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Avendar

Raiders of Twilight

Name
The Raiders of Twilight
Sponsors
Arkhural, Yolsei, Nariel
Headquarters
The Valley of Twilight's Rest
Alignment
Any
Values
Autonomy, Anarchy, Power, Wealth, Glory

The Raiders of Twilight are a band of outlaws, devoted to opposing structures of control. They live for the punishment of tyrants and for the plundering of what they deem theirs. Power, then, is desired by a Raider to destroy those who would temper his behavior, whatever that behavior may be.

History

Originally founded as the Circle of the Twelve, the Raiders as an organization grew out from it. The early cohort's desire for murder and plunder brought them enough influence to draw the attention of the deific pantheon, leading to the institution being codified as one of Avendar's Great Houses. Its earliest patron was Sitheus; however, as his influence waned, Arkhural took his place as its leader. For a millennium, his voice as expressed through the immortal divine Feldyn became synonymous with the Raiders as a whole.

This period ended when Arkhural, recognizing the decline of the organization within Avendar, tasked his agents with finding other deific powers who might bolster the Raiders' flagging power and influence. Then came Yolsei, the trickster god of the nefortu; and after, Nariel, the ethron goddess of the hunt. This triad organizes itself more generally than its predecessor. The implacable (or indecipherable) wisdom of Yolsei, when paired with the dueling impulses of Nariel and Arkhural, creates an engine by which to oppose any and all structures of control, for any reason or none.

Values

Raiders seek to satisfy their desires directly, most often with violence. They have little appreciation for moral or legal frameworks which prevent them from seeking whatever those desires may be. They clash with other Great Houses, viewing them as de facto structures of control (Merchants control through finance; Champions control through morals; Shunned controls through subjugation). They clash with governments of Avendarian cities, infamously responsible for shooting Lord-Mayor Ildavins of Var Bandor; the burning of the northern portion of the self-same city; and the assassination Lady Vaelania Elinstad, Patrician of Earendam. Raiders come in all shapes, sizes, and intentions, but always leave disruption in their wake.

In game: help raider

See also
arkhural, nariel

Patron Deities : Arkhural, Yolsei, Nariel

The Raiders of Twilight are a band of thieves and bandits, devoted entirely to party and plunder to their hearts' content. They live for the bloody acquisition of loot and plunder, and the notoriety that follows in its wake. Power, then, is only desired by Raiders insofar as it is a means to the satisfaction of their ends.

Originally known as the Circle of Twelve, the Raiders eventually grew in strength and numbers. Their savage attacks made their names feared throughout Avendar, and brought the attention of the dark gods, who gave them the power to become the Raiders of Twilight. With the guidance of the dark powers, the Raiders evolved into a highly efficient engine of destruction, first striking with overwhelming force and savagery, then ravaging the remains with gluttonous ferocity. Over the years, they have developed an uncanny ability to find weaknesses in their opponents, and have been known to ruthlessly take advantage of them.

The Raiders of Twilight are predominantly motivated by greed for wealth, pleasure, or power, and use force and cunning to satiate these desires. Their mandate is entirely to further themselves at the expense of others, and they use any means necessary to do so.

Any who wish to join the Raiders of Twilight should send a note to Raider and to Immortal, explaining how they will fit well in such an environment.

The Great Houses of Avendar

Organizations that represent the important political, economic, and moral forces that shape the world of Avendar, great houses are supported by deities who lend their favour and protection to members thereof. It is not mandatory for house members to directly follow one of that house's patron deities; all houses have a number of deities whose faiths are compatible with the house's goals, and it is also perfectly acceptable to favour no god at all as a house member.

Houses each have a fortified center of power within the world. In each of these locations a mystical vault protects the great house's treasures and focuses the energies of the mystical stones of power. Houses that have secured a number of the stones of power will gain abilities based on both their house and the quantity of stones possessed. The general grounds claimed by a house will also serve as a place of general safety for its members, and offer a variety of services and other benefits.

Players may petition to join houses, offering their services to factions whose interests and beliefs match their own. Only characters of hero level may apply to a great house. One may do this by addressing a note to the house and immortal demonstrating (in-character) that your character has some kind of goal relevant to the house, and be able to elaborate on this in an interview with an NPC from that house.

To find out more of each of the houses, please consult the associated help.

