishka. The rules of such engagements will be set forth at such a time as is necessary.
The entire House shall make it a priority to gather together the best and most worthy of the following items: Items, weapons, jewelry, and armor that lower reagent cost. Reagents themselves, Repair deeds. Power Scrolls. Red Ink Leaves.
These items shall be stockpiled for use by the guild, either directly or for sale in the interest of filling the House coffers. They shall be supplied to those best able to use them, and most needing them, as determined by Mishka and Ivy. The gold shall go to supplying more such agents, and to better the state of the House and the Wanderers.
Those that come into the House with Knowledge and skill in the field of Chivalry shall be set apart. They may be known as the outcasts of the guild, but they have in their arsenal abilities outside the realm of the Art, the Craft, or martial skill. They shall be known as Acolytes, at whatever rank, and shall be looked on with fear and awe.
For those wishing to prove their prowess against Mishka or Ivy, look elsewhere. The High Priest, and the Mistress, are not among the rankings of the Wanderers, and are not available for challenge. Strength in arms or magic is not the reason for their leadership. Scrounge the world for your own followers if you desire the burden of guiding them.
Thus follows the wisdom of Mishka Azghul, High Priest of Aetheri Domus.
Altruism is unnatural - virtues are altruistic. Tact is survival. Subtlety is survival. Knowledge is power. Strength is power. Charisma is power. Use all resources available to you - people are valuable resources. 'Honor' is an agreement of mutual gain and minimal loss. The guild is not a 'family' - it is a church: sanctuary, fellowship, and worship. Never give anything away - unless it explodes. Never offer services for free - even whores charge. Never sell or trade something that you are wearing - it reeks of desperation. Never tolerate begging - they deserve a demonstration, not a gift. Never argue with a paladin - it's more fun to watch them turn blue from preaching (better under a strangle spell). Never admire someone not of the House - if they were truly admirable, they would be one of us. Never openly insult - they could prove useful as allies, or merely resurrect you. Never fail to proselytize - the more that know of us, the greater our power. Never fail to show respect to the High Priest or Mistress - your rank proves your worth without petulance. Never fail to attend services - vital information and events are for your benefit. Never fail to make contacts - merchants and guilds have ways of repaying services. Never turn on your guildmates - they are more valuable alive and friendly. Never ignore books written by guildmates - even if the material is not in your interest, it will provide valuable looks into the minds of fellow Wanderers. Always remember that the House is one of your greatest assets. It is to be used to your benefit and to further you on your way to greatness.
High Priest Mishka Azghul Aetheri Domus
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