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Found 8 results

  1. [!] A note is pinned to the Knoxville Noticeboard! WILDERNESS EXPLORATION! ~The lovely ol' woods of Knoxville!~ While the Smokey Mountain Park may have been planted by our own wee hands, a long while has passed since we had total control over happenings within it. These days, nature takes its own course within the woods. I say we crack open the foliage and take a better look at what's been going on in there! I'm sure there's something cool we've missed! -Filibert Applefoot, halfling and resident of Knoxville ((Event to take place at 8 PM EST, tomorrow the 6th of July, 2021. If you can't find Knoxville, you can locate it using the below map: ))
  2. 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
  3. 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]]
  4. Adventuring is what makes life great. Unfortunately, not many folks do explore. So I, Agamm Ireheart, have decided to open up a guild fer exploring! -Agamm Ireheart What's the Adventurers' Guild? -The intent is to create a meaning of actually exploring the world that we don't see very much. Things lie around, even under our noses. But why should I do it? -It's a lore-friendly way to go explore the server's map. It'll begin with assignments and such, moving forward to see what's around. Will it benefit me? -Definitely from a lore perspective. Although I haven't come up with a reward system, I might try to have one go up. What will I get? -So far I can provide; provisions for journeys, a custom skin made by me (for the skin you have to send me a reference image), and maybe books and possibly maps. So what does the guild do? -Hopefully we can get individuals to venture to far off lands, and chart them. Of course, we also plan to have a mercenary branch or something. Where is the guild hall? Currently it's located in the hall that leads to the Deep Roads in Kal'Omith, off the East end. (right across the Engineers' hall and the mines) What have you seen Agamm? Here: http://imgur.com/a/0P1ph HOW DO I APPLY!? Application will be below this text. ADVENTURERS' GUILD APPLICATION FORM What is your character name? What is your MC username?-- What is your skype?(if you don't have one, no sweat. If worried about privacy, just pm me.) Of what race (RP)? (for exploration purpose) What is you proffession(s)? How familiar are you with the world(LOTC)? Would you like a custom skin? If so, send reference image and original skin: Any questions?
  5. Looking For Fine Lads -=+=- I am in need of some descendants with a particular set of skills that they feel can help me and my acquaintances with tasks and trials in the months to come working with us. The goal that I am looking to achieve is not to be shared on this flier, but if you do meet me and you are found to be a trustable lad, then you will know as well. We will go our separate ways after the goal is achieved, or if we fail. -=+=- Now there are a few jobs that are open, they are not physically demanding, you just need a few set skills and/or talents. -=+=- Herbologist This job will require you to know your plants and animals, you will be in charge of keeping the us informed on the status of the land and plants around us. Keeping vile traps within the forest at bay and informing us if something is off about the land. Watchman This job will be for a bright and sly descendant, you will need to assess situations and work to solve problems for the betterment of your fellow laddies. Though this does not give you authority over anyone else, you will just provide us with suggestions and you must be knowledgeable in most things related to the aspects. Historian Your job will be to record our travels so that future generations will know of the great adventures of the Traveling Lads. Miscellaneous Do you have an interesting set of skills and/or feel that you can assist the Traveling Lads in exploring, and finding our goal? Then send a bird to Tajo S. Torto, or if you see a noble bald elf walking around run up to him tell me about yourself! -=+=- Fill out the forum below and send it via bird or pin it onto this poster. Name (and IGN): (Skype): Race: Job you would like: Why you want the job: A little fact about yourself, ex: I am bald: Thoughts on trees:
  6. Edited: 20th of April, 2017. Introduction and Mission Statement: Organization: Membership Application and Recruitment:
  7. ~*~*~*~*~*~*~ 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.
  8. Event Planners, MC Names: Tantaparo Event Type: Exploration, Mystery Event Date: TBD (When it is finished being built and scripted) Factions/Nations effected by the event: All races can participate, does not affect any race or nation individually - just a friendly, fun, exploration-event. Event Location: Right behind the current Cloud Temple (spawn) in the river, under the end of the bridge. Coords = (130x, 62y, 200z) Summary: A howling echo calls from below the bridge heading north towards the Dwarven lands of Urguan while a teenage girl stumbles over it, looking for shelter from the rain. Investigating, the girl, Glymmer, goes to rush down the stairs looking out towards the body of water. The echo sounds once more, but in a hushed tone. She looks to the noise, noticing water pouring into the depths below. Peering into the underwater cave, she notes a light flashing from below, scattering its light before going dark. Alarmed, backing away, the light flashes once more, then again, speeding up its rate until she looks away, running in fear, heading back to the Cloud Temple to seek help. When she arrives, she alerts anyone who will listen. Some find her insane, some think she’s intoxicated, but the ones who listen decide to follow her. Curiously, they arrive at the bank, but much to their disappointed, the cave is not there. Attacked with insults and frustrated comments, she tries to explain, but they believe that she has just made it all up. As they leave, Glymmer takes one last look at the ground that was just open and yearning for her to explore. She heads off, waiting for the perfect people to explore with her, mumbling, “A mystery for another time…” What lurks below? Is there treasure? Who will find it first? Concept Images/Screenshots: Entry way: http://hydra-media.cursecdn.com/minecraft.gamepedia.com/thumb/6/63/Sea-access-cave.png/250px-Sea-access-cave.png Example Map: http://faqs.neoseeker.com/Games/NES/final_fantasy_iii_undersea_cave.gif 3 floors, but less treasure chests (Red). Green is entrance. Yellow is a level change. Blue is water. I’d like if there would be more challenges/parkour and mystery than just wandering around the cave. I’ll write them up if the ET entertains this idea. http://fc01.deviantart.net/fs70/i/2012/287/3/9/underwater_cave_by_lazerman425-d5hry0a.jpg Other Information: - A reward would be held at the end for all finishing players that successfully make their way through the cave. What will it be? TBD. - I’d like for the spot where we build to be regioned so that people cannot steal the blocks, considering it is currently at a free-build region. Do you need the Event Team's assistance?: Yes, I’d appreciate if I could get the ET’s help to build a cave with me to give the players an immersive and visually appropriate RP experience. If so, do you require actors and/or builders?: Yes, I would need builders for sure, and I likely would not need an actor if I can get TPed because I am horrible at Parkour. THEME MUSIC! https://www.youtube.com/watch?v=FFI9JcyJG_k
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