This library has been curated for expansion. We are looking for stories, books, guides, religious material and other works to be immortalized within the grand library of Thalosia. Please seek out Sultan Felkur or Elder Rahma if you have something you wish to contribute to the library.
Directions to Trainers in New Thalos
From Market Square
Universal: 4W, 4N, e
Warrior: 5w, 2s, e
Armsman 6n, 5e, u
Barbarian 7s, sw, w, s
Ranger 7s, sw, e, s
Swashbuckler 4s, 2w, 2n, e
Mage 6e, 2n, w, u
Enchantor (none)
Illusionist (none)
Mentalist 6e, s, sw
Witch/Warlock 4e, 2n, d
Cleric 4w, 3n, w, 2s, d
Crusader 4w, 3n, 2w, n, w
Druid 8n, 2ne, w
Priest 4w, 3n, 2w, s,d
Shaman 8n, ne, nw, n
Thief 3e, s, 3e, s, d
Assassin 3e, s, 3e, n, d
Bandit 4s, 5w, 2s
Nightshade 3w, 2s, w, u
Pirate 12e, 2n, 3w, sw, n, d
Bard 6n, 6e, 2s, w, n, e
Charlatan 3e, s, 4e, n
Jongleur 6n, 6e, 2s, w, s, w
Skald 2w, n, w, s
Skald 3w, n, e, n
Miscellaneous Directions:
Market of Raml 10n, 2e, ne, 7n, nw, sw, enter crevice, 2n, 2e, 5n, e from NT Market Square
Brambles in the Sky
Below are the books that are found within the oak bookshelf that is within the Palace Courtyard. They are very old, some as old as Thalosia itself. Although outdated and no longer utilized, it is good to remember the past and the lessons that were once given as we move forward to the future in our Desert Jewel.
Code of the Jihad
1) Index
2) Introduction to the Jihad
3) The Ranks
4) Petitioning the Jihad
5) Rank of the Jihadin
6) Duties of the Jihadin
7) Rank of the Majihadin
8) Duties of the Majihadin
9) Rank of the Saladin
10) Duties of the Saladin
11) Code of the Jihad
Introduction to the Jihad
Within these pages you shall find all you need to know about the Jihad.
Many people may ask what the Jihad is, the answer is simple. The Jihad is
the military branch of the Masjid. The members of the Jihad hold many
responsibilities. They are expected to aid in war time, fighting in the
front ranks alongside the Mujahid. The are expected to serve as personal
guards to the Sultanate should the need arise. They are expected to aid the
Masrurs in the capture and guarding of prisoners. However the Jihadin's
responsibilities are not limited to these martial services. They must also
aid the land with guidance and knowledge of the various religions. They are
expected to perform tasks for the Bishop and donate to both Church and
Kingdom. They will be expected to participate in Masjid events such as
prayer service and the aiding of Petitioners and Believers.
In short the Jihad are the right arm to the Masjid and serve many functions
within the Kingdom and church.
The Ranks
There are four ranks to the Jihad:
Mahir are Jihadin in training, and have no duties aside from obedience.
Jihadin, These are the most commonly ranked members. The Soldiers if you
will.
Majihadin, These are the most skilled members of the Jihad. The Elites whom
serve as Officers.
Saladin, Only one man will hold such an esteemed rank. He will be chosen by
the Potentate and shall serve as both Commander of the Jihad and Advisor to
the Potentate.
Petitioning the Jihad
When a Believer of the Masjid wishes to Petition the Jihad they must
perform several tasks.
The first task is simple. A donation of two Jeweled Eggs is expected. As
with the Path of charity one Egg to the Masjid one to the Kingdom. The
second is also similar to a path Petitioners must take. This is a note
to be written to the Saladin and Potentate. This note must contain the
reasons for wishing to join the Jihad, and what the Believer feels they may
offer the Jihad. It should be detailed and truly convincing.
Many may wonder why they must do this once more, the answer is simple. When
joining the Masjid they were expected to tell all how they felt about their
god and their home. Now they must tell why they would gladly lay down life
for Church and Homeland.
Once these two tasks are completed the Saladin will conduct an interview
with the Believer. This will let him know more about the potential Jihadin
and allow him to determine if they would be suitable or not for the position,
should the Potentate or Sultan also seek an interview it is to be granted
Rank of the Jihadin
As mentioned before the Rank of Jihadin is the backbone of the Jihad.
Its members are the most numerous and will be the ones performing many of
the tasks. Upon achieving this rank the first and most important task is
the vow. Before any true training will be assigned the new member will be
presented to the Sultanate and before any and all present vow their blood
and life to the Sultanate, Kingdom and Church. It is the Jihadin's personal
responsibility to protect all three from harm. Once the Sultanate has
accepted the new Jihadin the formal training may begin.
The first task appointed to new Jihadins is to copy the Code of the Jihad.
Each member is to possess a copy, hand written by themselves. The reason for
such is that by writing your own copy you are familiarizing yourself with the
book, and thus are more likely to recall the protocol and duties.
Next you will be assigned tasks to show your skill in arms. One task is the
single combat. The officer in charge of your training will assign a single
being whom you must face. During the challenge no other may aid you, not
even in the assistance of spells. The battle must be witnessed by the one
whom assigned the challenge or someone appointed by that officer. Upon the
completion of the combat the witness assigned by the Majihadin will write a
missive to the Majihadin informing of the victory or loss. The next
challenge shall be that of crowd control. The Jihadin shall be assigned a
group of enemies to defeat by themselves. Again not even the aid of spells
is permitted from outside sources and again the Majihadin or a witness named
by them shall be present.
The final challenge is that of the team. While the Jihadins are expected to
be well versed in single combat they must also be skilled at fighting as a
team. The Jihadin may be assigned to a small group of other Jihadins or may
seek to form a group of his own companions. They will then be assigned a
challenge that will test the entire group to its limits. Once more the
Majihadin or a witness named by him will attend. This challenge is meant to
test the Jihadin's ability to lead, and to compliment those they may be
working with.
Duties of the Jihadin
The duties of the Jihadin are varied. All Jihadin's are to aid in the
pursuit, capture, and guarding of prisoners. Should a member of the Mujahid
be in need of a Jihadin's aid, they are to Respectfully Obey. If they have
complaints they should report to their Officer whom will then deal with
matters through appropriate means. While the Jihadin is not a member of the
Mujahid they are often working alongside them and should conduct themselves
in a manner that reflects rank and station within the Masjid.
Jihadins may be assigned guard duty during visits by ambassadors from other
lands, in which case they will be stationed outside the meeting room keeping
close eye out for signs of trouble. This may come from foreign as well as
domestic sources.
During Wartime a Jihadin will serve along side the Masrur in the military,
aiding as auxiliaries if need be or front line soldiers, depending on where
the need is most. While still members of a military the Mujahid is the
Kingdom's army and as such will determine where the Jihad is best suited to
aid in the Kingdom's defense.
All Jihadin are expected to attend excersise, training, and celebrations of
the Masjid. While the Jihad is seperate in some ways they are still members
of the Masjid and must still perform all functions and services expected of
the Believers.
Rank of the Majihadin
The Rank of the Majihadin is the rank of authority. Only those Jihadins
whom prove themselves above the normal will be given such rank. The Saladin
and the Potentate will discuss and agree upon those members they choose to
hold such office and only two members of the Jihad will do so. They are
much the same as the Herald of the Masjid, being a person to guide and aid
others.
Duties of the Majihadin
The main duties of the Majihadin are to guide, advise, and aid in the
training of the Jihadins. When a Believer is granted the rank of Jihadin
they will be assigned to one of the two Majihadins whom will oversee their
further training. While they are to give the orders they are also to listen
and council those whom seek them out.
While the Majihadin's main priority is the welfare of their charges they
are also expected to assist and aid all members of the Kingdom. Like the
Jihadin they are to aid in the pursuit capture and guarding of prisoners.
They will be expected to come up with new ways of both training and rewarding
the Jihadin, both of which must be approved by the Saladin. On top of all
this they will be the ones to go to the Mujahid should problems occur and
complaints be filed. Should they be unable to resolve problems they will
report to the Saladin and let matters be.
The one thing that both Majihadins must keep in mind is this one fact. The
actions and behaviors of the Jihadin reflect personally on both the Majihadin
and the Jihad. As such should one of their charges be reprimanded for
misconduct so shall the Majihadin. They have been granted a position of
great honor in the lands and as such should be able to lead their troops in
such a manner.
Rank of the Saladin
The Rank of the Saladin is the highest attainable rank within the Jihad.
The Saladin shall report to the Potentate and the Sultan, none other unless
in a time of war. He holds the final word on all matters pertaining to the
Jihad, overruled only by the Potentate and the Sultan. He is permitted to
assign tasks to both Jihadins and Majihadins as he sees fit, even should
they exceed the normal responsibilities. This rank is attainable only by
those the Potentate deems fit and whom have shown utter dedication and
unwavering loyalty to the Kingdom and Masjid.
Duties of the Saladin
The duties of the Saladin are wide and varied. The primary duty is the
guidance and supervision of all members of the Jihad. It is the Saladin's
responsibility to interview Petitioners for the Jihad. To oversee the
Majihadins' methods of training. To advise the Potentate and to come up with
the training exercises for all he members of the Jihad. They may be called
upon to aid the Mujahid or to advise in times of war or peace. Should the
Majihadin be unable to resolve problems it falls apon the Saladin to do so.
Also should the current head of the Mujahid be un-locateable it is the Saladin
whom is to assume temporary charge of the defense of the city. While the
Saladin is expected to perform many tasks they are not relieved of the minor
duties such as donating and serving the Bishop.
Code of the Jihad
All members of the Jihad are to act with Respect towards others, the
Kingdom, and the Masjid.
All members of the Jihad shall speak the truth to members of the Kingdom.
All members shall risk blood and life to protect the Sultanate, Kingdom and
Masjid.
All members shall perform duties without question or complaint, should they
have a problem it shall be resolved AFTER the task is completed.
All members shall hold none above Kingdom or Church.
You are the Elite, the loyal and the proud. You are the Jihad.
Index of Chapters:
1. Index of Chapters
2. Foreword
3. Humble Origins
4. Transformation
5. Life and Death
6. Emergence
7. Imps
8. Conquest
9. From the Shadows
10. An End?
Foreword:
Servants of the Gods come in many shapes and forms, from the benevolent angel to the wicked demon, to the tranquil balanx. Many are content to serve their masters and mistresses with their might, spreading their message and fighting their causes on Algoron. In this tome, however, we explore one such messenger who has broken from his master and seeks to supplant him and reign in the world. The creature known as Gryko was once mortal, once human, but now is considerably different. He seeks to dominate and control the world with his vile creations and will not hesitate to destroy any who stand in his way. Official documentation on Grykos life has been difficult to find, as he is centuries old. The reader is cautioned not to take everything in this tome as absolute truth, for time tends to distort the facts.
Humble Beginnings:
Best as always to start at the beginning. Gryko was, in life, a humble priest of Dragoth, the God of Disease and Decay. Perhaps humble is inaccurate, however... He was possessed by a zeal that made him drive forth the will of Dragoth, destroying, infecting, decaying all that he was able to in service to his master. Unfortunately, as with all mortals, one day Gryko himself felt decay come to himself, and he began to grow old and die. He pleaded with his master for salvation, promising him more deaths, more plagues, more destruction. Dragoth refused him, saying some things even he could not do, and soon Gryko would pass to Fatale.
Life and Death:
As he grew still older, his mind unraveled by thoughts of power and cheating death, Gryko now sought domination over all things. To do that, he again poured his power and research into creating life in his bubbling cauldrons. From these arose monstrosities, the blobs that with a single touch could cause life to wither and die. These he released upon the world, still hiding in the shadows. These, however, proved to be stupid creatures, and without guidance they would be quickly brought low by the defenders of local cities. Thus, Gryko continued his work, and in time gained a more sinister understanding of life and power over it. He learned how to spread his seed to women and have them bear his unholy offspring. Through his demonic children, he intended to conquer all of Algoron.
Transformation:
A garrison of paladins arrived to end this threat, but before they could, Gryko stabbed himself in the heart, murmuring one final incantation. Quickly the Paladins slew the few blobs created, but with Gryko dead, they thought their work done. But death was not to be Grykos fate. In the end, he succeeded... But he was no longer himself, he was a shadow. He was a creature of darkness, a monster of the very worst sorts. His first act was to slay nearly all the Paladins and then he retreated into hiding to finish his transformation. How long this transformation lasted, and how long afterwards Gryko hid himself from the world, none can be certain. But it was long enough to destroy any sanity that remained. What became of Grykos physical form, none can say where it is buried or how it was destroyed, if it was.
