Difference between revisions of "Syssin (Guild)"

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{{WIP|Lin}}
{{GuildPage
{{GuildPage}}
|guild_name  = The Syssin Syndicate
{| cellspacing=0 cellpadding=0
|desc        = Opportunistic merchants of death.
| valign=top |
{| cellspacing=0 cellpadding=4
|- valign=top
! style="font-size: 120%; border-left: 2px solid #2b3; padding-left: 7px; text-align: left;" width=50% | The Managing Director
| style="font-size: 120%;" | Raeche
|- valign=top
! style="border-left: 2px solid #2b3; padding-left: 7px; text-align: left;" | Divine Investor
| [[Maghak, the Sovereign]]
|- valign=top
! style="border-left: 2px solid #2b3; padding-left: 7px; text-align: left;" | Directors
| Ferrik, Periluna and Osmond
|- valign=top
! style="border-left: 2px solid #2b3; padding-left: 7px; text-align: left;" | Quality Control Manager
| Zun
|}
| valign=top width=60% |
{| style="border-left: 2px solid #777; padding-left: 7px;"
| style="font-size: 125%;" | Help File
|-
| style="color: #555; font-size: 85%;" | Reformed in 371 MA, the Syssin Syndicate owes its life to the ancient lineage of the Spirean Defenders, those men and women trained by the God of Artifice to be His loyal soldiers.


Where one may have once envisioned a dank warren of cutthroats, the Syndicate takes its inspiration from the trade companies and cartels of Albedos, styling themselves as a familial business, with an emphasis on loyalty and a brutal spin on honor.
|gm_title    = The Managing Director
|gm          = Raeche
|patron      = [[Maghak, the Sovereign]]
|sec_title    = Directors
|secs        = Ferrik, Periluna, and Osmond
|hon_title    = Quality Control Manager
|hon          = Zun


Headquartered in the Republic of [[Spinesreach]], the Syndicate feeds from its own notoriety. Individual members are trained to be the dominant and pioneering force wherever they go, as respected as they are feared and reviled. Natural born leaders, Syndicate members have their fingers in every pie they can reach, and command authority in their communities. They are the rogues you love to hate, and hate enough to love.
|residence    = [[Spinesreach]]
|alignment    = [[Shadow]]


Like all guilds, the Syssin are comprised of members trained in many disciplines and arts, however, they pass on their own teachings, adapted and built on from the original methods of Lord Severn. With Venom, Syssin can produce the deadliest poisons known to mankind, from substances that produce paralysis to the deadly Voyria compound, known
|helpfile    = syssin
for its ability to kill an elephant in seconds.
}}
 
Through their training in Hypnosis, these deadly agents can pierce through an unwitting victim's mental defenses, bombarding their minds with crippling diseases, disorders and ailments that can be released at any time.
 
Deadliest of all is the ancient art of Subterfuge, a martial system taught to the Ankyrean-era soldiers of [[Spinesreach]] and continually built upon over the centuries. With Subterfuge, a Syssin can move vast distances in the blink of an eye, trail victims without their notice, pierce distant targets with deft arrow shots, and even vanish from the plane of reality.
 
In manners of business, politics, espionage and sabotage, the Syssin Syndicate can claim no equals. This path is not for everyone, and there are those who, consumed by the avaricious and nefarious lifestyle, find themselves unable to make the cut and fade into obscurity. But those who work hard for the business find their place in the stars, and are remembered by Aetolia forever.
|}
|}


== History ==
== History ==
Line 49: Line 28:


== Guildhalls ==
== Guildhalls ==
Like many guilds, the Syssin have operated from quite a handful of different bases.
=== The Shadowsnake Ship ===
The first incarnation of the Syssin guildhall, during their tenure as the Shadowsnakes. A ship of considerable dimensions, it was moored in the harbor of [[Ashtan]] for many years, unable to leave due to the surrounding mass of the archipelago. When an outbreak of expiring suicide mice destroyed parts of the city, the ship's lagoon was opened to the ocean for the first time, and the Shadowsnakes sailed it to the [[Western Wilderness]], one of the most remote areas in [[Sapience]].
The ship itself was eventually sunk by another suicide mouse, and currently lies at the bottom of the ocean.
=== Spirean Hideaway ===
The ancient, underground home of the Syssin Defenders, reoccupied as the guild's identity was rediscovered. Housed in [[Spinesreach]], it contained a small number of rooms, including a physics laboratory, workstation for the milking of venoms, and bunkers. It contained a mechanism for accessing another, hidden part of the guildhall, but the means of getting there was a closely guarded secret.
=== The Defenders Sanctum / Syndicate HQ ===
Originally an expansion to the original Spirean hideaway, the Sanctum was designed by Lin al-Akir during her first tenure as [[guildmaster]], and eventually superseded the original guildhall entirely. Designed for residence as well as training, it features a dormitory, library (the Kazael Complex), chambers for each [[secretary]] and the guildmaster, a training yard, pool, and theater. A hidden chamber in the Sanctum leads to an escape hatch, which allows Syssin to exit to the [[Pachacacha River]]. The secret lower portion of the guildhall still exists, unchanged, but the access continues to be guarded.
The Defenders Sanctum has been continually added on to and modified since its inception, and is now informally known as "Syndicate HQ", a term coined by guildmaster Klonk Gnarlstone. The guildhall exists, currently, in this state.
== Allies and Enemies ==
Because of their controversial, mercenary attitude, the Syssin are not often liked by many guilds on either side of the Shadow/Spirit spectrum. They are most notably, however, aligned closely with the [[Atabahi (Guild)|Atabahi]], who began as a group of former Syssin Defenders who were experimented on by the [[Ankyreans]]. Those guilds who espouse truth and [[Spirit]] are often the Syndicate's worst enemies; namely, the [[Luminaries (Guild)|Luminaries]] and [[Daru]].

