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The player-run Houses of Achaea form the backbone of Achaean society. Based generally in cities, they bring Achaeans of similar interests and mindsets together towards a common goal, whether that goal is destroying evil, gathering knowledge, or world domination.
Houses add incredible depth to the Achaea community. Each possesses its own individual culture, rich history, and ideals, created and maintained by players and for players with the help of Divine patrons. Many players cite such closely-knit organisations as their primary reason for an immersive and enjoyable experience in Achaea.
There are currently 25 Houses in Achaea.
Houses
At the moment, Houses mainly serve as a community of like-minded individuals. Very soon, Houses will become powerfully intertwined with the city political systems of Achaea, however, giving them great power. Further, Houses will have the option to construct a great Icon of their power, which will grant benefits to all House members. This Icon will, however, be vulnerable to attack by other Houses.
Houses are a new implementation and we're still fine-tuning their structure to give them what they need. In the meantime, even if you're not in a House, you can get information about them in three ways:
- HOUSE LIST
- - Lists all existing Houses.
- HOUSE STRUCTURE <house>
- - Show the leadership structure of a House. You'll note that they are very
customisable, allowing for a more flexible hierarchy than guilds.
- HELP HOUSE <house short name>
- - This will show you a short version of the leadership structure along with a
House's heraldry and what classes the House allows its members to be a part of.
A House has three preset positions associated with it, and 5 customisable positions. These are: |
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House Lord or Lady
The elected Leader of the House. Appoints the Patron, Head of Newcomers, and additional five customisable positions. Creates policy, controls the House bankaccounts, and oversees day-to-day affairs as well as the overall direction of the House. |
Patron
The Patron of the guild is a God, chosen by the House Leader. The God's role is to guide the House, act as the House's representative to the Garden, and perform several functions that only the Patron can perform. |
Head of Newcomers
Appointed by the House Leader, the Head of Newcomers is responsible for teaching and guiding Newcomers in the ways of the House. He or she may and should appoint a number of aides to help. |
Custom positions
The House Lord or Lady can customise up to 5 positions for the House, imbuing them with various powers. Examples of custom positions in Achaean Houses include "Quartermaster", "Keeper of the Tomes", and "Oracles of the Ancient Circle". Positions may appoint aides to help. |
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HOUSERANKS AND POWERS
At this time, you can only join a House by being inducted by a player in the House. Soon, you will also be able to join automatically via an NPC named Certimene in Delos. When you first join, you will be a Newcomer and restricted to the House Newcomer channel and newsboard, where you can seek assistance and community from your fellow Newcomers and House elders. A Newcomer is at House Rank 1, as a provisional member. Generally, all Houses require you to pass certain requirements and be tested to raise you out of Newcomer status.
Once you are promoted to House Rank 3, you will gain access to the main House channel and other House privileges. You are not considered a "full" House member until House Rank 5, however, which is when you will have access to the main House newsboard and the power to vote in elections.
Each House has 15 ranks within it, each with its own rank title. (See the individual Houses below for lists of House ranks.) As ranking members of the House "housefavour" or "housedisfavour" you, your rank will slowly go up or down. As your houserank rises, you will have access to more powers and privileges within the House, eventually gaining the power to give your own housefavour to those worthy of it, or housedisfavour to those who have earned your scorn.
Once in a House, you may type house authority to see a list of your house-related privileges. |
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The Ancient Circle of Druids
Accepted Classes: Druid
House Charter:
The Druids of the Ancient Circle are the nurturers of nature. As we live in the forest, we devote ourselves to caring for the forests, jungles, mountains, plains and deserts that comprise all of Nature. We study the whisper of the winds, the rushing of water downstream, the play of light through the trees upon the forest floor, and the sounds of the beasts of Nature. As it is Nature that gives life and sustains us, we are dedicated to preserving Nature, nurturing it and protecting it. Druids of the Ancient Circle, by nature, are peaceful, but the wrath of the Druids is fierce when Nature is in peril. We are fiercely loyal to each other, to the House itself, and to Nature. The Druids of the Ancient Circle take an oath to defend all of Nature and the House. Each Druid is expected to uphold their vows to the best of his or her ability.
The Druids are proud of the strong bond with our forestal brethren, the Sentinels and Sylvans. We work cooperatively with them in several endeavors, most notably, patrolling the forests and other natural areas to help protect Nature. Druids also have a strong bond with Oakstone, abiding by the laws of Oakstone and respecting its integrity and mission.
Druids gain the skills of Metamorphosis, Groves and Concoctions. With the Metamorphosis skillset, Druids learn to commune with and bond with the spirits of animals, thus gaining powers and abilities innate to such animals. With the Groves skillset, Druids learn how to draw the power of Nature itself for support, defense and offense. Groves is potentially the most powerful skillset we possess. With the Concoctions skillset, we learn to harvest the gifts of Nature, brew them into curative salves and elixirs, and to use powers to help us defend Nature itself.
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House Ranks:
1) A Green Thumb.
2) A Woodland Walker.
3) A Gatherer of Mistletoe.
4) An Earth Friend.
5) A Child of Gaia.
6) A Keeper of the Balance.
7) A Forestal Warrior.
8) Galadriel's Witness.
9) a Lupine Hunter.
10) an Archdruid.
11) a Tender of the Great Oak.
12) a Steward of the Dolmen.
13) A Keeper of the Sacred Grove.
14) an Oracle of the Ancient Circle
15) a member of the Council of the Moon
Leader) The Lord of Nature.
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The Arcane Kindred
Accepted Classes: Magi
House Charter:
The Arcane Kindred evolved from the Arcanists Guild, founded in 309 AF. We hold true to the principles upon which the Guild was founded. The Arcane Kindred makes our home deep within The Vashnars in the fair city of Cyrene. Dedicated to learning, we are seekers on a continuous journey of knowledge and understanding. Members of The Kindred are devoted to the study of ancient mysticism. Arcane rituals and secret ceremonies aide members in the quest to embody and harness the mysteries of the unknown. Within The Kindred, diverse interests are bonded as one to master full control of the elements in every aspect of their lives. Alone we can do little, together we can do much. We embrace the individuality and uniqueness that each member brings to the House. Yet, we are forever linked by our fierce loyalty to each other and shared ideals.
Those of the Arcane Kindred are on a continual path to self-discovery guided by the principles of accountability, tolerance, and responsibility. The Arcane Kindred provides a close-knit community of like-minded people who are on a continual path to self-discovery guided not only by our principles, but also by the ideology of our Elements. Our principles and elements are interlocking and binding. They are the compasses we use to keep to our path.
To channel the power of Earth (The Spear), Element of the North, to solidify our individual and collective stability, accountability, trust and prosperity. Our dreams and aspirations come to life when our feet are firmly planted on the ground.
To harness the power of Air (The Sword), Element of the East, to inspire us and allow us to achieve our lofty aspirations of intellect, imagination, dreams and tolerance. Respect, the air that breathes life into all we stand for, we give freely to all.
To wield the power of Fire (The Staff), Element of the South, to stoke and purify the passion of our motivation, willpower and drive and to forge and strengthen our sense of responsibility. Vigilant is the fire that moves us in our pursuit of excellence.