Emergence:
When Gryko finally emerged into the world he did so as a symbol of fear and terror. If Malachive is a prime example of evil that allows all the world to see and fear it, then Gryko is the evil that slinks through shadows and nightmares. He began his attacks on the Shalonesti, although why this was so remains in dispute. His initial target was a family on the outskirts, from which was produced a child of Grykos blood. Unaware of her heritage, she was brought into Shalonesti kingdom, where the demon hoped she would assume control. His plans were thwarted, however, when it was learned the girls powers had somehow developed in opposition of his own. Her touch became destruction for Gryko only, and aided and encouraged by the Shalonesti, they drove him away. At this time another flaw was discovered, for Gryko surmised that most parents would not allow his spawn to survive. They had to be individuals of prominence, who had much to lose, many people to care for. Indeed, positions of power would enable his children to seek such positions as well, strengthening his rule. Grykos daughter vanished into the woodwork, supposedly leaving Shalonesti to escape the hatred she knew would come from being the spawn of a dark being.
Imps:
Gryko made several further attempts to attack Shalonesti, hoping to secure their then-Queen, Caither, as the vessel for his children. Reportedly, all attempts were thwarted and he was again driven off. Gryko himself could not be everywhere at once, and his minions the blobs were all but useless for anything other than frontal assaults. Thus, he turned his attention briefly to refining the process, and he created imps in their stead as his new minions. Three types of imps arose from his cauldrons, each possessing their own manner of terror that they could bring to this world. The shadow imps, the thorn imps, and the pain imps. Shadow imps could, as their name implied, leap from shadow to shadow stealthily and quickly and strike without warning. Thorn imps were covered in terrible thorns all over their bodies, unable to be approached easily. And pain imps were the very worst sort, whos single touch could render a victim powerless with agony and nausea.
Conquest:
With his new minions ready, Gryko prepared to strike at a new city... Thalosia. Despite unconfirmed warnings, the city was completely unprepared for the assault, and the Sultana very nearly lost her life and her sanity before the power of another God intervened to drive Gryko off, the Goddess Kadiya. She drove away Gryko and his imps with her power, and the healing medicines of her priestess saved the life of Fastia, destroying the infection in her body. The experience left her shaken but she quickly recovered. Thalos quickly prepared itself for future attack, setting balls of light in the streets to reduce shadows and darkness and arming its army and Tower with knowledge of the imps and how to fight them.
From the Shadows:
Driven off, Gryko slipped into the shadows and out of sight for a few years, emerging only periodically to harry the likes of Thalos or Darkonin, though for unknown reasons. His imps, previously his most trusted of minions, were quickly routed when their weaknesses to elemental attacks (fire, cold, lightning) became apparent. Gryko again returned to his cauldrons to refine the process, attempting to create hunters of a sort who could destroy his imps before they turned on him or went rogue. Reports of his sightings became fewer and fewer over time.
An End?:
Eventually no reports came at all, Gryko seemingly vanished despite numerous searches to try and locate him from all the cities he'd attacked, and more besides. What this means is still in question. Does he live still, and does he intend to continue his plans for domination and subjugation of all the world and its peoples? Only time will tell. Theories have arisen about possible means to Grykos destruction, however. Key elements are drawn from the manner of his creation. His body was abandoned so he could become shadow, if destroyed it may weaken or annihilate his spirit from this world. And also, as a mortal he served Dragoth, but now he serves none. Dragoth is not known for being merciful to those who abandon him, and the hand of a God is surely one way to destroy any creature in existence, even one as foul as Gryko.
Study - Kalib Duhr
1. Table of Contents
2. General Foreword
3. Directions to Kalib Duhr
4. Map of Kalib Duhr
5. Inhabitants
6. Soul Sword
Author: Inutaisho Taiyoukai
General Foreword
Kalib Duhr was once a waystation in the desert south of New Thalos, a
stopping point for merchants and travelers crossing the burning sands. It
was a great fortress, designed to protect those stopping by from the giant
ants that roam the sand funes. However, many years ago all communication
with the waystation ceased, and travelers found alternative routes to and
from the Jewel.
Investigations show that the defenders died from some mysterious attack,
their skeletons left to rot in the sun and sand, the gortress itself has
suffered great damage as if a terrible fire scorched the fortress. The keep
is now home primarily to wraiths, who jealously guard what they consider
theirs.
Directions:
From the Temple of New Thalos, three paces south onto the West Main Street,
then four paces east to the Center of Market Square. Fourteen paces south
into the dunes south of the Jewel, followed by one pace west, one south, two
west, two north, two west, one south, two west, one south, two west, one
south, one east, one south, and finally three paces west to the dune
overlooking the fortress of Kalib Duhr. And a significant place in its own
right.
Map of Kalib Duhr
L - S - B D
\ \
H - C - G
D - Dune overlooking the Fortress
G - Before the Gates
C - Courtyard
H - Grand Hall
S - Stairs
B - Battlements
L - Lords Chambers
Inhabitants
Wraith:
Alignment: Evil Cycle: 32nd
Health: 638 Mana: 98
Attack: Blast (3d6)
Tactics: Dodge, Fast, Parry
Immunities: Summon, Tornado
Resistance: Holy
Vulnerabilities: Negative
Invisible and intangible, able to fly and pass see in the dark, and armed with dark
glaives, whichdrain life-force from a successful hit and cannot be touched by those
pure of heart.
Soul Sword
In recent years, it was discovered the Kalib Duhr was the hiding place of an
item of great power. The Soul Sword, a relic of ancient days when the Gods
walked the Earth and did battle against a terrible evil known as the
Abhorrants. Forged by a Goddess who sacrificed herself for love, the blade
was hidden just outside of the keep of Kalib Duhr, beyond its gates, and
hidden beneath the sands until the day it would be needed.
When Malachive unleashed the Abhorrants upon Algoron, the blade was needed,
and Cantilena, an entertainer from the Desert Jewel, happened to find the
blade. It was presented to the Sultana of the city, who in her wisdom
presented it again to Aramaelous, the angel who told them of the blade. He
has, in turn, decided to wield it against the abhorrant Deathmeer, who
threatened the city.
For further reading on Malachive, the Soul Sword, the Abhorrants,
Aramaelous, or Deathmeer, please consult the tome Malachive - Legends and
Lore.
Page 1: Contents
Page 2: Training & Ranks
Page 3: Oath of the Mujahid
Page 4: Protocol
Page 5: Arrest Procedures
Page 6: Patrol Procedures
Page 7: Tasks for the Fallah
Page 8: Tasks for the Masrur
Page 9: Basic Marching Formations
To ensure that all soldiers and sailors of the Mujahid are capable of
upholding their oaths to the Crown and the citizens of New Thalos all new
recruits to the military will be given the rank of Fallah. There, they will
receive and practice basic soldiering disciplines before moving forward in
the Mujahid or applying for transfer to the Corsairs.
Discipline is the backbone of every military. Without it, the chain of
command breaks down and it can no longer function as a cohesive unit. The
Mujahid is not a democracy but a dictatorship, as it must be for it is the
only way to keep such a large group of trained individuals organized and
functioning. Every soldier and sailor will follow the protocol of the
Mujahid.
|-----------------------|
| Ahmir |
| (//*\\) |
| |
| Rubannu Ghazi |
|(Admiral) (Colonel) |
| (/*\) (/*\) |
| |
| Wajeeha Dehgan |
|(Captain) (Captain) |
| (/*) (/*) |
| |
| Corsair Masrur |
|(Sailor) (Sergeant)|
| (/) (/) |
| Fallah |
| (Private) |
| (/) |
|-----------------------|
n by each new Fallah joining the Mujahid.
I do hereby solemnly avow by my very honour of the Mujahid of the kingdom of
New Thalos, and conscious of the privileges and responsibilities concerned
as part of the Oath of the Mujahid.
To be forevermore, as so titled, respondent of my fealty to my liege, the
Sultana or Sultan.
To obey the orders of my duly selected commanders, be they of a lawful
nature, immediately and without question.
To protect the citizens of New Thalos, should it be at the cost of my very
life.
To show proper respect at all times to the citizens of the kingdom I have
sworn to serve, and to those of every other city.
To honour all treaties and oaths of forbearance with all other regimes,
mindful of the dictates thereof, and to respect the sovereigns and
constituents of these regimes.
Protocol of the Mujahid
+ Higher-ranking officers must be saluted on sight and wait for them to
return salute.
+ Salute the Sultana and Sultan on sight.
+ Salute the Prince or Princess when the Sultana or Sultan are not present.
+ Members of the Council and civilians serving within the non-military
guilds need not be saluted but proper respect for their office will be
shown.
+ When entering a room with several high-ranking officers select the one
of highest rank and salute them, waiting for a return salute.
+ Military officers and member of the Council will be address by rank, sir
or ma'am.
+ No salutes are necessary in the Healing Quarters or in the room of the
Bishop of New Thalos.
+ All soldiers will stand tall and remain at attention when in presence of a
superior until ordered otherwise.
+ Public badges of rank will be worn and displayed at all
times.
Arrest Procedures
- When confronting a criminal, first you must get their attention. Be
direct, be heard. Do not be afraid to yell. Announce your name, rank, and
the organization you serve so they know they are dealing with the Mujahid.
Order them to surrender.
- If they surrender without fuss, shackle their hands behind their back and
use this to guide them to the dungeons. Do not be afraid to force them if
necessary, as criminals they deserve no respect and no courtesy.
- Before a prisoner is placed within a holding cell they are to be searched
for weapons or anything else on their persons that could be used for escape.
- All arrests must be reported to the Ahmir and Ghazi in writing.
- If they run, they are to be considered guilty. Pursue them until they can
be captured or they flee the city, in which case pursue no further. Do not
hesitate to call in reinforcements or use force.
- If they escape the city walls file a report immediately to Ahmir, Ghazi
and both Deghans explaining the situations and any imperative information.
Only an officer of the Mujahid may issue an arrest warrant. Any criminal
with a warrant on their heads is to be arrested on sight, no questions
asked.
Patrol Procedures
- Patrols are to be conducted once a week, with reports submitted to the
Jewel on a whole and to your superiors in the Mujahid. This lets your
superiors know that you are keeping diligent watch for signs of danger, and
the citizens of the Jewel know they are safe under the protective eye of the
Mujahid soldiers.
- Patrols are for the entire city. West gate to East, North gate to South.
From the topmost tower to the sewers below the city. Fighting is permitted
inside of the bathhouse and zoo but a cursory glance to make sure no other
trouble there is not an unwise course of action. The Burning Sands and
White Sands need not be patrolled unless looking for someone in hiding. The
Palace is to be patrolled, the Throne Room and Council Chambers are off
limits.
-Additionally, patrols of the Kalib Duhr area and the surrounding city
environs should be made occasionally, ideally once a month.
Tasks for The Fallah
Task 1: Physical Fitness
The Fallah is to run six times around the New Thalos Centre Market square,
or an equivalent of two miles. They will then complete twenty sit ups, and
twenty pushups. This must be supervised by a superior.
Task 2: Physical Combat Prowess
The Fallah is to travel to the Sand City of Bak'He and slay Pinky Throt,
retrieving his weapon, and bring it to a superior officer.
Task 3: Brothers in Arms
The Fallah is to donate one jeweled egg to the kingdom coffers, to aide his
brothers in arms who cannot afford their own equipment and weapons. The
Fallah's shield protects not only him in the battle line, but the next
person in line. It would be well that they are properly equipped!
Task 4: Survival
The Fallah must survive in the desert for three days and three nights, with
only a decanter and a knife.
Task 5: Canteen
No item is more important to the soldiering man or woman than the Canteen.
Without water, no creature can survive. To that end, to be promoted to a
Masrur, you must have your own decanter or other means of carrying
sufficient quantities of water.
Task 1: Combat Against non-persons
The Masrur will find and defeat Belstrad, Retrieve his blade, and present it
along with a report on the detail of where it was found to a ranking
officer.
Task 2: Combat against people.
The Masrur will meet an opponent of equal training in the city in an Arena
of their choosing, and defeat them in combat, proving that they can defend
themselves against skilled opponents.