Revision as of 01:18, 8 January 2013

The Syssin Syndicate
Leadership
The Managing DirectorRaeche
Divine PatronMaghak, the Sovereign
DirectorsFerrik, Periluna, and Osmond
Quality Control ManagerZun
Information
ResidenceSpinesreach
AlignmentShadow
Main Help File(HELP SYSSIN)
 
Opportunistic merchants of death.

History

The Syssin Defenders were created by Severn, who wished to form a group of perfect soldiers to defend Ankyrean-era Spinesreach from outsiders. Their ranks were made deliberately of non-Ankyreans, and were often no more than farmers or lowly guards in their former life.

Following the end of the Second Mortal Epoch, the origins of the Syssin were lost in the Grand Artifice, but Severn's teachings lived on in a corruption of His original intent: a clandestine guild known as the Shadowsnakes. Headquartered in Ashtan, the Shadowsnakes operated for years as scoundrels, merchants, and assassins.

Following an incident that resulted in the destruction of their guidlhall, the Shadowsnakes went for years without a home, until the discovery of Spinesreach allowed them to unearth their Ankyrean history, and thus resume their career as the Syssin Defenders.

Well into the Third Mortal Epoch, the Syssin underwent a number of reforms, following the city of Spinesreach during the state's transformation into a republic. Rechristening themselves the Syssin Syndicate, the Defenders put to rest their history, and choosing Maghak, the Sovereign as their patron, began to operate as an enterprising business/family, an identity which continues today.

Guildhalls

Like many guilds, the Syssin have operated from quite a handful of different bases.

The Shadowsnake Ship

The first incarnation of the Syssin guildhall, during their tenure as the Shadowsnakes. A ship of considerable dimensions, it was moored in the harbor of Ashtan for many years, unable to leave due to the surrounding mass of the archipelago. When an outbreak of expiring suicide mice destroyed parts of the city, the ship's lagoon was opened to the ocean for the first time, and the Shadowsnakes sailed it to the Western Wilderness, one of the most remote areas in Sapience.

The ship itself was eventually sunk by another suicide mouse, and currently lies at the bottom of the ocean.

Spirean Hideaway

The ancient, underground home of the Syssin Defenders, reoccupied as the guild's identity was rediscovered. Housed in Spinesreach, it contained a small number of rooms, including a physics laboratory, workstation for the milking of venoms, and bunkers. It contained a mechanism for accessing another, hidden part of the guildhall, but the means of getting there was a closely guarded secret.

The Defenders Sanctum / Syndicate HQ

Originally an expansion to the original Spirean hideaway, the Sanctum was designed by Lin al-Akir during her first tenure as guildmaster, and eventually superseded the original guildhall entirely. Designed for residence as well as training, it features a dormitory, library (the Kazael Complex), chambers for each secretary and the guildmaster, a training yard, pool, and theater. A hidden chamber in the Sanctum leads to an escape hatch, which allows Syssin to exit to the Pachacacha River. The secret lower portion of the guildhall still exists, unchanged, but the access continues to be guarded.

The Defenders Sanctum has been continually added on to and modified since its inception, and is now informally known as "Syndicate HQ", a term coined by guildmaster Klonk Gnarlstone. The guildhall exists, currently, in this state.

Allies and Enemies

Because of their controversial, mercenary attitude, the Syssin are not often liked by many guilds on either side of the Shadow/Spirit spectrum. They are most notably, however, aligned closely with the Atabahi, who began as a group of former Syssin Defenders who were experimented on by the Ankyreans. Those guilds who espouse truth and Spirit are often the Syndicate's worst enemies; namely, the Luminaries and Daru.