Difference between revisions of "Syssin (Guild)"

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{{GuildPage}}
{{GuildPage
|guild_name  = The Syssin
|desc        = Opportunistic merchants of death.


                        [GUILD LEADERS]
|gm_title    = The General
        Chief Executive Officer: Lin
|gm          = Faerah
                  Divine Patron: [[Severn]], the Manipulator
|patron      = [[Severn|Severn, the Manipulator]]
                    Lieutenants: Xemnas, Klonk, Elanth, and Aoi
|sec_title    = Lieutenants
                Quality Control: Xemnas
|secs        = Eydis, Trikal, and Fezzix
|hon_title    = Keeper of Names
|hon          = Atarah


Reformed in 371 MA, the Syssin Syndicate owes its life to the ancient
|residence    = [[Spinesreach]]
lineage of the Spirean Defenders, those men and women trained by the God
|alignment    = [[Shadow]]
of Artifice to be His loyal soldiers.


Where one may have once envisioned a dank warren of cutthroats, the
|helpfile    = syssin
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.


Headquartered in the Republic of [[Spinesreach]], the Syndicate feeds from
== History ==
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.


Like all guilds, the Syssin are comprised of members trained in many
The Syssin Defenders were created by [[Severn]], who wished to form a group of perfect soldiers to defend [[Second Mortal Epoch|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.
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
for its ability to kill an elephant in seconds.


Through their training in Hypnosis, these deadly agents can pierce
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.
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
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.
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
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 (Guild)|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.
Syndicate can claim no equals. This path is not for everyone, and there
 
are those who, consumed by the avaricious and nefarious lifestyle, find
== Guildhalls ==
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
Like many guilds, the Syssin have operated from quite a handful of different bases.
remembered by Aetolia forever.
 
=== 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 (Guild)|Daru]].

Latest revision as of 20:03, 24 January 2016

The Syssin
Leadership
The GeneralFaerah
Divine PatronSevern, the Manipulator
LieutenantsEydis, Trikal, and Fezzix
Keeper of NamesAtarah
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.