Dishan Guild Of Grandmasters and Others Organization in Dun'Ia (Equine Era) | World Anvil
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Dishan Guild Of Grandmasters and Others

At the third age, Dun'Ia was in agreement; Dishans are the ultimate agents. They are able to adapt to any situation, accomplish any mission, survive any conditions, keep the status quo indefinitely, learn of anything and everything, defeat any enemy and win against any odds.   While it originated in the city of Disha in Drina, after the money wars, they were in every part of the world. Hired for different purposes in different parts of the world; In Xean they would be used for land administration, in Gracina for intelligence, in the west for wars of attrition, in North Afrika for field battles, in Jaqanha for diplomacy and medicine, in Naisha... All of the above.   First formed in Drina under King Abekanesi of Disha, Grandmasters proved themselves time and time again on their capability. After the Money wars at the second age, various organizations(States, individuals, independent, guilds) from the world started to hire Grandmasters to hold various titles, both permanent and temporary.   Being a Dishan is to be a warrior, a soldier, a survivalist, a doctor, an alchemist, a public servant, an agent... Practically, being anything to win in the current situation. For an average Half-blood, it took hundreds of years to gain the needed skills and experiences. Yet once they did, they were given almost unlimited access to almost everywhere.   Once one is a Grandmaster, they became the most effective fighting force and intelligence agents in the world, able to withstand any amount of stress or pressure, lead any army under any conditions, get any information from anyone...   Dishan Guild of Grandmasters flag is a Grandturtle.   Outsiders say ''Being a Dishan is to be truly free.''

Structure

Fighters are not titled, they're the drones who move from place to place under different masters until they're picked by them to be in their Team. Their skill vary broadly, some can be better at a particular skill from higher ranking members. But they wouldn't have their broader abilities which translates into perfect adaptability. Most members would gain the bulk of the needed skills during the fighter rank. Ranking up from Fighter is considered the most difficult step in the guild.   If a fighter is chosen to be in a team, they would have right and encouragement to question their masters in certain times. Yet only the teams they are part in and wouldn't question an order in combat or split second situations. While they would have some right to question their masters, they wouldn't have such rights for higher ranks. For example if a grandmaster gives an order to a fighter, there can be no place for questioning. ''Thy Hevyla'' (As told.) is the expected answer.   Masters Choose a Team, 10 fighters. They regularly compete against each other and the winning fighter competes with the Master. If Master loses, the winner gains the title of master. Then a new one is chosen to replace the master. If master looses 5 competition in a row, the title is lost. Masters are included in Grandmasters squad.   Grandmaster picks 15 masters to be in their squads(Plus the fighters under the masters). They move from place to place, sometimes attacking pirates, bandits, renegades, traitors, deserters; Sometimes to quell a rebellion, go to ventures, solve local administrative, personal, societal, cultural... Problems. Governments, guilds, states and countries would usually hire grandmasters as Squads. At each mission 3 master is given a badge by a voting system, regarding their bravery, skill, adaptation and leadership. If a master manages to gain 10 badges, they compete with the Grandmaster. If won, they became grandmasters. If a grandmaster looses 3 competitions among 10 they loose their title.   Others doesn't control grandmasters, at most cases they don't appear but simply give orders in a Grandmaster Parties (25 grandmaster, 250 masters. 2500 fighter) in a clandestine way. One can question those orders, but Others doesn't play around, they speak for the result, yet they never reveal their intentions. They know you better then you know yourself, while you won't even know their existence.   To be an Other, one has to be choosen.   When 10 parties come together they became Columns. Columns vote for a field and tactical captain.    Tactical captain is chosen from outside the column, makes the larger decisions and mostly lead wars of attritions. They would be expected to think broadly, without any emotion. They'd also act as diplomats and social glue of a columns high ranks.   Field captain(Feqund) is chosen from the Columns, acts in hot war, during drawn out battles and operations. They form bonds with other members and would expect to take care of the Column. Emotion is an important part of their job, so they would have an enmity toward Fequnds.   (The word competition, could mean many things. War, battle, mind, senses, abilities, alchemy...)

Culture

Their culture demands silence. Survivability and durability are considered their central skill. To be a full fledge Dishan one has to be very widely skilled, as they are expected to survive in the most extreme dangers. As their ranks rises, their identities start to change. To be a grandmaster, one has to give up their name and title. They're known to change their names, identities and sometimes skins. Most Others doesn't use an actual name but only aliases. They only care for Dun'Ia as a servant unbound from all rules and traditions. There is no character left, they are empty, one of the Others. So they can add anything to themselves and become what they add.    Their average skill level justify their ridicuolusly high costs.   There is a saying about grandmaster in their guilds original home Drina ''If a grandmaster agrees, it is a fact.''   In its center, their culture is build on skill, survivability and neccesity.