Task 3: The Art of War
The Masrur will complete a one page essay on a particular aspect of land
warfare, the topic of which is subject to command review. An example would
be an essay on ambush, or construction of fortifications.
Task 4: Kingdom Loyalty
The Masrur will donate three eggs to the kingdom coffer, to show his
dedication to the betterment of the city and the protection of his Sultana
or Sultan.
After completion of these tasks, one can apply to officer's school.
Marching Formations
X X X X
X X X X X
X X X X X X X X X X
X X X
X X X
Column Echelon R. Echelon L. Line Wedge
X X X X X X
X X X X X X X
X X X X X
X
X
Vee Diamond Box Stag. Column
Each of these basic formations is required knowledge for any infantry
soldier. These formations each have their strengths and their weaknesses
that lead to their judicious use in the field.
GUILD MANUAL - CORSAIRS 2ND ED
Table of Contents
\
I. The Royal Thalosian Corsairs
II. Requirements to Become a Corsair
III. Privileges of the Corsair
IV. Duties of the Corsair
V. Patrol Locations and Procedures
VI. Promotional Requirements and Privileges
VII. Ship Duty Reference
VIII. Uniforms and Station Awards
IX. SANCS Map
Chapter I: The Royal Thalosian Corsairs
The Royal Thalosian Corsairs are the naval branch of the Mujahid. However,
their responsibilities lie far beyond the reach of the normal soldier,
unless that soldier is an exceptionally strong swimmer. These
responsibilities include:
*Protection of the Thalosian coastline, the largest in the world, as well as
her trade routes and the Ishtar from enemy ships as well as sea creatures
harmful to ships.
*The security of the harbors along the coastline, both from foreign invaders
and from criminals and smugglers.
*The protection, safety, and escape of the Sultanate and Court in the
unlikely event that the Mujahid fails in its duty.
As such, the Corsairs are required to be an elite force. No city in the
world is more accessible by water than New Thalos. No kingdom has a larger
coastline. No harbor sees more trade. Therefore, the Corsairs must be only
the best. The requirements are high, but the privileges associated with
membership are their own reward.
This does not mean that the Corsairs are free of the chain of command. The
Oath of the Mujahid still stands. Corsairs are, however, directly
answerable to the Wajeeha of the ship which they are on, the Rubannu, the
Ahmir, and the Sultanate.
: Requirements to Become a Corsair
Any soldier of the Mujahid is welcome to attempt to join the Corsairs, from
the Ghazi to the newest Fallah. However, desire alone will not see just any
soldier join the ranks. There are requirements of ability that must first
be reached to achieve membership.
The first of these is a working knowledge of the ships. From any point on
any of the ships of New Thalos, the aspiring Corsair must be able to find
any other location rapidly. Pertinent locations include the officers'
cabins, duty stations, the magazine, and the brig. There is little doubt
that a Corsair will be able to find the galley, and it is assumed that this
is the first one that will be learned.
In addition, the Corsair must know how to operate all of the aforementioned
duty station. Weighing anchor, trimming and operating the sails, firing the
guns, and handling the wheel are all responsibilities of each Corsair. A
reference is included at the end of this manual describing each of these
tasks.
Corsairs must be able to give commands aboard ship, as well as respond to
commands given. The Corsair will learn to delegate responsibility shipside
and should be able to remember if a duty station has already been assigned
or not.
The final requirement of the Corsairs is that a potential Corsair, equipped
with the knowledge and skills listed above, can, from a random point in the
ocean, circumnavigate a continent chosen by the Wajeeha or Rubannu in a
quick and efficient manner.
Please note that Corsairs do not need to know how to swim. Most of a
Corsair's time is spent aboard a ship, not in the water. It is recommended,
though.
Also, Fallahs wishing to come directly to the Corsairs need only complete
Task 2 of their promotional requirements for the infantry in addition to the
tasks above.
Chapter III: Privileges of the Corsair
As a member of an elite and extremely necessary force within the Mujahid,
Corsairs receive certain special privileges for their service, provided they
maintain their duties.
The first of these is the right, and expectation, to take any of the ships
in the fleet into open water. Corsairs have proven their ability at the
wheel, and can therefore be trusted with any of the vessels. This also
entitles them to draw a crew from the Mujahid and command it while at sea,
although not the Sayad or Waliullah.
While in Thalosian or international waters, the Corsair is free to collect
salvage from the sea. Upon sale of this salvage, one-eighth of the profit
goes to the discovering Corsair, another eighth to the ship's Wajeeha, yet
another eighth to the Rubannu, and the remaining five-eighths to the
Sultanate and city.
The Corsair is exempt from patrols on foot of the city of New Thalos and the
surrounding territories. This exemption also extends to physical training
exercises. A Corsair will rapidly discover that carrying shot and powder,
hauling ropes, handling the anchors, and maintaining the ships will tone
their body better than any basic calisthenics. Note that the Corsair is not
forbidden from these. Only that they are no longer requirements of service.
The final privilege is the understanding of time off-duty. A Corsair's
primary function is aboard a ship. Therefore, when ashore, the Corsair is
not required to salute military personnel unless acting in an official
capacity. Examples of this would include attending meetings, assisting with
arrests, and any other function where the Corsair acts as a member of the
Thalosian military. This does not include speaking with superior officers,
seeing them in the streets or palace, or any other non-military interaction.
It is still necessary to salute the Sultanate and the Princes and
Princesses. Again, the Corsair is not forbidden from this but is simply not
required to do so.
Chapter IV: Duties of the Corsair
For all these rights, a Corsair is also expected to earn them in a variety
of ways. The first and foremost is that the Corsair's foot patrols are
replaced by naval patrols. Once per old calendar week, the Corsair will
make a full patrol of the coastal waters of New Thalos, the city's shipping
lanes, and the Ishtar River.
During the course of these patrols, the Corsair is to engage any hostile
forces encountered provided it is within the ship's capabilities to destroy
them. These include monsters, such as aboleths, eyes of the deep, dragon
turtles, and any other creatures which are not considered animals. Also
included here are enemy ships, although the Corsair is reminded that
discretion is often the better part of valor, especially if piloting the
Talisman and the enemy has numbers in either guns or vessels.
Aside from that, Corsairs are responsible for the basic maintenance of the
ship. This includes the removal of parasites from the hull, basic repairs
to the armor, tarring, scrubbing and whitewashing the decks, assuring that
cables are whole and unfrayed, patching sails, maintaining the guns, keeping
food, water, rum, and shot stocked in the magazine, testing the links in the
anchor, and keeping all moving metal components well-oiled. When stocking
shot, be sure to place at least eight hundred rounds aboard any ship, with
higher numbers preferable aboard the larger ships. Also, be sure that the
number of powder charges and actual cannonballs is equal.
The Corsair must also make a detailed account of any naval journey to both
the ship's Wajeeha and the Rubannu. Items of note in this report should be
the crew aboard for the voyage, any encounters at sea, the general status of
the waters around New Thalos, the amount of resources used to make the
voyage, such as ammunition and rations, among others, salvage collected, and
any significant repairs needed. If coordinates can be given for any
reports, so much the better.
The Corsair will also assist in domestic security activities as though a
regular member of the Mujahid. This means that if assistance is needed with
an arrest, in hunting a criminal, or in any other function that would
protect New Thalos, the Corsair should respond quickly. If the Corsair is
on patrol when the call for assistance is made, the patrol will take
precedence, especially if the Corsair is involved in combat.
Chapter V: Patrol Locations and Procedures
Patrol voyages undertaken by the Corsair are in no way to invade the waters
of other kingdoms, unless New Thalos is engaged in war with said kingdom.
In this event, may the gods show the enemies of the Corsairs the mercy that
will be absent on the seas.
The coastal waters of New Thalos run from Longitude 255 on the northern
coast of the Althainian continent to Longitude 240 on the southern coast. A
landmark to observe in the north is the horn of Althainia, a small abuttment
of rock that breaks the smooth curve of the coast. Beyond that point is the
territory of Thaxanos, so be sure to turn about upon sighting that point.
To the south the best identifying markers are the swamp and Koskun Keep.
See either of those, and turn back.
The coastal waters extend four leagues beyond the beach itself, save where
it would conflict with other nations' territory. The one occurence of this,
with Ganth, simply means you must keep to the coast while running a patrol.
In the course of a patrol, the ship should leave dock bearing north. Swing
past the continental port of Althainia and up to the northern limit of
Thalosian waters, examining coast and waters opposite for monsters, pirates,
smugglers, and other undesirables. If the aforementioned are encountered,
the Corsair is authorized to deal with them as is befitting their status.
Upon sighting the horn, come about and head back along the coast toward the
southern boundary. From that point, make passage back to the continental
port and set course for the port of Icewall. From this point, take a
southerly heading until parallel with the mouth of the Ishtar. Turn sail to
the west and into the river. Explore as much of the river as possible
before returning to the harbor.
Chapter VI: Promotional Requirements and Privilege
Only one promotion has solid requirements in the Corsairs, and that is for
the rank of Wajeeha. This position signifies a near-mastery over the seas,
enough that the promoted Corsair is entirely responsible for command of a
ship in all circumstances, both in war and peace. The Wajeeha keeps all
records for the ship, including ammunition, repair amounts and costs,
rations, personnel, and voyages. The Wajeeha will be able to direct crews
swiftly and without hesitation. They will know the oceans by their taste,
and they will sail in the fiercest winds and still lay the enemies of the
Desert Jewel low.
The aspiring Wajeeha must be able to circumnavigate all continents from a
randomly chosen point in any ocean in the order directed. This proves their
dedication to their study of the maps and their ability to plot a course in
uncertain times. This also fulfills another requirement, namely the ability
to recognize any of the oceans by only their look, as each is distinct.
In addition, the aspirant must be able to travel to five different ports
under the propulsion of the Magewind. This is a vital tactic to master in
any form of actual combat. The destinations will be called out as the ship
arrives at each location, forcing the aspirant to know their charts and
quick routes between ports.
In addition, leadership and initiative aboard ship must be shown. The
aspirant will have led no fewer than five training exercises beyond those
necessary during patrols. These will be necessary to keep existing Corsairs
sharp and allow for a broader base of skilled seamen to draw from in the
Mujahid. One of these exercises must be witnessed by the Rubannu, and must
revolve around firing while in motion. More often than not, the best armor
is nothing more than canvas bellied by the wind. The aspirant will learn to
take advantage of this principle, accurately relaying commands to the guns
while piloting. No single skill is more important in naval combat than
this, so it will weigh heavily into the consideration for promotion.
Once appointed to one of the three main vessels of the fleet, the Wajeeha
will be the master of that particular ship. Any and all orders given are to
be followed without hesitation, overriding any commands given by other
Corsairs. In addition, the Wajeeha may commandeer a ship other than theirs
provided that the master of the ship is absent. Aboard their own ship, the
Wajeeha may only be overridden by the Rubannu or Sultanate.
To become Rubannu of the Thalosian Corsairs, a Wajeeha must be hand-selected
by the Sultanate. There are no set requirements for this promotion. If no
Wajeeha exists who inspires the trust of the Sultanate, then the position
remains vacant.
Chapter VII: Ship Duty Reference
Check the ships condition by looking at the ship. She must be sea-worthy
before sailing.
Check the condition of the weather to note the wind direction and speed.
Avoid sailing directly into the wind if possible.
Stand at the wheel to be able to steer the ship properly.
Steer the ship port or starboard to point her in the correct intended
direction.
Raise the anchor to set her adrift and ready for sailing. This must be done
from the anchor station.
While standing at the wheel or at the lookout above, peer to see all around
the ship or peer north to look far to the north or peer southWest to check
the southwesterly horizon.
If the way is clear, raise the sail and set her trim for your desired speed.
Trim the sails full, half, or quarter, depending on desired speed. This
must be done from the sails.
Proceed sailing the ship the desired direction by steering her port or
starboard as needed always peering to the direction sailing and all around,
to locate obstructions, land or possible hostile targets.
At any location, one can look overboard to see where the ship is currently
at. Be sure to check the weather frequently for changes in wind direction
and speed.
Once the destination is seen and announced, upon reaching the destination
lower the sail and then lower the anchor from the anchor station.
Once a'stop, the ship can be docked so passengers can board or disembark if
you dock the ship, which must be done from the gangplank.
To use the cannon, first put a charge of fire dust into the barrel of the
cannon. Tamp it down, and put the cannonball into the cannon after, being
sure to pack it in as tightly as possible. Then, wait for the command to
fire the cannon in the direction (north, south, east, etc.) Of the target,
whatever it may be, whether monster, ship, or all else.
