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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.

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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

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This man is wanted by Drustgarde for the sale of illicit goods, smuggling, and laundering.
 

Edited by monteu
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After a busy night, the aging Paladin finds a place of quiet solitude to write in a half-destroyed journal through the use of a piece of charcoal. 

 

Entry One 

I have denoted this to truly be the first entry of this washed-up, half rotten journal I found on the beach. It was one of the only things to survive our vessel's flounder. Alas. Nevertheless, as I am uncertain what the date is, I will be using these as a means of retaining time. Moving on. Yesterday, we gathered in our new camp to discuss the expedition's future. It was decided that we shall settle within the area, set a colony by the same name as our expedition, and attempt to survive in that manner. Only through collaboration, and the adherence to order, will we survive or prosper. Thus, we drafted a code of law and stabilized the hierarchy of Drustgarde. I am pleased with the progress we have so far gained upon floundering here. Our camp is growing. We will soon erect fortifications, but we've located stable sources of resources. For now, we are on the road to prosperity.

 

Entry Two

Entry two. The Judges and I, after some consideration of our current location and our future goals, have deigned to pick out another location to settle Drustgarde. In my eyes, Drustgarde isn't merely a location or a place. In fact, it began as a expedition of people and will always remain such. Drustgarde is its people. Nevertheless, it is my hope that this new location will prove to be far more beneficial than the last one. It is just as defensible if not more so than our camp in the mountains. As I sit here within my camp, listening to the sounds of the waves, I am brought back to a calm long absent since our days on the blessed vessel. Alas. This place ought to become our new Kul Tiras in the future. That is my hope, at least. If the Light is willing.

Edited by monteu
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oh you were the ones that jumped off the tree house and ran around claiming that people were 'looting' things

 

 

 

interesting

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6 hours ago, noddy said:

oh you were the ones that jumped off the tree house and ran around claiming that people were 'looting' things

 

 

 

interesting

hey! fun running into you

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Interesting choice of name. I like it, were US more alt-friendly I'd certainly drop here a character. I wish you good luck and fun times though!

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