Public Agenda

They have two agenda which their actions shaped around; 1.To protect status quo. 2.To gain enough money to protect status quo.

Assets

Masters Knife(Turtles Teeth): A special kind of knife made using Warchemy, Decermism and bondalchemy in order to delay the needs of sleep, food or rest for the wielder. Turtles Teeth was only produced by Dishan Guild.   Masters Shell: Uniforms of masters and Grandmaster. A simple, sturdy, comfortable and effective type of armor-uniform standart to grandmasters guild. Could carry lots of weapons clandestinely. A member would only receive their shell once they became a master. Once they became a grandmaster, they're expected to specialize it to support their own tendencies. Masters shell is build using warchemy and decermism, they had no special effects, but simply high quality armors.   Yequerra: A Yvinan designed crossbow, improved by Grandmasters guild. Yequerra was a modifiable crossbow, could be easily modified into small, fast firing, fast reloading, short range crossbows or to a long range, slow firing and piercing crossbow. They were designed to build by any material and used very simple Warchemy techniques and heavily relied on simple physics to work.   Tasqeq: A jewellery, made in twos, threes, fours or fives. If the ones made together were to be worn by different people, they could communicate with each other through Tasqeq. It was hard to make, using bondalchemy, Jindalchemy and decermism. Tasqeq's weren't unique to Grandmasters, but they were able to build them with exact bonds, which could never be interfered by outsiders. Their experience in building Tasqeqs also allowed them to learn how to interfere Tasqeq's of other armies and people.   Fin Axe: A type of smal axe, unique to Grandmasters. Build using Decermism techniques its metal was an alloy of Iron, Tin, Obsidic Granite and a metal called Grishanite. It was practically indistructable and once pierced ones skin, the victim would not bleed until the attacker removed or moved the axe. It could be thrown and if worn a special kind of glove, could be flied back to the hand.

History

Grandmasters Guild was built by King Abekanesi at the beggining of the second age. At the beggining, Drina wasn't formed yet but there were 46 states divided into 3 warring countries(Disha, Rakhasha, Hiisqa). Under Abekanesi, Disha managed to capture 28 of the states. But as the age dictates, when a kingdom expands too much, their states rebelled, mostly because of others. Weary Abekanesi could only send 50 veteran soldier to quell the rebellion of thousands and amazingly they suceeded without loosing a single troop. After this sucess, Abekanesi refered to them as, ''Soldiers for Grand Sucess'' and started to task each of them to train 15 soldiers to join their ranks. Thanks to this squad, Abekanesi could expand further without loosing his kingdom to rebellions. As the territory grewed, these veteran group started to grow also. Loosing Rakhasha and Hiisqa kingdoms decided to work together in order to stop Abekanesi's unflagging expansion. They started to hire Nomad-Protean mercenary parties(About 20.000 nomads) from Magalia and Western Stella. Rakhasha and Hiisqa kingdoms started to win battles against Abekanesi's regular soldiers.   Abekanesi personally challenged the Rakhasha and Hiisqa kingdoms for a final battle which he was to lead his army himself.   Rakhasha's and Hiisqa's rulers hired bond alchemists to change their looks and act as themselves. Thanks to Grands, Abekanesi learned about this and asasinated both kings while the battle was taking place.   The Battle Of Grand Moor: In a giant swamp in central Drina, Combined Rakhasha and Hiisqa kingdom army(About 10.000 nomads, 50.000 soldier) fought against Abekanesi of Disha's army(5.000 Dishans, 40.000 soldiers.). After 5 days, about 3000 Dishan and 4000 nomads remained fighting (The rest either died, wounded or fled). At the dawn of 6th day, Nomads retreated, which Grands refused to keep charging. Abekanesi was mortally wounded yet he managed to talk with Nomad leader, who asked for peace among them and expressed great admiration and respect for both Abekanesi and the Dishans Abekanesi accepted with honors and spend his final days unifying the remaining 46 states.   Abekanesi's daughter Nalia suceeded and formed the Drina empire and Dishan Guild of Grandmasters, declaring Dishan Guild and Drina to be one and only. From that day, Dishan guild started to work as mercenaries in order to fund the devastated Drinan lands. Yet they weren't valued and respected by the rest of the world until money wars.   Money wars: As the Afrikan armies(About a million soldiers) conquerd Tiana, Earth walkers of magalia, void walkers of Naisha and combined national armies from almost every state started to assemble(1.500.000 soldiers) in order to liberate Tiana. Yet Afrikans used this time to build very defensive lines in very strategic places. The war began with devastating loses for Stellan troops and slowly turned into a stalemate. Until Dishan guild was ordered by now financially recovered Drina to break the stalemate. They started to study Afrikan defenses and find a blind spot where they could sneak in. About 2000 grandmasters moved past Afrikan defenses and started to wreak havoc in their lines(Fear tactics, mind games, decoys, ploys, psychological warfare, war of attrition...) for a year. At an opportune moment, the combined armies charged from every angle with Olyanna's(Drina Queen, Nalia's sucessor) order. They devastated the starving, demoralized and fearful Afrikan army with minimum casualty. Through this war, Grandmasters lost about half their soldiers but the rest were able to survive with the minimal rations of food, water and rest. After the money wars, Grandmasters guild started to became the most respected, trusted and feared organization in Dun'Ia.

