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  1. *notes are scattered throughout the Shirelands* To Kill a Beast [!] a drawing of the scene [!] "Lo' my fellow Weefolk and friends, it has come to my attention that a beast lurks within our lands. Jus a few days before, a body was found near the shore of our fields. After much research I concluded that it was no mere animal, but a beast! One that has been dubbed 'The Landshark Arkaknox'. It is my duty as Sheriff to take on this beast, but alas, together we stand as we have always done so. Any brave Weefolk or adventurer is welcomed to help in this endeavor. Join me, as we set off to slay this spawn of Arugula, curse her name!" (OOC: Tonight Thursday 25th at 5pm EST, meet up in the town center)
  2. [!] A note is pinned to the Dúnwen Noticeboard! Railways DISRUPTED! ~Bees?~ Something HORRIBLY WRONG HAS HAPPENED and the glorious rail line between the village and its fields has been SEVERED by... bees? I tried to take a closer look, but I got stung multiple times and I haven't the bravery to look again. Thus, as the newly elected Sheriff of Dúnwen, I call upon the brave ADVENTURERS to handle this problem so that I don't have to! Long live the halflings, the musin, the gnomes, etc! May the rails be restored to operation soon! ~Mimosa Applefoot, Sheriff of Dúnwen ((CRP Event TOMORROW the on Saturday the 5th of November, 2023, 4 PM EST. Located in Dúnwen, the home of the halflings on Braevos)).
  3. Alone Amidst the Icy Peaks: A Lone Journey into the Northern Wilderness - An Odyssey to the North by Faelion Arather -= Introduction =- The snow-capped peaks of the northern mountains have always held a strange allure for me. Over the years, I've embarked on several short expeditions into their icy embrace, each time feeling the thrill of the unknown tugging at my heartstrings. One of these journeys, undertaken in the esteemed company of the valiant Sir Onon, still lingers vividly in my memory. However, the story I'm about to share is not about those fleeting escapades in the northern wilderness. No, this tale belongs solely to my most recent and the most protracted expedition into that glacial expanse. As I sit down with quill in hand to chronicle this adventure, I find myself ensconced in my humble abode within the beautiful city of Lurin. Outside, a gentle breeze rustles the curtains by my windowsill, carrying whispers of distant lands. Yet, beyond these city walls, an unforgiving world of ice and snow awaits my return. For this journey, I am alone, armed only with my wits and instincts. The companionship of Sir Onon, his wisdom, and his steady hand are absent on this journey. It is my hope that this record will serve as a testament to a descendant's unyielding determination in the face of nature's harshest trials. Within these pages, you will not encounter recollections of past expeditions or traces of shared adventures with companions. Instead, I shall detail the ordeals and triumphs of this solitary voyage, where Faelion, yours truly, confronts the unknown with nothing but unwavering courage and a resolute determination, amidst the gentle winds of Lurin. -= Chapter 1 =- The first day of my journey to the north was marked by a series of peculiar encounters. While I ventured deeper into the grassy landscape, my heart raced with dread upon witnessing a grim spectacle that sent shivers downs my spine—an eerie, grotesque, lifeless tree stood sentinel in a vast grassland, adorned with the macabre remains of countless souls. In that chilling moment, my heart pounded with a mixture of fear and urgency, compelling me to mutter a silent plea to myself to leave the place with haste. With great caution, I pressed forward, putting as much distance as I could between myself and that unnerving sight. After several hours of traveling, I arrived in an area of rolling hills, where the landscape stretched out like an ancient tapestry. In the distance, I spotted a distant hamlet, its simple and rudimentary walls hinting at an insular community likely wary of outsiders. Following my instincts, I chose to avoid any possible conflicts and proceeded with my journey. Continuing my journey, I drew near to a relatively lofty mountain range, which naturally demarcated the southern rolling hills from the northern expanse. The peaks of these mountains were concealed beneath a dense shroud of clouds, creating an almost surreal atmosphere. The biting cold permeated my bones, an unrelenting reminder of the north's harsh and unforgiving nature. Desiring relief from the bone-chilling cold, I sought sanctuary within a grove of trees that offered a welcome shelter. Here, nestled among these gnarled branches, I felt I had at last arrived at the northern frontier. With a weary sigh, I readied myself by donning my winter gear, bracing for the unrelenting cold that lay in wait in the northern territories. -= Chapter 2 =- On the second day of my journey into the cold and unforgiving northern realm, I pressed onward, determined despite the relentless cold that seemed intent on testing my resolve. As I forged ahead, a surprising and intriguing sight suddenly unfolded before me—a gleaming golden cross, marking my entrance into this enigmatic northern territory. My curiosity was immediately aroused, and I couldn't resist examining the unusual etching on the cross-a delicate flower in full bloom, its petals intricately etched and elegantly shaded in various shades of gray. This vivid contrast against the bleak surroundings left me both perplexed and captivated. It stood out as an unexpected symbol of beauty. After hours of relentless trekking through the snow-clad northern wilderness, I reached the recognizable boundaries of The Kingdom of Hanseti-Ruska. It had been a considerable period since I had last stepped foot in Haense. Once again, I ventured into the kingdom, where the biting cold was both relentless and unforgiving. The harsh climate made visibility difficult, and the sharp winds constantly forced me to adjust my course. Notably, the capital city lay shrouded in spikes of ice and snow, with massive boulders hewn from the same frosty substance. These boulders, hollowed to create passages, obstructed the bridge leading to the city. The streets of Haense, once familiar to me, appeared dramatically transformed, almost unrecognizable. The capital of the Kingdom of Hanseti-Ruska had shifted from a muddy and dusty landscape into a land shrouded in ice. Furthermore, the streets were eerily deserted during the night, casting a chilling and unsettling ambiance over the city. It was a stark departure from my previous memories of the place, leaving me to ponder the mysterious transformation that had taken place. Venturing beyond the capital, during the same night, I drew near to the towering walls of a formidable fortress. The biting northern wind gnawed at my skin, and my eyes began to feel parched. With each step, it grew increasingly difficult to breath in the dimming light of the waning day. With each deliberate step, the snow yielded beneath my feet, emitting a satisfying crunch. The wintry breeze from Snow Lake caressed my skin, causing my breath to materialize in the chilly air. Just outside the open castle gates, a hospitable sign extended a greeting, displaying the name "Isaakev." Upon my entrance into the castle, a warning sign cautioned me about the long, winding stairs that lay ahead. Ascending these stairs, I arrived at the castle's courtyard, perched high atop the castle, and I began to explore the expansive, empty grounds. As I approached what appeared to be the castle's keep, my attention was drawn to a statue dedicated to an individual named Alex. The inscription at the base of the statue read: "Alex 19⬜⬜[... THE FOURTH WALL IS SHAKING...]⬜⬜⬜2 Gone, But Never Forgotten." Within the castle's keep, I came across a room that seemed to serve as a small throne room. At the entrance to the throne room, two statues stood tall. The lapidary of one statue read: "Stephen I, or Stefan (Naumarian: Stefan Karl), became Haense's King in 1610 after his election in the National Duma at the age of fourteen, following the Greyspine Rebellion and the Second Battle of the Rothswood. As the lone surviving son of King Marius from the House of Barbanov, he transformed Haense into a potent Empire vassal through strategic alliances, despite his controversial Imperial involvement. His legacy mingles progressive Haeseni reforms with his intricate role in Imperial dynamics." The lapidary of the other statue bore the words: "James II, or Jakob (Naumarian: Jakob Marius), is the most infamous of the Ludovar patriarchs, most notable for his work in the Brotherhood of Saint Karl and the Ludovar Trial. The trial meant the end for the Principality, and Jakob was soon castrated on false charges. Later, the verdict was overturned with new testimony coming available. He was returned his knighthood, and the remains were returned to the House, but the House of Barbanov-Ludovar has never quite recovered." Following my exploration of the history-rich castle grounds and absorbing the stories engraved in stone, I chose to find solace within the silent halls of Isaakev. There, within the imposing fortress's calm and seclusion, I rested, rekindling my strength and determination for the demanding journey into the harsh and relentless Northern territory. -= Chapter 3 =- On the third day of my journey through the snow-covered expanse, my travels brought me to what appeared to be a hunting cabin nestled in the wilderness, a humble and inviting structure standing alone in the vast, white landscape. Intrigued by the cabin's rustic charm, I couldn't resist the urge to pay it a visit, even though it appeared unoccupied. As I explored the cabin's immediate surroundings, I couldn't help but appreciate the cozy and inviting atmosphere it exuded. After a brief exploration, I carried on, eager to venture deeper into the frost-covered realm. Not far from the hunting cabin, I chanced upon a town situated in the heart of Snow Lake that was in the midst of construction. Curiously, there seemed to be no apparent access to the town, and apart from the ongoing building efforts, there was little else to hold my interest. I moved on, continuing my journey through the cold and desolate wilderness. Time swiftly slipped away, and after numerous hours traversing the unforgiving white expanse of the north, I came upon peculiar structures that starkly contrasted with the snowy plateau. Upon closer examination, I was met with a haunting scene—frozen blood, scattered bones, and a grim tableau of the aftermath of an unknown ritual. It was evident that this place had served as a site of sacrifice. An unsettling chill crept down my spine as I indulged my curiosity with a thorough inspection. Quickly, I departed from this disquieting place, eager to avoid becoming entangled in any potential ritualistic activities. As the third day neared its end, I arrived at a solitary walled fortress perched high on a snow-covered mountain deep within the icy realm. As I approached the fortress's gate, I couldn't help but notice that it was firmly sealed, and a sign indicated that pilgrims were required to don a veil for entry. I surveyed my surroundings, but there was no sign of any life, and I strained my ears to detect even the faintest sounds in the prevailing stillness. Employing a spyglass, I scrutinized the walled fortress, and it became evident that it had been deserted, reduced to a mere shell of its former self. As the day reached its conclusion, I opted to explore the vicinity of the isolated fortress, and there, I found a poster advertising a hunting cabin named "The Honing Doe Lodge and Retreat." It was at that moment I realized that this was indeed the very hunting