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  1. HAYTHAM KENDRICK OF BORALUS ♫ Name: Haytham Francis Kendrick Occupation: Governor of Port Drustgarde, Entrepreneur, Captain (former) Birthplace: Boralus, Kul Tiras Age: Thirty Residence: Drustgarde Marital Status: Divorced Background Born as the eldest son to Francis and Caroline, who led a prominent merchant family of Kul Tiras, the Kendrick family. Ever since Haytham was but a young boy, he always dreamt about commandeering his own ship and serving his country proudly. This vision was however, one which brought great dismay to his father who had envisioned another path for him. He spent his childhood fascinated about the navy, always asking questions and seeking knowledge wherever he could find it to the point where some considered him to be annoying. As he grew up, he watched his father manage the company while he even had an insight into his father’s plans where he learned of his father’s underhand tactics in becoming rich. Disgusted with his father’s unlawful use of methods, Haytham enlisted in the navy of Kul Tiras despite his father’s wishes. This resulted in him earning the ire of his father which would play a course later on in his life. The now estranged scion of the Kendrick family found himself serving in the navy as he always wanted. His ambition and passion to serve had led him to rise quickly amongst the ranks of the navy. Some questioned his rapid ascension, yet others who’ve served alongside him call it a testament to his skill in leadership. It is here where Haytham had met Meredith Meadow Thistleton who he grew to become fast friends with and later even marry despite their families’ ever building rivalry. This only caused further disappointment within the eyes of Haytham’s father who at this point considered his firstborn to be a lost cause and decided to groom Haytham’s twin - Harper to inherit the company instead. Haytham continued to serve in the navy as a Captain, remaining in frequent contact with his twin sister and mother back at home through letters. The newly wed couple had been eventually separated for reasons unknown to others. Some say that Meredith herself had tried to sway Haytham into choosing her over his family and he had chosen the latter. Others say that the pair argued over matters unknown and this led to their separation. No one knows for sure but the pair themselves. Haytham continued his duties sternly and appeared quite unhindered emotionally to the public yet when he found himself in the privacy of his cabin he wept silently. To keep the separation out of his mind he turned to write letters to his twin sister and mother for comfort. Shortly after, news of the disappearance of his parents had eventually reached Haytham’s ears and this only added to his already emotional boat ride. In his now devastated mood he was visited by his younger brother August who managed to convince the once proud man that his parent’s disappearance was no mystery. He claimed that they had disappeared because the Kingdom’s elite had somehow discovered his father’s shadier operations and intended to rid them in one quick stroke. This would be done without any possible suspicions on the basis of a storm being used as a cover up as the cause of their disappearance. A now vengeful Haytham swore he’d avenge his family by using any means necessary, the now satisfied August took this as an opportunity to make him resign from the navy and assume control of the family business himself. And so he did. Haytham had resigned from the navy and due to the amount of sway he held within it, several others followed him once he returned home - most notably his loyal swabs and crewmen. Upon his arrival home and reunion with his siblings, he had witnessed the damage that had impacted the company due to the sudden disappearance of their parents. After seeing how his twin sister had contained the chaos that had been wrought upon the family business in the wake of their predecessor’s disappearance, he made it known that she would share equal power alongside him in heading the company. Together and along with their siblings, they made a vow that they would restore their family business back into its rightful place in society by using any means necessary - even if it meant utilizing the methods of his father which he once despised as a child. A few years had passed. The family business remained as stable and prosperous as ever under the combined leadership of the Kendrick twins. A need for adventure had arisen within the man now edging towards his thirties, and when rumours came to him about a group of Paladins wishing to explore the fate of the missing vessel his father had been on, Haytham was quick to provide them with monetary support. Not only did he fund them, he decided to leave the family business in his capable twin-sister’s hand only to directly set off with the group on their voyage with a few companions. Knowing that he had possibly been tricked by his younger brother, only fueled his desire to find his father and perhaps redeem himself. He had after all gone against his personal values to see his family remain afloat and strong in trade back home. Only time will tell whether he would find his father or return home empty handed. Or perhaps not return at all... Traits & Flaws Disciplined - His time in the navy has molded him into a man of discipline and can act apart in a controlled environment. Diligent - Years of hard work and commitment in pursuing his dreams have made him show care in his work. Dutiful - Haytham feels like he holds a sense of duty to his family and his family’s company thus giving up his dream occupation for it. Ambitious - Every man is a dreamer. Haytham however happens to dream bigger than the rest. Devious - Like father like son, Haytham does not shy away from using a more less-direct route to achieve his goals. Deceitful - Should it be necessary, Haytham would lie to get himself out of a sticky situation. A common trait running amongst the Kendrick family. Navigator - Through years of experience in the navy the man has adopted a new skill in navigating both on land and sea. Appearance Fair of hair with lightly tanned skin as befitting someone who hails from the Island Kingdom of Kul tiras. Haytham embodies and resembles his father more so than the rest of his brothers, with his viridescent coloured eyes representing his nationality and his masculine strong facial structure, symmetrical and square with a heavy brow, stout nose and a strong jaw line, with said face still bearing somewhat youthful looks. His visage in question shows little to none marks of combat, perhaps a show of caution. From these minor scars one would be able to tell that he is indeed no stranger to combat. An attractive man, one would say. Like his father and brothers, he stands somewhat around the six foot mark with an athletic build, one that resembles a soldier yet carries a soldier’s presence. He walks as one would expect a soldier would, stern and straight-backed - some may mistake this for uptightness. When spoken to, his voice would sound rather appealing and carry a sense of discipline with a slight hint of sophistication with it. A merit from his time spent in the navy.