Demography and Population

In public, Dishan Guild was located in State of Qania in City of Disha. Yet it was a diversion. In truth, Dishan guild didn't have a central location but central people(Others) who were scattered all around the world. Once a fighter moved to a master, they'd be informed about this fact and would be placed in a secret, underground bases.   In the 7th century of the third age, Grandmasters guild reached to the peak of its power(and started to stagnate): At all times, they had about 500.000 grandmasters, 1.5 million masters and varying numbers of fighters (Between 3-5 million). These were scattered around the world, having additional bases in Tiana, Skana, North Afrika, Xean, Gracina, Magalia and Naisha(smallest one). At this age about 40% of grandmasters guild was Aqumites.   Only half-bloods could be a member.

Territories

Drina city of Qania was Dishan guilds ancestral lands. Yet they had branches in Tiana, Skana, North Afrika, Xean, Gracina, Magalia and Naisha.   Qania's Grandmasters Guild center was the most numerous and large compound. Drina states very oftenly rebelled(either by themselves or renegade Dishan) and it was Dishan guilds duty to quell those rebellions.   Tianan branch acted more as investigators, spies, bodyguards and asasins. Their inner workings was a secret and they were the most disorganized and chaotic branch of grandmasters(Low for their standarts, high for world standards.)   Skanan branch held some of the most tactically capable and disciplined branch among Dishans acting as a mercenary company. For the guild itself, being in Skana was the best place to hone ones tactical and leadership skills.   North Afrikan branch had some of the most battle hardened and capable survivalists in Dun'Ia. They were always in rivalry against western companies, warring for dutchies, on ventures around Afrika. It was considered the best place to hone battle and political skills   Xean branch held some of the least battle ready grandmasters. For the guild, it was considered a retirement place and most of the times they were advisors, working at public works, pro bono jobs, Lacrissia's...   Gracinian branch became famous for their mastery at training. Yet they were also secretly responsible for gathering intelligence from all branches.   Magalia branch was in a hidden location. They were expected to patrol the vast Gangst plains, assist claychemists, negotiate between Nomads and Magalians, join Earth Dancer competitions... Grandmasters said about Magalia ''In most places, duties chases you; In Magalia you have to chase them.''   Naisha Branch was the most desirable place to be sent for every member. It was considered a country of learning. Controlled chaos in Ard'Rugh, Naishan's desire to employ Dishans, knowledge in Naisha Alchemy Academy and Void masters(and walkers) made the lives of guild members very active. Naishan's could accept a limited amount of Grandmasters in the city, because of the cities very diverse population and potential turmoil even their existence could make in the city.

Military

Their organization and exact numbers are secret even to large portion of the Guild. Yet one could ask about relevant locations to Gracinian branch via Tasqeq's.   Only Others and some members in Gracinian branch have the complete information about the full forces of the Guild.

Technological Level

Their greatest contributions was to Warchemy and Decermism. Most Alchemy masters agree that, Grandmaster techniques especially revolutionized Warchemy and their unique way of using various Alchemy classes in singular works advanced the worlds understanding of alchemy and indirectly contributed to the emergence of versalchemy and to advancements on Reflective and supporting alchemy types.

Religion

They are forbidden to speak about each others fate or religion in an event regarding the Guild. Yet they can believe in anything.