cabin I had encountered earlier in the day. As night descended, I took refuge in a modest shack on the fortress grounds, preparing to pass the night, pondering the concealed mysteries within this northern land. -= Chapter 4 =- At the crack of dawn, on the fourth day of my journey, I arose, brimming with enthusiasm to resume my exploration of the northern wilderness. Equipped with my trusty spyglass, I scanned the terrain extending farther to the north. It seemed evident that I was drawing near to the recognizable mountain ranges denoting the northern border. Deciding to alter my course, I redirected my gaze toward the west, recalling that past these peaks lay the northern sea and an uncharted island I had yet to explore. Venturing westward across the frozen wasteland, I made the deliberate choice to veer off the beaten track, opting for an off-road route instead of following the existing road. I hoped to come across interesting sites and discoveries off the well-trodden path. During my expedition, I encountered an armor stand standing alone in the midst of nowhere, a patch of frostvine clinging to some intriguing ruins, and dense copses of trees. Soon, I reached the boundary between the snowy plains and an area rife with volcanic activity. I turned to the east, intent on further exploring this vast expanse. Nonetheless, my heart's yearning led me to explore the northernmost island. I ascended the rugged mountain ranges and descended to the opposite side, making my way to the spot where the two lands were closest. Utilizing my reliable 'portable' boat, I traversed the sea to reach the island's shores. As I gazed through my spyglass, my initial impression was that the island appeared uninhabited. However, upon further inspection, I soon discovered signs of habitation on the other side. Driven by curiosity, I made my way to the village I had spied from a distance. As I approached, I couldn't overlook the imposing, thick, black walls encircling the village, which left me pondering their intended function—likely constructed to conserve warmth in the unforgiving northern climate. My attention was also drawn to some peculiar red shrubs emitting steam from what appeared to be berries. This unfamiliar sight made me exercise caution, leading me to keep my distance from them. Upon my arrival in the village, I was greeted by one of its residents who kindly offered assistance. I gratefully declined and explained that I was but a simple explorer, traversing the northern reaches of Aevos. In return, I asked about the name of the village and discovered that it was known as Aeltarys. Extending my appreciation, I readied myself to proceed with my exploration, informing the resident of my intentions to explore the rest of the expanse. As I prepared to take my leave, the resident of Aeltarys offered a word of caution, advising me to be vigilant in the wilderness due to the presence of perilous creatures on the island. I expressed my gratitude for the warning and bid the resident a sincere farewell. "May the radiant flames in your heart guide you along your path," I said before departing the village, extending my best wishes as I embarked once more into the snowy expanse. -= Chapter 5 =- On the fifth day of my journey, I found myself in a place that held a painful memory from a past expedition—a treacherous high-peaked mountain, perpetually shrouded in thick clouds and surrounded by large, jagged ice shards. As I ascended, the unrelenting polar storm of The Mountain seeped through my being, chilling me to the core, and my blood seemed to freeze within my veins. Then, a mysterious and supernatural disembodied voice resounded, commanding me to go away. Feeling the imminent danger to my life and heeding the commanding voice, I decided it was no longer worth the risk to scale this treacherous mountain. While descending from The Mountain, I observed a sequence of black banners that appeared to delineate a path along this side of the ridge, implying the existence of a trail. Intrigued, I decided to follow the trail marked by these banners and eventually arrived at a bridge leading to the opposite side of the ridge. Regrettably, the bridge had collapsed, forcing me to opt for the longer route in order to reach the other side. Upon reaching the other side of the ridge after the bridge's collapse, I was confronted with a staggering and disheartening sight. A once-vast settlement now lay in ruins, its structures fallen into the frozen wasteland. The overwhelming sensation of being watched gnawed at me, and I felt a mysterious pull emanating from The Mountain. The relentless snows and the unrelenting winter storm of the north continued unabated, pelting the land with hail and snow. Campfires mysteriously extinguished under seemingly ideal conditions, and the wooden fortress of the town had been reduced to rubble. The entire place exuded an eerie aura of surveillance by an unseen presence lurking in the snowdrifts, scrutinizing every step I took. As the howling winds cried out like distant banshees, cold breaths seemed to graze my neck within the midst of the blizzard. I stood on a trail that led to the bridge which had collapsed, marking the ascent toward The Mountain. The battered banner of The White Mountain obscuring a red sun, seemingly frozen in both time and space. The remnants of tools, clothing, and signs of a once-thriving civilization were strewn haphazardly throughout the forsaken settlement. As I surveyed the remnants of what had once been a formidable fortress, I couldn't rid myself of the uncanny sensation of being under scrutiny. In subdued whispers, I extended my heartfelt condolences to the souls who had perished in this tragic place. Pushing eastward, into the unexplored territories, I came across an intriguing sight: a set of golden gates perched atop a mountain, seemingly placed in the midst of nowhere. As I drew nearer to the gates, a [REDACTED] stared at me, its wings gracefully flapping. It radiated an enigmatic and contradictory aura, one that appeared to simultaneously mock and convey a sense of sorrow above the grand entrance. Opting to evade any potential confrontation, I paid my respects to the perplexing scene before me and pressed on with my expedition. Gradually descending from the snowy mountains, I eventually came upon a settlement unmistakably in the process of construction. The materials used for the construction seemed foreign to the surrounding expanse, potentially imported from afar. A thorough examination of the architecture indicated that it was the work of Dwarves. Even though there were no workers present during my passing, I silently wished them success in their ongoing construction endeavors. Descending further from the snowy mountains, I ultimately reached the snow-covered plains, marking the point of transition between the snowy desert and the taiga region. Having thoroughly explored and mapped the entire northern territory, a sense of accomplishment washed over me. I decided to bring my expedition in the north to a close, deeming it a successful and comprehensive endeavor. -= Afterword =- From the earliest days of my youth, I was captivated by the countless tales of adventure and exploration that filled the pages of books. As time passed, my curiosity continued to drive me, kindling dreams of venturing into the mysterious unknown. The decision to pen this book was born from the sincere hope that its readers, whether young or old, adventurers or explorers in their own right, would glean valuable insights from my personal experiences recounted within these pages. My journey across the Northern expanse, with its challenges and triumphs, transcends age, gender, and race. It serves as a testament to the power of curiosity, reminding us all, regardless of our background, to remain curious and embrace the boundless opportunities for discovery that life has to offer.
  4. [!] A notice is posted to the Dúnwen Noticeboard! DEFEND THE PUMPKINS! ~The Pumpkin Patch~ Evil gremlins have been spotted STEALING pumpkins from our lovely pumpkin patch! We must stop them before they take away all our pumpkins before we can turn them into pumpkin pie, pumpkin seed, and pumpkin stew! Calling all adventurers to ACTION to defend the most holy of crops from EVIL! We shall meet outside of the patch next Pumpkin Day and drive the evil gremlins out! ~Mimosa Applefoot, Halfling Mayor of Dúnwen. ((Tomorrow the 3rd of October, 10/2/2023, 6 PM EST. Located within Dúnwen, capital of Dúnfarthing, home of the halflings on Braevos. We will use the new Brave combat system so pick an archetype for your character if you have not already: ))
  5. Into the Depths of Beleth: The Lost Temple of Teo'Camaxli - An Adventure Log by Faelion Arather Entry 1: The moment I beheld the Temple of Teo'Camaxli for the first time, a profound sense of awe overcame me. It loomed majestically above the cascading waters of The Jungles of Beleth, a sentinel guarding ancient enigmas, its towering silhouette visible from vast distances. Nature had recaptured much of its structure, yet the temple's enduring presence remained undeniable. It exuded an energy that elevated my very spirit, infusing me with boundless wonder and an insatiable curiosity. Approaching closer, I could discern a mysterious aura in the air, a resonance of some bygone magical force. The temple's decayed wooden palisades and serpentine walkways, testament to time's inexorable march and the relentless jungle, intertwined haphazardly across its façade. The true moment of wonder arrived at dawn. The temple's zenith served as a focal point for the sun's initial rays, casting a brilliant illumination upon the plateau, akin to a celestial lighthouse. For those fleeting minutes, it seemed as though the heavens themselves bestowed their radiant blessing upon this ancient sanctum, revealing its concealed secrets. Entry 2: Today, I ventured deeper into the outer precincts of the Temple of Teo'Camaxli. Although I found no apparent ingress to the inner sanctum, my resolve to explore every facet of its exterior remained unwavering. The intricately chiseled stone motifs held a mystique that captivated me, and an unshakable conviction whispered that this place held profound significance. As my exploration persisted, I couldn't escape the intrigue of the Alchemical Signs of Aether, Air, Water, and Fire adorning the corners of the highest level. They concealed an enigma, I was certain of it, waiting patiently to be unraveled. Entry 3: The further I delved into the temple's exterior, the more profoundly I sensed its mystic embrace. With each stride, the atmosphere grew heavier, and the echoes of those who had tread this path before me reverberated in my senses. The very stones seemed to preserve memories of a bygone era, and I stood as an intruder within their sacred domain. Before me stood an imposing stone portal, bedecked with intricate carvings and adorned with glistening gemstones. It was apparent that this door represented the temple's core, yet it remained impenetrable. My fingers traced the cryptic symbols etched into its surface, but their intent eluded me. Entry 4: Today, I persisted in my exploration of the Temple of Teo'Camaxli's exterior. While the passage within eluded me, an unshakable conviction told me that there was more to this place than met the eye. The stone carvings and enigmatic symbols held a significance that eluded my grasp. Standing once again before the sealed stone portal, reverence washed over me. It was as if this door safeguarded the temple's most profound secrets, and my determination to unearth them remained resolute. With a deep breath, I pressed my hand against the chilled stone and silently prayed that one day, the concealed mysteries would yield to my unwavering pursuit.