Chapter VIII: Uniforms and Duty Awards
Every Corsair will proudly display his or her rank somewhere in their
uniform, generally as a sash about the waist or over the shoulder. This
sash will also be decorated with special awards given for exceptional
performance in duties, outlined after the rank insignias below.
/ - Corsair
/* - Wajeeha
/*\ - Rubannu
The following is the list of badges with a brief description of the
requirements for earning each. These awards may only be earned by Corsairs
to further encourage excellence. They can only be awarded by the Rubannu or
Sultanate on recommendation from a Wajeeha or higher.
X - Gunnery award, earned by successfully hitting an enemy with at least
three- quarters of the Corsair's shots fired.
(X) - Master of the guns. Only one such award can be earned per ship, and
the Corsair who holds it must hit nine times out of every ten shots fired.
|| - Defender award, earned by successfully killing thirty monsters in
Thalosian waters or interdicting in thirty naval encounters, as verified by
a ship's commander.
|^| - Crown Defender. This is a special accolade only awarded by the
Sultanate for action above and beyond the call of duty in the defense of New
Thalos.
* - Officer-in-Training badge, signifying that the wearer is currently
undertaking the difficult road to become a Wajeeha. To be placed
immediately after the Corsair's rank insignia.
|+ - Navigation award, granted upon successfully charting a course to no
fewer than seven locations with no errors.
++ - Master of the charts. Only one such award may be granted in the
Corsairs at any time, and it is awarded for appropriately dynamic navigation
as conditions change in a voyage of no fewer than ten destinations.
Table of Contents
Page 2 Church Law
Page 3 Ranks of the Masjid
Page 4 Paths of a Mumin
Page 5 Paths of an Imam
Page 6 Duties of a Daiy
Page 7 Duties of a Nabi
Page 8 Duties of a Najmuddin
Page 9 Masjid Branch: The Jihad
Page 10 Masjid Branch: The Muadhin
Page 11 Temple Locations
Page 12 Ceremonies: Sunna alIbadah (The Way of Worship
Page 13 Ceremonies: Nikah al'Mahr (the Gift of Marriage) Part 1
Page 14 Ceremonies: Nikah al'Mahr (the Gift of Marriage) Part 2
Page 15 Ceremonies: Salatul Jana'ah (Farewell to the Deceased)
Church Law
Church Law will not supersede any kingdom laws. If you are in a foreign
kingdom, you are expected to abide by their laws. Any deviation from such
laws would project a poor image on a non-political organization. The Masjid
has no desire to become involved in legal disputes, and will therefore not
come to a member's aid in such a case. Know the laws of the area you are
in. If you do not, be sure to ask.
Church Law dictates that all members will show the proper respect to those
outside the Church at all times. Titles will be used when addressing
someone of rank publicly. If the individual gives permission for doing
otherwise in a private setting, that is permitted, but do not stray from a
proper show of respect.
Church Law dictates that people of all race, kingdom, and belief, are
entitled to any aid, be it healing or otherwise, that you can perform.
Never deny an ailing person aid due to anything beyond their own refusal to
allow you to help.
Church Law dictates that spells and blessings will not be cast upon another
without their permission first, even be they beneficial and good intended.
Church Law dictates that all masses and public blessings be held in common
speech.
Church Law dictates that no Masjid member shall ever perform a mass or
public blessing while under the influence of any foreign substance, be it
alcohol or otherwise.
Ranks of the Masjid
Mumin, new disciple
Imam, standard Masjid rank
Daiy, up to 3, supervisors of the Mumin and Imam
Nabi, up to 2, supervisors of the Mumin, Imam and Daiys, advisor to Najmuddin
Najmuddin, leader of the Masjid
Jihad Ranks
Any who wish to be part of the Jihadin must complete the paths of the
Mumin before petitioning the Saladin to become a Mahir.
Mahir, Jihad recruit
Jihadin, Jihad soldier
Majihadin, Jihad officer
Saladin, Jihad Commander
Paths of the Mumin
Humility
All aspiring Church members must undergo the Path of Humility immediately
upon petitioning the Masjid. Humility teaches each of us important lessons
regarding self-awareness, and keeps us from overstepping our mortal bounds.
The Path of Humility is different for every Mumin, depending upon their
demeanor, but all will first shave their heads as a sign of the removal of
vanity. They will address the kingdom with a note of their beliefs and why
they aspire to join the Masjid.
Poverty
The Mumin will submit, for a period of 40 days, all monies they earn and
possess, beyond what is needed to sustain life. These funds will go to the
overall Church funds. This teaches the Mumin to not rely upon the greed and
sins that money brings upon us all.
Charity
The Mumin will donate 1 jeweled egg to the Church, and 1 jeweled egg to the
kingdom. This can take as long as the Mumin needs to raise the funds, no
limit shall be set upon this time. The Path of Charity teaches us that to
give in order to help improve the way of life for those less fortunate is
the most rewarding gift of all.
Upon completion of these three Paths, the Mumin shall pass into the Church
and henceforth be known as a Imam.
Paths of the Imam
Lore
The Imam will be assigned, based on their interests, a topic to research.
This could be an area of the world, a historical study, a biography, or
whatever else interests the Imam. At the same time, will serve to enrich
the Church's Library. By devoting their time to such a selfless task as
documenting something for others' use and enjoyment, the Imam is taught that
it is Service to others that the Masjid stands for.
Fasting and Prayer
The Paths of Fasting and Prayer shall be walked at the same time. For a
period of 40 days and 40 nights, the Imam will set out to the Isle of
Tropica with only enough water to sustain life. No food is permitted during
this time. They will spend this period praying and communing with their
god. A vow of silence is also required, so that during this period, the
Imam may have no contact with anyone but his or her god. This Path will
bring each Imam closer to their individual gods, and strengthen their
position within the Masjid.
Preaching
While not all members of the Masjid are priests in their own right,
preaching is still a means of expressing an understanding one's faith. All
Imam are to hold a sermon for their deity at any time and place of their
choosing. A Daiy, Nabi, or the Najmuddin must be present at the sermon, and
it must illustrate understanding of one's God, as well as ability to
properly communicate a message of faith to those in attendance.
Standing orders: all those ranked Imam and above should dedicate themselves
to the maintenance and preservation of the Thalosian temple. They should
ensure proper stores of goods in the Samaritans headquarters as well as
medical supplies within the palace.
Upon completion of these Paths, the Imam will be eligible for promotion to
the position of Daiy after showing further dedication to the Church causes.
Imam's cannot recruit new Masjid members.
Duties of a Daiy
The Daiy are responsible for recruitment of new Masjid members, along with
supervising and guiding new Mumin Imam along their paths within the guild.
Daiys should also be holding regular Sunna alIbadah ceremonies (listed later
in this volume) to bring the city together in worship.
The word Daiy literally means one whom calls others to faith, because they
act as a herald of religious beliefs. It is also expected that Daiys will
report to the Nabi and Najmuddin of the progress of Mumin within the church.
Duties of a Nabi
The Nabi are advisors to the Najmuddin, as well as supervisors of the Daiys
of the church. Their primary goal is assisting Imam in their paths and
monitoring them for possible promotions within the church. They are
preservers of church culture, and should be present at any Nikah al'Mahr
(marriages) or Salatul Jana'ah (funerals). Both of these ceremonies are
listed later in this volume.
Duties of the Najmuddin
The Najmuddin is the spiritual leader of the Masjid. They are the backbone
of the guild, and serve upon the Royal Court of the Sultanate. The
Najmuddin is responsible for promotions of higher-ranked Masjid members such
as Daiy and Nabi, and should be holding regular Masjid meetings to discuss
church matters. They are also responsible for reporting any donations to
the guild that are not deposited directly into the Kingdom account, and
organizing Church-related events within the city of New Thalos.
The Chambers of the High Priest, located west and north of the point of
recollection within the Temple, are the official chambers of the Najmuddin.
The Jihad
The Jihad is a specialized branch of the Masjid working in tandem with the
Mujahid. These specialized Crusaders will fulfill their training as Mumin
before even being permitted to Petition the Jihad as a Mahir. Please refer
to the Jihadin manual for further rank expectations and tasks.
The Muadhin
The Muadhin will be the group of Masjid members dedicated to taking care of
the wounded and sick. In a time of war, there will be two factions of the
Muadhin, the Jewel and the Star. Members of the Jewel will stay inside the
protective walls of the kingdom and protect and keep healthy the citizenry
and common folk of our home. The Star will travel to the front lines with
the Mujahid and act as field medics, retrieving wounded and dying soldiers,
and tending their wounds as quickly as possible. There is much danger in
being a member of the Star, but our Mujahid cannot be as strong without
these dedicated men and women, and their lives will be in our hands. The
Muadhin also, will perform more commonplace duties, in times of peace. They
will be midwives, welcoming new wonders to the world, as well as a helping
hand to the less fortunate. They will be the branch that people will most
often seek out for their selfless dedication to the well-being and
spirituality of those around them.
Church Locations
Churches of Light
Austinian - (from recall) 3s, 17w, 3n, 5w, n, e, n
Taliena - (from recall) 3s, 5w, s
Taliena- (Arkania's Docks) 6e, ne, n, ne, 2e, ne, 4n, w
Taliena - (from Tropica Docks) 2se, w
Taliena - (from recall) 3s, 17w, 3n, 5w, n, 2e
Nadrik - (from Icewall dock) 7n
Nadrik - (from recall) 3s, 14w, 4s, 2e, s, 2e, d, 5n, 4w, s, nw
Nadrik - (from recall) 3s, 17w, 3n, 5w, n, e, s
Kantilles - (from recall) 3s, 17w, 3n, 5w, n, e, ne
Kadiya - (from recall) 3s, 17w, 3n, 5w, n, e, se
Siccara - (from recall) 3s, 17w, 3n, 5w, n, e, sw
Siccara - (from Arkane dock) 26e, n
Churches of Neutrality
Kwainins Library (from recall) 3s, 15, e
Kwainins Monastery - (from Tropica docks) 2se, sw
Kwainin - (from Icewall dock) ne, e, ne, 2n, 7w, u, 3e, u, 2w, u, e, open e, e, open e, 13e, d, e
Zandreya - (from recall) 3s, 17w, 3n, 5w, 2n, e
Zandreya - (from recall) 3s, 16w, 3n, 2w, 5n, 2e, 2n, 3w, n, 3w
Zandreya- (recall) 3s, 12w, nw, 2n, 2w, 5n, e, n, w, n, 7w, 13n, w, d, w
Zandreya - (from Icewall dock) ne, e, ne, 2n, 7w, u, 3e, u, 2w, u, e, open e, e, open e, 13e, d, s
Cliath's Red Shrine - (from recall) 2s, 14w, 4n, 2w, 8n, 2u, ne, nw, n, nw, n, ne, d, nw, n
Cliath - (from Icewall dock) 6n, u, 2n, e
Raije- (Arkania's Docks) 5e, nw
Raije - (from Icewall dock) ne, e, ne, 2n, 7w, u, 3e, u, 2w, u, e, open e, e, open e, 13e, d, w
Turpa - (from Icewall dock) 2nw, 2w, nw, n, nw, e, n, 2u, 2n, 2u, e, ne, 2s, 2e, n, ne
Churches of Darkness
Necrucifer - (from recall) 3s, 8w, n
Drakkara - (from Arkane dock) 7e, 2n, ne, 2e, ne, 6n, open east, e, 2n, e, se
Mencius - (from recall) 3s, 11w, 3n, 3e
Fatale - (from Arkane dock) 14e, 6n
Devion - (from Arkane dock) 7e, 2n, ne, 2e, ne, 6n, open east, e, 2n, e, 3n, ne, e
Devion - (from Icewall dock) ne, e, ne, 2n, 7w, u, 3e, u, 2w, u, e, open e, e, open e, 13e, d, n
Sunna alIbadah (The Way of Worship)
This is the sacred Sunna al'Ibadah, the salat (prayer) of the worshipful
people of the desert kingdom of New Thalos as observed with solemnity and
respect.
The member of the Masjid leading the service becomes the Mahdi (preacher) to
call out to all the kingdom the time of the Sunna al'Ibadah. He calls to
the faithful children of the gods, "Hear all you the word of the Masjid!
Praise be to the gods. None other are worthy of praise. The time has come
to worship. The time has come to pray. The time has come to give praise to
the Gods. None other are worthy of praise."
