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The Talnarn Dion’nor

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King_Kunuk

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The Talnarn Dion’nor

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[A missive is sent across the elvish realms, and soon carried into the realms of man, dwarf, and orc alike]

 

Founded in the year 195 of the Second Age- the Talnarn Dion’nor is a charter guild sponsored by the Sohaer of the Silver State, Incariol an Naedwyln and founded by Okarir Osar Sylvaeri on the foundational principle of exploration, crafting, and adventure!

 

The goals of the Guild are simple- to take to the wider world and discover what latent mysteries it holds. Each region in the realm of Aevos is full of unique creatures and strange places awaiting discovery- and the members of the Talnarn Dion’nor are tasked with uncovering them all.

 

Guild members are welcomed from all walks of life; with one's race of origin being a relative none factor for membership; indeed- it was at the express desire of Guild Master Sylvaeri that anyone wishing to contribute to the “righteous” pursuit of adventure and discovery should be welcomed with open arms; be they man, dwarf, orc, or an elf not of silver blood.

 

That as well; the guild seeks to open up cooperation on the foundation that all guild members would assist each other. Alchemists, magisters, and smiths work hand in hand in order to provide all the tools needed for an adventurer to take on the world. Along with basic training, the Talnarn Dion’nor makes sure to arm its members with the best tools and skills it can provide.

 

Commissions

In order to encourage guild members to explore the world, a system known as ‘commissions’ is used by the guild. In order to take on a commission- one must simply be a member of the guild; and the rewards vary greatly based upon what has been asked for. From simple starting commissions to gather herbs and note their locations down to the hunt for darkspawn and vile monsters! Commissions and their rewards are a core foundation on how the guild operates and expects its members to as well.

 

Expeditions

Talnarn Dion’nor at times will declare it will set about an expedition- in which members will gather at the Guild House before venturing out from the safety of the city to explore the wider world. From the southland jungles to the frigid north. From city to city an expedition will go- seeking to find places no one has yet seen, or piece together mysteries and puzzles that linger in our world.

 

How can I join?

To join the Talnarn Dion’nor, one must head to the guild house located within The Silver State of Haelun’or and speak with the Guild Master or a receptionist. Once registration is completed- a member will be handed a ‘guild token’ which will be a form of certified identification to use within the Silver State and any other nation that would officially recognize the Talnarn Dion’nor as a legal organization. There are three ranks in total: Candle, Torch, and Lanturn. Each rank represents the proven commitment a guild member has put into the Talnarn Dion’nor and is a statement of recognized skill.

 

The Call of Adventure has been made! Will you answer?!

 

Spoiler

 

This is a small project that I always wanted to do on LotC but never really had the foundation to do it. Inspired by literal Dungeons and Dragons adventurer's guild aesthetic, the aim of Talnarn Dion’nor is to provide a niche of rp that I think people claim to do but don’t have any support for- that being adventurers! I am looking forward to doing this, and I hope it catches the attention of others looking to fulfill the same niche.

 

If you are interested, send a letter to Osar (King_Kunuk) in mineman, or head to the guild house in Haelun’or if I am online to meet the Guild Master in person! You can find it right across from the Eternal College.

 

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