  6. [!] A notice is pinned on Quest Boards across Aevos "KILLER flowers 'ave bloomed in Dúnwen. We must clear them out! These are NOT the nice, helpful sort of flowers! I think we've angered them somehow! Cobalt Enclave adventurers are CALLED to duty! -Mimosa Applefoot, Branch leader of the Dúnfarthing branch of the Cobalt Enclave" ((Event at 4:30 PM EST today))
  7. [!] Those dreaded 'Quest Managers' have begun organizing again. One of them, wearing the traditional 'Hey look at me I'm a Quest NPC' attire walks up to you, question mark above their head, and hands you this flier: The Quest Guild! ~A halfling hard at work in the Dúnwen branch of the Quest Guild!~ Despite providing such a vital service to the realms of Aevos, adventurers have gone unorganized for far too long! As such, with the official merger of the halfling Quest Office and the Caritas Quest Guild, we are better prepared than ever to offer ye the best questing and adventuring experience ever seen! To organize our services as procurers of adventure, we've organized dungeons, monster slayings, escort missions, fetching duties, and other such tasks into different ranks (known as "stars") to be offered to adventurers of similar rank. The ranks be as follows: Thrill Seeker: A fledgling adventurer who is only offered one-star quests. These folks spend their days slaying rats and gremlins before proving themselves to the Guild. They do receive a discount in Guild-associated taverns just for joining, however. Trepid Explorer: More than a beginner, but only just. They are allowed connection with the highest tiered 'Harper Agents' for advice and training. It is rumored than only a few such adventurers exist. They may also access double-star quests, usually a lesser monster slaying or minor undead infestation clean-up. Hardened Adventurer: The true backbone of the Guild, these adventurers may access triple-star quests and delve deep into dark dungeons to obtain delightful delicacies (gold and silver)! As such, we tell these adventurers where these dungeons are. Can't have the new folks throwing themselves into the dungeons as we have profit margins to maintain safety standards to care about! Fearless Dungeoneer: An adventurer who has proved themselves worthy of quadruple-star quests that start to actually matter on a grander scale (almost). They also receive free room and board at Guild locations. Harper Agent: These rare, hyper-skilled adventurers are called upon to clean up the horrifying of problems potentially even earning a small profit in doing so! They may access the highest-tier quintuple-star quests! These folks are almost celebrities, sorta, you definitely want to become on! So, what are ye waiting for? Sign up to be a registered adventurer today after paying the (oh so generous) application fee of 15 minas (leather is also accepted, I rule such as a Branch Leader and if the other Branch Leaders complain I will raise such a fuss that the Guild will never recover). Adventure awaits ye! Apply below! Name: Residence: Race: Class?: What ye bring to the Guild: Do you swear to not kill your fellow adventurers to steal their stuff mid-dungeon crawl?: ~Mimosa Applefoot, Former Manager of the Halfling Quest Office, current Dúnwen Branch Leader of the Quest Guild.
  8. [!] On the edge of a dim jungle cave somewhere on an isolated tropical island in the middle of the ocean, a very old man stands, his toga loosely draping down over his body, his century old glasses clung to his face, staring out at the sunset as he releases hundreds of posters into the wind. UNUM EXTREMUM EXPEDITIONEM [!] Somewhere else in the world, in the lively tavern of a great empire, the stories of this man’s life were told. His troubled upbringing, his rise to nobility, and fall to obscurity. His various cons and exploits, his adventures and expeditions into unknown lands for no particular reasons. They told of his love stories, his tragedies, and his victories. “I heard one time he got so drunk he married an old hag, only to leave and never speak to her again!” one man says, “I heard he stole an entire swan boat in the sacking of Providence!” “I heard he cheated the entire nation of Yong Ping out of a large swathe of property for a circus he NEVER BUILT!” “I heard he charged people a hundred mina just to say to eat only steak and lift inhuman weights!” “I heard he invented some gel which blocks aging, maybe that's how he’s lived so long!” Though some of these men had never met him, nor seen any of his products or the extent of his dealings, they spoke of him with such confidence that it didn't matter if what they said actually happened or not. He really did invent that gel. Though, it didn't stop aging, it was just a placebo. But maybe it wasn't just the gel he invented, maybe he had found the true source of immortality. A life so unreal, so imaginary at its core, that nobody would dare forget it. ULTIMUM ACTUM [!] Finally, a man stands over a grave, nestled behind an old ruined castle, emotionless and stoic in his stare. The headstone read: “BEN JONES II SON OF BEN JONES I EXPLORER EXTRAORDINAIRE BORN 1812 DIED 1932, AFTER 120 GLORIOUS YEARS “Glorious, my good man!”” In truth, the grave was empty, but it mattered not. For he had lived a life so glorious, it could not be contained in a single box upon death. “I pick up your adventure where you left off, utterly lost and aimless, but joyous.” Muttered the man “And I pick it up gladly, Grandfather.” And with that, the end of an era. Fin
  9. THE NORTHERN GEOGRAPHICAL SOCIETY The Great Crest of the Northern Geographical Society Est. 1762 ✵ FOREWORD ✵ ~+~ An Early Society Meeting Under President Herbert, c. 1772 ~+~ Founded by Celestine Herbert in 1762, the Northern Geographical Society (NGS) considers itself to be a highly prestigious, international scholastic organization made up of anthropologists, historians, naturalists, cartographers, and other varieties of scholars and adventurers. We are dedicated to the preservation and diffusement of historical, natural, and cultural knowledge through the upkeep of museums across the continent of Aevos and the undertaking of expeditions to expand the horizons. In order to do this, we maintain a chain of museums across the continent with the goal of eventually establishing one in every major Aevosian country. The institutions we maintain serve to educate the public on a variety of different topics in the fields of culture, history, and naturalism across the land. The operations of the NGS transcend state borders, and our Society takes great pride in the academic, ethnic, and cultural diversity of our membership. Our museums are all operated by professionals with impeccable credentials in their areas of expertise, and we take great pride in both our independence as an organization and in our reputation as an unbiased academic society of the utmost integrity. We often go on expeditions in order to expand our horizons and push new frontiers as well as administer these higher institutions of learning, and thus consider ourselves to be adventurers as well as scholars alike. ✵ Leadership of the NGS ✵ Elizabeth Brae 3rd President of the NGS (Art by @frankdh) The President The Vice President Museum Curators Division Chiefs The Celestial Trust Executive Leadership Museum Curators Division Leaders ✵ Our Museums ✵ The Northern Geographical Society takes great pride in the upkeep of our public educational institutions. As the original pioneers of museology, we consider the establishment of public museums to be one of the most effective ways of promoting learning and intercultural awareness across the continent. The NGS Flagship Museum ~ Chambery, Petra ~ (NOTICE: As the NGS vaults are still being cataloged and unloaded, our public exhibits are not expected to be fully open for the next several years.) Our Future Museums ~ Coming Soon to Balian, Talar'Nor, and Others! ~ ✵ JOINING THE NORTHERN GEOGRAPHICAL SOCIETY ✵ ~+~ A Meeting of the Celestial Trust in Aevos, c. 1927 ~+~ While we take great pride in our status as an academic organization characterized by impartiality and integrity, the Northern Geographical Society also considers itself to be a tightly knit family. We care very greatly for the members of our Society, and we as explorers, academics, and adventurers pull work together to pull our resources so that the mission and vision of the NGS might be realized. There are a number of different ways of getting involved with the Northern Geographical Society, easily suiting whatever amount of time and effort a person wishes to dedicate to our organization. From volunteer tour guides to world esteemed scientists, academics, and mages, we at the NGS value a wide variety of skill sets and employ them in the pursuit of our mission. The easiest way of joining the Celestial Trust is to approach the executive leadership, namely the President of the NGS, about becoming a member of one of the Society’s three divisions. They will then become initiates and may choose to render their services in the fields of Research, Exploration, or Diplomacy in whatever manner they see fit as they strive to be awarded full membership in the Society. ~ NGS Research Division ~ ~ NGS Exploration Corps ~ ~ NGS Diplomacy Division ~ To Join one of these divisions of the NGS, please pen a letter to the Office of the President at Celestial Square 1, Chambery, Commonwealth of the Petra expressing your interest in such.. [[Add AndrewTech101 on Discord, send Elizabeth Brae an IRP bird, or send an IRP Forum DM]] THE CELESTIAL TRUST The Celestial Trust is a brotherhood of equal peers, representative in nature of the three divisions of the NGS. It serves as the governing board of the organization, voting and deliberating on administrative matters, affirming the nomination of new Trustees, and proposing expeditions and programs to undertake for the betterment of the NGS and of Aevos. Every member of it has proven their dedication and loyalty to the values of the Northern Geographical Society in some way, shape, or form. They are all acclaimed in their own right as both adventurers and as academics, although some might be more focused in one area than another. In order to gain admission to the Celestial Trust, an individual must prove themselves worthy enough to receive a nomination from the President. This can be done either through noteworthy achievements done outside of the NGS or through multiple years of service as a member of one of the Society’s divisions.