At his call the people gather together. In silence they kneel before the
Mahdi, who is seated in supplication. When all are settled, the Mahdi says
to all, "The blessings of the gods be upon you."
All reply, 'And upon you, Mahdi. '
After this greeting, those kneeling lean forward to touch their foreheads to
the ground before them as a sign of humility. As they are thus prostrated,
the Mahdi begins a time of call and response.
The Mahdi calls: 'Gods of the heavens, creators, holy ones, make us among
those whom you have guided. '
They respond: 'And make us among those whom you have saved. '
The Mahdi calls: 'And make us among those whom you have chosen. They
respond: And bless whatever you have given us. '
The people raise themselves as the Mahdi lights incense and prays, 'May this
smoke, our gods, carry to you the prayers of your servants. You are blessed
and exalted and we ask for your forgiveness and turn to you. Peace and
mercy be upon your people, each god to his own. '
All then touch their foreheads to the ground once more and call out the name
of their god or goddess.
The Mahdi then prays: 'Blessed gods, we ask you for help and seek your
forgiveness, and we believe in you and have trust in you. '
The people respond: 'And we praise you in the best way and we thank you and
we are not ungrateful to you. '
The Mahdi prays: 'We worship you and pray to you and prostrate ourselves
before you, and we run towards you and serve you. '
The people respond: 'And we hope to receive your mercy, and we fear your
punishment. '
The people raise themselves again as the Mahdi prays, 'We seek refuge in the
peace of our gods. May they grant us safety, and good will, and protect us
from all harm as we go forward to do their will. The blessings of the gods
be upon you. '
All reply, 'And upon you, Mahdi. '
The people and the Mahdi stand together and bow to one another out of
respect. The people leave the Masjid in silence, as not to desecrate the
holiness of the Sunna al'Ibadah.
Nikah al'Mahr (the Gift of Marriage) - Part 1
The merging of two lives is, in any culture, a very special occurrence. So
it is in New Thalos, where all are considered family, and family is of the
utmost importance. A nikah between two people is a sacred, joyful time full
of song and dance and prayers of thanksgiving. Any element of the Masjid
may perform a nikah ceremony, as may a noble of the court, however it is
most common for the Najmuddin or another high ranking official of the Masjid
to serve the couple in this capacity. And thus has it been observed, this
very special of occasions.
The bride is treated this day as were she a Sultana, as she is embarking on
a journey, which will ensure future life and communal prosperity. She is
dressed finely, though normally only within her family's means. During many
ceremonies, it has been observed that the bride stands in wait beside the
Najmuddin as the man approaches her from out of their gathered family and
friends. It is said that this represents the endeavor he made to gain the
love of his bride, and the task he is to undertake to ensure their
happiness. Many others have the bride approaching the man as he stands in
wait beside the Najmuddin, but either way, both come to stand side by side
before the Najmuddin.
At this time, the Najmuddin calls out to all, 'Among us there is great joy
this day, as we have come together to partake of the blessings of this man
and this woman, laid upon each by the gods. ' The Najmuddin continues to
the couple, 'And among their signs is this, that they created for you mates
from among your own souls, that you may dwell in tranquility with each
other, and they have placed love and mercy between your hearts. '
To the man, the Najmuddin asks, 'Would you take this woman as your wife, by
the laws of the gods and the laws of this kingdom, that she should love,
honor, and protect you as you would her, until that day only the gods would
part you? '
And the man replies, 'I would, as I have requested her hand and offered
myself as her husband. '
Then, to the woman, the Najmuddin asks, 'Do you accept this man to be your
husband, by the laws of the gods and the laws of this kingdom, that he
should love, honor, and protect you as you would him, until that day only
the gods would part you? '
And the woman responds, 'I accept this man as my husband, and I offer myself
to him willingly, to be his wife. '
The Najmuddin turns them to one another and says, 'Say what you would say,
one to the other, man to woman, woman to man. ' At this time, the man
speaks the words he has prepared for his bride, and the bride, in turn,
speaks her words to the man.
Nikah al'Mahr (the Gift of Marriage) - Part 2
Once they have said all they are to say, the Najmuddin continues, 'Gods
above and around us, you have heard these words. In faith they were spoken.
Sealed so with the mahr that now should pass from man to woman. ' At these
words, the man offers his bride the mahr they have agreed upon. Most common
according to culture are rings that each should wear to serve as symbols of
their devotion. However, other objects are sometimes offered, dependant
upon what can be afforded.
After the mahr has been given, the Najmuddin raises voice once more to
proclaim, 'O gods, create love and harmony between these two. Bless them
and bestow upon them good children. In the name of the gods, who have given
you the gift of one another, and by the laws of this kingdom, I present you
to the world as man and wife. '
While many believe that public displays of affection are distasteful, many
also find that, at this moment in the nikah, a kiss between the newly
married couple reflects the love and happiness that have brought them all
together for this auspicious occasion.
The Najmuddin final cry, 'Now, to the walima of man to wife, that all may
partake of his joy! ' is an end to the nikah ceremony, and a beginning to
the festival of the walima (festival).
Unfortunately, the institution of nikah is not always as permanent as one
might hope. In those instances a couple wishes to end their life together
as man and wife, they must first seek out the element, which performed the
original nikah. If this element is deceased or otherwise unable to be
procured, the Najmuddin of the Masjid may serve their needs.
To end the nikah and severe their life together, the couple must stand
before this element and repeat the word 'Talaaq. ' Either man or wife may
request a divorce, as has been observed, and it is highly unlikely for the
other party to refuse. If one party should refuse to repeat 'Talaaq, ' the
other must compensate by reciting the word twice.
Be it the man or wife who desires a divorce, both should retain the mahr
given one to the other. Remarriage to the same partner is not an uncommon
occurrence. Some factions within the kingdom believe that once 'Talaaq' has
been uttered three times by either man or wife, the relationship between
them is over, and final. This, like many customs within New Thalos, purely
relies on those directly involved.
Salatul Jana'ah (Farewell to the Deceased)
The death of a citizen of the grand city of New Thalos is a solemn and
reflective time. Though each loss is mourned, it is done so with the
understanding that their beloved one has found a place among the gods, and
lives forevermore in an eternity of peace.
Though most funeral services are, by their nature, a private and privileged
thing, and while it is often only family and the closest of friends in
attendance, here is, as observed, the Salatul Jana'ah.
*** The Al-Mizmarian Way - Glossary ***
Page 2 - The Goal of the Al-Mizmar
Page 3 - The Duties of an Al-Mizmar
Page 4 - Policy on Part-Time Entertaining
Page 5 - Acquiring More Ribbons
*** The Al-Mizmarian Way - Our Goals ***
The Al-Mizmar exists to give both men and women the opportunity to bask in
the limelight and showcase their talents, whether they are new or
well-polished with practice.
There are three different subtypes within the guild: the Lore, the Agility
and the Parlor Tricks. The Lore, or Bilgi, are the bookish type who express
themselves through acting and scribing stories to perform themselves or by
others. The Agility, or Oreej, are the acrobatics of the guild, from using
their flexibility and muscle to perform amazing midair stunts to using their
agility to perform in dance. The Parlor Tricks, or Furror, are just as the
name suggests! They are masters of manipulating things with their hands,
like juggling, card sharking, and magic tricks.
*** The Al-Mizmarian Way - Our Duties ***
The Al-Mizmar have no regular duties but that is the beauty of the
organization. We are proud to deliver artists the freedom they need and the
space they deserve to hone and polish their craft, so long as they share it
with the public at one point or another.
Every other week or so, the Rawun and Ozan will plan a powwow of sorts that
will showcase some of our member's talents to the city. To sign up for a
spot in the evening, send a missive to the current Rawun and Ozan stating
your name, your ribbon name, and what you will be performing.
*** The Al-Mizmarian Way - Policy on Part-Time Entertaining ***
Anyone who is in another guild aside from the Al-Mizmar is considered
part-time, meaning that the priorities of their primary guild (military,
tower, or church) overtake the priorities of entertaining the masses.
Serve your nobler cause first. If you don't defend the city, then there
won't be a city to entertain!
*** The Al-Mizmarian Way - More Ribbons ***
Once you have your first ribbon, and have regularly entertained and have
gotten positive feedback, you may be considered to earn a second ribbon.
Your rank will not change when you -do- earn a second ribbon, it will remain
your primary rank. This means if you were a Furror and you aspired and
completed your requirements to become a Bilgi, you will remain a Furror, but
will acquire the Bilgi ribbon to add onto your Furror ribbon.
The requirements to earn another ribbon are not set in stone they depend on
the person and which ribbon they are working towards earning. Speak to
either the current Rawun or Ozan to apply for another ribbon, if you and the
person you are asking think you have earned another.
You get a book titled Study - Dragons from a bookcase carved into the trunk of a tree.
Table of Contents
1) What Makes a Dragon A Dragon
2) The Two Families
3) The Dragon Timeline
4) The Emotions of Dragons
5} Known Dragons
6) Overall Conclusion
Author:Cerah Tensyo
What Makes a Dragon a Dragon -
Dragons are the firstborn of the realms. Majestic, creatures that hold both
intellect and wisdom. Although no two dragons are the same. Dragons are
more or less like the rest of us 'softlings' as they tend to call us.
Arrogant and strong these beings are called dragons because they are
reptilian lizards.
They were the first mortals to ever walk over Algoron. They were created by
the gods, and put down upon Algoron to take care of what the gods created.
Although the dragons started to bicker over the lands that they were given
reign of, and the gods see the dragons as a threat and order them to give up
their essence to the Draconus. The draconus is an object which can control
the dragons, and bring them together to protect the creation of the gods, if
need be. Some dragons had refused to do so, and some had agreed to. The
draconus was formed while the dragons were split into two families by the
gods, and thus the Metallic and Chromatic dragons were created.
The Two Families
During the time of the gods taking essences from the Dragons for the
Draconus, some dragons refused to be bound to the Draconus, and some did
not. Those who did agree to giving up their essence were labeled as the
Metallic dragons and the others were the chromatic, this divided up the
dragons up into two families.
The Metallic Dragons - "Those who are blessed by the gods"
The Metallic dragons are the good dragons of Algoron, possessing a golden
aura, and worships the Pantheon of the Light. Metallic dragons are often
noticeable by the color of their scales and their racial name. The metallic
dragons are those of the bronze, brass, copper, gold, and silver.
The Chromatic Dragons - "Those that refused were Punished"
This dragon family are those who follow the Dark Pantheon, having chaotic
ways. Having refused their essence, or even to give control of themselves
to the gods were punished. These dragons are those of the black, blue,
green, red and white.
The Dragon Timeline
* Dragons were created to Protect the Gods' creations
* Dragons started to bicker and the gods order the dragons to give forth
their essence. Some of the dragons refused some of the dragons agreed.
* Dragons split into two families. Chromatic & Metallic.
* The Eclipse gain hold of the Draconus and gain control of the chromatic
dragons.
* The Metallic dragons come forth by the Draconus, but Conclave takes
power of the Draconus and the Chromatic dragons decimate the Eclipse
* In the final battle between the Eclipse and the Dragons, Thalos is
destroyed, and the Eclipse is brought to it's knees. Whilst the Conclave
splits the Draconus into five parts, to prevent any more abuse of the Draconus.
* The Five Parts of the Draconus is given to Wargar, Shalonesti, Knighthood,
Conclave, and the Eclipse. Eclipse kills the Thane of Wargar and tries to
place the Draconus together.
* The Dragons go to war with the Eclipse, in failure, seeing the clan
vanish, and the Two Dracons gone.
* The War against the Yinn and Shalonesti, along with Wargar cause another
Dracon to be lost from Wargar.
* The DragonSlayers are formed after the masses of Anti-Dragons come forth.
* The Dragonslayers Expand theirs beliefs of destroying everything
unnatural and soon dissolve.
The Emotions of Dragons
Each dragon has their own emotion, or emotional type. Much like 'softlings'
of Alogoron, a dragon is hard to tell, and figure out. Although they do
have their own racial emotions, and all together way of thought.
Let's start off with the Bronze Dragon. These Dragons dislike any act of
violence, yet they are fans of war. They enjoy defeating evil creatures,
and are very curious about humans and demi-humans. If they will fight they
will fight on someone smaller, and use their tail, teeth, and claws. - This
type of dragon reminds me of a Kadiyan in some ways. And also remind me of
a coward.