To tap into the wellspring of power that is Water (The Cauldron), Element of the West, in forever fostering our bonds and loyalty as it takes us far into the mysterious depths of intuition, creativity, compassion and emotion. Vast and fluid is the sea, which nourishes the arcane spirit.
We give thanks to Lord Agatheis, for it is through Him that we know the strength and spirit of the elements. We pay homage to Lord Lupus for teaching us the way of the hunt, making us the magical pack that we are.
All those wishing to join The Kindred must adhere to the principles of the House and work to embrace the Spirit of our Elements.
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House Ranks:
1) A Neophyte.
2) A Prestidigitator.
3) An Enchanter.
4) A Warlock.
5) A Magician.
6) A Wizard.
7) A Sorcerer.
8) An Enemy of Chaos.
9) A Mystical Seeker.
10) Of the Order of the Emerald.
11) A Tender of the Master Crystal.
12) An Elemental Master.
13) A Bringer of Storms.
14) A Master of Enchantment.
15) A Servant of the Ouroborus.
House Leader) The Heir of Agatheis. |
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The
Ashura
Accepted Classes:
Monk
House Charter:
The foundations of the Ashura lie early in the modern history of Sapience. During the Shrine Wars and city-state building of the third century of the Modern Age, a cadre of skilled warrior-monks who were deeply loyal to Ashtan emerged. These monks, led by Tranquility and patroned by Aegis, God of War, established the Ashuran guild upon the historic hill of the Cyclade in the northeastern section of Ashtan.
Amidst the tumultuous changes of the House era, the Ashura have remained true to their beginnings. Now the sole surviving purely monastic House, the Ashura adhere to their time-honored credo of Unity through Respect, Competence through Diligence. Ashuran monks seek martial perfection through the unity of mind, body, and spirit. These ideals are embodied in the totem animals of the tiger, raven, and dragon.
Although the training regimen is strict and the lifestyle often harsh, the monks of the Ashuran monastery possess a strong sense of both family and individuality. Rarely will an Ashuran prove to be without honor and commitment, nor hesitate to fight in order to protect these ideals.
House Ashura exists much as it did in guild form, rooted in the ideals of excellence on the field of combat and loyalty to Ashtan, Bastion of the North. Legacy and tradition are held in high regard, as are loyalty and courage. The Ashura maintain high standards and much is expected of the aspiring monk. Because of this commitment to excellence, the Ashura have produced many of the renowned warriors and leaders of history and continue to be a impressive force in the world at large.
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House Ranks:
1)
An initiate of the Ashuran monastery.
2)
A pilgrim of the Ashura.
3)
An inaugural monk of the Ashuran monastery.
4)
A student of the mortal body.
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A student of strategy, tactics, and warfare.
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A student of the ways of the spirit.
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A trustee of the Ashuran monastery.
8)
A spirit of the formidable Tiger.
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A spirit of the all-seeing Raven.
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A spirit of the mystical Dragon.
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A master of the ways of the Ashura.
12)
A teacher of the ways of the Ashura.
13)
A Dragon of War.
14)
A Dragon of Absolution.
15)
On the Council of the Elder Dragons.
Leader)
Archdragon of the Ashura.
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The Blood Congregation
Accepted Classes: Apostate, Magi, Monk, Occultist, Shaman
House Charter:
We of the Blood Congregation serve as Mhaldor's spiritual leaders, having evolved from the Apostate Guild, expanding our power through the inclusion of magi, shamans, occultists, and monks. We embrace our role as the clergy of Evil, preaching the Seven Truths and spreading the powerful message of Lords Apollyon and Shaitan across the face of Sapience.
Our thirst for greatness extends to all areas of mortal endeavour. Deep within the dark recesses of the Spire of Horror, we research and perform rituals so sanguine, atrocities so brutal that the very flies pause in trepidation, frightened to feed from the slaughter we make. Our reputation for brilliance and sadism follows us to the battlefield, where we operate with surgical precision, rending the flesh and shattering the skulls of any and all that dare oppose us.
Members of the Blood Congregation understand that achieving perfection in mind, body, and soul is impossible without intense devotion, unusual concentration, and long-continued spiritual preparation. Purity is the highest goal and deepest desire of the faithful; we understand that greatness is never achieved along the path of least resistance. Expect hardship, expect anguish -- you shan't be disappointed. We believe there is no strength without suffering, no power without pain, no living without dying.
Working together, we shall cast a pall over the faces of weakness, invoking powers so horrific, so unspeakable that even the birds of the air and beasts of the earth wail with misery. Let the sounds of their despair drive us forward like the crack of a whip. The world shall know us by our actions - every breath filling us with the knowledge that our path is the way, our Lords our salvation, and Evil our only redemption. |
House Ranks:
1) A Convert of Evil
2) A Malefic Curate
3) A Keeper of the Blood
4) An Advocate of the Truths
5) A Daemonic Cleric
6) A Deacon of Malevolence
7) A Nightmare Incarnate
8) A Minister of Hate
9) An Accursed Bane
10) An Apostle of Esoteric Truth
11) An Unholy Abomination
12) An Archbishop of Iniquity
13) A Cardinal of the Damned
14)A Prophet of the Inferno
15) An Ascendant of Atrocity
Leader) The Messiah of the Damned
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Carnivalis Institute of Jestering
Accepted Classes: Jester
House Charter:
The Carnivalis Institute of Jestering is the foremost academy for madcap mayhem in Sapience. Built upon the Carnivalis family teachings spread to us by the great Silvestri Carnivalis, a man sent forward in time over six hundred years, the simple purpose of the CIJ is to spread the message that there can never be too much humour. All possible methods of entertainment are encouraged from art, literature, the theatre; anything is possible in the mind of a Jester.
Upon his arrival, Silvestri was dismayed at the moribund nature of his present surroundings. A former court jester to the Seleucarian Empire, he found no one engaged in the ancient arts. Silvestri founded the Jester guild in 299 AF on the Isle of Delos amongst laymen, setting the standard for the passing of tradition. One century after the founding of the guild, the Carnivalis Institute of Jestering was prepared and thrust into the foreground, a shining example of the levity of all things.
The CIJ itself is strictly neutral at all times to further the individuality of its members. A jester may live in any city they wish, worship any deity they wish, or scrap the lot of it and pantomime an epic butterfly war on the side of a highway. The only piety a jester makes is to their house, their mates, and to the ideals of mischief and merriment. No matter the foe, whether they use their acrobatic prowess, the devoutly secret art of mouse education, the mystic arts of the Tarot (given to the Occultists to aid them during the Burning Times), or prank-filled puppets, a jester's greatest enemy is always the tight lipped Greyface, and their greatest weapon is their mind.
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House Ranks:
1) A Plucky Duck.
2) A Perilous Penguin.
3) A Buffoon.
4) A Wiseacre.
5) A Comedian.
6) A Punster.
7) A Clown.
8) A Hearty Harlequin.
9) A Droll Wit.
10) A Jolly Fool.
11) An Acrobat Extraordinaire.
12) A Puppetmaster.
13) A Mad Bomber.
14) A Tarot Flingin' Fool.
15) A Comic Genius.
House Leader) The Lord of the Carnival.
