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Cryinic Guilds

The Cryinic Guilds are organisations spanning across Crynn, often overseeing an arcane or practical art. They serve generally to prevent overreach from any one party, as well as to uplift those with less experience. The Guilds were first established in the early 2000s F; established as 8 primary guilds that could be built upon as time went: Theives, Merchants, Bards, Sword, Palm, Sky, Shade, and Sea. In the later half of the Age of Hyntrala, the Guilds were reworked into something resembling their present state.

Also overseen by the Guilds are the Arcane Orders, the enforcers of Falxinc's Pages and the Exhibitor Scroll.

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Bards' Guild

The Bards' Guild, initially an independent organisation, was established in 1894F. This guild serves to ensure that a given musician's work is not stolen, and that it is properly documented for archival. According to Guild policy, a musician may not prevent another from performing their music, only from releasing it on demand for personal profit.

Members of the Bards' Guild are also afforded easier access to collaboration, should they so wish. Additionally, the Guild will advertise for any bard who has paid their membership fee.

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Merchants' Guild

The Merchants' Guild was established alongside the organisation of the Cryinic Guilds, some time in the early 2000s F. This guild serves to prevent the loss of wares twofold; by training marchants in basic combat, as well as providing the services of the 'loss prevention' sub-guild.

Outside of mere loss prevention, the Guild works directly with labourers in reaching fairer pay when working within mercantilized systems. Biannual meetings are held to assess current trade routes, as well as discuss new routes if needed.

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Guild of the Plagued

Work In Progress

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Guild of the Sea

Work In Progress

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Scholars' Guild

Work In Progress

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Guild of Shade

Houses two primary sub-guilds, as well as the Ictero-Corvidae. All subguilds, the Ictero-Corvidae, and other relevant parties meet once a month to convene on shared concerns, as well as policy for the use of Shadow Arcana.

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Guild of the Masked

The Guild of the Masked, which was etablished in 1562H but likely existed at some capacity for many years prior, stands to educate new and aspiring Mask Makers in how to ethically produce new masks. This guild as an opt-in anti-fraud policy, in which they keep a file on each 'Maker and their masks. This is entirely optional for members, but it is highly reccomended.

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Guild of the Cloaked

The Guild of the Cloaked, presumably established shortly after the Shadow Rifts opened(300s F), works to keep Shadow Rifts across Crynn sealed, resealing open ones. This guild works directly with the Ictero-Corvidae, secondarily manufacturing anti-Draconym/anti-Draconi rhetoric to ensure less pushback to their work.

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Guild of the Sky

Work In Progress

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Guild of the Sword

The Guild of the Sword, formerly three seperate guilds (Sword, Palm, and Bow), serve to dictate the rules and regulations for civil dueling. All guild members must swear to abide by these rules or have their weapon revoked, as well as face sizable fines. Members are rewarded by legal protection by the guild for any injury, maiming, or death that may occur whilst partaking in a civil duel.

The three original martial guilds were formed independantly as collectives who loved the art of combat, serving for many as a place to learn the craft. While this has been heavily decentivised, many still seek out the guilds to this day and walk away with basic training at the very least. The three guilds were merged due to their similarities, the separation seeming redundant upon their induction to the Cryinic Guilds.

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Theives' Guild

Work In Progress

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Guild of the Tinkered

The Guild of the Tinkered has changed its purpose as time has passed. When it was formed it served as an outlet for scientists, engineers, and architects of all walks to conveine and share work, as well as a directory for benefactors to fund research without a direct desire, however rare that was. With the advancements in embuement, however, and the increasing amount of sapient constructs, partial machinery, or other such cases, the guild has found itself a secondary purpose in amplifying non-biological civil rights. This has extended similarly into biological things that have been used as test subjects or experienced the poorly-handled pollutants that some facilities produce.

The guild remains in its original operation, though its secondary operation is far larger in the modern day. Some from within the guild have called for a similar situation to the Guild of Shade; higher powers of the guild have denied this every time it is proposed.


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Birdenphilic Guilds

Work In Progress

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B. Alchemists' Guild

Work In Progress

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B. Bards' Guild

Work In Progress

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B. Guild of the Plagued

Work In Progress

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B. Guild of the Sea

Work In Progress

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B. Guild of Shade

Work In Progress

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B. Guild of the Shattered

Work In Progress

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B. Guild of the Sky

Work In Progress

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B. Guild of the Sword

Work In Progress


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The Foxeye

The Foxeye is a collective of antigovernment, radical environmentalist, and antiwar factions unified below their similar goals. Publications from major media outlets, particularly those from the UPB, frame the Foxeye as a cult, terrorist group, or otherwise a threat. The primary focus of the internal Foxeye pillar is to remain unseen, through illusions, analog stealth, or otherwise. Anyone skilled enough can join The Foxeye, however, as the name may suggest, the most common recruits are Kitsu; this is likely due to the Kitsu predisposition to illusory arcana. Additionally, while this is not an organisation for fighting, many factions hold an initiation for new members in order to prove strength similar to if it was.

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Bind

Bind was founded amidst the Wierlyttx Strife as a tertiary force between the Rhynnym and the Talfenis; allied with either side. Bind was initially comprised of both Kitsu and Seriqen (those who would fall beneath the race Moustelli) and grew trusted among the allies of the Talfenis whilst coluding with the Rhynnian forces in secret. As of the resolution of the Wierlyttx Strife and the signing of the Treaty of Iewierlyttx, Bind acts to intercept weapons shipments and actively sabotage manufacturers. Bind as a faction has no stationed base of operations, and is nearly entirely nomadic.