  10. [!] A letter is pinned to the Dúnwen Noticeboard Coastal EVILS! ~A gathering in a burrow!~ EVIL creatures of sorts have been popping out of the lakewater! It's horrible! The Spicy Shrimp, may she rest in peace, seems to be their origin! This seafood infestation must be dealt with quickly or else we'll be the ones coated in sauce and eaten! Glory to the halflings! Glory to Dúnwen! -Mimosa Applefoot, Office of Adventures
  11. As Godfrey Baradaeus a young Balinese man, would find him self sailing east of Balians port, where his small boat struck land, a comment from his diary reads like this, 'Tis my second day in which I found myself and my crew aground upon this land, on further inspection we discovered that the lands vegetation would hardly reach above 2ft in height, with no trees to be seen on the North Easterly side of the new island.' Godfrey and his crew would continue his exploration the island where they came across the foot hills of a mountain though to centre itself in the island, so they climbed it and when they ascended its peak they chose a name for the great peak they called it, 'Mons Alexandria' (mountain Alexander) named after the King's late and much loved Father. With this he would also place down a banner of Balian to signify that they had been on the island. Another extract from his diary reads, 'The land had full or small rolling hills and flat plains perfect for any sort of agricultural development, and with its mountain many treasures could possibly be hidden with'
  12. An beatiful paitning of the Aurentian Alps could be seen The mountains. It is said that like how waves tower on the beaches, so do the mountains tower over that of the land. Perhaps it could even be said that the mountains are the waves of the land. The waves are a beautiful sight to behold on the beach and such are the mountains on the land. There are many beautiful waves in this land of Almaris… but there is one only truly great mountain range, that of the Aurentian Alps. The Aurentian alps… a luscious mountain escape from the busy world. Luscious and green were the long flowing grasses on those hills. The air always felt fresh and clean. As one traveled up those mountains, one could feel the warm sun peeking over the alps. As the gentle light of the sun embraced you and the beauty of the nature around you met you, one could almost feel the embrace of God himself. And on those alps lay a lovely Viscounty called Hohengarten on the Outremont pass. It was a lovely keep with its bright colors and grape vines that supplied many a beautiful and lovely wine for feasts. The house, like the alps itself, contained plenty of greenery and flowers. In fact, it was almost as if the House was essentially a part of the alps itself in its beauty There existed in that lovely Viscounty, a lovely family. A kind but proud grandmother with a gentle-hearted grandfather. Currently, she shared that household with her 8 children, and her 4 children and daughter-in law of her adopted son. She had a total of 8 grandchildren. Half of them came from her adopted family. And in that adopted family, there existed a cute little blonde boy named Richard von Leopold, the twin brother to Peter Von Leopold and younger brother to his sister Helena and Anne von Leopold. And in that lovely family, the young child Richard was sent on a quest to explore his beautiful little world in the mountains and return with a precious item. “Richard, mein grandson, find zhe item dur Uncle James left on one of the mountain peaks near here… trust mich mein grandson du vill it know vhen du have found it” A Portrait of the young Richard Von Lepold could be seen here And so young Richard Von Leopold began his quest. Armed with a small sword, some food his mother had prepared for him and with hugs and kisses from his sisters and brothers, he walked along those verdant alps, the sun just starting to peak over those tall Alpan mountains. As he walked up those mountains, he breathed in the fresh country air. Perhaps it was a wonderful thing that Hohengarten stood so far out from the world. It was peaceful, away from the troubles of the world. Away from those evil Adrians and those evil Mori who seemed beset upon conquering his little mountain world in the Laurentian Alps. He felt the breeze of the light country air, as the wind was slowed and gentle. The breeze itself was a product of strong winds meeting the even stronger and mighty Alpan mountains that forced the winds to slow, making their breezes gentle and calm. The air felt invigorating and full of life in those luscious mountains. Richard continued his hike, he climbed up on a mountain and he would reach its peak and with a light huff, he found there to be nothing and sighed “Awww, nien, nien, nien!” he said in frustration. He would then look to the other mountains that his grandmother had pointed to and realized he maybe had 5 more to go to! He sighed and kept walking, his legs quite strong and able for a lad his age. For, he had always been an excited lad, running around his quant house and mansion in Hohengarten and never getting tired. Now, what most people don’t realize is that life in the Alps is a bit harder on newer visitors. The high altitudes often tended to make newcomers to Hohengarten a bit shorter of breath than they were used to living in lower altitudes. Eventually, as one got used to living so high above, one would adapt to mountain life and find themselves to be more capable of doing things and last longer in their exercises. But Richard, a child his age, would have no idea of this and he kept walking amazed at just how far he had traveled. His home vanished into the mountains as he continued his walk. Richard would then find the second mountain and climb to its top only to find no object upon its peak. With a sigh, the young Waldenian would find himself thirsty and after drinking the bottle of water that he had. He found himself needing more and so he stood tall upon that mountain and like an eagle he looked around until he found a small creek that he could use that took him to the direction of the third mountain top. And after a bit of a struggle the young Waldenian made it to the creek and would proceed to drink from it. Splashing some of the water in his face, his cute rosey cheeks would redden at the coldness of the creek but it would be a refreshing feeling given his weary traveling so far. The young Richard looked around and smiled for the mountains truly do bring upon great small little wonder and this place was one of them. An protrait of the creek could be seen made by a young Richard Von Leopold for the next time he traveled to this creek The noon sun made the young lilies shined brightly, their petals if felt would have felt soft to the touch. They had a wonderful smell to them and as Richard plucked one. He would giggle and smile at the softness of the lilies and its wonderful. “Ich zhould save zhis and give it to mozher und find anozher for grandmutter” he said with a smile as he took two lilies and put them in his bag. The grass like the lilies, showed a bright shade of green. They were as high as Richard ankles, undisturbed by the presence of man in these mountains as hikers and travelrs were few in this section of the Alps and so Richard like the young lad he was, rolled around in the grass like a child, giggling and laughing like many young little Waldenian children do. As he rolled, the dandelions that were in the grass, would realize their fluffs, surprised by the presence of the child. As he smelled the grass… he could feel something.. Almost as if he could feel the alps themselves speaking to him. And then with a happy and tired sigh, he would stand up and realize “Ich should travel to zhe next mountain!” he said with a giggle and trying his best to remember how he got here for another time. He would then proceed to hike up the third mountain, his legs been rested at the creek, he would proceed to walk onto its peak and finally as he reached the peak he saw the sword stuck in between two rocks in the mountain. Hours at passed, it had long been since mid-day but the sun was still brightly shining. It was msolty likely 3-4 in the day. He giggled in elation as he finally found the sword and he would quickly move to take it. The sword was a bit heavier for Richard… but it came with a backstrap and so he used and put the sword on his back as he returned home. An image of the sword with its scabbard could be seen After that, Richard would then proceed to return home with the only companion he had with him in his travels… the Sun, for it it had been there when he started his trail and now, it was setting down over the mountains as Richard knocked on the door to Hohengarten. “Hallo! It’s mich Richard!” At those words, an elderly red-haired lady, followed by her younger adult red-head daughters and son, a young blonde mother carried in tow with her adolescent blonde twin daughters rushed over to Richard. What came next was a series of hugs and kisses and jubilancy in Hohengarten. “Grandmutter! Ich found zhe svord!” he said then giving her the sword and with that his grandmother Cosima, Countess of Hohengarten would smile “Zhat’s mein gutte little grandson!” she said taking the sword, hugging her grandson and placing a kiss on his forehead. And then looking to her now growing family, she would smile and say “Come! Now we celebrate” she said, then ushering the family to the upside patio, where a wonderful Waldenian dinner would be prepared. A portrait of a sunset over the Aurentian Alps could be seen
  13. The time scythe, stolen from the past, glows blue in its dark corner. The time has come. As the Mori approach the realms of Man, Elf, Dwarf, and Orc, so to does something occur in Bywater, land of the halflings. Shards of time once split from reality coalesce together. [!] A note is pinned to the Bywater Notice-Tree: "Tea in the Applefoot burrow next Sun's Smile! Adventurers and wanderers welcome! ~Mimosa Applefoot-Nimblefoot" ((Event 5 PM EST, Sunday the 16th of April, 2023. Located in Bywater, home of the halflings on Almaris.))
