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	<title>The Hall of Wisdom</title>
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	<description>Main Plot Novellas</description>
	<pubDate>Sun, 14 Mar 2010 04:52:38 +0000</pubDate>
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		<title>The Lost Garden</title>
		<link>http://darkenedrealmstudios.com/hallofwisdom/?p=435</link>
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		<pubDate>Sat, 28 Nov 2009 00:03:23 +0000</pubDate>
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		<category><![CDATA[Points of Interest]]></category>

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		<description><![CDATA[




The Nemus Internus is a relatively new group in the area of Tor, and though their numbers have since swelled they began as many such groups have; brought about through tragedy. In the days before the Everdark when the Torment had not yet wrapped its crimson fingers about Tor’s throat, a community of loggers made [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-447" title="garden" src="http://darkenedrealmstudios.com/hallofwisdom/wp-content/uploads/2009/11/garden.bmp" alt="garden" /></p>
<p style="text-align: center;"><img src="file:///C:/Users/Adler/Pictures/blood-garden.jpg" alt="" /></p>
<p style="text-align: center;"><img src="file:///C:/Users/Adler/Pictures/blood-garden.jpg" alt="" /></p>
<p style="text-align: center;">
<p style="text-align: center;">
<p>The Nemus Internus is a relatively new group in the area of Tor, and though their numbers have since swelled they began as many such groups have; brought about through tragedy. In the days before the Everdark when the Torment had not yet wrapped its crimson fingers about Tor’s throat, a community of loggers made their living some miles west of Tor. By no means unusual in any manner of speaking and certainly nothing like the people who would call themselves “The Eaters” or “Children of the Deep Grove”, they went about their simple lives, harvesting wood in the day and returning to their camp and their families who traveled with them at night.</p>
<p>It was one of these nights that life changed forever for them. They had heard tales from travelers of the menace that was the Torment, but never did they expect to be confronted with it in their own camp. A group of roaming Afflicted fell upon them in the night, and before all of them were roused a third of their number had already been slaughtered. They did what any sane people would do; they ran. Through the night and through the woods they fled the unthinking death that had come to their quiet camp. Another third fell during this flight; some to the forest and some to their ravening pursuant. The small number that survived eventually did find a place to hide from the Afflicted, although how much of a safe haven it was is up to conjecture.</p>
<p>It has been hypothesized that the series of caverns they took refuge in were no stranger to sheltering the hunted. Centuries ago, when Illblooded walked Eden as the cruel captors of Mankind, caves were often used as formative places for the resistance. And when the tables turned and Mankind (spurred on by the righteous fury that only generations of enslavement can produce) hunted the Illblooded, it is said some of the beasts also took refuge in the tunnels that had once sheltered their slaves. One such place with a particularly storied history tells of the furious slaughter of dozens of Illblooded, and how their ichorous cruor was spilt by the gallons and seeped into the earth around it, forever tainting their last asylum and forcing mankind to close the cavern to the rest of the world.</p>
<p>Whether the cave in this legend is the same as the one the loggers took refuge in remains lost to history. What is known is that it was unlike anything they had ever seen. Plants and trees, as lush and vibrant as those in any jungle, grew within the darkened halls. Vines snaked along the walls and grasses, swaying eerily in the subterranean drafts, seemed to whisper at their passing. They were drawn deeper into the caverns, and as they saw everything that lay within, they realized they could make a home here.</p>
<p>And so they did, shunning the light of the sun and living on what the cavern provided. Yet all was not well. As the years passed the hollow echoes of whatever lay within those caves twisted their minds, they learned that their home had needs too. Most of all, it was thirsty, and grateful for everything it had given them the settlers, which had come to call their place “The Lost Garden”, fed it; again and again and again.</p>
<p>One would think that such a society would eventually die out, secluded as they were, but they found ways. They bolstered their numbers with children taken from nearby homes and villages, some from Tor itself. They procreated amongst themselves, and when the bloodlines became to twisted to produce anything but misshapen horrors they fed the Lost Garden and brought new blood from without.</p>
