Will Wight - Of Dawn and Darkness

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Of Dawn and Darkness: краткое содержание, описание и аннотация

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Calder has survived the battle on the Gray Island, and escaped the Heart of
Nakothi with his sanity intact. The Empire is without a leader, and he’s
perfectly placed to take the reins himself.
But he is not Emperor yet. The world is divided between those who support
Imperial tradition and those who believe no one can take the throne. Calder
must do everything he can to hold the Empire together, even as the Elders lurk
in the shadows, ready to devour mankind. Meanwhile, Shera and her Consultant’s
Guild are stronger than ever. If Calder doesn’t stop them soon, he may never
get another chance.
In the shadows, a woman seeks to divide mankind.
On the seas, a man fights to save it.

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Guild Guide

A brief guide to the Ten Imperial Guilds of the Aurelian Empire, written by a licensed Witness for your edification and betterment!

The Am’haranai:

Also known as Consultants, the members of this mysterious brotherhood work behind the scenes for the good of the Empire…or for anyone with enough gold to pay them. Consultants are more than willing to provide strategic advice, tactical support, and information to the Empire’s rich and elite, so long as it doesn’t destabilize the government they’ve worked so hard to build.

Believe it or not, the Am’haranai were the first Imperial Guild, having existed in one form or another since long before the birth of the Empire. The next time you walk by the local chapter house of the Consultants, know that you’re in the presence of true Imperial History.

The Consultants' local Guild Representative would not give us a definitive response to the less savory rumors surrounding this particular Guild. Juicy speculation suggests that—for the right price—the Consultants will provide a number of darker services, including espionage, sabotage, and even assassination. We can neither confirm nor refute such rumors at this time.

Consultants in the field are known to refer to each other by code names, to conceal their true identities.

Shepherdsare their expert scouts, trained to watch, remember, and report.

Architectsare the leaders of the Am’haranai, and typically do not leave their island fortress. They’re the strategists, alchemists, tacticians, and Readers that make the work of the Consultants possible.

Masonsare a truly terrifying order, though once again the Guild Representative put off most of my questions. They go undercover as everyday folk like you or me, living ordinary lives for months or years, and then providing information to their Architect leaders. Your best friend, your neighbor, that street alchemist across from your house…any of them could be a Mason secretly watching you!

Other, less credible reports suggest the existence of a fourth brand of Consultant: the Gardeners.The job of a Gardener is to “remove weeds.” They are the black operatives, the pure assassins, the knives in the dark.

The Guild Representative had this to say on the matter: “There is not now, and never has been, an order of the Am’haranai known as the Gardeners. That’s simple speculation based on our Guild crest, which is actually derived from our origin as humble farmers. Having said that, if you do have someone interfering with your business, it is possible that we could help you bring the situation to a satisfactory conclusion…for an appropriate level of compensation, of course.”

Since the Emperor’s death (may his soul fly free), I have no doubt that business has been very good indeed for this particular Guild.

Guild Head:The Council of Architects. No one knows much about the leadership of the Consultants, but it seems that the Architects collectively vote on Guild policy, coming to decisions through careful deliberation and long experience.

Crest:Gardening Shears

The Blackwatch:

Thanks to generations of legends and misinformation perpetuated by the Luminians, many of you have certain preconceived notions about the Blackwatch. They’re hated by many, feared by all, and I urge you not to heed the rumors. Every Watchman I’ve ever met has been professional, focused, and inquisitive — very few of them actually worship the Elders.

Let me put a few of your unfounded fears to rest: no, they do not eat human flesh for power. No, they do not conduct dark rituals involving blood sacrifice. No, they do not kidnap babies from their cradles.

Yes, they do use certain powers and techniques of the Elders. That’s no reason to treat them like cultists.

The Blackwatch was originally founded by the Emperor for two purposes: watching over the graves of the Great Elders, and studying the Elder Races to twist their great powers for the good of the Empire. It is thanks to the Blackwatch that Urg’Naut or the Dead Mother have not risen and devoured our living world.

Members of this Guild are known as Watchmen.They respond to calls for help and reports of Elder activity. Each Watchman carries seven long, black nails invested with the power to bind Lesser Elders for vivisection and study.

The goals of the Blackwatch often bring them into conflict with Knights and Pilgrims of the Luminian Order, who hunt down Lesser Elders with the goal of destroying them completely.

If the two would only work together, it’s possible that Aurelian lands would never be troubled by Elder attacks again.

Guild Head:The current head of the Blackwatch is a young-seeming woman known only as Bliss. Her origins are shrouded in mystery, though tenuous evidence suggests that she was born in a Kanatalia research facility.

Like every Blackwatch Head before her, she carries the Spear of Tharlos, a weapon supposedly carved from the bone of a Great Elder. I have never interviewed anyone who witnessed the Spear in battle and survived with their sanity intact.

Crest:the Elder’s Eyes (six eyes on a mass of tentacles)

The Champions:

I doubt there is a single child in any corner of the Aurelian Empire who does not know some story of the Champion’s Guild, but I will still labor to separate fact from romantic fiction.

The Champions as we know them today rose out of an old Izyrian tradition. In ancient days, before the Empire, the continent of Izyria was divided into a thousand clans. When two clans had a dispute, instead of going to war, they would send two representatives into a formal duel. The winner’s clan, of course, won the dispute. These clan champions were often Soulbound, strengthened by some secret alchemical technique, and highly skilled fighters.

When the Emperor (may his soul fly free) originally crossed the Aion Sea with the aim of enfolding Izyria into his fledgling Empire, he created his own collection of duelists to defeat the natives at their own cultural game.

Thus, the Champions were born.

Champions became, as we have all seen, the best fighters in the Empire. They singlehandedly quell rebellions, reinforce Imperial troops in the field, and put down dangerous Kameira. And sometimes, when the Empire still needed to fight its own duels, the existence of this Guild ensured that the Emperor never lost.

Since the death of the Emperor, this Guild has become—dare I say it—a dangerous liability. Each Champion has largely gone his or her own way. The Guild still trains initiates according to the old traditions, but it doesn’t have the organizational stability or control it once did.

Guild Head: Baldezar Kern,an undefeated duelist and the man who singlehandedly pacified the South Sea Revolutionary Army. Though he is known as a gentle man with an easy sense of humor, when he straps on his trademark horned helmet, he becomes a force of carnage on the battlefield like none I have ever seen. I had the opportunity to witness Kern on the warpath almost fifteen years ago, and the sight of this man in battle will haunt me until the day of my death.

Crest:the Golden Crown

The Greenwardens:

While the Greenwardens do protect us from wild Kameira and keep the Imperial Parks that we all know and enjoy, you may not be aware that they were originally intended to save the world.

The Guild of Greenwardens was founded at a time in our history when alchemy was first coming into its own, and we were afraid that a combination of alchemy, then-modern weaponry such as the cannon, and unregulated human Intent would tear the world apart.

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