  14. [!] All registered Bywater Adventurers and other interested parties receive a letter in their aviary mailbox! A Chill, Ordinary Gathering ~A chill time in the tavern, perfectly ordinary~ Although there are rumors that the world is ending, and although we've faced many cult problems, we've yet to gather together the ol' Adventurers to face these threats! Let's us gather together as Adventurers and comrades once again to talk about and organize against these new threats! Of course, nothing bad will actually be happening (I promise!), so no need to get too worried! It'll be just a perfectly ordinary Adventurer meetup with nothing going awry whatsoever! ~Mimosa Applefoot, Mayor of Bywater. ((6 PM EST, Tomorrow on Sunday the 2nd of April, 4/2/2023. Located in Bywater, the home of the halflings on Almaris. Directions: ))
  15. Narvok oz ok Arkon Thrummaz [!] A messenger bird arrives to dwed across Urguan, relaying the news! [!] A blessing, and a joyous discovery! The expedition for knowledge in Ogradhad's name has been completed, and with it were recovered some preserved ancient texts, written by old dwed of continents long passed. And along with such precious texts, some relating to the nature of the Rhun, came also the discovery of a story to this old place. One of a brave and devout dwed... who stood to defend what he believed in. An encounter with giant spiders complicated the investigation but was dealt with accordingly... The ancient texts were discovered within the ruins of a small library... likely a safekeeping for the follower of the Warden of Knowledge that watched over it. Most incredibly however, a hole in the roof had rendered most of the texts destroyed... except for four books, those that sat nearest to the shrine of Ogradhad contained within... These texts will be put on display within The Grand Library in Kal'Darakaan, for all to view. Rare is it that the Brathmordakin reach down and show their influence upon the realm of the descendants. To honor such a blessing, Da Kirkja Verga will renovate this old place, and it shall be reformed into a grand temple in worship to Ogradhad, so that all may show their veneration to him in the hallowed place. Tuzic Mossborn, Prophet of Ogradhad
  16. [!] A notice is spread through the wind. A copy slams into your face comically, forcing you to read it. A NEED FOR HEROES ~The peaceful lands we must protect!~ The forces of Darkness, of Evil, of Despair, of Hatred, and of Improperness have escaped justice once again! They now aim to conquer time itself, hurling the world and all of its peoples into eternal darkness! This MUST be stopped at all costs! The Quest Office of Bywater hereby declares this to be a TIER SSS quest (of utmost importance!) with a grand reward in hay, leather, meat, and iron for any adventurers willing to defeat the Time Bandits (now known to be worshipers of the Squid Lord!). Knox speed and may righteous fury be with you! Knox shall protect us, and you are to be HIS shovels! ~Mimosa Applefoot, local halfling and Mayor of Bywater ((3 PM EST, tomorrow on Sunday the 29th of January, 2023. Located within Bywater, the home of the halflings on Almaris. Directions to Bywater: ))
  17. Expedition Log Four As it was starting to become the norm now, a new team of people for this expedition outside of the few returning, and ever curious bloom joined in. Though I’m admittingly starting to feel the change of time as my hair was slowly growing white now, even the tan didn’t help to make me feel any younger from the time in the south. Almost didn’t recognize myself in the reflection of water by this point. We set off to the strider and after a bumpy, almost sickening ride for several days we headed up to our camp and took a little moment to prepare ourselves by the stream. Checking supplies, armours, weapons and other equipment to make sure we were ready for as much as we could. We had brought goods that we believed we could trade with the tribe that had settled up within the land and was living among the nature there, not hunting, but more surviving with them. Something we could approve of. And as we were discussing how we would go to encounter them and what we had brought to offer in trade a familiar figure in the form of the same child we spoke too before showed themselves. Starting to believe this kid is somehow the scout and negotiator with outsiders of the island. Of course the fourth fleet also gave us a little bit of information as well, though it was only enough to let us know that the people of the island were hoping for a new meeting. We began to discuss it there, and she brought up how they weren’t open to seeing us right now. But they were considering us and needed our aid to show sincerity. Giving information of a deadly cloud that left behind medical residue that they could use, but they didn’t have the manpower to investigate closer and scout out from what was said. We discussed it with our group, and offered them alternatives such as getting herbs from the homeland and raising them, and growing them, but there was no way of knowing how that might turn out in this strange new land. Nor were they able to get enough medical supplies from the fleet to tend to their needs. Eventually the group decided in whisper to aid, and with the girl's guidance we reached the mountaintop that the creature was spotted landing as one of their own shot an arrow towards the cloud to see what would happen. Honestly the young lad that did it was luckily it didn’t fall on them with how deadly the fumes seem to be from what was said. Thankfully the path there we were not bothered by the many dangerous creatures of this island. We prepared ourselves, with only one among our numbers that had a breathing contraption that would allow them to take in clear air within the fumes they took the front while the rest of us gathered cloth, leather, and other forms of masks and tightened them around our heads to block the fumes from reaching us and holding them back for as long as we could. Then we waited til nightfall to try and limit the sight that would fall upon us The moon is truly a breathtaking sight on this island. But that is for another time. With the hint of the black mist slowly beginning to flow from the gap of a tree that hinted the direction we needed to go we slowly crept up. Keeping as high to the crevice walls as we could to avoid breathing in this mist ourselves as we heard the sound of movement before us. Rain began to fall, and the land itself became even more difficult to see with the shadow of the smog that was before us. So we moved slowly, cautiously. Not wanting to alert the entity that had landed that we were there as we moved to investigate it. And heard it slowly moving further and further away as he tracked it. A wailing call to the skies came with several echoes in response, that had us consider retreating if they began to descend. But thankfully its pack remained in the skies and didn’t follow. While barely being able to catch the sight before us. But soon enough there was a break in the crevice, a lift up that flowed over some bushes where the majority of the mist seemed to be gathering. With careful steps the majority of us hunt back, as the shifting figure of the creature's form seemed to be sighted. As our main member with the safety of the mask that allowed them to breathe cleanly moved closer to investigate. The mists began to give way as the creature appeared to be eating mushrooms, mushrooms that were growing from a gathering of corpses that were set upon a pile. Allowing us to see a scale tailed, four limbed and winged creature that reminded us of a bat. With many more noses on its face than you would expect and long wings. Which one appeared to be injured by a hole that was through it. Likely from the young lads arrow. When it noticed our ally that had moved forward and began to collect some of the mushrooms for samples it wasn’t hostile. In fact it was curious. Sniffing at them and taking in the scent and looking almost like they were nervous, and afraid of them. But also curious. The moment they spoke to warn us to keep our distance the creature showed a quick, and potentially dangerous agility with how swiftly it sprank back and clawed itself to the walls. The caution and tension continued to grow as the samples were taken until the creature's neck began to bulge much like that of a frog as the mists covered and hid their form from view once more. With a cry to retreat we began to head back the way we came as those dangerous fumes flowed like a cloud of shadow behind us. By the time we had reached out of the crevice the morning sun had begun to rise to greet us. And the youngest to join us and their friend hugged each other in relief as the others caught up to us on the mountain top. And of course. The girl that had shown a skill to vanish out of sight and return at all appeared and the information and samplings that were discovered were spoken on. We had gained favour, and information of another creature of this island while giving the locals a potential source of medicine through the mushrooms that they can gather if they are cautious. Now we just needed to speak to one of their elders. One potentially being a bit intense and will dig into us to get as much information as they can. Knowing our luck, that is the elder we were going to encounter and have to deal with. Let's hope she’s like the majority of vale’s own slightly mad crew and likes to drink as well. Overall, it's been a relatively nice, and informative expedition once more. And with the Siru' iheiuher adding its name to our own personal bestiary.