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The Crown Merchants
Accepted Classes: Occultist, Magi, Sylvan, Sentinel, Bard,
Druid, and Runewarden
House Charter:
Founded with the purpose of uniting the merchants of Achaea under one banner, the Merchants of the Crown emerged from the guild of the Sorcerers. Based in the awesome Citadel of Prosperity located in Hashan, the Merchants believe in expanding and sharing their knowledge amongst each other to assist members with furthering themselves and attaining life goals. Weaving together the paths of Education, Combat, and Economics, this diverse group of adventurers strives to retain balance for both their personal and
professional lives. While maintaining their neutral stance in life and preserving their moral code of beliefs, the Merchants of the Crown seek to provide the best experience possible for its members while serving as Achaea.s prime mercantile organization. The loyalty, integrity, and dedication of a true Merchant is beyond question. To become a Merchant is to become a respected part of Achaean society and an integral part of the Merchant.s code of honor. Valuing Unity, the house gathers its strength by working together and respecting each other.s differences at all times.
The Merchants of the Crown's doors are open to all possessing the ability in Skills to create wares or those holding licenses in the crafting sector, as well as providing direction to those adventurers who do not yet have a marketable skill but are interested in learning the way of a Merchant. With completed training, any member can seize and wield opportunity and become successful in their own right. In the tradition of a tradesman, perseverance shall be a marked characteristic of those wishing to join the ranks of the Merchants of the Crown.
As the House offers three different spheres of focus, those wishing to be a part of the organization yet not wishing to become Master Merchants are welcome as Educators or Guardians. The Merchants brag of hosting one of the best educational programs offered in the lands, leaving no adventurer ignorant. Upon entering the doors of the tower, a pledge of intention must be made towards completing initial educational instruction. Laziness promotes no growth nor personal success and is therefore discouraged. |
House Ranks:
1) A Junior Hawker.
2) Travelling Peddler.
3) Apprentice Tradesman.
4) Street Vendor.
5) Journeyman Trader.
6) Chief Haggler.
7) Bazaar Retailer.
8) Middleman.
9) Merchandiser.
10) Auctioneer.
11) Entrepreneur.
12) Trade Negotiator.
13) Wholesale Consigner.
14) Global Exporter.
15) Merchant Tycoon
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The Crystalline Circle
Accepted Classes: Magi
House Charter:
The Crystalline Circle evolved from the Magi, the original Magi class guild. Founded in 254 A.F. by Taranis, this guild resided in Shallam and sought to further the causes of Good and Order in Sapience.
The Crystalline Circle continues with the same ideals that Taranis laid down so many years ago. Its members follow the path of Good in search of the personal and communal growth that its values bring. Although it may at times be the harder path, it is a direction they choose each day of their lives. Members put aside their basic instinct for seeking personal gain, making it a secondary consideration when deciding what actions to take. If an action harms an innocent, or if it empowers Evil, Darkness, or Chaos in any way, then a member never takes that action no matter the benefits they could potentially receive. Such a stance requires integrity, meaning that Crystalline members will make the right choice even when no one is watching.
Crystalline members also quest for Order, understanding that it allows lawfulness, cooperation, and most importantly trust. Without these three fundamental qualities the Crystalline Circle could not function as it does. The cooperation and trust between its members are integral to the third ideal of the House and as such are prized highly, as they constitute the fabric of the Circle itself.
Thirdly and finally, the way of the Circle is one of Unselfishness. More powerful collectively than they are as individuals, the Crystalline prefer unity to individuality. This strength manifests itself in their ability to accomplish whatever they set their minds to; dedicating themselves to a goal, they do not rest until it is accomplished. By working together, members seek to transcend their own individuality and succeed in ways otherwise impossible.
Circle members believe in the absolutes of Good and Evil and their existence independent of each other. They do not seek Balance but rather the triumph of Good over Evil and Order over Chaos. This philosophy extends to every area of their existence whilst selflessness forms its basis.
The Crystalline Circle accepts warriors, scholars, explorers, and teachers alike into its fold. Members are fiercely loyal to the Crystalline ideals and to those with whom they ally themselves. Those who seek a different course in life, hold membership in groups whose ideals oppose the Circle's, or who choose to aide and strengthen enemies of Good and Order, are not permitted within. This prevents conflicts of interest, furthers the unity amongst House members, and strengthens the House as a whole.
The life of the Crystalline is a rigid, unselfish one, composed of Order and the continuous effort to further the causes of Good in the lands. However, the rewards for walking the path of the Circle can be quite gratifying for those who prove capable of accepting the challenge.
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House Ranks:
1) A Neophyte.
2) An Apprentice.
3) A Mystical Seeker.
4) A Follower of Good.
5) An Adversary of Darkness.
6) A Forger of Unity.
7) An Enemy of Chaos.
8) A Protector of Hope.
9) An Adherent of Order.
10) A Provider of Clarity.
11) A Bringer of Harmony.
12) A Guardian of the Sun.
13) A Keeper of Lore.
14) A Beacon of Valour.
15) A Pursuer of Justices.
Leader) The Lady of the Nexus. |
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The Cult of the Serpent Lords
Accepted classes: Serpent
House Charter:
We of the Cult of the Serpent Lords are assassins, thieves and spies; we hold mastery of these skills above all. The House itself is neutral; all alignments are welcomed within its walls and are treated as equals. All that is asked for in return is that members of the Cult remain loyal to the Cult and its members. House comes before all, before city, before family.
Members of the Cult will follow those that the members have elected to lead the House, and those that the Lord or Lady deems fit to name in positions of leadership, but all members keep the right to challenge any actions that are inappropriate for the House, and would bring it harm, ruin or other detriment to the house and its members. All members are to be treated with the respect that they have earned for themselves.
No member will cause harm to another member of the Cult, be it through action or non-action, word or deed. Members will neither rob nor kill a member of the Cult, nor pass on that which is spoken in private within the group. There must be honour amongst us or we will have none that we can trust. All disputes within the Cult will be bought to the attention of the Seeker of Shadows or the Grand Hierarch. If a situation has deteriorated beyond an easy solution then each member of the Cult has the right to call a Tribunal.
Based in Hashan, the same rights are attributed to its members. We will neither rob nor kill people within the city's walls. Though members may be from any city they chose, they must agree not to harm the place that the Cult calls home. Other than this, no Hashan law will be imposed on non Hashan members of the Cult.
For centuries, the Serpent Lords have had two quotes which they live their lives by:
"If you neglect your art for one day, it will neglect you for two..."
"Follow me if I advance, kill me if I retreat, avenge me if I die..."
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House Ranks:
1) A Rogue.
2) A Backstabber.
3) A Nightshadow.
4) An Adept of the Night.
5) A Shadowrunner.
6) A Master of Stealth.
7) An Assassin.
8) A Wielder of the Flaming Dagger.
9) of the Order of the Viper.
10) a Lord of Snakes.
11) an Ishamelian Assassin.
12) a member of the Council of Shadows.
13) of the Most Secret Order of the Glistening Fang.
14) A Shadowlord.
15) A Master of Carnage.
Leader) The Grand Hierarch. |
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The Dawnstriders
Accepted Classes: Serpent, Monk, Magi, Sentinel, and Runewarden
House Charter:
Centred in Shallam, the Dawnstriders work to right the wrongs of the world through whatever means necessary, giving no quarter to their enemies, willing to employ methods viewed by much of the rest of Sapience as antithetical to the traditional ideals of Shallam. Yet, no matter how they achieve their goals, they are ever vigilant to ensure they do not cross the fine line that separates them from that which they struggle against.