The Silver Dragons are the most lovable dragons in Algoron, known for for
falling in love with their Fans, and become quite protective of them.
Silver dragons believe that they're purpose is to devote their selves to
Justice and good, they will only war for a good cause.
These are only examples to show what dragons are and what their stereotype
is. Each dragon has their own feelings of course, but most of the dragons
are based around each stereotype.
Known Dragons
Here is a list of living Dragons, along with their scale type.
Aeneimber (Copper)
Aeternitas (Silver)
Alayanwyr (Blue)
Aleryial (Copper)
Aramayx (Brass)
Arthinix (Bronze)
Aulryz (Brass)
Aureliusade (Gold)
Ayvendesador (Gold)
Charok (Black)
Cyanthor (Green)
Dieirf'askhi (Red);Jh'talith (Silver)
Jormungander (Blue)
Khalendryos (Bronze)
Lakhiuthman (Bronze)
Larenati (Gold)
Othsenthes (Copper)
Paziameira (Brass)
Phintomini (Copper)
Proletar (Bronze)
Roac (Black)
Savenath (Gold)
Sear (Red)
Siasxid (Blue)
Slavicarious (Black)
Sleet (White)
Suulazultsur (White)
Taermalektros (Copper)
Thaxsenisus (Black)
Tiaranenth (Bronze)
Tiguexteac (Brass)
Vizieran (Blue)
Wyrenth (Silver)
Xab'xaszab (Red)
Xiervanthian (Silver)
Xzeidsa (White)
Xznaventh (Green)
Zaraianamina (Gold)
Zelazious (Copper)
Zsiera (White)
Zuuzeka (Red)
Zxesthiivrn (Gold)
Overall Conclusion
My overall conclusion of this study is that dragons are fairly
unpredictable. They may have stereotypes, but more or less they have their
own ways like the 'softlings' of Algoron. They are beyond words in
magnificence, and yet they are still a mystery to many, because not really
anyone knows how to take a dragon.
In short Dragons are the most spectacular being in Algoron and will probably
be there to see us all fall and die. I just hope that the mortals of
Algoron would stop taking them for granted and start treating them as they
are.
A book with the title 'Malachive' lies here.
Index of Chapters:
1. Index of Chapters
2. Foreword
3. Necrucifer and Drakkara
4. Birth of an Unholy Child
5. Kidnapping
6. Life as a Mortal
7. Divine Intervention
8. Godswar
9. Abhorrants
10. Opening of the Portal
11. Soul Sword
12. Clash of the Titans
13. Deathmeer
Author: Inutaisho Taiyoukai
Foreword:
Malachive. The Eighth God of the Darkness Pantheon, and most definitely
oneof the least understood of all the divine and quasi-divine beings in all
of Algoron. Born a mortal, now a living god, seeking the end of the world
as we know it. To some he has become a name to be spoken only in whisper,
for fear of drawing his fatal attention. To others he is a being that shall
bring a glorious sweep of darkness to cast out the light. But who is he
really? Where did he come from? What are his ultimate goals, and why does
he pursue them?
Truthfully, few of these questions can be directly answered, for no official
documentation of Malachive's history has been found. The forces of Good to
influence his life have sought to protect him from his own heritage by
destroying the records of his birth, and the forces of Darkness have kept
any records they may have hidden in the shadows where no eyes can see. The
majority of this tome is myth, legend, and the like, though perhaps a scrap
of true knowledge can be found among the lies and half-truths.
Necrucifer and Drakkara:
To truly understand Malachive, one must first understand his parents, the
gods Necrucifer and Drakkara. From them he was conceived, and like most
children, he takes after his parents. Eternal, never truly born, never to
die, so has always been the nature of the dark god Necrucifer. From the
very beginning of time attempted to slay both Austinian and Kwainin, though
so far he has met only with disappointment. The Goddess of the Black Moon
and the wife of Necrucifer, Drakkara works to spread the power of her magic
but also to spread the power of darkness as Necrucifer does. The other gods
of darkness, Dragoth and Fatale, Devion and Mencius are also the children of
these two and are the siblings of Malachive in many ways.
Birth of an Unholy Child:
As with most events concerning Malachive, the exact nature of his birth is
clouded in rumors and half-truths thought it seems he was born on the dark
moon by Drakkara and assisted by her servants, both divine and mortal, to
bring about the unholy child's birthing. It is said his form shifted from
the moment he was born, unable to maintain a solid and consistent shape for
more than a few moments. This would continue into his early childhood,
until he learned a measure of control over his dark powers.
Drakkara and Necrucifer had both hoped to keep Malachive's birth a secret,
hoping to use him as he grew stronger to upset the balance and tip it in the
side of Evil. However, the balanxi Austanis became aware of Malachive's
birth and brought it to the attention of Austinian and his own divine
patron, Kwainin.
Kidnapping:
Luring away both of his parents with clever plots, a Balanx of the gods
struck, stealing away Malachive and bringing him to Algoron where Gods can
be slain. Kwainin, in particular, suggested the simply slaying of the
soon-to-be God Malachive, saying he would upset the balance. However
Austinian, the Father of Good, was reluctant to slay any child, and hoped to
raise Malachive and give him the proper choice between good or evil in life.
He asked his son, Kantilles, and his daughter Kadiya, to rescue Malachive
from death and deliver him to a new fate: mortality.
Life as a Mortal:
Safely hidden away from all the Gods, or so they believed, Malachive lived
with a mortal family that cared for him in his infancy, where his powers
diminished and seemed to fade away all together. Unaware of his true
heritage, the demigod lived as a ordinary mortal, attributing any sudden
bursts of his power (small, inconsiderate things) to chances of fate or
luck. He learned to eat, drink, sleep, and the like as a normal man. He
also learned his parents trade, that of a carpenter.
Divine Intervention:
However, his parents found him. His mother, in particular, sought him out
in his dreams and told him of his true heritage, and slowly drew Malachive
back towards the side of darkness. Then, one day, Malachive was guided by a
vision to travel to Icewall. And there, Necrucifer appeared before him,
uniting father and son for the first time in nearly two decades. Necrucifer
told him of his heritage and destiny and unlocked much of Malachive's power.
On that day, the Empire of Dae'tok was destroyed by a great meteor, and
Malachive began on the path of destruction, death, and chaos. ;
Godswar:
During the conflict of the divine beings a great many tragedies befell the
world of Algoron. The mortal men and women slept during these events,
re-awakening in a state of turmoil. The Slayers were destroyed by a great
blue dragon collapsing atop their keep, the Eclipse were over-run from
within by yinn renegades, and banks were raided and ransacked. But during
this time Malachive did not sleep. He continued his wicked ways, working to
further his goals. And during this time, he was seeking allies. One, a
great dragon by the name of Snarkerl, had refused to work under the son of
Necrucifer.
Malachive slew him in cold blood.
Abhorrants:
In ancient times, before the Dragons, a great race of demonic beings known
as the Abhorrants walked among the races of Algoron. However, they sought
the end of the mortal races and began to systematically eliminate them one
by one, slaughtering all without mercy until even the Gods were forced to
intervene. They sealed away the Abhorrants in a portal in the lowest depths
of Hell, sealing them away in a nether-dimension that makes Hell seem like a
paradise. The Angel Aramaelous then took it upon himself to guard the
portal and ensure that none would ever set free the Abhorrants upon the
world again. No records of these events were kept, the better to keep the
portal and the Abhorrants secret so none would be mad enough to seek their
destructive power.
You can always recognize the Abhorrants by noticing their pale skin, red
veins, dark horns, demonic eyes and the peculiar mark on their foreheads.
That mark is their ancient writing that each Abhorrant is created with. It
tells them the exact date of their own death, which makes them powerful
adversaries. For they know exactly what day they die and what days they
cannot.
Opening of the Portal
In recent years a number of sorcerers of the Ebon Tower were contacted by
Malachive and sought out both the portal and the Angel. Aramaelous, having
lived in Hell for so long, had been driven to the brink of madness, unable
to separate good and evil as well as he would normally been able. The Black
Robes tricked him, and their efforts and the efforts of the Marauders
allowed Malachive to open the portal.
Seeing his error, the Angel attempted to seal the portal shut with Malachive
-and- the Abhorrants inside, but was unable to do so without aid from
outside sources. Justice, Knighthood, and eventually Althainia were
contacted, and in the end the portal was sealed shut by the Staff of
Reversal. Malachive escaped, as did at least one or two Abhorrants.
Soul Sword
Malachive and Aramaleous both contacted the Desert Jewel, telling them that
an item of great power resided inside their city walls. Aramaleous, in
particular, described it as a blade of great power that could be used to
battle the Abhorrants. The Soul Sword. Quickly mobilizing their citizens,
they spread out in all directions and all places to seek the blade, leaving
no stone unturned, no question unasked. However, it seemed hopeless, for
the blade was difficult to locate, shielded from auguries and hidden where
none could possibly have imagined.
Finally, the efforts of Cantilena, an entertainer at the Jewel, were
rewarded, and she located the Soul Sword buried out in the sands near Kalib
Duhr. She presented it to the Sultana Fastia, as the rest of the Jewel
looked on in awe at the power of sword. They gathered in the holy Temple of
New Thalos.
However, the Abhorrants sensed the blades power and one, Deathmeer, made
himself known to the Jewels citizens, making his way into the Temple and
demanding the sword. Fastia and her citizens stood firm, preparing to fight
a battle they could not win, and never once did they back down in the face
of almost certain death. Fate and faith was on their side that day. And
their faith was rewarded when the angel Aramelous rejoined them, standing
against the Abhorrant. The Sultana armed him with the Soul Sword, and it
seemed as if an epic clash of divine beings would occur. But such was not
to be. Malachive came then, and demanded one additional day. A battle to
be viewed before all the world.
Clash of the Titans
On that day, Aramaleous the Guardian was armed with the Soul Sword, and
strode out to do battle with the abhorrant Deathmeer the Indestructible.
Their battlefield was the Algoron Gladiators League arena, in front of a
crowd of people, both benevolent and sinister. Black Robes and
Bloodlustians, Shalonesti and Thalosians, dwarves and elves, humans and
minotaur, even kender. Nearly all came to witness what could have been the
final chapter in Algorons history.
And perhaps it shall be. Even with the power of the Soul Sword, the angel
Aramaleous was no match for the raw power and evil of the Abhorrant
Deathmeer. The demon beat him mercilessly, breaking his back and then
ripping out both of his angelic wings. And then he crushed the angels skull
with one final blow, ending its life in the mortal realm. The Soul Sword
was recovered by Malachive, and the angels wings were bestowed to the Black
Robes for power. None can say now what fate lies in store for the people of
Algoron.
Deathmeer
Deathmeer the Indestructible, Drinker of Souls, Bringer of Death, Slayer of
Elves, Bane of Gnomes, Butcher of Dwarves, Smasher of Kender, Spreader of
Plagues, Slicer of Kings, Dicer of Queens, Defiler of Holy Water, Killer of
Cute Woodland Creatures, etc.
... Since slaying the angel Aramaleous.
Tome of Neutrality
Chapter Contributor(s)
Foreword Page 2 Fastia TideWeaver, Gavianen Iterendi
Kwainin Page 3-4 Fastia TideWeaver, Bharati Maturin
Zandreya Page 5-6 Areanna Sha'tavas Verum, Inutaisho Taiyoukai
Sebatis Page 7-8 Bharati Maturin, Adena
Cliath Page 9-10 Snifferdoo Puckermaloopa III, Majnun Al'Zar
Raije Page 11-12 Inutaisho Taiyoukai, Fastia TideWeaver
Turpa Page 13-14 Caitrona Bubbleblower
Forward
The path of neutrality is one far less traveled than those of Light and Dark in the realms of Algoron. However, the faith of such peoples is hardly of less importance. The Father of Balance, Kwainin, took his wife Zandreya and together created four children: Sebatis the God of Neutral Magicks, Raije the God of War, Turpa the Goddess of weather, and Cliath the God of Creation. This tome seeks to present the basic information upon each of these deities, written by followers and fellow children of the Balance.
It is important to note that Turpa, Raije and Zandreya may sometimes hold followers of the Light or Dark, but the Father Kwainin and his other two sons hold only children of balance. Neutrality has served its place in Algoron for years, seeking to maintain the balance between the forces of Dark and Light. It must be known that those ethoses are referred to in such a way to avoid judgment, for the proponents of Neutrality are to be without judgment unto others - we shall not refer to them as Good and Evil.