  2. ♫ After experiencing a bitter 'victory' on the Isle of Sotoras and returning home with naught but three survivors. The people of Drustgarde have seen better days, recuperating slowly to muster up their strength to lead another incursion into the heart of death itself. But that will come in due course, once the Governor deems it fit. Rumours tell tale of an upcoming festival intended to commemorate the union between the people of Drustgarde and Sotoras. A multitude of festivities shall be held including the second coming of the fabled Battle of Dance contest. All are welcome to attend and partake in the festivities. A feast shall be held within Fort Beoveld to conclude the festival afterward. OOC INFORMATION Date: 08/09/2018 Time: 7PM ST Location: Port Drustgarde
  3. Scorpio

    Activities of Drustgarde

    The purpose of this thread is to record the activities of Drustgarde with the aim of providing a concise method in which the staff are able to follow along easily. Any and all Drustgarde members are encouraged to make use of this should their actions relate to Drustgarde and desire to receive staff attention.
  4. monteu

    Drustgarde

    ♫ Lost, but resolute Rain. The rain fell from the heavens in droves, threatening to overwhelm the solid wood galleon stoically sailing over an ocean whose waves rose and fell ceaselessly. Almost proudly, green sailors with a single golden anchor flapped defiantly in the face of a storm. Sailors tended to sails flapping erratically while others labored with buckets used to discard exorbitant amounts of water flooding the deck. At the helm, a Captain bellowed orders to his determined crew while civilians huddled in the bowels of the wind-torn vessel. Frightened murmurs spread throughout the crowded interiors, praying to the Light for salvation. Their passage was unknown. In the storm, bereft of a night sky for navigation and with navigational equipment malfunctioning, the vessel was sailing blind. “Land! I see land! By the Light, LOOK OUT!” Shouted a man in the crow’s nest who had desperately been looking for a way out of the storm. CRACK! A horrendous-sounding noise of wood splitting filled the air as the vessel made contact with solid ground. Civilians and sailors alike screamed in fear. Some were knocked overboard. Scraping the reef, the vessel was filling rapidly with water. At the order of the Captain, the adventurous Tirasians abandoned their vessel through rowboats or leaping overboard… moving towards what looked like land. Drustgarde is an expedition sent by the Church within Boralus, funded by burghers from the capital, and was tasked with discovering the cause of the disappearance of Tirasian ships in the South Seas. En route, they were met with a savage storm blowing them severely off course only to be shipwrecked in the Doldrums. Left with little choice, the expedition has decided to settle within the islands and become a beacon of civilization in a hostile land. Composed of three Paladins (Judges), burghers, and adventurers, the company hopes to found a colony of Kul Tiras. But, with no knowledge of how to return to Kul Tiras and being so distant from their homeland, there is no telling what cultural or social differences may emerge. AS A GUILD As a guild, we want to focus on civilian and settling roleplay focused within the colony. For example, the colony itself is set up to be a autocratic-theocracy underneath the rule of a ruling class of Paladins. However, the reality is that power must be shared among such a small group so it is likely more mediums of government will form in later days. It is with this hope that we create a sense of tension between burghers, theocrats, and perhaps even changing the outcome of the colony entirely. Change will come, and more conflicting social classes will form. Even the Paladins want to survive, so they will gladly work/compromise with their fellows to have the government shift as needed. Tl;dr: We are a guild with settler rp, conflict, and political themes. We’ll also have a big meeting at the start of the guild to determine the course we take in game. JUDGES Judge Barcelos, like most other expedition members, simply wants to survive. But this does not mean he will compromise the entirety of his moral code for the sake of survival. Although it is difficult, Barcelos still clings onto his education as a member of the clergy; he sees himself as a tool of the Light to bring harmony for those traumatized by the shipwreck. Judge Bregham Grimsley stands as the single most perilous member of the expedition. His position as judge is reviled by many and supported much the same. Impugned for his fanatical fervor and militancy, his modus operandi is one of brutal truths and uncompromising judgement. Perhaps in what ascribes Grimsley to the least holy of the illustrious judges, the grizzly warrior of Light wears etchings of Neptulon and other seafaring scriptures across his mangled