The Dawnstriders as a house are circumspect in their dealings with outsiders, but on an individual level the members frequently are quite social, reaching out and making friends, acquaintances, and contacts with those in other organisations. The house itself has a loose structure, far less rigid than most, but requiring strict adherence to the stated ideals of the House, as well as implicit respect between all members.
Though heavily focused on the retrieval and storage of information due to their roots as a serpent guild, the Dawnstriders welcome members of many interests. All those with the moral fortitude and self-discipline to enter the shadows in service of the light will find a place within the House, from the patient teacher, to the skilled assassin; from those who risk all in pursuit of information to the relentless thief-catcher. It is such variety of talents, tied with firm ideals, fellowship and strong sense of purpose, that allows the Dawnstriders to flourish upon the razor's edge between light and shadow. |
House Ranks:
1) A Child of the Morning.
2) A Light of Dawn.
3) An Ally within the Shadows.
4) A Watcher of the Horizon.
5) A Devotee of Raclawice.
6) A Wanderer.
7) A Visionary.
8) A Dawn Strider.
9) A Scarlatan.
10) An Initiate of Change.
11) A Guardian of the Path.
12) A Keeper of the Way.
13) A member of the Cult of the Morning.
14) A Banisher of the Night.
15) A Master of the Dawn.
Leader) The Lady of the Morning.
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The Ebon Fist
Accepted Classes: Monk, Druid, Sentinel, Sylvan, Magi, Shaman,
Runewarden, Bard, Occultist
House Charter:
Decades ago, there existed a clan of monks known only as the Black Fist. A group of like-minded individuals, they had come together with the goal of bringing a monestary to the city of Mhaldor. Composed of scattered monks from all corners of the world, they all shared one binding similarity: their undying desire to make a home for themselves within the city of Evil. In the year 333 A.F. their dedication was finally rewarded, and the guild of the Tanjinn monks was founded within the city of Mhaldor by the Daemonic Hand Jupiter Dawyn. Sixty-one years later what was once the Tanjinn became the Ebon Fist. The House still remains dedicated and determined to the ideals it was founded upon.
The followers of the Ebon Fist are constantly striving for perfection based upon the triad of Mind, Body, and Soul. Their sole purpose in life is service to Mhaldor, their House, the Lords of Mhaldor, and themselves. With dedication and determination as their key tenants, it is expected of all members to strive for success in everything they do. The main goal that sets the Ebon Fist apart from other Mhaldorian houses is the emphasis that is placed on essence and resource gathering, and other activities that help Mhaldor function more efficiently in terms of commerce.
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House Ranks:
1) An Empty Hand.
2) An Open Palm.
3) A Clenched Fist.
4) A Dominating Hand.
5) A Seeker of Wisdom.
6) A Master of Fury.
7) A Forsaken Fist.
8) A Mind Reaver.
9) A Bloody Fist.
10) A Master of Discipline.
11) A Crusher of Wills.
12) A Soul Reaver.
13) A Wrathmaster.
14) A Master of the Four Shores.
15) A Transcendent Mind.
Leader) The Daemonic Hand. |
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Empyreal Assembly
Accepted Classes: Priest, Paladin, Magi, Monk, Sentinel,
Runewarden, Sylvan, Druid, Bard, and Serpent
House Charter:
The Empyreal Assembly has endured for eons as an order of Priests in service to the Gods of Good and the Holy Church of Achaea. This heritage forms the foundation of the modern House, composed of Healers, Scholars, and Warriors dedicated to the Ideals of Good. These Ideals, manifested in the principles of Righteousness, Light, and Order demand nothing less than the lives of those who follow them, a price that Priests must be willing to pay. These challenges are not without reward, offering the ultimate goal of defeating the enemies of Good: Evil, Darkness, and Chaos.
Working together for these ends has instilled a deep sense of duty and formed a tight-knit and unique community within the Church, a community that seeks to work for the future by embracing their past -- one rich in virtue and tradition. Among these traditions is the observance of three tenets: Honour, Service, and Wisdom. Traditionally of the Priest class, the Empyreal Assembly has an important link with their Angelic namesake, an association that reflects the dedication of all Priests to their Patrons and the forces of Light.
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House Ranks:
1)
A Basilican Initiate.
2)
An Angelfriend.
3)
A Shepherd of the Weak.
4)
An Imithian Disciple.
5)
An Empyreal Seeker.
6)
A Spiritual Master.
7)
A Bishop.
8)
A Warden of Harmony.
9) A Raphaelan Healer.
10)
of the Order of Epitus.
11) A Nemesis of Entropy.
12)
an Archbishop.
13)
A Champion of the Mace.
14) A High Priest.
15)
Of the Glorious Order of the Divine.
Leader)
The Patriarch of Angels. |
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The Guardians of Light
Accepted Classes: Paladin, Bard, Druid, Magi, Monk, Priest, Runewarden, Sentinel, Serpent, Shaman, Sylvan, Jester
House Charter:
The Guardians of Light is the House descended from the Paladins guild and is one of the member organisations of the Holy Church of Achaea. The convictions of the Paladins, to protect the innocent, to uphold Righteousness and Valour, and to spread Goodness throughout the Realm, are ever embraced by the Guardians of Light.
The Holy Codex, handed down to the Church by the Gods Deucalion and Aurora, guides the Guardians of Light as they seek to serve the House, the Holy Church, and the Greater Good with Integrity, Honour, and Valour. Although not all members of the House are Paladins, all members must abide by the House Honour Code, requiring of them Courtesy, Prowess, Justice, Loyalty, Courage, Humility, Faith, and Nobility.
As the heir to the Paladins guild, the House of the Guardians of Light is the strong arm of the Holy Church of Achaea, and prowess on the field of battle is one of the goals its members strive to attain. However, while all Guardians must be ready to serve in battle when called to arms, there is a place in the House for those who cannot achieve excellence in battle, focusing on combat support and more scholarly pursuits such as Heraldry.
Therefore, all able-bodied and properly trained Guardians of Light should be willing to engage in battle against adventurers, be it in direct melee or through combat support roles such as Archery or Healing. Although the House of the Guardians of Light does not accept non-combatants within its ranks, those who wish to serve the Holy Church in a peaceful capacity are encouraged to join the Guardian's Sister House, the Empyreal Assembly.
Members of the Guardians of Light aspire to the highest rank on the Path of Light, the path Guardians must travel in their service to the Light. Through dedication and hard work all can attain the highest ranks in the House, that of Knight or Baron.
The Knights and Barons of the House form a noble brotherhood, one that is dedicated to the Light and sworn to a strict code of honour and discipline.
Together, they lead the Guardians and strive to set a shining example for all who would live in the Light. |
House Ranks:
1) An Acolyte.
2) A Servant of the Light.
3) A Seeker of Righteousness.
4) A Protector of the Weak.
5) A Defender of the Faith.
6) A Banisher of Chaos.
7) A Keeper of Order.
8) A Virtuous Servant of Good.
9) A Member of the Ancient and Revered Order of the Thorn.
10) A Faithful and Humble Servant of Truth.
11) A True Bringer of Light.
12) A Hallowed Redeemer.
13) A Member of the Righteous Order of the Iron Dragon.