<p>Even now the Nemus go about their maddening existence, side-by-side with animals and beasts as equally twisted as they are. They know of the darkness on the surface, and somewhere in the back of their minds they hear the walls of their Lost Garden whispering what it represents. But they are not concerned, for they have grown in numbers and strength. And they know that soon, their precious home will be able to drink all it desires.</p>
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		<title>Articles of Decusian Judgement</title>
		<link>http://darkenedrealmstudios.com/hallofwisdom/?p=425</link>
		<comments>http://darkenedrealmstudios.com/hallofwisdom/?p=425#comments</comments>
		<pubDate>Tue, 25 Aug 2009 18:14:55 +0000</pubDate>
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		<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[The Articles of Decusian Judgement

Article 1 Civis Vox
Upon declaring dedication and fealty to the Torian Republic, an individual is assigned certain rights in appreciation of such a sacrifice. The rights of men who have dedicated themselves to the betterment for tomorrow shall have benefits of regard bestowed. These benefits shall not exceed the needs of [...]]]></description>
			<content:encoded><![CDATA[<p><span style="color: #800000;"><span style="font-weight: bold;"><span style="font-size: 200%; line-height: normal;">The Articles of Decusian Judgement</span></span><br />
</span></p>
<p><span style="color: #bf0000;"><span style="font-size: 150%; line-height: normal;"><span style="font-weight: bold;">Article 1 Civis Vox</span></span></span></p>
<p>Upon declaring dedication and fealty to the Torian Republic, an individual is assigned certain rights in appreciation of such a sacrifice. The rights of men who have dedicated themselves to the betterment for tomorrow shall have benefits of regard bestowed. These benefits shall not exceed the needs of the Republic, nor will they reward in an inappropriate matter for the rest of the populace.</p>
<p><span style="color: #4000ff;"><span style="font-style: italic;">Clause 1 Decens A Civis</span></span></p>
<p>1. 1. A Citizen is a man or women who has declared fealty to one of the four main operations of the Republic, or has been granted a voucher of regard by a licensed Republic judge.</p>
<p>2. Pious souls who have dedicated themselves to the Holy Decusian Church, and have attained the rank of Squire or above shall have citizenship status granted.</p>
<p>3. Skilled laborers who are granted commission within the Foundry are granted citizenship status.</p>
<p>4. Enlistment into the Legion grants automatic status as a citizen in the Republic.</p>
<p>5. Those who graduate from the Consortium University, the training epicenter for all magi and arcanist, are granted citizen status upon indoctrination and licensing into the Consortium.</p>
<p><span style="color: #4000ff;"><span style="font-style: italic;">Clause 2 Vox of a Civis</span></span></p>
<p>Upon granting of the esteemed status of citizenship an individual shall benefit from the rights of civilians in addition to the following rights.</p>
<p>1. The right to vote.</p>
<p>2. The right to land ownership.</p>
<p>3. The right to be called upon to expel native creatures of new expanses.</p>
<p>4. The right to direct and organize community and public affairs with proper authorization.</p>
<p>5. The right, that through the proper channels, they can obtain public offices at local, territory, or national levels.</p>
<p>6. The right to be called upon to serve in a jury and find those guilty of a crime to be guilty until proven innocent.</p>
<p>7. The right to fund government through tax at the least degree possible for proper funding.</p>
<p>8. The right to check any magi for proper governmental licensing of the Consortium. Furthermore, the right to know, by external symbolism, the presence of any magi.</p>
<p>9. The right to any citizenship relief programs in accordance with their station and regard within the Republic.</p>
<p>10. The right for preferential treatment in times of war, disaster, or other unforeseen emergencies that may threat the well being of Republic citizens and civilians alike.</p>
<p>11. The right to receive the same rights as those who are civilians or non-civilians.</p>
<p><span style="color: #4000ff;"><span style="font-style: italic;">Clause 3 Civis Patrician Vox</span></span></p>
<p>Upon granting of the esteemed status of Citizen Patrician an individual shall benefit from the rights of citizens, and civilians in addition to the following rights.</p>
<p>1. The right of any Citizen to be granted the status of Citizen Patrician, earned through service of regard to the Republic. This may be through good service, or monetary good will.</p>
<p>2. The right to be known as a Knight of the Republic.</p>
<p>3. The right to receive a reduction in taxation due to preferential regard.</p>
<p>4. The right to be free from drafts, but with the expectation to provide service to the Republic in times of need.</p>
<p><span style="color: #4000ff;"><span style="font-style: italic;">Clause 4 Noble Vox</span></span></p>
<p>Upon granting of the esteemed status of Noble an individual shall benefit from the rights of Patricians, Citizens, and Civilians in addition to the following rights.</p>