Within these pages, you shall find introductions to the balance, and an inside look at what sets us apart, and allows us to walk the gray line between Dark and Light.
By the power and the truth of this practice, may all beings have happiness, and the causes of happiness. May all be free from sorrow, and the causes of sorrow. May all never be separated from the sacred happiness which is sorrowless And may all live in equanimity, without too much attachment and too much aversion, and live believing in the equality of all that lives.
Kwainin
When the High God created the land, and brought in Austinian and Necrucifer, he brought in Kwainin as well, the Maintainer of Balance, the unbiased eye. Kwainin, like his other brethren was neither born nor created, he is eternal. Legends speak of him as a nicely presented fellow, with long flowing robes and a nice tidy white beard. His wise visage is always fair and rarely judgmental. He watches over every conflict to make sure that both sides are balanced, and if they are not he has been known to intervene. His followers are of the utmost zealots, and have been known to turn on their own friends to appease their demanding God. Together with Zandreya, they fostered their own children: Cliath, Sebatis, Turpa and Raije.
One who is without affection on any side, which does not rejoice or loathe and abstains good or evil - it is this intelligence which is firmly set in Kwainins wisdom. It is form which creates the shadow when touched by the light. There are no shadows in darkness, and no form can be seen. By shining light on a shadow, it will disappear. Change the direction of the light and the shadow will move. Change the form and the shadow changes. Thus the form is a pivot between light and shadow, All wrapped in a continual dance.
The ancient scriptures have taught that Kwainin does not shun the heretics of Algoron, but rather seeks to educate them on faith so that they may perhaps hold no grudge against the Gods of these lands. Through education we learn of what we are not accustomed to, and are better prepared for acceptance of that which is foreign. Balance is acknowledging our mortal differences and taking into our hearts the acceptance that we may never reach a plane of sameness. It is refraining from judgment, to claim what is good and evil, and letting that judgment be kept only for the omniscient Gods. Balance is offering no ill-words unto the Light or Dark, but accepting that they serve a purpose.
One may serve the Father in many ways. They may offer education of the Darkness unto those who claim purity to the Light. They may acknowledge and refer the servants of Evil to the nature of the Light through word and verse. Furthermore, they may observe the eternal struggle between both sides, and aid that which is weakened, for without one the other would be dissidence with His desires. One must listen, and hold their tongue most often to be a careful ear to those with generous words.
Kwainins children are most often the backdrop of the scenes of war, and serve not as the prominent actors on the stage. We are the wary and often even the untrusted, for our service to the Dark and Light wavers as is necessary. To serve the Father you must rely on your senses to be aware of those around you, for it is only the silent watcher that truly sees all.
Form, Light, Shadow. It is form which creates the shadow, when touched by the light. There are no shadows in darkness, and no form can can be seen. By shining light on a shadow, it will disappear. Change the direction of the light and the shadow will move. Change the form and the shadow changes. Thus the form is a pivot between light and shadow, all wrapped in a continual dance.
Many may learn of His lessons in the most simplest of sacrifices. Some assignments given to His children include a period of starvation, or practicing one's best skill with the opposite skill. These are metaphorical means of understanding balance and the need for experience at both ends of the spectrum. During the Highlord Triumverate of Punji, Dramyr, Archemetes of the Marauders, Kwainin froze their armies, creating stone statues outside of Verminasia.
Zandreya
Born of the world, with no parents, Zandreya walked the land cloaked in the wind and the trees. Confused and alone, she turned to the earth for solace, finding the soothing nature of the trees and rivers unparalleled. At her age of maturity, myth states that she was approached and even wooed by Kwainin. He was overtaken with her beauty and soon made her his wife. She was presented with the gift of immortality and she ascended with Kwainin into the heavens where she sits and watched over the world. It is said when she walks the land the animals stop and watch, even listen, to her. Her presence causes forests to sway rhythmically and branches bend to protect her from wrongdoing. When she has been seen, it is said her beauty surpasses even that of forest Nymphs (who were created in her image), with long blonde hair and gentle loving green eyes, she smiles on all who walk a path near her.
Zandreya is the Goddess of Nature, mother of Algoron and all the myriad creatures that inhabit it from the tiniest fish in the oceans to the great huge bears in the forests. It is said She did not begin Her existence as an immortal Goddess, but was granted such by Kwainin. Thus she gives her an ever stronger connection to the world. Once a mortal, she more easily understands our ways than the unfathomable eternal gods like the Triad (Austinian, Kwainin and Necrucifer).
Worship of Zandreya is commonplace amongst druids and rangers, as well as the elven people, who consider Zandreya to be their great mother, the creator of the elven race. Serving her is another, more difficult matter. Zandreya is a Goddess of the Balance, like her husband Kwainin and their children the Twilight Gods. However, most who follow Zandreya focus on her benevolent side, her nurturing side. When rain falls (often mistaken for her gift too, though it is her daughters work) and allows grass to grow, that is her work. It is often missed, however, that she has another side, just as nature does - a dark side. Forest-fires, rock slides, earthquakes, all are also her powers and her gifts to give as she chooses without preference to any or all.
Thus, to serve Zandreya is a difficult task, as she has as many sides as nature itself. However, the most prudent way is to maintain a balance within nature, and to protect its creations from those who would do harm. Miners, woodcutters, poachers and the like tend to be the enemies of those who faithfully serve Zandreya, and one way to do so is to hunt them down. However, as befitting the two-sided Goddess, there are other ways: planting seeds in a forest after a forestfire, nurturing wounded animals. These are also ways that Zandreya is served, Her will brought to Algoron.
Every servant of Zandreya might have a bit a different view of Her but they all accept that Zandreya is guardian of the forest and nature. She makes the forest grow and it is our duty to help her to maintain it. Her forests give us food when we are hungry, we can find streams to drink from when we are thirsty. We can find patches to rest on when we are tired and herbs to heal us when we are ill. We use use woods for our benefit and we must also pay for it. We can repay it by planting trees or feeding the animals of the forest. Spreading her message is also important and assist Her servants who are in need.
Sebatis
A child-student of his father, Kwainin, Sebatis is the youngest of the Neutral Gods. His youth by no means is representative of his power over the Neutral magicks. After studying for years with his father, he was thrown into a conflict in the mortal realm, between the darkness and the light. Kwainin is said to have watched Sebatis closely in his final test. Sebatis didn't waver in his use of his magic and did not favor one side over another. He simply stood his ground and made sure the world was in harmony and not plunged into Chaos. He presides over the worshippers of Neutral magic. His followers respect and adore him, often times coming to blows when Sebatis' name is used in a disrespectful tone. When he appears to mortals, he looks incredibly child-like, yet strong and determined.
All Hail To Sebatis the Red Moon, Holy crimson orb, balancer of magic. As your father Kwainin holds the scales between Austinian and Necrucifer, it is you who enable the 3 moons to hold an orbit of equanimity in the sky. As a jongleur must hold throw 3 balls to balance his juggling in time, so are you the element which the sky to hold both Good and Evil in equal orbit, and are the axis between them.
Yours is the will and law of the Conclave. For how could they live as equals without your wisdom of neutrality? You are the crescent garnet whose glow allows us to understand where Goodness ends and Evil begins. Indeed it is through your power we can divine the nature of mortals and beasts. Shine on us, oh lord with your brightness, which allows for the world to be traversed in seconds, your might for foes to be slain, and your protection which gives your followers defense from harm. When you stand on high sanction we are given true vision into the origins of things. Not good or evil, but beyond such judgments. Illuminated by you we can see the subtle reality and be filled with peace. Oh Lord of magic, grant us the patience to wait for your presence in the heavens, the power that we might become balancers of our world, the wisdom to know where the center lies.
Although Sebatis holds the smallest following of the Gods of Magic, they are often considered the most important. Followers of the Lord Sebatis are here to worship and help the protector of Magicks. They show no favor in good or evil except when keeping them balanced. Luckily balance was found when the Gods showed their wish for the Conclave to work as one, protecting Magic. Priests of the Lord Sebatis strive to work closely with the Conclave to protect the balance of Magic and never let it fall completely in control of good or evil. The Gods of Magick are each important and needed to find balance and control in Magick.
Cliath
Born of Zandreya and Kwainin, Cliath was a prodigy indeed. As a young child, his powers were incredible, as he could make flowers spring from the ground with a simple touch. Wherever Cliath goes the world seems to blossom. Legend has it that Cliath as a child was able to create almost anything, including mortals. He is a most unselfish god, as he allows anyone with the talents to create what they will, as long as they maintain harmony with the world and do not launch it into chaos. Reports have it that Cliath walks the world gently, often times not giving notice of his arrival, so he may watch mortals without them knowing they have divinity in their midst. He is said to have a striking figure, short dark hair, and warm brown eyes.
Cliath is the patron god of inventors, architects, and artisans. To Cliath, there is no such thing as a meager synthesis. All creations, whether for practical or aesthetic value, are only as great as the enthusiasm that was used to drive the creator. To fully pay respects to Cliath, one must learn to respect all of the forms of creative arts, including: masonry, smithery, woodcut, metallurgy, sculpting, painting, and writing. Remember, there will always come difficulties in composition, however, with every failure comes inspiration. Persistence alway prevails over design.
The Pillars of Creation
1. We are all created by the Father in His Wisdom.
2. Life is a gift from the Father Creator, one to be tended and not taken for granted.
3. Our faith comes to us through our Awareness, that which sets us apart from the Father's other creations.
4. All the world is a basis for thanks. From the color of the sky to the earth beneath your feet. In the Father's name we should offer thanks for our world.
5. As the Father's Children, we are never lost or alone. He is always with us, and will always guide our hearts and minds, however unexpected the means.
6. When the end of our time comes as bidden by the Father, He will welcome us to His side and give us life once more, a never ending Cycle of Creation.
7. As His Children, He has placed in each of us the gift of Creation. We can Create in our own images, and tend to the Creation around us. This is our gift, and our duty.
8. By giving care to the Father's Creation we do our part to maintain the Balance
By following and remembering these Tenets of Creation we do Honor to our Father Creator, the Lord Cliath.
The spirit of the Balance can perhaps best be demonstrated in the cycle of life. Through our faith and worship to the God of Creation, our Lord Cliath, we learn that even in death there is life. Life is a never ending circle, from birth we grow and learn and become aware of the world around us. This is just a part of the glory that is Creation. As we grow, we learn to see beauty around us in the colors of the trees and flowers, to the sounds of a stream, and the touch of silk. We also learn to see the darkness around us in various ways, from the stench of rotting fruit, to the cold of death, and the pain of war.
All of these things appeal to our senses, which we behold in our awareness, a gift from our Creator. That which separates us from the lower creatures, our sense of the world around us. All of this is reason to offer our thanks to the Lord Cliath.
Raije
Raije is often the subject of misconception by mortals, as he is often times depicted by mortals as an angry and unfair God. Is has been reported otherwise by prophets and holy people.
Raije is fierce, brave, and loves a good fight, but hates unbalanced wars, as they are no fun to him. He has been known to intervene to keep a war balanced, but that is rare indeed. Prophets and bards alike tell tales of how Raije as a child would oftentimes create conflict so he could see how the mortals would react. His followers vary from the angry warrior to the gentle priest, all with different and personal reasons in their choice of divine influence. His followers have been known to instigate wars for Raije, as long as they do so with the grace and honor of Raije's name.
Raije is the God of War, Battle, and Fighting in general. Because of this, he can perhaps be one of the most misunderstood of the divine beings, as many seem him as angry and hot-headed, destructive and dangerous. However, while he enjoys a good fight, Raije has a sense of honor to him. He does not enjoy unfair fights or unbalanced wars, and in truth his only interference in a battle is generally on the losing side. In some sense he is a champion of the underdog, though he can be a fickle champion, favoring one side one day and the other the next. Raije is the son of Kwainin and Zandreya.
Warriors, fighters, generals, battle-magi and many others call Raije their patron deity, and in truth his name is often invoked before a conflict by countless others as well. The majority of dwarves who reside in Thaxanos and Wargar follow Raije. Serving Raije is easy. Conflicts, fights, challenges, and wars big or small all serve Raije. However, serving Raije well is a much more difficult matter. Balanced conflicts, drawn out battles, are what he prefers, and he encourages his followers to better themselves through rigorous combat, improving their skills and facing ever more challenging foes. In a sense, it is a personal test to serve Raije in a suitable manner. Winning the conflict is not important, and those who serve Raije tend to frown upon dishonorable methods like cheating. To them, it is not who wins that is important, only that it was a good fight.