14) A Scion of Imithia.
15) Of the Most Noble Order of the Radiant Heart.
Leader) Grand Champion of the Innocent. |
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The Maldaathi
Accepted Classes: Infernal, Runewarden
House Charter The Maldaathi are the embodiment of "honourable evil". Those who do not
embrace the ideals of honour, discipline and furthering the aims of the gods of evil shall find themselves ill-suited to this House. Few are those who
are strong enough and dedicated enough to walk the path of the Maldaathi, but for those chosen few, the rewards are great.
The Maldaathi ideals are built upon three concepts, the first of which is honour. Our word is our bond. Having honour proves that one has the strength
to live up to his word. We accept death before dishonour, for the dishonourable are weak, worthless maggots to be crushed underfoot.
The second concept is discipline. In combat, an undisciplined rabble will be slaughtered when facing a well-trained and disciplined enemy. The Maldaathi impose strict discipline and hard training in order to mould ourselves into a deadly fighting force to further the sinister will of our Masters.
The third and most important concept is total and utter dedication to the gods of evil: Lord Shaitan, the God of Oppression and Lord Apollyon, the God of Suffering. We exist for the sole purpose of furthering Their divine will and greater glory. To this end, we aspire to be the living embodiment of the Seven Truths of Evil, which are the guiding light of true followers of the path of evil.
The Seven Truths consist of purging oneself of weakness - both physical, mental, and spiritual, eliminating conscience, enduring hardships - both self-imposed and externally-imposed, making the body stronger through combat and shunning the effeminate virtues of forgiveness, tolerance and laxity of discipline.
The Maldaathi House resides in the island-fortress city of Mhaldor and requires that its members also be citizens of Mhaldor. The great Houses of Mhaldor are united as one under the iron will of Lords Shaitan and Apollyon and bitterly oppose everything for which the Church and Shallam stand.
The Maldaathi welcomes those few determined individuals who seek greatness and are able to endure the hardship, pain and suffering that are the price of success.
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Ranks:
1) An Initiate.
2) A Purified Initiate.
3) A Slave to Pain.
4) A Squire of Death.
5) An Unholy Torturer.
6) A Bloodsworn.
7) A Gloved Fist.
8) An Eviscerator.
9) A Wrathful Punisher.
10) A Branded Slayer.
11) A Blade of Vengeance.
12) A Master of Pestilence.
13) A Master of Death.
14) A Lord of Destruction.
15) A Lord of Despair.
House Leader) The High Lord Maleficence.
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The Mojushai
Accepted Classes: Monk, Runewarden, Magi, Serpent, Paladin,
Priest, Sylvan, Druid, Sentinel, Bard, Jester, and Shaman
House Charter:
Know that as you live and breathe, so exists all of the Universe.
Know that you are but a single breath within its vast expanse. A single flame, imperceptibly small when measured by the expanse of time and distance, yet one whose heat fuels the divine purpose.
And so it follows that we each struggle to find our direction with the time given. Each of us walking a unique path, the values we choose serve to guide and teach others as we come to find and understand our own place in the scheme of creation.
Mojushai accept a responsibility to strive ever forward in their own path, to define and internalise their beliefs, and volunteer to hold beacon to others so that all may find their own way into their personal enlightenment and completion.
The call for self sacrifice is a difficult one to answer as one's natural desires tend to be jealous, and one seeks to be recognised and rewarded. Such impulses can be difficult to dispel. These obstacles are only endured and overcome through Strength -- both of conviction and character, faith in one's path, and the desire to not only to better one's self, but to have all beings find themselves in like completion.
House Mojushai is predicated on the belief that through Humility, we accept the equality of all things and find reunion with our heavenly purpose. Through Humility, each of us finds respect for others and so respect for one's self.
That prosperity may be encouraged for the betterment of all, Mojushai swear an oath of Benevolence, which calls us to give aide to those in need without exception. We strive to preserve life and to provide sanctity from those forces which would harm others and so create disharmony among all things.
These are the goals of the Mojushai: to accept these truths and to live them, to instruct through example, to encourage prosperity among all beings, and furthermore, to encourage harmony, knowledge and compassion among all people -- that all may come to the light of understanding and fulfill their unique purpose under heaven.
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Ranks:
1) A Humble Student.
2) A Devoted Comrade.
3) A Trusted Companion.
4) An Aspiring Guardian.
5) A Striking Fist.
6) An Untouchable Flame.
7) A Root of the Mountain.
8) A Penetrating Thought.
9) A Will of Iron.
10) An Immovable Presence.
11) A Mental Storm.
12) A Scholar of Strength.
13) A Scholar of Benevolence.
14) A Scholar of Humility.
15) Mojushaine Elder.
Leader) The Master of the Hold. |
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The Naga
Accepted Classes: Serpent
House Charter:
"That which is unknown and unseen will command the greatest fear."
We are the Naga, the cruel serpents of Mhaldor. We are the assassins who know only blood and death. We are the thieves with hands most dexterous. We are the spies with the sharpest eyes and ears. We walk amongst you unseen, our passing marked only by the pain and suffering we inflict upon the weak. Through the expert application of torture, deception, cunning, and manipulation we make manifest the Seven Truths of Evil.
"A dagger in the dark is worth a thousand swords at dawn."
Bound in mind, body and spirit to the will of Evil, our service to the Lords Apollyon and Shaitan is given absolutely, without question or hesitation. Our nefarious activities are thoroughly calculated and then executed in the coldest of blood, our steps taken with utmost care and stealthy precision. Murder, theft, deception, cheating -- nothing is beyond our scope, for the tenet that best defines a Naga's life is simple: "The Outcome Justifies The Deed". Our only limit is the divine will of our Masters, who reign supreme in all things evil and malevolent.
"A war is easily won if the enemy does not know who he is fighting."
We come in many forms, from the foulest to the most beautiful. Deception and fear are all we require to separate the fools from the wise. Our path to greatness is forged by the will of Evil, which dictates order, exactness, discipline, and obedience. Through treachery and guile, by the cruel bite of the fang and the lash, House Naga will come into untold riches, glory, and power in the greatness of Evil.
Be warned as you contemplate treading the path of the Naga, for the journey shall be difficult, wrought with hardship and pain. Only those of the serpent class have the skills necessary to survive the trials and torment that lie on this path. If you wish to join us then first swear your allegiance to Mhaldor, glorious city of Evil. Then forget your past life... forget your family... forget your friends and lovers... and embrace your right as a Naga to exert your dominance over others.
"Torment shall be their domain. Pain shall rule their life. Evil shall claim their souls."
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House Ranks:
1) A Maggot.
2) A Bellycrawler.
3) A Dreadborn.
4) An Acidspitter.
5) A Guttersniper
6) A Shifting Shadow
7) A Chasm Lurker
8) A Coffin Dancer
9) A Stygian Assassin
10) A Death Bringer
11) A Filth of Existence
12) A Seed of Hatred
13) A Spawn of the Night.
14) A Keeper of Secrets.
15) A Guardian of the Lair.
