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Gloomguard: protectors of the Maehr diaspora

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Ӄ¤ȶɦ¤ӄαᵲψᵲչɦ

 

[Kothokaryrzh]

 

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Conceived not as a brute militia whose focus bends on quantity over quality, but an order that sermonizes a tryad of Maehr gifts endowed by history both forlorn and merry. Grace, for in its absence we are scarcely beyond mory; barbaric brutes. Passion, for it is only the surplus of flame from within through which the tasks so arduous might be withstood. Ambition, for only by this virtue true vertigo of valiancy & expertise can be attained. 

 

From a seed sown, two distinct limbs branchiate from the roots of Gloomguard. It is Duty, the passive fealty & responsibility of each of the Gloomguardians, alive and awake in every road one might trek. It is Missions, the active manifestation of strife that is expectant of Gloomguards; it is their contribution to quests & pursuits bestown in fringes of the Order, be it with intent of external accomplishment or inner triumph.

 

The Gloomguard is determination & devotion. It is the inner fortitude required to put oneself at risk of wounds and undoings, it is the perseverance to endure the training & hardships of quests. It is a successor by right and principle to Lunar Crusaders or “Keepers of Moonlight” that had been protectors and agents of Helun-Velulaeyael on the banks of Almaris. The first relevant adoption is the distinction of ethos;

 

The Sins Chaotic

 

The Sins Chaotic are a three-runged ladder of those beyond Mother Moon’s light. They are Geyonel (the Distant), Moryel (the Deranged) and Kalteyel (the Damned) respectively. 

 

Each category is of increased severity and should be dealt with as such by Gloomguard. Most fallen individuals fit in multiple rungs on the ladder, in which case the higher sin always supersedes the lesser; a murderer who practices void magic will always be treated as a murderer first, despite Mother-Moon’s indifference to sorcery.

 

       Geyonel

 

Beings beyond Mother-Moon’s light, which she and Ythaenel - in accordance with the Sixth Creed - have little positive nor negative regard for. It is expected of Gloomguard to treat these beings as no different than their fellow descendants. This includes (but is not limited to) orderly alchemists and voidal magi, ythael, templars, shorewalkers, followers of other gods and schools of thought not meant to harm mankind, natural non-Maehr descendants, peaceful souls, clockmen, golems, voidal constructs and other bewitched objects.

 

       Moryel

 

Beings which contradict the cause of Light, or Mother-Moon directly, whose existence threatens the divine Order, Purity and Guardianship by causing direct or indirect harm to mortalkind.  It is expected of ythaenzh to attempt to reason with (and if necessary, punish) these beings and return them to Order and that have proven themselves past saving are to be destroyed.

 

This includes (but is not limited to) disorderly alchemists and voidal magi, azulite malyker, oathbreaker ythaenzh, criminals (subject to the laws of the land), beastmen, blood mages, corpses raised in undeath (through magic, alchemy, the gods or otherwise), shamans which serve the House of Troubles, mutants and beings cursed or diseased with wickedness such as devils and curable vampires.



 

       Kalteyel



 

Beings who are as consequences of their actions or very existence anathema, which cannot co-exist with the divine Order, Purity and Guardianship Mother-Moon’s warriors uphold. It is expected of Gloomguard to rid the world of these beings by all means not contradictory to A’Velythel Ythe. 

 

This includes (but is not limited to) morykuessyr, aberrations and horrors of alchemy and the void, incurable vampires, werewolves, frost witches, zombies, necromancers, shades, causeless murderers, warmongers, anarchists, demons, demonologists, crazed souls, disorderly undead and servants of the dark gods Xenu, Nemys, Yxul, Azdromoth and Ykara.






 

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Duty

 

The Dogmas are a prize bequeathed by the predecessor, Lunar Crusaders. History is a thing to be treasured; the accruement of the past is to be sustained and further moulded; not discarded. For this reason scarcely are there any new implementations in the creed.

 

I. Yyrul Guuzt Kreobrax

 

It is a conviction to control one’s emotion and stifle the bloodlust, smothering the melody of anger, fear and hatred. There is no beauty in murder, nor honour in aggression. A gloomguard may defend their home, their superiors and the meek, though to engage in wars of conquest is to relish in senseless violence. 

It is forbidden for a keeper of the creed to strike out in pride or anger without justifiable cause but to sate their own Derangement. 