The Houses of Avendar:

The Champions of Avendar
The Coven of the Shunned
The Raiders of Twilight
The Grand Federation of Merchants
Related Helps:
CHAMPION SHUNNED RAIDER MERCHANT VAULT 'STONES OF POWER'

The Champions of Avendar

Patron Deities    : Jolinn, Alajial, Rystaia

The Champions of Avendar are a charitable order whose roots lie in the War of Fire. Established by the great hero, Aramril, it has defended the realm against evil since the dawn of the Republic of Earendam. Renowned for both their bravery and devotion, the Champions are considered the first line of defense against the forces of darkness.

Champions give heed to three principles:

JUSTICE:

The only meaningful solution in the war against evil is the destruction of its plans and the elimination of its capacity to harm the innocent. So long as villains are able to meaningfully threaten goodly lives, it is the imperative of a Champion to stop them.

COURAGE:

Champions must show courage when facing the darkness. This applies to the lone hero against a horde of enemies as much as it applies to a general directing the forces of the light. A Champion must never allow his fear to dictate his actions; he must remain steadfast in his devotion to his ideals.

MERCY:

A Champion must show mercy to those who meaningfully seek repentance. It is better for a soul to be redeemed from damnation rather than simply destroyed. While this is often difficult, even impossible, a Champion must not lose the strength of his conviction that even the blackest heart might be saved.

Above all, a Champion should strive to embody the ideals he represents. The expression of such can differ depending on the deity to which he is sworn (if any), but he must serve as both an example and a leader to others. When he is successful, his actions will empower himself as well as others, and reaffirm the Brotherhood of Aramril as an unstoppable force against evil.

In order to apply to become a Champion, a potential candidate should send a brief note to Champion and to Immortal, explaining how they fulfil the ideals of the house and how they will serve as exemplar of the Light to all goodly citizens of Avendar.

The Coven of the Shunned

Patron Deities    : Ashur, Serachel, Lilune

A secretive conclave of sorcerers and practitioners of black witchcraft, members of the Coven of the Shunned seek to subjugate the minds and hearts of those of weaker will to their dark purpose. Initiates of the Coven delve into mysteries both forbidden and infernal, and readily make pacts with demonkind in their ruthless ambition. The ultimate goals of the Coven are shrouded in secrecy, although it is said that they carry out the will of the dark gods upon Avendar, in exchange for unholy favour.

The Coven of the Shunned is known to have a highly organised structure, with multiple positions of authority within. The schemes of Coven Initiates tend to be similarly well structured - in many cases years of planning will precede the fruition of their goals. Although political manouvering within the Coven structure is commonplace, Initiates tend to be fanatically loyal to the Coven itself, a loyalty ensured through rumours of the dark fates met by those who have betrayed the secrets of the Shunned.

It is told that two sects make up the Coven of the Shunned. Wielders of magic and the masters of mindcraft are trained to turn their studies to darkness, and to enfold infernal power into all their works. Those of a more martial calling may find a place in the vanguard of the Shunned, whereby making pacts with the demon houses allied with the Coven they gain unholy power over enemies and minions alike.

Despite their secretive nature, it is well-known that the Coven holds little patience for applicants who claim to be deceiving others about their black- hearted nature in the name of some nebulous future gain. One need not advertise, it is said, but aid given to an enemy is frowned upon no matter how thorough a rationalization is presented.

Any wishing to join the Coven of the Shunned should send a note to both Shunned and to Immortal stating who they are, what they have done as an adventurer, and why they might be of interest to the Coven.

The Guardians of Law

Overall Alignment : Lawful Neutral
Patron Deities    : Jalassa, Iandir, Rveyelhi
PC Alignments     : Lawful Good, Lawful Neutral, Lawful Evil
Suggested Deities : Aeolis, Jalassa, Chadraln, Elar, Jolinn, Ashur, Rveyelhi,
                    Sitheus, Fenthira, Iandir

The Guardians of Law are a noble House now under the protection and guidance of the god Iandir. The origin of the Guardians may be found many centuries ago, when the nobles of the Ipsoli line began offering monetary rewards for the apprehension of the land's most notorious bandits. This system evolved into a system of laws instituted by the Ipsoli, and a corresponding reward put on the head of any who dared to violate these laws. Eventually the heroes of Order were received by Iandir, who declared that their system was under his divine protection.