Leader) The Nagaraja. |
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The Occultists
Accepted Classes: Occultist, Shaman, Apostate, Infernal, Serpent, Sylvan, Magi, and Outcast
House Charter:
The Occultists are a House of Chaos, of knowledge, of power, and of secrecy. The Occultists are comprised of warriors, scholars, politicians, ritualists
- Achaeans of all walks of life. The House is known for its unique and
unyielding dedication to secrecy and for its members' unceasing study of the
mysteries of Chaos and of forbidden knowledge. Unlike some scholars, content to simply amass knowledge, the Occultists seek to use what they have learned
to shape the world around them.
The result of over a thousand years of trials and evolution, the modern-day
Occultists were born of darkness and despair. The Occultists of bygone times
formed cabals, small and localised groups spread across Sapience.
Unfortunately, this lack of centralisation made them vulnerable. When the Templars and Priests attacked, they were forced to go into hiding or face
torture and death at their hands. This period of persecution and violence is
now known as the Burning Times. A wealth of information beyond price or
comparison was lost to the torches of the Luminai
In the years of confusion that followed, many lives and much knowledge was
lost - worst of all, knowledge of Occultism. The survivors were taken in by
the questionable hospitality of the Countess Belladona, who taught them
Necromancy in lieu of Occultism in hopes of furthering her own experiments.
For centuries the Occultists studied this art, most not knowing their true
history nor the art they had lost - until 304AF. In 304AF, a Great Occultic
Work that had ripped the very fabric of time was completed, and the
Occultists rediscovered their roots in Occultism. The House is based in
Ashtan, and both the Occultists and the Bastion of the North have long
benefited from their close relationship.
Members of the Occultist class use the skills of Occultism (simply put, Chaos magic), Tarot (cards inscribed with particular designs and infused with magical
power to yield certain effects when flung), and Domination (forming pacts with
the Chaos Lords and summoning of Chaos Entities).
At this time, the Occultists only allow newcomers of the Occultist class.
Achaeans who are older, and no longer newcomers, are welcome to apply, even if
members of other classes.
Those who wish to join the House are warned that commitment to the House is
a serious matter. Members of the House must swear an Oath of absolute
secrecy. This Oath, combined with a culture of intellectual and individual
freedom, creates an environment unique in Sapience.
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Ranks:
1) A Neophyte.
2) An Enigmatic.
3) A Zelator.
4) A Cabalist.
5) An Hermetic Philosopher.
6) An Ademptus Exemptus
7) An Interpreter of Hieroglyphs.
8) A Keeper of the Sacred Curtain.
9) A Guardian of the Unnamable.
10) An Intimate Master of Luminous Secrets.
11) A Grand Elect of the Eons
12) A Sublime Sage of the Labyrinth.
13) A Sovereign Master of the Mysteries.
14) A Doctor of the Planispheres.
15) A member of the Supreme Council of the Qliphoth.
House Leader) The Demiurge. |
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The Sect of the Black Lotus
Accepted Classes: Monk, Druid, Sentinel, Jester, Sylvan, and Priest
House Charter:
Based in Hashan, Crown of the Ithmia, The Sect of the Black Lotus is a diverse group of adventurers. Accepting many different professions into the House, the Sect comes together to form a group of loyal and diverse people who strive to better themselves and their brethren. This group serves as the military arm that polices and protects the Crown and her citizens from all danger.
The Sect of the Black Lotus holds strong to the tenets of the perfection of one's mind, body, and spirit though the House ideals of Discipline, Respect, and Unity. A member of the Black Lotus swears to an oath when they become a student of the Sect, pledging allegiance to the House and its members. Respect is of the utmost importance, be it respect of themselves, respect to those around them, or to their elders. Members will do nothing to endanger or hinder the house in any way, lest they become outcasts.
Seeking to be the best at whatever they pursue, a member of the Sect of the Black Lotus will roam far and wide across Sapience in pursuit of excellence in any field of achievement, be it exploration or combat, art or philosophy, politics or theology. Unswerving dedication to their ideals and their House is the mark of a true member of the Black Lotus.
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House Ranks:
1) A Grasshopper.
2) Soul Searcher.
3) A Seeker of Knowledge.
4) Student of the Lotus.
5) Of the Iron Fist.
6) Kharon Initiate.
7) Master of the East Wind.
8) Master of the West Wind.
9) Kharon Teacher.
10) A member of the Cult of the Silver Scorpion.
11) Of the Iron Will.
12) Master of Autumn.
13) Master of Winter.
14) Order of the Black Dragon.
15) A A Member of the Council of the Black Lotus.
House Leader) Grand Father of the Temple.
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The Sentaari
Accepted Classes: Monk, Paladin, Priest, Magi, Serpent, Runewarden, Sentinel, Sylvan, Druid, Bard, Jester, and Shaman
House Charter:
Initially founded as a neutral organisation, the original purpose of the Sentaari was to maintain balance within the world. Over the years, as the early monks of the Sentaari searched for enlightenment, they found it increasingly apparent that to achieve enlightenment one must grow. It was this desire to grow that has led to the current philosophical beliefs and practices of the Sentaari. The Sentaari House now resides within the walls of Shallam and allies with the City of Light in order to help fight against malevolence and evil.
In an effort to grow, the Sentaari have expanded from an organisation comprisedsolely of Monks to one that welcomes individuals from many classes. However, all who wish to be part of the Sentaari House must understand and live by their values and ideals. The Sentaari strongly believe in Light and Goodness and strive for the ideals of Benevolence, Wisdom, and Perseverance.
Their ideals spur the way towards enlightenment. Benevolence is the Sentaari driving moral principle. In order to reach enlightenment, not only must an individual grow, but also those around him. This includes helping those who are unable to help themselves and extending a hand where it is needed in order to achieve growth. The ideal of Wisdom guides Sentaari to reflect on their observations and experiences and to apply them to their current situation and future plans. One cannot reach enlightenment with knowledge alone and through Wisdom, Sentaari gain the insight and ability to interpret the world around them. Finally, opposition does not affect members on their way to enlightenment, leading to their ideal of Perseverance. Sentaari learn from their mistakes and carry onward with their heads held high.
The goals of the Sentaari are both simplistic and deeply complex, as they revolve around the individual and the ripples that stir from the individual. The Sentaari continuously better themselves by training in the Paths of the Mind, Body, and Spirit. However, this is not simply an ends; the Sentaari realise that for the ideals to become real, they must extend themselves to their peers and guide them on the paths and ideals. The Sentaari are not a group of single persons, but a brotherhood of unique and distinctive individuals, each with a path to travel.
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House Ranks:
1) A Meditator.
2) A Wisdomseeker.
3) An Immaculate.
4) Of the Razor Palm.
5) Of the union of Soul and Body.
6) A Sensei.
7) Master of the East Wind.
8) Master of the West Wind.
9) Master of the North Wind.
10) Master of the South Wind.
11) A Lord of the Monestary.
12) Of the Iron Will.
13) Master of Summer.
14) Master of Spring.
15) A Superior Master.
House Leader ) The Grandmaster of Flowers. |
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Sentinels of Nature
Accepted Classes: Sentinel, Druid, Sylvan, Priest, Paladin,
Shaman, Monk, Runewarden, Magi, Serpent, Bard, and Jester
House Charter:
The Sentinels of Nature were founded in 202 A.F. originally as the Sentinels
guild. They split off from their Druid brethren and became less reclusive
than they, allowing their members to join cities. Over the years, the
Sentinels became known as "the Fighting Arm of the Forest". Known amongst
each other as "the Pack", the Sentinels are fiercely loyal to Nature and their House.