  18. The breeze was warm, the sky as clear as crystal while the druids steadily weaved through the crags and cliffs of the Atoll. Gulls cried above their heads in delight, curiously flocking overhead once the druids had found their destination; a shallow bay with hundreds of shades of coral. The water was clear, calm and inviting, hinting at pleasant hours of scavenging for simple shells, pearls, and sea stones. However, something was amiss... The song of the sea faltered in the perception of the druids. Somewhere, the gentle hum of the tropical coast weakened and whimpered near-silently. Sinking waist-deep into the water, they hone their senses to the center of the bay. Whatever was disrupting the gentle, flowing song of the sea was somewhere out of reach. The five adventurers push boats into the gentle surf, gliding across the still water with ease. Further and further they slowly paddled, the song of nature quieting until nothing but the wind billowed past their ears. Where there was crystal blue water all around them, this portion of the bay was stained with a strange purple hue. The most curious took a small drink from the ocean to find it soured; astringent and nauseatingly salty. The brave dove down, determined to find the source of the somber song... The rigging of the simple brigandine rose like dark spires from the shallow sea floor. It's grave was the corpse of a ruined reef, suffering and dying under the weight of the broken timber and lost cargo. Deeper, and deeper did the druids brave the depths, until the cause of the rampant decay was obvious. The ship once carried fine wine, crates and barrels of luxurious drink from around the world. The broken bottles slowly leaked into the bay, tainting and discoloring the calm water. Fish dared not risk their health, swimming circles curiously around the blight of their once thriving home. For the druids, the time to act was clear to them; today was not a day of leisure and chatter, but of action. Slowly, the adventurers retrieve the broken boxes and bottles. Sweat, toil, rope-burnt palms and heads light from diving, the wine spill is slowly cleared. Raising their staffs together, summoning the cleansing grace of the Aspect's gifts, the water takes on a bright, bioluminescent glow as the druids purge taint from the water. The arduous task of purging the reef completed, the druids clamber back into the boats to make their trek home. Then, a bottle thumps against the boats. Within, a simple scroll reads: "The six mermaid stones rest on Sharktooth Isle." The route to the island wasn't long. Voyage completed within an hour, the druids set foot upon Sharktooth Isle. Indeed, the great whites circled the island hungrily, watching for any fool that might think themselves mightier than the beasts of the sea. On shore, the sailors took respite under a lone tree's shade. "I found a cave!" A druid shouts. Just as quickly as they sought a moment to breathe, the adventures scrambled to their feet, delving into the leaky cave below. At the bottom of the damp stone bowels of the island laid the final resting place of a bearded sailor. He was a dwarf, his beard still glittering with braid-beads and gold of his former splendor. There he slumbers eternally, clutching a key to his chest. The sharp eyes of the druids discern the key's intended purpose. A simple false wall of stone, concealing a dwarven sailor's treasure hoard. With the simple wall opening, before the druids appeared a treasure hoard of six stones. Three of pure, massive opalite, the light of a tropical ocean dawn sealed within the luxurious stones, and three of peacock green alexandrite that shifted to a royal hummingbird purple in the torchlight. The dead captain's note guarded the hoard, old and worn. His final wishes still legible, the druid reads aloud... "Here lays my heart, six in pieces. One for each daughter I should have loved, before the sea stole my heart. Take care of them, for I could not."
  19. The duty of the Druid is to protect, to heal, to preserve, and to serve the Balance. The Balance is simultaneously mighty in its enormity of influence and fragile enough to require the aid of Druids. From ensuring that descendants do not leech nutrients from the earth from over farming to snuffing out vile sorcerers, the duties of the Druidic Order are varied. They can be quiet, challenging, lethal or anything in between. For the development of Druids both early and late in their journey, it is important to collaborate with our kin. The Mother Circle has seen value in delegating tasks to any willing party of druids for the continued benefit of the Balance. Here you will find adventures to embark on with your kin, with potential reward for all involved, be them attuned or unattuned. Seek purpose here when your duties become light. ____________________________________________________________________________ Current Expeditions of the Mother Circle Riverside Rumble The Rivers beside the Atoll grove have had their natural flow altered by some means, affecting everything downstream. The lack of water has caused great thirst to the land and animal population, and the chance of wildfire by negligence has become dangerously high. Seek out the affected portion of the river using the provided rafts, find out what has caused their disruption along the natural flow and rectify it. Suggested party: 2-3 Suggested party composition: Dedicant, Young Druid Combat: Unlikely Hazards: Whitewater rafting, unstable wilderness, probable wild animal encounters ((Repeatable?: No)) Seashore Shenanigans While the world’s political state has become uncertain with the Orenian and Dwarven war heating up, we’ve seen an increase of military cargo, trading ships, and pirates passing by our portion of the oceans. Some of these ships have sailed dangerously close to known coral reefs, and I am entrusting you and your kin to ensure that these fragile ecosystems are not disturbed by the passing of these vessels. Suggested party: 3-4 Suggested party composition: Dedicant, Druid, Blight Healer Combat: Possible Hazards: Underwater exploration, coral reefs, sailors ((Repeatable?: Yes)) The Laughing God ((Part 1)) Some travelers have been sending the Archdruids letters of warning for travelers traveling from the desert. According to them, there are ‘protectors of nature’ unknown to us that are robbing, stealing, and harming anyone who expresses a wish to travel to the Atoll Grove. One traveler has requested an escort party to help guide their pilgrimage to the Grove. Stay on your toes, team, we don’t have any other insight to the situation. Suggested party: 3-4 Suggested party composition: Any Combat: Expected Hazards: Harsh climate, potential bandits, lengthy travel ((Repeatable?: Yes)) Updated 12th of The Amber Cold ((4/4/22)) ((OOC))
  20. North of Cloud Temple, past the rolling planes and lush forests of Almaris is a frigid expanse of snow and ice that few dare traverse. The Rimeveld is the sprawling tundra battered by windswept snow and the formidable arctic hills whose very being seeks to consume whoever may explore their depths. It is an unforgiving land that provides little in the way of civilization but is bountiful in its hazards. The powerful storms and dangerous terrain is enough to send most men into an early grave if one does not watch their step, but the Far North is home to more dangers than simply snow and ice. The beasts that roam the lands are often hungry and seek more than simple crops to live on. They are pillagers, scavengers, and hunters looking to feed upon any unsuspecting victim that might cross their path. For those who travel through the Rimeveld, either claiming their bravery or hiding their foolishness, there is a single settlement beyond the northern travel hub that may provide shelter. The Dual Principalities of Nor’Asath and Fenn stand in opposition to the battering storms and prowling monsters that roam the lands. Those who call the city their home have been hardened by the environment they reside in, adapting to the challenges that they face. These stewards of the Rimeveld frontier serve as the mediator between the civilized lands of the descendants and the wild front of the far north. “Through all my travels of Almaris, across the deep southern savannah, through the lush forests of the western coast, and over the mountains of the Dwed, I have come across no land more formidable than that of the Rimeveld. If Almaris were forged by some higher entity, then the lands of the Rimeveld were intended as a cruel joke to be played upon the Descendants. Whether it be by toothy maw, billowing storm, avalanche, or fenatic cultists death looms ever present within the Far North. But for the lucky few who may prove their strength against the looming dangers of the Rimeveld and answer it's call, glory and honor will certainly follow.”