<p>1. The right to receive preferential regards in government contracts and official positions.</p>
<p>2. The right to be granted entry into the Senate district.</p>
<p>3. The right to form a licensed Noble house, which shall grant the title of nobility to future generations.</p>
<p>3. The right to assign the status of Citizen to any non-criminal member of a house.</p>
<p>4. The right to act as mediator in any Citizen disputes.</p>
<p><span style="color: #bf0000;"><span style="font-size: 150%; line-height: normal;"><span style="font-weight: bold;">Article 2	Civilis Vox</span></span></span></p>
<p>Upon entering the grounds of any republic territory an individual shall be treated with no less regard then that of a sworn republic civilian and shall be granted with the appropriate rights hereto until their true status is revealed.</p>
<p><span style="color: #4000ff;"><span style="font-style: italic;">Clause 1 Decens a Civilis</span></span></p>
<p>A civilian is any man, or women, with direct affiliation with the republic through commerce, contract, or boundary.</p>
<p><span style="color: #4000ff;"><span style="font-style: italic;">Clause 2	Vox of a Civilis</span></span></p>
<p>1. A Civilian of the republic shall be held in preferential regard when dealing with any foreign national, declared enemy, or criminal. In addition, a civilian shall posses all basic rights of non-civilians.</p>
<p>2. A Civilian of the republic who has taken residence in declared territory shall have the right to assist in government funding through tax.</p>
<p>3. A Civilian of the republic shall have the right to trial when accused of a crime, and shall have the right to prove their innocence during such trial.</p>
<p>4. The right to any civilian relief programs in accordance with their station and regard within the republic.</p>
<p>5. The right to participate in community and public affairs which have been authorized for civilian participation.</p>
<p>6. The right to be branded, through proper proceedings of court, a criminal of the republic. Further, such branding shall result in the revocation of any republic station or rank.</p>
<p>7. The right to truthfully declare one’s ability to participate in the Decusian Draft at no age later than 16 years.</p>
<p><span style="color: #bf0000;"><span style="font-size: 150%; line-height: normal;"><span style="font-weight: bold;">Article 3	Non - Civilis Vox</span></span></span></p>
<p>Upon entering the grounds of Decusian territory any individual shall be expected to follow all aspects of Decusian law. Furthermore the breaking of these laws shall result in trial. During a trial the presence of a licensed Decusian judge is mandatory. The judge will organize the trial setting, which may or may not include deliberation of republic citizens called upon in jury.</p>
<p><span style="color: #bf0000;"><span style="font-size: 150%; line-height: normal;"><span style="font-weight: bold;">Article 4  Effectus of Decusian Commandments</span></span></span></p>
<p>Crimes against citizens of the republic shall be judged on a basis corresponding to the Virtue they infringe upon, and their judgment shall be meted out swiftly and according to the magnitude and severity of the crime.</p>
<p>1. Crimes against Compassion shall result in the execution of the guilty by means of beheading, hanging, or lifetime indentured servitude.</p>
<p>2. Crimes against Honesty shall result in governmental seizure of assets, temporary indentured servitude, and/or loss of republic station.</p>
<p>3 Crimes against Valor shall result in public condemnation, temporary indentured servitude, fine, and/or loss of republic station.</p>
<p>4. Crimes against Humility shall result in temporary indentured servitude, public condemnation, and/or fine.</p>
<p>5. Crimes against Sacrifice shall result in governmental seizure of assets, public condemnation, temporary indentured servitude, purification by flame, and/or loss of republic station.</p>
<p>6. Crimes against Honor shall result in public condemnation, fine, and/or indentured servitude.</p>
<p>7. Crimes against Justice shall result in public condemnation, fine, temporary indentured servitude, and/or loss of republic station.</p>
<p>8. Crimes against Spirituality shall result in public condemnation, temporary indentured servitude, lifetime indentured servitude, loss of republic station, and/or purification by flame.</p>
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		<title>Torian Representative Council Charter</title>
		<link>http://darkenedrealmstudios.com/hallofwisdom/?p=414</link>
		<comments>http://darkenedrealmstudios.com/hallofwisdom/?p=414#comments</comments>
		<pubDate>Tue, 25 Aug 2009 03:05:49 +0000</pubDate>
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		<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[Mos Novus Concilium
of the Torian Representative Council
Anteverbum
Herein, under the guidance of the Virtues, do the People of Tor draw forth a New Council, drafted for the permanence and betterment of the city and all her people. Established with openness to its constituents, this legislative assembly does mark its standards herein.