 

II. Urezdzh bo Ythaen

 

The Gloomguard is forbidden from raising arms against fellow Oathkeepers. That is to say it is forbidden to raise arms against all soldiers of the Light, such as shamans and priests of Maehr, as well as even those beyond the Moon-Mother’s reach, such as authorised enforces of just law in their own lands and other champions of the Light like templars & clerics. The sole exception to this is when one has strayed from one’s path to the extent of embracing Derangement. 

 

III. Ythaen Syex Moryel 

 

The Gloomguard are to use their gifts for the furtherance of their duty. Their service is not dictated by coin, glory, nor other pursuits of the self. These are the ways of the passionate ythael, not the stoic ythaen.

 

IV. Dravyn Xyel Moryel

 

The Gloomguard is forbidden from fraternising with the Deranged and the Damned. To witness these characters without intervention - violent or diplomatic - is cowardice. To aid these characters’ heinous goals is treachery. To lay with the Damned is Derangement in of itself, to be answered with extermination.

 

V. Kaxek Lanuel

 

All ythaenzh are to remember their place as protectors of the Maehr and enactors of Mother-Moon’s will; this truth is theirs though not applicable to all races nor even all malyker. All were given tongues to speak and minds to think for themselves, and it is forbidden for Gloomguards to raise arms against or seek to harm others on differences of religion or philosophy like the Deranged of yore. 

To violently suppress ideas is sin in of itself, the sole exception being to silence those advocating harm upon mortalkind or the dark gods which have been proven to seek harm upon mortalkind such as Xenu.

 

VI. Yrath Kerov

 

All ythaenzh recognise Law and its sister, Civilisation, as the children of Order and the natural progression of the Moon-Mother’s will. Anarchy is heresy. Society is mortalkind’s greatest achievement, and must be sustained at all costs lest Chaos take the world. Unjust treason as well as tyrannical or apathetic leadership are equal sins against Helun-Velulaeyael herself, and - like Purity and Guardianship - the contentment of the masses as well as the grace of sovereignty are to be respected and, where possible, preserved.

 

VII. Tom Uhv'velul Ky’axat

 

All ythaenzh are expected to enact the Moon-Mother's will as her soldiers, judges and - where necessary - executors. The Kaltey are to be eradicated. The Mory are to be tried. The Geyon are to be guided. The Maehr are to be saved. Mortalkind is to be protected. This creed can only be overlooked when ythaenzh aeth yelyth risk bringing greater harm to innocents by acting on it. If the odds are stacked against onself and there is no opportunity for tact or the upperhand, self-preservation becomes secondary to justice.

 

 

 

 

 

 

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Missions 

 




 


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Katasule,                                                                                                                Kernunule,

            Training                                                                                                                      Hunting

 

In squandering lies the seed of                                                                                  Not all threats come from 

demise. In squalor we remain                                                                                    leoyna; descendants. Some

only if we refuse to amend it.                                                                                    emerge in the wealds and 

But even the greatest warriors                                                                                   corries, the precarious 

& learnt were once mere                                                                                           predators that roam the 

apprentices, and it is in training                                                                                continent. And even still,

both wit and muscle, this mission                                                                             not all are threats in of

manifests. It favours diligence                                                                                  themselves. Sometimes,

and patients, for few of the                                                                                       there is merely a need of a

ripe fruits unfurl fast.                                                                                                harvest: bounty of meat to be

                                                                                                                                  brought in, to feed the hungry.

                                                                                                                                  In this is the essence of this

                                                                                                                                  mission

                                                                                                                                         






 



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Berbazule,                                                                                                           Morlynule,

               Scouting                                                                                                              Fighting

 

Not all missions conclude in wroth                                                                          Such is the fate that in the end

of a battle. Sometimes only to                                                                                  battles are inevitable. Fights

garner intel is a greatest boon.                                                                                  that are borne nor of self-

A prize that can stifle a perhaps                                                                                improvement in a friendly

needless bloodshed, or simply                                                                                  spar, nor a serene pursuit of

grant a necessary edge over                                                                                      food-garnering. Against vermin

adversaries. This strife prefers                                                                                  that threaten the Maehr, be they 

secrecy to lure out the desired                                                                                  foulspawn or other detested ilk,

knowledge, and self-preservation,                                                                            these missions are oft the most

for there are few news                                                                                              dangerous & treacherous, but

that a deadman can deliver.                                                                                       necessary nonetheless.





 

                                                                       



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[!]