skin, though his rugged character has certainly earned him the adoration of Drustgarde’s less privileged constituents as their trusted champion. HIERARCHY AND FAITH Appointed Leader (1/1) Appointed by the Church to head an expedition in search of lost Tirasian vessels, the leader occupies an executive position within the group and oversees operations. For the time being, the role falls to a Paladin aligned with the Judges via a shared order whose task is to ensure everything runs relatively smoothly. He the head of the group. His voice is final. For now, this autocrat works with his fellow Judges to retain order within the expedition. Council (2/2) An assembly of individuals representing the interests of the entire colony. They are the legislative body, underneath the Appointed Leader, and together meet bi-weekly to address the state of the colony. If a law must be changed, then the Council will adhere to the wishes of Drustgarde in order to amend said law underneath the guidance of Judges. However, regardless of their legislative powers, the Council isn't above the law nor possesses any true authority aside from that of assembly or lawmaking. Judges (2/2) Originally dispatched to solve disputes among the expedition, the judges now find themselves surrounded by uneasy civilians on the Doldrums. These judges draw authority from their use of the Light and their knowledge of Church doctrine on morality. The Judges do not legislate, they enforce. Colonists (11/X) Colonists are people who hail from all manner of backgrounds. They may have found their way on the voyage through various avenues. Perhaps the call of adventure or the need to escape from a life in favour of beginning anew amongst the promises offered to them by the Church. Every colonist must serve in the role of militia if the need is called. Levies will be raised, militiamen will be armed, and the role of protecting the colony will fall to the colonists when war takes place. However, there will be no standing army or military. RECRUITMENT To join the expedition, one can merely send a pm to Monteu or Scorpio on the forums, discord, or find us in-game. It is an Alliance guild, but has no race or class restrictions aside from Paladins. Later on, we might change these restrictions to accommodate neutrals etc. CHARTER OF LAW Drustgarde assembled together officially for the first time and agreed upon a representative council who along with the Appointed Leader decide upon the Code of Law to be maintained within the colony's borders. This code was to be in no way permanent with the council, to the people's wishes, possessing the ability to amend them underneath the oversight of Judges. Judges may render justice, immediately if needed, as they see fit using the law as recommendations as to how they might do such. Murder - Capital offense with execution as punishment. Judges may render punishment, or obtain justice, immediately if caught in the act or may procure justice in any fashion they may deem fit if murder has taken place. Stealing - Offenses will follow a three-strike method. On the first offense, a fine of something near in value to the stolen object must be paid. In addition to this there will be a number of lashings forced upon the lawbreaker. On the second offense, they will be imprisoned for a number of days and may be forced to endure a period of indentured servitude. Lastly, on the third offense, the lawbreaker will be executed through hanging, drowning, or beheading. All Judges may render judgement on a case-by-case basis on the severity of the offense. Rape - Punishable by death. Judges may exact justice on the spot, immediately, or at a point of their leisure. Desertion - Applies when at war and levies are raised. If desertion is because of low morale, floggings or imprisonment will occur. Should the deserter leave for malicious reasons, they may be executed after giving due attention to their case. Enforcement - Judges, as your spiritual guides and enforcers, are the only ones able to enforce law. They cannot draft laws, but they can enforce them as they see best befitting the situation. The Leader of the Colony, as a Judge, is exempt from the restriction of drafting law in accordance with the colony's wishes. Arson - On a case-by-case basis, judging on intent, Judges may exact justice as follows: if accidental, the burner will enter a period of indentured servitude to those he had wronged until whatever was damaged is repaired. If by deliberate, malicious action, then the punishment is death. For most nonviolent crime, they will follow a similar method of justice as stealing known as the three-strike method. ROSTER (17/x) Monteu Scorpio Dauble Horadin Ayleth TeegeeUK Lompocus Dalekfodder Jaime FatherHay BobbyWitDatTool Julie Cudn Robb Khor Antioch Kit This man is wanted by Drustgarde for the sale of illicit goods, smuggling, and laundering.
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