As Nature's guardians, the Sentinels make it their duty, along with the rest of the forestal community, to patrol and protect all the natural areas of Achaea, with a particular concentration on the forests. They are based in Eleusis, but they value freedom, and come from cities all over the world as a mixture of different cultures, philosophies, religions, races, and classes, all united in their goal to serve Nature and fight in its defense.
The most important ideals by which the Sentinels of Nature live are the protection of Nature, and loyalty to the House, in that order. They follow the laws of Oakstone and often work together with the Druids and the Sylvans, who each hold Nature in similar esteem, to uphold them.
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House Ranks:
1)
An Initiate of the Woods.
2)
A Trailblazer.
3)
A Pathfinder.
4)
A Tracker.
5)
A Wilderness Scout.
6)
A Beastfriend.
7)
A Trapper.
8)
A Woodsman.
9)
A Forest Warden.
10)
An Archsentinel.
11)
A Spirit Guardian.
12)
A Keeper of Woodlore.
13)
A Keeper of Balance.
14)
A Storm Rider.
15)
A Walker of the Clouds.
Leader)
The Grand Hierophant of the Sentinels. |
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The Shadowsnakes
Accepted Classes: Serpent
House Charter:
The original guild of Shadowsnakes from which the modern House is descended was founded in the year 196 AF by Cobra and his Shadow Cabal, after they broke away from the guild of Serpentlords to focus on the study of a set of tomes they discovered housed in a mystical ship on the bottom of a remote lake. These tomes contained the notes from years of experiments by the original serpents, Loki and Ekanel, into what they called the "Mastery of the Shadows". With the aide of Lady Eris and Her occult scholars, this knowledge was eventually condensed into the Shadow Codex, the sentient collection of ancient serpentine lore which guides us in our study of the Shadows to this day.
We are the living embodiment of the Shadows, mysterious children of darkness and chaos, and our goal is mayhem. Living on the fringes of society, we have no qualms with shaking up its quiet existence to fulfill our duty. We are the spies, saboteurs, and the assassins. We are the dark scholars who seek out hidden knowledge and hoard it away to further our goals in the future.
As Shadows, we are linked to one of the primordial fears of mankind. Shadows are a gateway to the unknown - the home of things parents tell stories of to frighten their children. Unpredictable by nature, we flow between times of quiet solitude and bloodthirsty rage without the slightest warning. We are the makers of Mischief, the sowers of Chaos, and the harvesters of Discord.
Defiantly independent, our methods are as varied as our members. However, we remain fiercely loyal to each other and the Shadow of secrecy we provide each other. To put this secrecy at risk is to dispel the mystery of the Shadows; therefore, our silent secrecy is paramount. Unfortunate accidents tend to happen to those who find themselves no longer welcome within the Shadows. |
House Ranks:
1) A Hatchling.
2) A Softscale.
3) A White Fang.
4) A Chaosborn.
5) A Shadowchild.
6) A Desert Runner.
7) Of the Crimson Circle.
8) A Shadow Dancer.
9) A Chaosfang.
10) An Angel of the Shadows.
11) A Blood Dancer.
12) Of the Black Circle.
13) A Devourer of Light.
14) An Endless Shadow.
15) Shadowlord.
House Leader) The Shadow Matrix. |
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The Spirit Walkers
Accepted Classes: Shaman, Occultist
House Charter:
The Spirit Walkers inherit the legacy and tradition of the Shamans Guild, founded by Firefox Sly 288 years after the fall of the Seleucarian Empire. The Fortress of the Shamans, core of the House, resides in the city of Hashan, Crown of the Ithmia. It is an assembly of Warriors and Ritualists whose uniting principle will be the endeavour to journey beyond the limits of physical reality to the deeper reality that is the world of spirit.
With a history rooted in the philosophy of Lord Twilight Trismegistus, God of Darkness, the way of shadows will always be welcome in the Spirit Walkers. However, the visible world is surrounded by and filled with invisible spiritual power that embraces all aspects of Life and Death, Light and Dark, Earth and Heavens. In acknowledgement of this, members are free to follow the spiritual path and the residence of their choice. The Shamans stand as a bridge between all spirits and the world of mortals and negotiates peaceful coexistence between them.
This role as mediums shall be fulfilled through ritual and battle. Those who hold ceremonies and give offerings interact directly with the spirits and affect, for good or ill, their own lives and the lives of others. Those who turn to the Path of the Warrior channel spiritual power to strike down foes of the mysterious way. No matter the path, members of the Spirit Walkers must understand their role as keepers of sacred knowledge, and honor the spiritual gifts they receive. To walk between worlds is a complex and delicate undertaking, requiring absolute dedication. Oaths made to the Spirit Walkers House and its members supercede all others.
The intimate connection to the spirit realm is best demonstrated by the magicks of Runelore, Vodun, and Curses. Therefore, the membership of the House of the Spirit Walkers shall be comprised solely of those with the shaman class. |
House Ranks:
1) A Hedge Wytch.
2) A Kabbalistic Initiate.
3) A Mystic.
4) An Azarak.
5) A Hougan.
6) An Atrox Sapienta
7) A Spiritshaper.
8) A Maledictus.
9) A Michaelan Seer.
10) A Housi.
11) A Sanguine Oracle.
12) An Invoker of Qlippoth.
13) A Nganga.
14) An Obeah Doctor.
15) A Channeler of Spirits.
House Leader) The Prophet/Prophetess of the Fortress |
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Sylvanic Fellowship
Accepted Classes: Sylvan, Sentinel, Druid
House Charter:
Founded in 329 AF, the Sylvans Guild was created as a fusion between Druids and Magi. Over the years, the joining of the two worlds deepened into a stronger bond, due to the dawning realisation of a deeper connection between the Druid love of the Nature, and the wielding of the Elements, which was the main basis of study for the Magi. Though the relationship between the Elements and Nature may be somewhat apparent to others, few, if any, delve into the deeper meanings and ultimate effects of that connection as the Sylvans strive to do.
Like our forestal brethren, the Druids and Sentinels, the Sylvans make Nature our priority in all things, and dedicate ourselves to the protection and preservation of such, knowing that it is Nature that sustains and succors all of us through our lives, whether we recognise it or not. However, we also recognise that even Nature has a root and a purpose, as do all things in existence, thus we strive to learn and understand the causes, effects, and meanings hidden within everything that exists.
As a House, the Sylvans have evolved from our humble Druid/Magi beginnings into a unique entity all our own -- strong, proud, scholarly, and wise. We do not tolerate the abuse of Nature, or the abuse of one another. We strive to expand our knowledge to the very boundaries of our world and beyond. We give help to others when help is needed, and though fierce if provoked, we prefer to exist peacefully with others, not indulging in selfishness or greed, but with respect for all, and the understanding that we are all connected, by the Elements that form us, and the Nature that nourishes us.
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House Ranks:
1)
An Earth Child.
2)
A Child of Fire.
3)
A Childof Air.
4)
A Child of Water.
5)
A Scholar of the Green.
6)
A Disciple of the Elements.
7)
A Storn Rider.
8)
A Wind Walker.
9)
A Woodland Protector.
10)
A Guardian of the Elements.
11)
The Quintessence of Equality.