Arbitration
Referendums shall be brought to the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold;"><span style="text-decoration: underline;">Mos Novus Concilium</span></span></span></p>
<p style="text-align: center;">of the <span style="font-weight: bold;"><span style="font-style: italic;">Torian Representative Council</span></span></p>
<p><span style="font-weight: bold;">Anteverbum</span><br />
Herein, under the guidance of the Virtues, do the People of Tor draw forth a New Council, drafted for the permanence and betterment of the city and all her people. Established with openness to its constituents, this legislative assembly does mark its standards herein.</p>
<p><span style="font-weight: bold;">Arbitration</span><br />
Referendums shall be brought to the council by council-members and citizens alike. Rulings shall be reached by a vote amongst eligible council-members. Except in extenuating circumstances, majority rule shall take precedence in determining the outcome of presented votes.</p>
<p><span style="font-weight: bold;">Composition</span><br />
The Torian Representative Council shall consist of ten seats. These seats are divided between advisory members and representatives members. Representative members are further divided between aligned representatives and unaligned representatives.</p>
<p><span style="font-style: italic;">Advisory Seats</span><br />
Advisory seats are three in number, each pertaining to an area of expertise determined necessary by the council. Advisory seat-holders shall be determined by the representative members of the council. Under normal circumstances, advisory seat-holders are not eligible for casting votes during arbitration. Advisory seats are detailed as follows:</p>
<ul>
<li>
<ul>
<li><span style="font-style: italic;">Civil Advisor</span></li>
</ul>
<ul> The Civil Advisor is one of the council&#8217;s three subject informants. Their primary area of specialty falls under the realm of civil science; this involves public health and sanitation, the supply of food and goods to the city, and the betterment of the life of people as a whole. Their primary role is to inform the council on matters pertaining to the improvement of Tor.</ul>
<ul>
<li><span style="font-style: italic;">Martial Advisor</span></li>
</ul>
<ul> The Martial Advisor is one of the council&#8217;s three subject informants. Their primary area of specialty falls under the realm of military science; this involves troops and supply, physical and architectural security, law enforcement and other logistical matters. Their primary role is to inform the council on matters pertaining to the safety of Tor.</ul>
<ul>
<li><span style="font-style: italic;">Esoteric Advisor</span></li>
</ul>
<ul> The Esoteric Advisor is one of the council&#8217;s three subject informants. Their primary area of specialty falls under the realm of the metaphysical; this involves arcane, spirituality, subjects dealing with the use of Principatus, Daesermos and all derivative forms, and other mystic matters. Their primary role is to inform the council on matters pertaining to phenomenal in and near Tor.</ul>
</li>
</ul>
<p><span style="font-style: italic;">Representative Seats</span><br />
Representative seats are seven in number, each to be held by a member voted into office by the general public. They are divided between aligned representatives and unaligned representatives. Representative seats are detailed as follows:</p>
<ul>
<li>
<ul>
<li><span style="font-style: italic;">Aligned Seats</span></li>
</ul>
<ul> Aligned seats are three in number, and only eligible to be held by a member of an established guild or faction operating within Tor or the surrounding countryside. Aligned seat-holders shall be determined by a public vote. No established guild or faction may hold more than one aligned seat at a time. Under normal circumstances, aligned seat-holders possess one vote that may be cast during arbitration.</ul>
<ul>
<li><span style="font-style: italic;">Unaligned Seats</span></li>
</ul>
<ul> Aligned seats are four in number, and only eligible to be held by a citizen of Tor that is not a member of an established guild or faction operating within Tor or the surrounding countryside. Unaligned seat-holders shall be determined by a public vote. Under normal circumstances, unaligned seat-holders possess one vote that may be cast during arbitration.</ul>
</li>
</ul>
<p><span style="font-weight: bold;">Elective Procedures &amp; Tenure</span><br />
As an assembly of the People of Tor, the Torian Representative Council shall reply on the public to determine its representative members. Persons who announce their candidacy as either aligned or unaligned prospective shall be added to a ballot upon which the citizenry of Tor will vote. The three aligned candidates receiving the most votes and the four unaligned candidates receiving the most votes will be instated as the representative members of the current Torian Representative Council. Council members shall then select and ratify three suitable individuals to hold the advisory seats.</p>
