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[!] 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: ))
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[!] An epic saga is told all across Honeyhill, spreading the news of the adventures of the new Mayor and Thain. The Saga of Mimosa and Cyris 𝅘𝅥 Far over the northern mountains cold, 𝅘𝅥 𝅘𝅥 through caverns deep and forests old, 𝅘𝅥 𝅘𝅥 we must away ere break of day 𝅘𝅥 𝅘𝅥 to seek our fortune in the snow. 𝅘𝅥 ~An old Dwarven song~ And so, with all great adventures, it began somewhere humble. In Honeyhill, home of us halflings, where even the rats and mice are home in time for supper, something rather peculiar happened. Mimosa and Cyris, the newly elected leadership of the village, set out to dark, dangerous lands in search of wealth, fame, glory, diplomacy, and trade. Out to the north and west, where Arugula's wrath grips the world in ice and snow, they found what they were looking for. Many strange, strange creatures came up to them. They found talking man-like fish from the rivers, leaping through the air like arrows and back into the water as the swan dives. The man-fish commanded the power of water itself, freezing the river over to walk over to them. They talked much, but of very little, and so the brave halflings carried on in their journey. The roads carried them far to the north, where they stumbled across a Dwarven hold alone in the desolate wastes around them. Exhausted and freezing from their travels, Mimosa and Cyris went to them for warmth and all the comforts that a weary traveler can find outside of home, which the Dwarves provided o' so generously. Discussions were had with the Dwarven settlers; trade deals drawn up, new bonds forged, and thus a new relationship between the wee and the less-wee began. Here in the land of the Northern Dwarves, many more strange creatures were found, including rogue Gnomes outside of the Gnomish Kingdom, who swore themselves as enemies of the village Gnomes even as the Dwarves and non-Dwarf colonists alike bonded with the travelers! Tired and weary, Mimosa and Cyris went back to Honeyhill, and thus this story concludes. May Knox bless us all! [!] And so the fables did end, and story books conclude. [!] As well as general tales of halfling adventure, a missive is pinned to the Honeyhill Noticeboard! "Attention all halflings! Cyris and I have made new trade negotiations! In exchange for our foodstuffs, the Dwarves shall give us many fine crafts from their cold, mountainous land! May Knox bless this new relationship and give us trading success! -Mimosa Applefoot"
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[!] A note is pinned to the Honeyhill Noticeboard… Striking Back! We must strike back at the enemies of Honeyhill immediately! I have identified one of their lairs. It’s up to you brave adventurers to clear it out! Knox be with ye! -Local explorer ((Tomorrow, Saturday the 24th of September, 4 pm EST))
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[!] Another strange note is posted to the Honeyhill Noticeboard Calling All ye Heroes! The spiders are back, and this time, they mean business! Let's get back at them and make sure they don't cause any future troubles! ((Event 5 PM EST, tomorrow on Sunday the 4th of September, 2022))
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[!] A strange note is posted on the Honeyhill Noticeboard. Halflings mill about anxiously around it. Calling all Adventurers! Honeyhill faces a new threat, one from within! The spiders that we relocated the village over still exist, waiting to strike! Let us make the first blow! The spiders have a small lair within the village, and if we wipe it out now, there will be fewer spiders to deal with later! -Anonymous ((Event 3 PM EST, tomorrow on Monday the 29th of August))
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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.
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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."
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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))
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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.”
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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
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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]]
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*+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."
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Edited: 20th of April, 2017. Introduction and Mission Statement: Organization: Membership Application and Recruitment:
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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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~*~*~*~*~*~*~ Background ~*~*~*~*~*~*~ The Endeavour in Anthos (Some Refits May Apply) [[PLEASE READ ALL THE SPOILERS]] *~*~*~*~*~*~* Note from Captain Pandora: The Endeavour is devoted to performing it’s original mission: exploring and adventuring through strange new islands and locations, and keeping the peace of the seas against the Pirate Scum. We’re currently in need of crew members of many different skill sets, however, to operate the ship and assist in our travels… Though it isn’t fully repaired yet ((Aka: MCly rebuilt)), we are well on our way to becoming seaworthy again. At this point, though, I deem that it would be prudent to begin to recruit new members. You DO NOT need to be a full-time crewmember of this fine ship; I understand that the periods between battling pirates, reviewing expidition findings, and performing other Endeavour tasks can be quite dull; rather, you may also be a part-time member. While sailing or on Endeavour business , you are required to wear your uniform. However, while off-duty, you are not held to such restrictions. In the future, we may also get a land outpost to base our more bulky scientific and engineering experiments, as well as provide a place to stretch our legs. Though men and women of all races will be treated equally aboard the Endeavour, we will have a heiarchy that goes as follows: HIERARCHY We also have a list of three simple rules that we follow: --Evil activities will lead to expulsion. --Superiors will be respected and obeyed, so long as their orders are reasonable. --The laws of whatever nation we're docked in are to be respected whilst in that same nation. The application to join the crew of the G.R.S Endeavour lies below. Please send it off to me if you wish to join; if accepted, I shall send you a letter and a uniform. APPLICATION UNIFORMS Pax Gallmoria, and good evening.