The God of War has a tournament in his name which takes place in the Gladiator Arena of Althainia. Contenders square off against each other regularly for titles of glory and prestige. Yearly, clans compete for a title of respect as they battle each other for eight weeks, in order to be named the champion of Clan Wars. The Gladiator League of Algoron is a combat based league for spectators from around the four continents. The League's owner, Baron Randorf Del'nichi, took bids from Kingdoms for a location to host this new league. Althainia has won the bidding for 225 jeweled eggs.
The gladiator league is unique, as all World and Team Championship matches are to the death. Normal matches and tournaments are not permanent death, but if someone can remain the champion long enough, there are many perks to being champion. Champions not only make a kingdoms fortune for matches won, but they also get to reside in a large expensive mansion equipped with their own servants, stables and portals. They get to choose their own mounts among many other pampered offerings. Instant popularity will surround the Algoron champion. All champions throughout history will be forever remembered by a solid gold stature of their image in the Hall of Champions. Since all championship fights are to the death, only the bravest and most talented fighters enter into a championship match.
*Please let it be noted that in the absence of contributions from clergy of the Gods, literature was submitted to the best ability of those seeking completion of the tome. Should any clergy wish to offer better writings, they will be revised and republished in edited volumes.
Cloud Shepherd
Great expanding skies above,
You the lady watching, sight unending
She shifts cloud in a masterful dance
A balance of sunshine and showers
We beseech you to hear our prayers
Among the wild lilies that bloom at your touch
The crying dried scorched lands that you bring relief
To you we owe the fresh fruits, the nourishing vegetation
Lady sky our lives we owe to you
Hear my prayers, look up you are near me
Gaze down and you have found me
Among my travels you give cover
Along my way you restore my strength
Through shine, Through storm
Your every move affects me through and through
May your fingers out stretch, grant me your blessings
Hold me close in your soft embrace
GUILD MANUAL - TOWER GUIDE 2ND ED.
1. Table of Contents
2. Introduction, Prerequisites and Tower Rules and Policies
3. Robes of the Thalosian Tower
The Tower Robes:
4. The Robe of the Initiate
5. The Robe of the Apprentice
6. The Robe of Sorcery
The Sorcery Guilds:
7. The Robe of the Mystic Guild
8. The Robe of the Scholar Guild
9. The Robe of the Coven Guild
Further Robes:
10. The Robe of the Archmagus
11. The Royal Court Wizard
Introduction and Prerequisites
New Thalos is the only city found on the Central Continent that is free from
discrimination. The Thalosian Tower embraces the fact that race, faith and
ethnic background can be set aside for a higher purpose - magic. The Tower
represents all of the knowledge and magical might of the Kingdom of New
Thalos and harbors the last of the true pioneers of the realm: those who
delve into the arcane, the mastery of weaponry and armor, engineering,
alchemy and most importantly, knowledge of the world around us.
Prerequisites:
To enter the Thalosian Tower, one must be a law-abiding citizen of the
Kingdom and possess the ability to learn and wield magic, ranging from the
purest forms of Astral Magic to the most unpredictable forms of wild
Magicks. All who seek the Robes of the Thalosian Tower must begin at the
entry level position by donning the Robe of the Initiate.
The Tower Rules and Policies
A Robe of the Thalosian Tower is still a citizen of New Thalos and thus
expected to uphold all laws. Laws that have specific meaning to the Tower
shall be detailed more precisely in the following:
* No disrespect to the Royal Court or any other citizen within the Kingdom
will be tolerated. If you have a complaint, send it to the Royal Court as
it is their duty to reprimand and punish those who break the laws of the
Kingdom. Being a public nuisance, excessive yelling or belittling will not
be tolerated from any mage within the Tower for any reason.
* Teamwork is expected and encouraged.
* One must remain visible in the Tower and Palace at all times unless within
the Room of Rest or practicing spells within the confines of the Mystic
Training Room.
* There will be no excessive practicing of spells anywhere in the Palace
outside of the Mystic Training Room.
* Only those who directly study magic are allowed to wander freely in the
Tower. The only exceptions in this case are the Royal Court and guests of
the Wizard or Archmagi Council. Those who invite guests are required to
supervise and escort the guest at all times. The first offense for breaking
this rule shall be a calm warning. The second offense shall be a fine of
one blue diamond. The third offense shall be a fine of five blue diamonds.
The fourth offense shall be a fine of one jeweled egg. The fifth offense
shall result in jail time and/or a petition to have the citizen banned from
the Kingdom indefinitely.
* Only the Royal Court, Archmagi Council and Wizard are allowed on the top
floor of the Tower (The Magi Council Chambers). The only exceptions in this
case are those who have been granted permission to those chambers by the
aforementioned.
* All trials and tests shall be kept with the Tower and Kingdom. Any caught
leaking materials will be punished.
Robes of the Thalosian Tower
There are currently seven Thalosian Robes and three Sorcery Guilds. Each
Robe has different expectations, duties and responsibilities which are
detailed on the following pages.
Initiate
Apprentice
Sorcerer/Sorceress
-Mystics Guild
-Scholars Guild
-Coven Guild
Archmagus (one of each guild)
Court Wizard
Initiate
The Initiate is the first rank one must attain in the Tower. At this stage
the student is required to study the basic principles and history of magic.
In addition to mundane duties in service to the higher mages, Initiates will
be expected to become familiar with the eight schools of magic, as well as
astrological science in regards to arcane practice. All Initiates will
report to the Sorcerer/Sorceresses, Archmagus, and the Court
Wizard/Wizardess.
Initiates may not recruit or accept donations.
The Initiate must complete these tasks before advancing to Apprentice:
1 - A short essay that lists the eight schools of arcane magic and a brief
description of their different characteristics. The Initiate will include
his preferred school and why it was chosen over the rest.
2 - An astrological study that lists the eight phases of the moons and their
relevant effects on spellcasting.
3 - A donation one egg to the Tower must be made on the Initiate's behalf.
4 - Find a mentor to study in within the Tower, preferably within the sect
of the Tower you seek to join.
Robes of Apprentice
The role of Apprentice is that of learning. The Apprentice will be exposed
to a great deal of information, knowledge and wisdom passed down from their
Master and expected to retain everything to the best of their abilities in
hopes of enlightening the Tower as a whole and further advancing the studies
of magic.
Apprenticeship is granted with the approval of the Wizard and only to a
Master of the same Study that the Robe wishes to advance in. If there are
no others in the Tower that share their Studies, the Apprentice may choose
any Master.
Apprentices are encouraged and expected to work together as a team to
complete tasks and tests. Apprentices cannot accept donations or recruit
but are encouraged to see out new applicants for both the kingdom and Tower.
Note: The Apprentice Trials can be waived on rare occasions with the
approval of the Wizard when a magus has previously proven their exceptional
skill and knowledge.
Apprentice Tasks
I. Knowledge of the lands
a. Name and list the location of 10 naturally occurring portal stones
b. Name about 10 important gateposts (at least one on each continent)
and tell what can be fuond near them.
c. List at least one method of getting to Shokono without taking the boat.
II. Knowledge of Magick
a. Write a thesis on one spell that you find useful.
b. Pick a target and tell how to use your spells most effectively against it.
III. Service to the Kingdom
a. Donate 2 eggs to the Kingdom
b. Spend 5 hours (by the old timepieces) total on at least five separate
days assisting others in the Kingdom.
c. Learn of another guild - spend time with a member, learn how it is
organized and what their responsibilities are.
IV. Learn to appreciate your magicks
Do the first of the following task and then pick one of the other two to do along
with it. No portals or magic of any kind is allowed, including things like endless
waters.
a. Live for three days without magic (by the old calendar) -and-
b. Train for 1 cycle -or-
c. Do 10 quests (one of which must be observed by your mentor)
Robes of Sorcery
The Robe of Sorcery is granted to those who have displayed the training and
knowledge required to become a learned member of the Tower. These Robes
shall make up the majority of the Tower and are central to the studies and
advancement of magic within the Tower. They (and anyone ranked higher) are
also responsible for training Apprentices.
A Master may have no more than two Apprentices at a time except in the case
of the Wizard who may have as many as he or she deems acceptable. It is the
Master's duty to pass on the wisdom and knowledge they have collected
throughout the years to their Apprentices in hopes of enlightening the Tower
as a whole. The Apprentice is not there to do menial tasks and trials but
to grow and learn under the Master's guidance. When the Master feels they
have nothing left to teach their Apprentice, they shall contact the Wizard
and discuss the Apprentice's future. At this time the Wizard shall devise
and administer the final test to the Apprentice.
The Robe of Sorcery harbors Guilds which a Magus may choose to join. There
are currently three guilds (The Mystics, The Scholars and The Coven) and the
Sorcery Robes may choose to build further guilds in the future. The leader
of each Guild serves on the Archmagi Council. The Sorcerer/Sorceress is
expected to helpful to other Tower Magi and citizens of the Kingdom.
They may not recruit nor accept donations.
Robes of the Mystic Guild
The Mystic Guild is responsible for preserving what magic exists in the
region and providing an environment for that magic to flourish through the
Thalosian Tower. In this regard, the Mystic Guild is similar to the Scholar
Guild (and they will work closely together), however, the Mystics prefer to
take a more hands-on approach. The Mystics shall be at the forefront of
magical discovery and development in any and all arcane arts and ensure that
these arts are not smothered by the politics of the Kingdom at any time.
The Mystics are required to seek out new recruits for the Kingdom and Tower
but cannot accept donations.
Robes of the Scholar Guild
The Scholar Guild is known for their patience and knowledge which stems from
having one of the greatest responsibilities of the Tower: recording and
preserving time and history for not only the Thalosian Tower but the entire
Kingdom of Thalosia and anything that directly affects its region or people.
The Scholars are an ever-constant source of knowledge about Thalosia.
Scholar duties are numerous and include keeping accurate records of the
Thalosian Tower funds, keeping the library clean and safe, constantly
improving the library with new texts, and recording major ceremonies and
events (such as the replacing of the Royal Court, executions, wars,
treaties, etc).
The Scholars may be trained in any magical background and should have an
extensive amount of knowledge in the arcane arts and history of Thalosia.
The Scholars are required to seek out new recruits for the Kingdom and Tower
but cannot accept donations.
Robes of the Coven Guild
The Coven Guild is responsible for the research and advancement of the study
of Wild Magics. Currently this guild is comprised of those who study
witchcraft and advanced alchemy.
The Coven is required to seek out new recruits for the Kingdom and Tower but
cannot accept donations.
Robes of the Archmagus
The Archmagi form a Council which is the political backbone of the Tower.
They are responsible for advising the Wizard and ensuring that all areas of
the Tower function correctly. The Archmagi Council is required to
constantly analyze and execute projects for the improvement of the Tower and
is directly involved in the appropriation of funds for these projects.
The Archmagi are held to the highest standards and given a great deal of
trust. The Robe of the Archmagus is difficult to earn and is granted only
to those who show great promise, trustworthiness and desire the
responsibility of guiding the Tower.
The Archmagus is responsible for understanding, following, enforcing and
teaching the rules of the Tower as well as issuing and collecting fines for
broken rules. The Archmagus shall be under constant review. If an
Archmagus is lax in their duty, a brief warning will be issued. If no
improvement is noted, the Archmagus shall be removed from the Council. If
an Archmagus has been found guilty of breaking a Tower rule, that Archmagus
will be removed from the Council. Exceptions may be made by The Council,
Wizard or Royal Court.
The Archmagus is expected to be very active, required to seek out new
recruits for the Kingdom and Tower and can accept donations for the Tower.
They are required to hold a portion of Tower funds against emergencies.
The Royal Court Wizard
The court Wizard holds the most respected position in the Tower and is also
a prominent member of the Royal Court of New Thalos. The Wizard is
responsible for working with the Archmagi Council to analyze and improve the
functions of the Tower, conduct regular meetings, issue notes on tower
updates, and protect the Mages of the Tower. The Court Wizard is expected
to be a strong leader, excellent role model, well-versed in the politics and
rules of the Kingdom and have a strong desire to enhance the general
well-being of the Tower and Kingdom. The Wizard is appointed by the
Sultanate though popular vote is taken into consideration. The Wizard may
have training in any magical area.
The Wizard is expected to be very active, required to seek out new recruits
for the Kingdom and Tower and accept donations for the Tower.