Today, the Guardians of Law are generally recognized by local governments as enforcers of peace and order, well-suited to addressing the so-called 'adventurer problem'. Despite ongoing debates with governments regarding the scope and behaviour of members of House Guardian, they are still recognized as the primary solution to graduates of the School of Heroes who engage in disruptive behaviour in otherwise civilized areas. Any adventurer who is caught violating the laws laid out by the Guardians are marked for a reward, which is granted to any adventurer apprehending the criminal.

The mandate of House Guardian is to ensure that the laws are enforced; they are expected to watch vigilantly for crime and punish those who transgress against order.

All who wish to join the Guardians of Law should address a note to Guardian and to Immortal explaining in detail how they are suited to enforcing the laws of the land and why they have chosen this route to serve.

Applicants are required to speak the common tongue fluently (100%) and be at least level 45 in order to be considered; heroes will be given preference. It takes roughly one week real-time for staff to respond to applications; a character who applies must be actively played for consideration.

The Grand Federation of Merchants

Patron Deities    : Ayaunj, Chadraln, Aeoleri

The Grand Federation of Merchants are a group of like-minded wealth seekers devoted to the acquisition of property and coin. For centuries, the operations of the Federation were conducted exclusively by the Corvalius family of Gaald and its retainers. However, the current head of house Corvalius has opened the organization's affairs to partners who share their ideals. Even in light of this expansion, the Grand Federation's base of operations remains within the Corvalius family's ancestral manor, near the northern boundary of Gaald.

While profit is the ultimate goal for its members, the Federation's rules of acquisition leave significant leeway regarding how each Merchant may acquire their wealth, as well as how they may invest their earnings. Thus, while the social and ethical views of individual Merchants may, and often do, vary widely, members of the Federation are united by their desire to garner personal influence through their wealth. Because of this, Merchants tend to not only possess substantial liquid assets, but also notable business investments and sizable personal estates. Moreover, as the Merchants' ventures are intricately tied to the economies of Avendar's city-states and their power structures, its membership favors the lawful minded. While some who are truly neutral in their dealings might find that their goals align with the house, adventurers who find little interest in order will not be granted partnership in the Grand Federation.

An adventurer who wishes to join the Grand Federation of Merchants should send a note to both Merchant and to Immortal explaining their experiences and aspirations as an adventurer and detailing the sum of their personal financial holdings and business investments. The letter should give a satisfactory explanation as to why these goals and assets might be of interest to the Federation.

Conquest

See also
houses, dolgrael

The Lords of Conquest were a House of Avendar who sought to dominate the weak, to cull those not suited for the world from the various races they belong to. Most Conquerors chose to take power wherever and however they could, against or with the odds. The members of the House were frequently associated with Marlax, Lord of Honor, a former deity of the pantheon.

Conquerors forever sought to prove their prowess in combat, accepting challenges from all who showed themselves worthy. The more physical warriors often dominated using their strength and hardiness, while the magical fighters tended to crush their enemies with their mental energies.

When Dolgrael entered the pantheon, filling the void left by Marlax, the House was disbanded--the new war God's emphasis on personal honor was not compatible with the philosophies of the Lords of Conquest. Dolgrael now grants many of the same powers the Lords once employed, however, to those worthy to bear his Sigils.

Stones of Power

See also
houses, vault

Ten highly-coveted objects, the Stones of Power coagulate from the tides of ambient mana that cover Avendar. They are powerful foci for channeling various forms of energy. Some scholars are able to draw upon the stones to empower their spells, and some religions use the stones as an element of their rituals, but stones may be sacrificed by anyone for a temporary increase in power and other benefits.

The Houses of Avendar are those who make the most traditional use of the stones. They draw upon the stones' power to utilize the ancient forms and arts that they have preserved. The stones are kept in special House vaults to channel this power. Conflicts between the Houses over possession of the stones are frequent because the more stones a House has acquired, the more (and greater of its) powers it can access.

   House Powers    Stones in Vault
   ------------    ---------------
   1               0
   2               2
   3               4
   4               7
   5               10

If a House is inactive, Stones in its vault will eventually crumble. And the nature of the stones is such that trying to leave Avendar with possession of a stone results in its loss. Sacrificed or otherwise destroyed or lost stones will slowly reassemble themselves. These stones may reappear in all manner of places -- from simple city streets to the depths of an arch-demon's prison.