<p>Except in extenuating circumstances, all members of the Torian Representative Council shall serve terms of one year [3 months] in length. There is no limit to how many terms an advisory or a representative member may serve.</p>
<p><span style="font-weight: bold;">Amending &amp; Altering &#8216;Mos Novus Councilium&#8217;</span><br />
&#8216;Mos Novus Councilium&#8217; exemplifies the life of this council and, by extension, the life of the people of Tor. No life may survive without evolving and adapting, and &#8216;Mos Novus Councilium&#8217; is no different. Addition, alteration and abolition to this charter and its elements are within the rights of the Torian Representative Council and may be executed by a vote of its representative members. Such arbitration requires five votes to pass.</p>
<p><span style="font-weight: bold;">Extenuating Circumstances &amp; No Confidence</span><br />
Standard protocol shall follow if a representative seat-holder is unfit or unable to vote. In the case of aligned seat-holders, all aligned representatives shall name a second from their guild or organization who will vote in their absence. If such a person is not available, the advisor with the best knowledge of the issue under arbitration shall vote. In the case of unaligned seat-holders, the advisor with the best knowledge under the issue under arbitration shall vote.</p>
<p>If the council finds a seat-holder unfit to continue serving as a member of the Torian Representative Council, standard protocol shall follow in a vote of no-confidence. Grievances shall be presented and the seat-holder in question shall be allowed a statement in their defense. A vote will follow in order to determine the expulsion of the seat-holder in question. If the seat-holder is a representative member, they shall not be allowed a vote in no-confidence arbitration. As follows with all referendums, a majority rule shall take precedence. In the case of aligned seat-holders, a vote of four in favor of no-confidence shall expel the aligned seat-holder from the council, at which point they will be replaced by a previously named second from their guild or organization. A vote of six shall expel the guild of the seat-holder in question, at which point they will be replaced by the next candidate with the greatest number of votes from the precedent election. In the case of unaligned seat-holders, a vote of four in favor of no-confidence shall expel the unaligned seat-holder from the council, at which point they will be replaced by the next candidate with the greatest number of votes from the precedent election.</p>
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		<title>Ranks and Government of the Church</title>
		<link>http://darkenedrealmstudios.com/hallofwisdom/?p=4</link>
		<comments>http://darkenedrealmstudios.com/hallofwisdom/?p=4#comments</comments>
		<pubDate>Thu, 26 Mar 2009 21:33:28 +0000</pubDate>
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		<category><![CDATA[Church]]></category>

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		<description><![CDATA[College of Bishops
Government Level: GM/NPC
Ranks: Bishops/Warbishops
Number of Members: 7 total, including:
Archbishop Johan Landcaster
Chief Provost Emilio Desi
Lord Jacoba Augustus Onoria
Headmaster Tobias Walker
Field Marshall Adamus Flavius Christoverus
Grand Acolyte Naum Alexandrov
High Arbiter Xtopherus Von Aequisnox
 
IG Description: The College of Bishops comprises a core group of individuals who are regarded as the highest ranking members of the Decusian Church [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong><span style="text-decoration: underline;">College of Bishops</span></strong></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>Government Level:</strong> GM/NPC</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>Ranks:</strong> Bishops/Warbishops</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>Number of Members:</strong> 7 total, including:</span></p>
<p class="MsoNormal" style="padding-left: 30px; margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><em>Archbishop Johan Landcaster</em></span></p>
<p class="MsoNormal" style="padding-left: 30px; margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><em>Chief Provost Emilio Desi</em></span></span></p>
<p class="MsoNormal" style="padding-left: 30px; margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><em>Lord Jacoba Augustus Onoria</em></span></span></p>
<p class="MsoNormal" style="padding-left: 30px; margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><em>Headmaster Tobias Walker</em></span></span></p>
<p class="MsoNormal" style="padding-left: 30px; margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><em>Field Marshall Adamus Flavius Christoverus</em></span></span></p>
<p class="MsoNormal" style="padding-left: 30px; margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><em>Grand Acolyte Naum Alexandrov</em></span></span></p>