Evidently there are two more entries that have been inscribed here,

but for reasons unbeknownst the depictions were scorched away,

and the words beneath crossed over and over,

leaving little beyond but a smudge

of ash & ink.

 

 

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Structure

 

As a rule of thumb, The Gloomguard is ruled not by an iron fist but by a shared wisdom and respect. Seldom are there true orders issued, but rather suggestions brought to peers in quest. Despite, a certain hierarchy still exists. Chiefly, those of higher rank bear greater respect and thus their words are heeded more carefully. The only two exceptions are the highest ranks, who, in the sake of preserving structure and Order itself, retain an authority to punish disobedience, though are not outright bound to; one’s own enthusiasm may be prized, if applied at the right moment. 


 

                   Voad-kavytel,

                                  The High Roles




 

Vulerana

 

The Guide of Maehr. Their safety is most prized, and their utterings most revered & followed. Their opinion is an echo of Moon-Mother herself, and by their aid will the Maehr triumph. To disobey them is to turn astray of the culture; a feat valued only when twined with utmost caution and in accordance to the rest of the Six Gifts.




 

Udax Thyone

 

The leader of people; heart of Maehr. Their work is of utmost importance to preserve the dynamics of matters more trivial, though in sum no less important. Their word is in likeness to power of Vulerana, though it is usual that their opinion goes hand-to-hand, for the Progress and unity are shepherded still foremost by culture.





 

Dasenulu

 

The head of Gloomguard, tasked with its upkeep and proliferation. It is a burdensome duty, to keep the rest in check, and ensure the integrity of the Order. For this reason he or she is afforded authority just below the other two ranks, capable of enacting adjustments in the very structure of the Order and delivering directives that must be pursued; though it is the last forefront, to which one shall resort only when truly needed.





 

Naryxy

 

The elite force of Gloomguard; those who have proven their skill & devotion to the cause. To oppose their bidding, though not forbidden, is oft consequent to awry repercussions, for if they intend pursuing something in a certain way, there likely stands a reason behind it. To do otherwise is to invite trouble. չʊɮ ȶɛʅ ɠðψ. ʋ¤ռ αᛪɦ ʂɮʊȶɠ. ɠɛʅ¤ ψչʊɮ ʋȶαᛪ. ӄðռʂ ɦʋɮ ȶʊαψ. αᵲɮ ɠʊʅ չʂɦɛ. ȶɠðʋ ψɮռ¤ ʂαɦɛ. ɦɛʅʋ չɠʊᵲ αψ¤ɮ. ʂɮʊȶɠ ʋɛðɦ չ¤ռαψ. ȶʊɮʋ ɦɛψ¤. չᵲαʂ ɠðӄʅ. ɠɛʋɦ չռȶʊ ʂαψɮ. ӄʋɠ¤ ʂɮαðɦ. αψɦʋ ɮɛȶ¤. ʋɠðռ չʂɮʊ. ɦαᛪʋ ȶɮɛψ. ¤ʂɠʊ ɦðռɮ.





 

                  Blahun-kavytel,

                                       The Common Roles



 

Okeryma

 

The agents who have proven themselves in mettle of expertise or passion time and time again. The most respected & wise of the rungs that balance on the fringe of normalcy. For their attrition, upon the ceremony of their assumption, they are awarded with a personal piece of ammunition, tailored to achievements & strengths of the individual. There are seldom two prizes alike.





 

Aakomkha

 

The Gloomguard that evinced either fidelity or exceptional ability during the daring time. Through their perseverance or perhaps a grand talent, they showed themselves to be outstanding from the flock. As a sign of their diligence, they are rewarded with Keraeulu, the night’s boon, during the rite of their accession. It is a piece of jewelry or other adornment, though varying in colour & shape, always possessing a crescent, encrusted or by some other manner outlined with moon-hued pulchritude





 

Ythehk

 

The Maehr who gathered enough dedication in themselves to join the Gloomguard. They endured the Rite of Oath and became true members, ready to partake in missions and upkeep their duties. As a sign of their conviction they are given a bokolo feather, to be worn anywhere on their person. Though fresh in skin, they are the seed that will eventually jag into the firmaments, should they only hold enough passion & ambition.

 

 

 

  

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"Ynxhk yx morylnyrzhel."

 

Comments a maehr minstrel, making the sign of the Crescent upon his brow.

He would sing the songs of the diaspora, and its protectors.

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