  21. The Maehr’evar Order The Guardians of Knowledge Overview The long lives of the Elves tend to draw them to scholarly pursuits, either to fill a want for adventure, so they may improve their own knowledge and wisdom, or so they can protect knowledge and the world for future generations. The Maehr’evar seeks to be a place for the Elves who seek to learn, research, write, teach, and explore. Their duties are as varied as they are important. Headquartered in the Great Athenaeum of Elvenesse, this group of scholars and adventurers are always seeking new recruits to improve both the nation of Elvenesse and the world at large. Structure The Maehr’evar are organized in a loose but effective structure, which tends to serve their purposes well. The ranks of the order are as follows: Grandmaster The Grandmaster of the Maehr’evar has the duty of keeping tabs on those below him in the order and allotting resources to different projects. It is he who organizes meetings of members, calls major expeditions, maintains the library and its collection, and who deals with both foreign scholarly guilds and the Council of Elvenesse. The position is currently held by Elros Silma. Masters of the Order Masters of the Order are those who are experienced at their craft and can serve as a bridge between the Grandmaster and the Ordermen. Generally, there is to be a Lorekeeper, who is to coordinate the librarians, writers, and teachers of the order, and the Scoutmaster, who focuses more on expeditions, adventurers, and cartographers. Ordermen The Ordermen of the Maehr’evar is the rank and file position of the guild. They are all considered equal scholars and adventurers of repute. They may lead their own projects, write their own books, and teach their own lessons as they will, and they may help each other on larger projects when needed. Journeymen The Journeymen are those who just joined the Order and seek to become Ordermen. They are to hold an apprenticeship under a current member of the Order, preferably one with similar interests, in order to learn our ways, tenets, and procedures. Once deemed ready to start their own projects by the one whom they are shadowing, they are inducted into the order as full Ordermen. Duties The members of the Maehr’evar can be anything they want within the wider category of scholars, and may determine their own projects. They may freely move between any field they have interest in. However, many projects will tend towards a few areas, broadly categorized as writing, research, teaching, and exploration. Writing An imperative part of preserving knowledge and enhancing culture is to create new works, both artistic and educational in nature. The Maehr’evar will encourage and sponsor works of create and non-fiction writing among the people of Elvenesse, in order to expand our collection and enhance our peoples culture and knowledge. Research In order to learn and to record knowledge, one must seek it out. This may be through visiting other libraries to read or purchase copies of new books, by looking at ruins found by explorers, or by looking into the powers and effects of the less dangerous artifacts within our possession. Teaching It is no use to horde knowledge if you do not pass it on to future generations. Hence, teachers and librarians who organize lessons and help people find the books and knowledge they seek are another important facet of the order. Exploration The final major task of the Maehr’evar is the exploration of the world to find ruins to explore, monsters to fight, and dark cults and covens to exterminate. We seek to map the world, note where places of interest are, and deal with them as necessary, independently or with the help of other, more combat focused groups. The Maehr’evar Code The Ordermen swear to uphold this code upon entry to the guild, the four rules of the Maehr’evar Order. Breaking these rules bring you under the mercy of the Grandmaster, and can warrant anything from a warning to expulsion from the order. I. Unwarranted Harm Or Death Should Be Avoided At All Costs. We’re here to codify the world, not turn it into a pile of ash and bones. II. The Sovereignty Of Nations Shall Be Respected At All Times. While it pains us to allow knowledge to go unrecorded, or worse, for dangerous knowledge to run amuck, it is not our place to supercede any nation. It is best to not become criminals in the eyes of the world. III. Knowledge Should Be Treated With Respect And Care. It is difficult to index burnt books, or to categorize a destroyed relic. Obviously not everything we attempt to collect will survive it’s travel to the guildhall, but try to not willingly break things. Nothing is worse than lost knowledge. IV. Power Merits Respect. Along with the mundane, we may often collect pieces of extraordinary danger. Proper respect should be given to such things, and they should never be trifled with. Understand that pieces that have been deemed ‘restricted’ are not toys we horde for ourselves, but are items we guard the world from. The Great Seals The Maehr’evar Order grades every piece of knowledge in their possession with a seal. The seals are red-wax, and the individual stamps are in the possession of the Grandmaster. Each Seal is stamped with a piece of parchment which gives a brief detail of the object, and any needed information. There are four seals in total: Mundane, Guarded, Prohibited, & B.C. The Mundane Seal is the most common, and identifies this piece as typical knowledge, giving it the lowest rating of danger/power. All pieces which are open for public viewing, such as the books in the public library, are stamped with Mundane Seals. Mundane seals are given the mark ‘M’. An item with a Guarded Seal means that this item is normally only to be handled by Ordermen. These items are considered a bit too dangerous to be shown to the public, but on request may be taken from the reliquary to be studied or used by outside forces. This seal is marked with a ‘III’ symbol. The Prohibited Seal signifies that this item is of immense power or otherwise value, and should never leave the reliquary under any circumstances. These are pieces which are kept away from the world due to high risk of abuse. Even Ordermen are disallowed from viewing these pieces, and need the express permission, as well as chaperoneship of, the Grandmaster. The mark of this charm seal is a bolded ‘X’. Finally, the B.C. Seal is the most important of all the graded seals, and is given independent of the others. This means a piece can have both the B.C. Seal as well as one of three previous seals.. Standing for ‘Black Contingency’, any item with this seal is to be destroyed if at risk of falling into outside hands. Obviously, only items which are deemed as near cataclysmic are ever given this charm seal. The B.C. Seal is the only time any piece of Knowledge is marked for destruction, and holds a rather powerful and somber place in the Order’s culture. It’s mark is a ‘Skull’ symbol. How to Join In order to join the Maehr’evar, a candidate should seek out the Grandmaster in person or start a correspondence via bird. The Grandmaster will then set up a short interview with potential candidates to gauge their interests and disposition so he can match them with an Orderman to study under. Once deemed ready, the Grandmaster will give the Journeyman the Oath, at which point they will become a full Ordermen of the Maehr’evar. As a note, those seeking to join must be citizens of Elvenesse, or at least able to enter the city. OOC Notes
