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Shan

Outlander
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  1. Shan

    The Adventurers Guild

    ADVENTURE LOG 5/18/2018: In an expedition to Satoras, TALEESA, LOSHANDER, REYRAL, AMAA, TROCK and ABROGAEL traversed the island, discovering the camp of survivors who remained committed to their old home. BISHOP HAND advised a trip to the beaches, noting the presence of treasure, he did however request the guild return with wood. The guild was soon surrounded in the camp by the dead after TROCK fled the scene with the boat operator, leaving the island. The evil necromancer ERASTES was in charge of the forces of the damned. He promised nobody would die if they left the island, and offered to buy supplies from them. Nobody wanted to work with the murderous monster, and AMAA orchestrated a plan to hurl a barrel of holy water into the enemies forces, decimating some of the most powerful undead on the island. CAVEAT EMPTOR and it's leadership including VINCE arrived on the scene, and the united adventurers charged the army of the dead; it was a losing battle until BISHOP HAND and his forces joined the fray, and provided the necessary reinforcements to overcome evil. The adventurers escaped back to Opej'Nor, not before ERASTES promised personally to end TALEESA's life.
  2. Shan

    .

    Pledged!
  3. Shan

    The Adventurers Guild

    ADVENTURE LOG 5/14/2018: An expedition lead by MAEVIS and SILAS set their sights on the ISle of Menhirs, or the 'Highborne Isle', as they called it. With a sizable party which included ULREICH, GORKEN, VARN, RALEIGH and ABROGAEL among others, they found their way throguh the isle, fighting demon and ghost alike, with DRUST claiming one of the magical staves the Highborne once wielded in the ancient days of the Kal'dorei empire, and Maevis found herself a magical tome. They stumbled upon an entire cavern where strange elemental creatures could be found, including a colossal Gyroworm. With exhaustion setting in after the numerous battles the guild fought on Menhirs, they returned home safely, with VARN and DRUST gravely injured, while everyone else escaped with nothing more than minor wounds.
  4. Shan

    The Adventurers Guild

    Fixed it, sorry for the typo!
  5. Shan

    The Adventurers Guild

    ADVENTURE LOG 5/14/2018: TALEESA, ABROGAEL, LOSHANDER, and REYRAL traveled to the shipwreck and salvaged a cage, some usable crates, among other useful supplies such as a shanty tent and some limestone bricks. They brought them back to the camp as new additions to the steadily growing future settlement. In Addition, they found an orc drifting in the waves, ASHGAR was nursed back to health, and has joined the Adventurer's Guild.
  6. Shan

    The Adventurers Guild

    We'll make sure to update this thread with adventure logs!
  7. Shan

    The Adventurers Guild

    There isn't much to say since it's just an idea. There is no existing history, other than the fact that we got together under the idea of forming a new Freeport. I'll see to describing the ranks better.
  8. Shan

    The Adventurers Guild

    Seeking adventure in the Doldrums? Why not join... THE ADVENTURERS GUILD The Adventurers Guild seeks to explore the Doldrums to their fullest, to map the nooks and crannies of the islands, to learn the most efficient ways to avoid and conquer trouble wherever it may lie! The Adventurers Guild was conceived during a trek through the jungles of Opej'nor when a group of explorers who knew each other from previous adventures recognized the strength in numbers, in unity and organization, to create a home in the Doldrums outside of Silver-Eye Island, and to push the frontier forward, and to create a safer, fairer Doldrums for all. Many adventurers came together to pursue goals more ambitious than survival, they came together to thrive, and to make something of themselves as more than a feast of the birds. These adventurers seek to grow and learn and to understand their new home; the Doldrums. They met after an expedition across Opej'Nor, and conceived the idea, a guild built behind goals and principles that stood up for the common man, goals and principles that would permit a thriving settlement, one to attract ambition to expand and grow, to create civilization and order on these dangerous, wild islands. GOALS: 1.) Organize a new settlement outside of Silver-Eye Island. 2.) Push the frontier forward, and organize groups for adventuring and journeying. 3.) Offer better pricing on buying and selling goods than the merchants of Silver-Eye. 4.) To properly share loot and bounty. 5.) To map the islands. RANKS: Guildmaster: x1 Taleesa Highdawn - The Guildmaster oversees the settlement, it's organization, it's labors and it's goals. Council: x3 The council exists to provide counsel and advice to the Guildmaster, to vote on issues of importance, and to be a figure of authority when the guild master is not available. *EARNED THROUGH LONG-TIME MEMBERSHIP AND COMMITMENT, WITH QUALIFICATIONS FOR COUNCIL POSITION BEING CONSIDERED. Captain: X Captains serve to marshal groups for exploration and adventure, to journey into the frontier and beyond, to be trusted to lead trailblazers and entrepreneurs into distant lands in search of plunder and glory. *EARNED THROUGH DEDICATION TO GUILD, & HISTORY OF PARTAKING IN EVENTS. Trailblazer: X Trailblazers are our most tenured adventurers who are skilled and prepared to adventure into the unknown, to map and learn about the lands they find. Trailblazers should be both quick on their feet and with a blade. *EARNED THROUGH PARTAKING IN EVENTS AND IC BRAVERY. Journeyman: X Journeymen are those who have proven themselves to be members who can hold their own weight, and be trusted with expeditionary matters beyond basic assignment where manpower is needed, they will travel far and wide across the Doldrums, and win wealth and experience throughout their adventures. *EARNED THROUGH ACTIVITY, OR PARTAKING IN TWO EVENTS, WITH THE OOC & IC DESIRE TO BE PROMOTED. Recruit: X As a recruit, you will be at the whim of those above you, though not yet trusted, you are the backbone of this organization, from artisans to guardsmen and gatherers, recruits bring to the table the prerequisites to adventure, until they are selected to travel beyond, when they will graduate to the rank of journeyman. RECRUITMENT RESTRICTIONS: All classes, all races. The reason for this is that adventurers come from all backgrounds, all walks of life and all races. Those who do not have a terrible reputation as murderers or violent opportunists will find a home among our kind. ADVENTURE LOG LOG#1 5/14/2018: TALEESA, ABROGAEL, LOSHANDER, and REYRAL traveled to the shipwreck and salvaged a cage, some usable crates, among other useful supplies such as a shanty tent and some limestone bricks. They brought them back to the camp as new additions to the steadily growing future settlement. In Addition, they found an orc drifting in the waves, ASHGAR was nursed back to health, and has joined the Adventurer's Guild. LOG #2 5/14/2018: An expedition lead by MAEVIS and SILAS set their sights on the ISle of Menhirs, or the 'Highborne Isle', as they called it. With a sizable party which included ULREICH, GORKEN, VARN, RALEIGH and ABROGAEL among others, they found their way throguh the isle, fighting demon and ghost alike, with DRUST claiming one of the magical staves the Highborne once wielded in the ancient days of the Kal'dorei empire, and Maevis found herself a magical tome. They stumbled upon an entire cavern where strange elemental creatures could be found, including a colossal Gyroworm. With exhaustion setting in after the numerous battles the guild fought on Menhirs, they returned home safely, with VARN and DRUST gravely injured, while everyone else escaped with nothing more than minor wounds.
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