As of the forming of The Foxeye, Bind serves as the heavy arms of the organisation, being rarely called upon for larger plans or missions. Using a select few weapons stolen from disrupted shipments or fashioned from the parts therein, they are also often used for tactical destruction.

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Escape

Work In Progress

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Listen

Work In Progress

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Obscure

Work In Progress

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Remember

Work In Progress

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Silence

Work In Progress


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The Ictero-Corvidae

The Ictero-Corvidae, commonly referred to as simply the Corvidae, are a faction of shadow arcans directly connected to the forest god Fuinkenna, the Mother Raven. The Ictero-Corvidae operate as an opposition to the 'Greater Draconi' and their superiors in the Draconym Council. Primary efforts in this are shared by the Guild of the Cloaked and the Birdenphilic Guild of Shade, that being the resealing and defence of Shadow Rifts. Ictero-Corvidae members, however are solely responsible for physically engaging with the Greater Draconi, as their arcana is uniquely tinted to do so.

Of the Fincoe and Falcer populations, only about 1%[1] are Ictero-Corvidae, allowing them to hide in plain sight among groups. The species chosen as Fuinkenna's children reside below either Icteridae or Corvidae. Individuals of other species may be chosen as 'trusted,' allowing the Mother Raven a direct connection. Trust cannot be passed directly to kin, nor will it grant the tint of the Corvidae.

Corvidae are split into three specialties, based upon the quirks and strengths of an individual's species. Of course, some may break from this, whether by choice, by skill, or for the sake of deception.

1. 1 in 15 Falcer and 1 in 9 Fincoe of applicable species are of the Corvidae.

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Sentry

Sentry is the Ictero-Corvidae archetype of scouts and trappers, the stealthy and the crafty. These are often natural illusors or displacers and are tasked in combat to disengage or diffuse enemies from a distance whenever possible. Sentry is most commonly comprised of caciques, rooks, treepies, (pica) magpies, and cowbirds.*

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Swoop

Swoop is the Ictero-Corvidae archetype of hunters and brawlers, the strong and the hardy. These are often predisposed swords or shields and are tasked to draw attention from attackers onto themselves and away from non-Swoops whenever possible. Swoop is most commonly comprised of (agelaius) blackbirds, jays, ravens, meadowlarks, and crows.*

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Tailwind

Tailwind is the Ictero-Corvidae archetype of strategists and healers, those quick in both wit and wing. These are often natural medics or jacks and are tasked in combat to disrupt attackers prior to engagement, as well as general support towards allied parties. Tailwind is most commonly comprised of (cissinae) magpies, choughs, jackdaw, nutcrackers, and grackles.*

*: These are non-exhaustive lists


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Draconics

Work In Progress

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True Dragons

True Dragons were the first lifeforms to appear on Weilov, as well as the first draconics-- coming from the Pale Broodmother. True Dragons were the first cycle of clutches to hatch during the Years of Creation, before Anine or Moncra were realised. True Dragons are functionally immortal and, after the realisation of the death gods, they were given the Curse of False Mortality. There are 25 True Dragons, below is a list of their names, clutches, and prospects.

I - The Clutch of Warmth

Penca of the Flame
Zol of the Molten
Wiina of the Heart
Yuir of the Blood
Kn of the Saturation

II - The Clutch of Sharpened Light

Xyla of Lightning
Amuul of Raw Power
Zv of the Light
Ezoi of That Which is Known
Tnol of the Afraid

III - The Clutch of the Sea

Io of the Sea
Caana of the Frozen
Sd of That Which is Clear
Searim of the Mind
Kval of the Arcane

IV - The Clutch of the Fallen

Noat of the Darkness
Unas of the Weak
Ihnyl of the Mad
Rm of the Heard
Eyuk of Gravity

V - The Clutch of the Earth

Xyn of the Earth
Ferri of the Rot
Pvven of the Growing
Raalan of Sheer Force
Pl of Hue

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The Draconym Council

Work In Progress

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Brooded Dragons

Brooded Dragons are the dragons hatched from the Pale Broodmother's eggs following the Curse of False Mortality. Unlike True Dragons, Brooded Dragons may be killed permanently and will age until death. Brooded Dragons were allowed existence in order to perpetuate the draconic blood. They can live to be 250,000 years old and 275 were initially hatched in clutches identical to True Dragons.

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Semidragons

Semidragons, also referred to as just Dragons, come from the sexual reproduction of two Brooded Dragons, two Semidragons, or a pairing of the two. Semidragons were the first draconics to arrive in Weilov in early Age of Lanyr. Semidragons live for roughly 15,000 years

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Draconi

Draconi are semi-anthropomorphic draconics formed by True Dragons in their image; Draconi have very little free will, unless untethered. Draconi breached into Weilov in the early Age of Lanyr, shortly after Semidragons, many of those who made it to Weilov were made by the Draconym Council-- presumably to assist them in escaping Gyral. They're smaller than the average Drace, which they somewhat resemble, holding a Rhynnym's stature much of the time. Despite this, many are able to lengthen their limbs using their innate Shadow Arcana. Draconi can live for up to 200 years.

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Pseudodragons

Pseudodragons are the result of Draconi/Semidragon interbreeding, the first instance of this was in the mid Age of Falxinc. Pseudodragons are much smaller than other draconics, excluding the Draconi, roughly the size of a feral grey wolf at the largest. Pseudodragons live for an average of 1250 years.