  22. The Northern Geographical Society The Great Crest of the Northern Geographical Society Est. 1762 ✵ Historical Background & Overview ✵ Founded by Celestine Herbert in 1762, the Northern Geographical Society (NGS) considers itself to be a highly prestigious, international scholastic organization made up of anthropologists, historians, naturalists, cartographers, and other varieties of scholars and adventurers. We are dedicated to the preservation and diffusement of historical, natural, and cultural knowledge through the upkeep of museums across the continent of Almaris and the undertaking of expeditions to expand the horizons. In order to do this, we maintain a chain of museums across the continent with the goal of eventually establishing one in every major Almarisian country. The institutions we maintain serve to educate the public on a variety of different topics in the fields of culture, history, and naturalism across the land. The operations of the NGS transcend state borders, and our Society takes great pride in the academic, ethnic, and cultural diversity of our membership. Our museums are all operated by professionals with impeccable credentials in their areas of expertise, and we take great pride in both our independence as an organization and in our reputation as an unbiased academic society of the utmost integrity. We often go on expeditions in order to expand our horizons and push new frontiers as well as administer these higher institutions of learning, and thus consider ourselves to be adventurers as well as scholars alike. ✵ Leadership of the NGS ✵ Celestine E. Herbert Founder of the NGS, c. 1757 The President The Vice President Museum Curators Division Leaders The Society’s Circle Executive Leadership President of the NGS: Otto Wittenbach @Etow Vice President of the NGS: Dilvyn Deveral @greygre Secretary to the President: Deshe @WizardWhisper Chief Archivist: Ferek Frostbeard @_Indy Museum Curators Curator of the NGS Flagship Museum: [Vacant] Curator of the NGS Imperial Museum: [Vacant] Division Leaders Chief of Research: @liam Captain of the Exploration Corps: Ash Adalaide @milk Personal Relations Director: Deshe @WizardWhisper ✵ Our Museums ✵ The Northern Geographical Society takes great pride in the upkeep of our public educational institutions. As the original pioneers of museology, we consider the establishment of public museums to be one of the most effective ways of promoting learning and intercultural awareness across the continent. DISCLAIMER: Due to ongoing efforts to renovate our museums, they may not yet be 100% open for several years as we restore our exhibits and pursue further changes for the benefit of our visitors. The NGS Museum of Hanseti-Ruska ~ Karosgrad, Haense ~ The NGS Imperial Museum ~ New Providence, Oren ~ ✵ Joining the Northern Geographical Society ✵ ~+~ A Meeting of the Society’s Circle in Arcas, c. 1770 ~+~ Joining the Society's Circle The Society’s Circle is a brotherhood of equal peers, representative in nature of the three divisions of the NGS. It serves as the governing board of the organization, voting and deliberating on administrative matters, affirming the nomination of new Circle members, and proposing expeditions and programs to undertake for the betterment of the NGS and of Almaris. Every member of it has proven their dedication and loyalty to the values of the Northern Geographical Society in some way, shape, or form. They are all acclaimed in their own right as both adventurers and as academics, although some might be more focused in one area than another. In order to gain admission to the Society’s Circle, you must prove yourself worthy enough to receive a nomination from the President. This can be done either through noteworthy achievements done outside of the NGS, or through several years of service as a member of one of the Society’s divisions. Joining a Division While we take great pride in our status as an academic organization characterized by impartiality and integrity, the Northern Geographical Society also considers itself to be a tightly knit family. We care very greatly for the members of our Society, and we as explorers, academics, and adventurers pull work together to pull our resources so that the mission and vision of the NGS might be realized. There are a number of different ways of getting involved with the Northern Geographical Society, easily suiting whatever amount of time and effort a person wishes to dedicate to our organization. From volunteer tour guides to world esteemed scientists, academics, and mages, we at the NGS value the diffusion and preservation of knowledge in an unbiased and impartial manner that benefits all the Descendant civilizations of Almaris. The easiest way of joining the Society’s Circle is to approach the executive leadership, namely the President of the NGS, about becoming a member of one of the Society’s three divisions. They may choose to render their services in the fields of Research, Exploration, or Personal Relations in whatever manner they see fit. ~ NGS Research Division ~ ~ NGS Exploration Corps ~ ~ NGS Personal Relations ~ To Join one of these divisions of the NGS, please pen a letter to the Office of the President expressing your interest in such.. [[Add EtowTheSaltyCat#0312 on Discord or send a Forum DM to @Etow]]
  23. *+𝑇𝘩𝑒 𝑓𝑟𝑜𝑛𝑡 𝑝𝑎𝑔𝑒 𝑜𝑓 𝑡𝘩𝑒 𝑙𝑒𝑎𝑡𝘩𝑒𝑟 𝑗𝑜𝑢𝑟𝑛𝑎𝑙 𝑠𝑡𝑎𝑟𝑒𝑑 𝑏𝑎𝑐𝑘 𝑎𝑡 𝐶𝑜𝑟𝑑𝑎, 𝑎𝑡 𝑓𝑖𝑟𝑠𝑡 𝑠𝘩𝑒 𝑐𝑜𝑢𝑙𝑑𝑛'𝑡 𝑝𝑖𝑛 𝑤𝘩𝑎𝑡 𝑠𝘩𝑒 𝑤𝑎𝑛𝑡𝑒𝑑 𝑡𝑜 𝑤𝑟𝑖𝑡𝑒. 𝑇𝘩𝑜𝑢𝑔𝘩 𝑎𝑙𝑚𝑜𝑠𝑡 𝑖𝑚𝑚𝑒𝑑𝑖𝑎𝑡𝑒𝑙𝑦 𝑎𝑓𝑡𝑒𝑟 𝑖𝑡 𝑎𝑙𝑙 𝑐𝑎𝑚𝑒 𝑟𝑢𝑠𝘩𝑖𝑛𝑔 𝑡𝑜𝑤𝑎𝑟𝑑𝑠 𝘩𝑒𝑟. 𝑇𝘩𝑒 𝑑𝑎𝑦 𝑠𝘩𝑒 𝘩𝑎𝑑, 𝑤𝑎𝑠 𝑑𝑒𝑓𝑖𝑛𝑖𝑡𝑒𝑙𝑦 𝑠𝑜𝑚𝑒𝑡𝘩𝑖𝑛𝑔 𝑡𝑜 𝑟𝑒𝑚𝑒𝑚𝑏𝑒𝑟+* [𝑑𝑒𝑐𝑒𝑚𝑏𝑒𝑟 𝟸𝟹𝑟𝑑] "𝐼 𝑓𝑒𝑒𝑙 𝑙𝑖𝑘𝑒 𝐼 𝑐𝑜𝑢𝑙𝑑 𝑐𝑜𝑙𝑙𝑎𝑝𝑠𝑒, 𝑡𝘩𝑒 𝑗𝑜𝑢𝑟𝑛𝑒𝑦 𝐼 𝑒𝑛𝑑𝑢𝑟𝑒𝑑 𝑤𝑎𝑠 𝑞𝑢𝑖𝑡𝑒 𝑙𝑜𝑛𝑔 𝑎𝑛𝑑 𝑔𝑟𝑢𝑒𝑠𝑜𝑚𝑒. 𝐼'𝑣𝑒 𝑒𝑎𝑡𝑒𝑛 𝑔𝑖𝑛𝑔𝑒𝑟𝑏𝑟𝑒𝑎𝑑 𝑒𝑣𝑒𝑟𝑦 𝑑𝑎𝑦 , 𝑎𝑛𝑑 𝐼'𝑣𝑒 𝑛𝑒𝑣𝑒𝑟 𝑦𝑒𝑎𝑟𝑛𝑒𝑑 𝑓𝑜𝑟 𝑎 𝑑𝑖𝑓𝑓𝑒𝑟𝑒𝑛𝑡 𝑡𝑎𝑠𝑡𝑒. 𝑇𝘩𝑜𝑢𝑔𝘩 𝑡𝑜𝑑𝑎𝑦 𝐼 𝑓𝑖𝑛𝑎𝑙𝑙𝑦 𝑟𝑒𝑎𝑐𝘩𝑒𝑑 𝑚𝑦 𝑑𝑒𝑠𝑡𝑖𝑛𝑎𝑡𝑖𝑜𝑛 𝑖𝑛 𝑇𝘩𝑒 𝑃𝑟𝑜𝑣𝑖𝑛𝑐𝑒 𝑜𝑓 𝑉𝑎𝑒𝑙𝑦𝑎. 𝑀𝑦 𝑙𝑒𝑔𝑠 𝑎𝑐𝘩𝑒, 𝑎𝑛𝑑 𝐼'𝑚 𝑞𝑢𝑖𝑡𝑒 𝑠𝑢𝑟𝑒 𝐼 𝑤𝑜𝑛'𝑡 𝑏𝑒 𝑎𝑏𝑙𝑒 𝑡𝑜 𝑤𝑎𝑙𝑘 𝑡𝑜𝑚𝑜𝑟𝑟𝑜𝑤. 𝐸𝑣𝑒𝑛 𝑎𝑓𝑡𝑒𝑟 𝑎𝑙𝑙 𝑡𝘩𝑒 𝑡𝑟𝑎𝑣𝑒𝑙𝑖𝑛𝑔, 𝐼 𝑚𝑎𝑛𝑎𝑔𝑒𝑑 𝑡𝑜 𝑡𝑎𝑘𝑒 𝑎 𝑙𝑜𝑜𝑘 𝑎𝑟𝑜𝑢𝑛𝑑 𝑚𝑦 𝑛𝑒𝑤 𝘩𝑜𝑚𝑒. 𝐼𝑡'𝑠 𝑞𝑢𝑖𝑡𝑒 𝑐𝑜𝑙𝑜𝑟𝑓𝑢𝑙, 𝑎𝑛𝑑 𝑡𝘩𝑒 𝑐𝑜𝑚𝑚𝑢𝑛𝑖𝑡𝑦 𝑠𝑒𝑒𝑚𝑠 𝑤𝑒𝑙𝑙 𝑘𝑛𝑖𝑡 𝑡𝑜𝑔𝑒𝑡𝘩𝑒𝑟. 𝑇𝘩𝑒𝑦 𝑒𝑣𝑒𝑛 𝑑𝑒𝑐𝑜𝑟𝑎𝑡𝑒𝑑 𝑎 𝑡𝑟𝑒𝑒 𝑖𝑛 𝑡𝘩𝑒 𝑚𝑖𝑑𝑑𝑙𝑒 𝑜𝑓 𝑡𝘩𝑒 𝑐𝑖𝑡𝑦 𝑡𝑜 𝑐𝑒𝑙𝑒𝑏𝑟𝑎𝑡𝑒 𝑡𝘩𝑒 𝑢𝑝𝑐𝑜𝑚𝑖𝑛𝑔 𝘩𝑜𝑙𝑖𝑑𝑎𝑦. 𝐸𝑣𝑒𝑟𝑦𝑜𝑛𝑒 𝑠𝑒𝑒𝑚𝑠 𝑘𝑖𝑛𝑑 𝘩𝑒𝑟𝑒. 𝐼 𝑐𝑎𝑛 𝑠𝑒𝑒 𝑚𝑦𝑠𝑒𝑙𝑓 𝑙𝑖𝑣𝑖𝑛𝑔 𝘩𝑒𝑟𝑒 𝑓𝑜𝑟 𝑞𝑢𝑖𝑡𝑒 𝑠𝑜𝑚𝑒 𝑡𝑖𝑚𝑒. 𝐼 𝑐𝑎𝑛'𝑡 𝑠𝑒𝑒𝑚 𝑡𝑜 𝑘𝑒𝑒𝑝 𝑚𝑦 𝑒𝑦𝑒𝑠 𝑜𝑝𝑒𝑛, 𝑠𝑜 𝐼'𝑚 𝑔𝑜𝑖𝑛𝑔 𝑡𝑜 𝑓𝑖𝑛𝑎𝑙𝑙𝑦 𝑟𝑒𝑠𝑡. 𝐼 𝑙𝑜𝑜𝑘 𝑓𝑜𝑟𝑤𝑎𝑟𝑑 𝑡𝑜 𝑤𝘩𝑎𝑡 𝑡𝑜𝑚𝑜𝑟𝑟𝑜𝑤 𝑤𝑖𝑙𝑙 𝑏𝑟𝑖𝑛𝑔."
  24. Edited: 20th of April, 2017. Introduction and Mission Statement: Organization: Membership Application and Recruitment:
  25. The Salty Widower (The black flag of notorious pirate Captain Bartholomew 'Black Bart' Roberts) The Salty Widower, a carrack formerly known as The Silent Rambler. The flagship of the Saltpans Company’s merchant fleet, a somewhat small ship compared to the giants of the sea but with a strong hull and plenty of room for both sailors and goods this trading vessel is quite the contender if faced with conflict. The brazen Solomon Hains has recently taken ownership of The Silent Rambler, having it swiftly renamed to suit it’s new purpose to start his own career as captain. The captain seeks a crew of cutthroats, adventurers and crooks to accompany in his escapades on the high seas and on dry land. The hierarchy of the ship is simple and typical, with the Captain as the main authority on deck. Quartermaster Beneath Captain Hains is the quartermaster, a sailor chosen by the crew to be the Captain’s second hand man and to represent the crew’s interests. He settles quarrels, maintains order and acts like the middle man between the crew and the captain. Boatswain The Boatswain is entrusted with managing the ship’s cargo and the armory. Ensuring that the booty is safe and sound, the crew all have their weapons of choice and that the coin flows. Functioning as the ship’s merchant, the boatswain handles the economy aboard the ship as well. Able Bodied Sailor The common sailor, the lifeblood of the crew! They rig the sails, swab the decks, fight and drink, loot and pillage, they ARE the crew. Without these cutthroats, scoundrels and crooks the seas would be a much safer place, but unfortunately for the world there are plenty of buccaneers who would be more than willing to spread fear and terror in exchange for treasure and adventure. ------------------------------------------------------------------------------------------------ So you want to try the life of a thief, to sample the life of a crook? Sign up and you’ll sail with a crowd of adventurers with an affinity for larceny and rowdy behavior. IGN: IC name: Skype (PM if you want): Teamspeak: Y/N Timezone: Profession(s):
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