Foreign Relations

After the money wars, states started to request Dishans as advisors in their governing bodies. These advisors also functioned as the link between governments and the guild.   Westerners had minimum interactions with grandmasters, this made them disregard grandmasters (Also because of Aqumite-Solumite rivalry). Except Skanan's who understand the value of Grandmasters and used them as mercenaries against other western states who prefered to use Nomad mercenaries.   South Afrikans had enormous respect and admiration to Dishans. They were the only outsiders invited to south Afrikan competitions, yet they refused them to keep permanent advisors in their lands.   North Afrika was open to outsiders and allowed Dishans to build a branch in their territory. They were always in a bidding war with Westerneres in the area for ventures in west Afrika. Also independent duchies of North Afrika would hire Dishan Squads to lead their battles against other duchies.   Xeanites, being peaceful, always respected their alchemical and technicall skills more than their fighting abilities.   Magalian's and Drinan's always had a friendly rivalry which benefited both at times. Drinan grandmasters and Magalian Earth dancers had a subsequent rivalry but they also fought together at times against common enemies.   Jaqanha clans had the most amount of grandmaster advisors because of their ritualistic organized civil wars(Guldhrihta). Dishans were usually hired to keep the civil wars in the frames of Guldhrihta(Jaqanhan guide of civil war).   Tiana's strong economy, interchangeble politics and high reliance to foreign powers made Dishan desirable as bodyguards, asasins and spies. Grandmasters guild build a branch in Tiana and became known as the most stable group in Tiana. About 40% of the guilds total profits was gained in Tiana.   Yahnst kingdom of Avgannah had minimal interaction with outside world and most was with Dishans who lead ventures to Avgannah. Yet Avgannah was considered an irrational risk, even for Dishans.   Gracina's goal to centralize all knowledge and information in the world and having a weak military resulted them hiring grandmasters as trainers and leaders for their small and relatively weaker army. Yet because that they were protected by Naisha, Dishans were used as back up-last resort in a potentially dangerous situation. But for intelligence, they were perpetually active.   Naisha and Dishans had mutual respect and admiration to each other. Dishan's considered Naishan Freelanders(Semi-independent alchemists) and Void walkers to be their peers. They preferred to use Quid Pro Quo(Favor for a favor) method; Which for every Dishan send to Naisha, a freelander or a Void walker was send to their place. Beyond this, Grandmasters build a branch in the city of Ard'Rugh, which were serving the locals without getting payment. Void walkers and void masters of Naisha was especially respected by Grandmasters, considering their devotion to be a goal every Dishan ought to aspire.   Nomads considered grandmasters to be their peers and respected them most among half-bloods. They oftenly invited Dishans to their packs, parties and hordes to take place in orgies, spend time with them and compete.   Proto-Proteans prefer to avoid Dishans. They observed various grandmaster behaviours and performances in various task, decided that they would prove a very dangerous enemy.

Agriculture & Industry

Industries they actively take part is Decermism, Warchemy and BondAlchemy, in some cases alchemical agriculture(Producing unspoiling, easy to carry foods). But these industries doesn't expected to gain them profit but to make sure their branches, squads, teams and indiviuals to be self-sufficent.   Some branches advises or oversees various industrial and agricultural projects(Especially in Xean) which the guild receives a portion of the either products or profit.

Trade & Transport

Highest trade profits are gained in Tiana which they rent their skills; In North Afrika, which they are hired by people to go into ventures or by dutchies to go in a war which requires them to gather a high amount of valuable material and sell them(Under market value) to their employee.   They don't sell their equipments to others but known to purchase high amount of alchemical materials from various countries.

Education

Every member is responsible for their own education. It is the students duty to ask to their teachers.   Best education is experience, scars and failiures.

Infrastructure

A common Grandmaster Compound can be divided into two.   Above Ground: Is open to general public. One can find, governing organs, members in que, fighters, baths, courts, fighter barracks...   Bellow ground: Only Masters, Grandmasters and Others could enter. Deeper council, decision making centers, dedicated acomodation, bath houses, production faculties, warehouses, granaries, labs, communications...   There are many compunds with only hidden bellow ground parts(Like in Gracina) or open above ground(Like in Naisha) part.

Timeless, Spaceless, Vicious

Second Age (Age of the Fool) - Never

Type
Secret, Government
Alternative Names
Grandmaster, Baby Killers, Experts, Undead, Anti-Knight, Abekanesi's Testicles, Dickens
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Fighter, Master, Grandmaster, Others, Members
Government System
Meritocracy
Power Structure
Transnational government
Economic System
Mixed economy
Major Exports
Services and skills.
Major Imports
Obsidic Granite from North Afrika and Haaqana, Nyth and Ollgyn wood from Xean, Firstwood from Skana, Deadwood from Naisha, Grishanite from Magalia...
Legislative Body
They don't have laws but codes. Others write and change the codes. 1.We are what the circumstance demands. 2.Unless tested, skills are vain. 3.Emotion as needed. 4.Some must die to better the survivors. 5.Anonymity is power.   Every grandmasters had their own additional codes.
Judicial Body
Others would hold highest authority, grandmasters could be given authority by the others. The way others interpretation were private but their decisions could be questioned by grandmasters and masters with more than 5 badges. This would mostly be intended by Others.
Executive Body
Depends on the situation. Grandmasters enforced the law for Masters and fighters. If a grandmaster is suspected, Others could authorize grandmasters or rarely masters to enforce the laws. They also used outside help from time to time. Others could request help from Drina government.
Location
Related Species
Related Ethnicities

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