12) An Elemental Masterl.
13)
A Kindred Spirit of Trees.
14)
A Disciple of Nature.
15)
A Blessed of the Sky.
Leader)
The Voice of the Earth. |
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Ty Beirdd
Accepted Classes: Bard, Serpent, Priest, Paladin, Runewarden, Magi, Sylvan, Druid, Sentinel, Monk, Jester, Shaman
House Charter:
More than the mere pursuit of aesthetics, members of Ty Beirdd devote themselves to the highest ideals attainable within the arts. From all walks of life, each member shares the same love that unifies the House. Each discipline within the House strives to support each other's pursuits in the arts to the best that everyone is able, so that everyone may share in the bounty and beauty of the arts.
Those who respect, appreciate, and perform the Arts are welcome. Those who attack the Arts are not. We turn away only those that we must, but welcome Artists from far and wide.
We see art in most everything: from crafting, to nature and combat, sadness and joy. It is passion that makes the Artist, and we strive to inspire our members to unlock such passion and show the world their work.
We have one fundamental rule: Work hard, find your passion, and seek out your inner drive to produce the best Art you can and you will always have a home. Those who do nothing are not welcome.
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House Ranks:
1) a Dilettante
2) an Apprentice
3) an Idealist
4) a Journeyman
5) a Blender of Thoughts
6) a Crafter of Designs
7) a Weaver of Originality
8) a Purveyor of Dreams
9) a Master of the Arts
10) a Creator of the Imagined
11) a Sculptor of Surrealism
12) a Musicmaker of the Mind
13 a Quillbearer of the Curious
14) a Wonder of the Artistic World
15) a Master of the Metaphysical
Leader) The Provost of Aestheticism
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The Wardens of the Cerulean Spire
Accepted Classes: Runewarden, Magi, Monk, Serpent, Bard, Shaman, Sentinel, Sylvan, Druid, Jester, Paladin, Priest
House Charter:
The Wardens of the Cerulean Spire are a group of individuals dedicated to the preservation of the ways of the Knight, while forging new paths into the future. Based within their home, the Cerulean Spire in Cyrene, the Wardens are both the military and constabulary of the city. Holding to a strict Code of Honour, the Wardens excel at the role of constable, being both chivalrous and genteel while upholding the laws and traditions of Cyrene.
The four cornerstones of the Wardens' ethos are thus: Honour, Chivalry, Lorecraft, and Duty. Honour is the prime cornerstone of a Warden's world. This is what others will know you by and judge you accordingly. Chivalry is what makes a Warden more than simply a warrior. Being chivalrous does not simply mean understanding the art of combat, but how to conduct oneself in polite society. Lorecraft is the knowledge passed down from generation to generation. Our ability to combine the swift might of a blade, the powerful magic of our runes, and the honoured craft of the smith has left us with a rich heritage. Duty is the highest calling of the Warden. We are what choices we make, and we have chosen to follow the road of honour, which binds us, as well as protects us like a shield, to live our life as the Code of Chivalry demands. We have the duty to instruct those who come to us in our ways, both in our ethos and the lore we have gathered.
Those who look to join this group of noble warriors should know that strict adherence to the traditions and beliefs of the Cerulean Spire is required. Failure to comply is looked upon harshly by the elders, while dedication to the values and ethos of the House is celebrated. |
House Ranks:
1) A Ward of the Spire.
2) A Student of the Ethos.
3) An Armsman of the Spire.
4) A Defender of the Twelve Tables.
5) A Warden of Honour.
6) A Guardian of Chivalry.
7) A Herald of Lore.
8) A Sentry of Duty.
9) A Pillar of Tradition.
10) A Defender of Honour.
11) A Champion of Chivalry.
12) A Master of the Lorecrafts.
13) A Vindicator of Duty.
14) A Preserver of Traditions.
15) A Keeper of the Sacred Lore.
Leader) Lord of the Imperial Spire. |
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Warlocks of the Rising Phoenix
Accepted Classes: Serpent, Jester, Magi, Bard, Monk, Shaman,
Runewarden, Sylvan, Druid, Sentinel, and
Occultist
House Charter:
We are the Warlocks of the rising Phoenix, a House forged in the heat of war and birthed on uncountable battlefields. As the Phoenix rises from its ashes to emerge a purified, stronger, and more powerful being, so shall we rise from ours.
The Warlocks of the Rising Phoenix are very much in tune with the elements around them, and under the watchful eye of the Phoenix they will be trained to work with them, and for them. The elements bind us together as brothers and sisters; even those of us who do not exert a magi's power over the elements respect their power and will dedicate his or her life to them.
No matter the differences in House members' skillsets, no House member shall
be valued less or more then another based on class. Each member shall be judged solely on his or her own actions and value and dedication to the House. No rules or laws within the House shall favour a single class above another, as no member of the House shall look down on another class within our House.
Beneath the wings of the Phoenix in combat, we will merge into one being and flow with a single purpose, hardened yet respectful towards our allies. Though we may destroy armies together, if we are divided, they will destroy us. Though we place the honour of our House first, the House will grant us personal pride and accomplishments, nurturing all who seek to contribute to its ranks, and offering each of our members shelter, aid, and teachings in a vast array of skills.
We value strength, both physical and mental. No single house member should ever cease striving for advancement in personal strength, as the House depends on all its members to fulfill its potential. The House will reward those who have proven their value to it by valuing and honouring them in return. House members will acknowledge physical and mental strength amongst the ranks and nurture it in whatever way they can. Failing to do so can only be to the detriment of both the House and the individuals.
It is absolutely forbidden to harm another member of the House in any way, shape, or form. No excuse will be tolerated, and no leniency will be granted. Secretaries will listen to all complaints and consult with the House Lord at their own discretion before passing judgement. Failure to comply with this most important rule will result in, but is not limited to, revocation of privileges.
House members must swear to lay his or her life down for any member of the House. To protect those that are weaker and aid those that are stronger, but to never sit idly by when one of our ranks finds him or herself in any want for aid. Whether they need directions or are in a fight to the death, unless one is in the presence of a Divine, a fellow House member will give whatever aid he or she can, laying down even one's life if one must. We are all sisters and brothers in the elements, and none of us shall ever feel forsaken within our ranks.
The Icon is the embodiment of our House. As such, House members will do whatever is in his or her power to defend it from all harm. If this means laying down one's life, one will do so. No member of the House shall ever neglect to heed a call to protect our Icon.
Both in Unity and in Combat shall we have no superiors; these precepts shall guide us through whatever we might face. Our main goal is to combine these both into a unified and strong house, to draw those in who wish to be like us, and to repel those who wish to bring us harm. |
House Ranks:
1)
Neophyte
2)
A Servant of the Ouroborus
3)
A Protector of the Master Crystal
4)
A Disciple of the Ouroboros
5) A Member of the Ruby Cabal
6)
A Member of the Diamond Cabal
7) A Member of the Sapphire Cabal
8)
A Member of the Emerald Cabal
9)
A Pupil of the Razor Claw.
10)
Of the Order of the Ruby Eye
11)
A Convert of the Phoenix.
12) A Servant of the Phoenix.
13)
Of the Order of the Phoenix.
14)
A member of the Council of Elemental Purity.
15)
Phoenix Illuminati.
Leader)
Guardian of the Phoenix.
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