<p class="MsoNormal" style="padding-left: 30px; margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><em>High Arbiter Xtopherus Von Aequisnox</em></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>IG Description:</strong> The College of Bishops comprises a core group of individuals who are regarded as the highest ranking members of the Decusian Church and Faith, both Bishops and Warbishops who currently command and operate the six castes of the Church. At the head of the council sits the Archbishop, whose word is law within the Church. The College of Bishops serves as the cabinet and counsel to the Archbishop, helping to maintain and operate the various functions of the faction. Most all directives and duties are first formulated within the College, then passed down to the Venerated Council to be executed appropriately.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>OOC Description:</strong> The Bishop Council is the head of the Church government structure, operated and played by the GM staff, and serves to delegate quests and tasks to the player leaders of the Church within the Venerated Council.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"> </p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>The Venerated Council</strong></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Government Level:</strong> GM/NPC and Player</span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Ranks:</strong> Seraphs/Priests</span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>Number of Members:</strong> 14 (7 Clergy, 7 Templar)</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"> </p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>IG Description:</strong> The Venerated Council serves as executive level of the Church, executing and carrying out directives ordered by the Bishop Council. Comprised of both Priests of the Clergy and Seraphs of the Templar, the Venerated Council serves assign missions and tasks to officers of the Ministry to be executed and carried out. Their influence spreads over the six castes of the Church, both Clergy and Templar. Missions delegated to the Council are passed down the line to the Ministry, to that of a Knight or Deacon, to be further planned and executed accordingly. <span style="mso-spacerun: yes;"> </span>In addition to assigning missions to individual members of the Ministry, the Venerated Council is also responsible for the day to day management of the Church, including that of budgeting, resource allocation, and so forth. </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>OOC Description:</strong> The Venerated Council is the player-government of the Church, and is responsible for the delegation of missions and quests handed down by the College of Bishops to members of the faction. In addition, they are solely responsible for the general in-game operations of the faction as a whole, including delegation of player ranks, responsibilities, salaries, and etc.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>The Illimitable Ministry</strong></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Government Level:</strong> Player</span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Ranks:</strong> Knights, Deacons</span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>Number of Members:</strong> Undetermined</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>IG Description:</strong> The Illimitable Ministry is a collective of officers and clergymen within the Church, of Deacon or Knight ranks, whom are delegated tasks, missions and objectives by the Council directly. Considered as commissioned officers of the Church, those within the Ministry maintain full command over all rank and file of non-commissioned Templar and Clergy appropriately. Once a mission is delegated to a member of the Ministry, it is then carried out by said member using whatever resources they have to their disposal.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>OOC Description:</strong> The Ministry is the second tier of player government, and resembles that of the rank of Lieutenant in modern day military organizations. They maintain control over all ranks below them.</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="mso-spacerun: yes;"><span style="font-size: small; font-family: Calibri;"> </span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>Ranks and File of the Church</strong></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>Government Level:</strong> Player</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>Members:</strong> Undetermined</span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"> </p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-size: small; font-family: Calibri;"><strong>IG Description:</strong> Filling out the rest of the ranks of the Church are those of rank Squire or Abbot, and below. Squires and Abbots serve normally as non-commissioned officers, and are normally assigned command over aspirants and neophytes during missions and tasks. </span></p>
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