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Cuchuwyn
02:19:10 PM 04/19/19
Greenvale night will be starting in a little under three hours from the time of this post! (That's 3pm PST/6PM EST).

Vaeltava
01:10:21 PM 04/17/19
Happy birthday!!!!

scratch_flannigan
08:32:10 AM 04/17/19
Happy Birthday Bonesly !

Izral
09:06:33 PM 04/16/19
Miss you too, Am!

Izral
09:06:22 PM 04/16/19
Happy Bday Bonesly! Miss seeing you around!

Amracil
03:40:52 PM 04/16/19
Tomorrow (04/17) is Bonesly's Birthday, everyone! I know it is a day early, but I wanted everyone to know. Happy Birthday, Bonesly!

Thranduil Greenleaf
10:21:49 AM 04/16/19
PM's sent to Vaeltava and Madhattan. :^)

Bonesly
03:31:30 PM 04/15/19
'lo Squidget!

Squidget
03:25:01 PM 04/15/19
waves to Bill!

scratch_flannigan
12:49:03 PM 04/14/19
Nature Night begins in about 1 hour and 10 minutes from the time of this post . That will be at 2pm CDT. (Yup that is CDT. Daylight Saving Time Voodoo began recently ! ) Please check page 5 of the " Nature Night - Phase 2 " thread for a map to the location of the Wild Grove where we meet !



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Author Post
Corlupi
04:02:59 AM 05/05/17
Awooo
Registered Member #2942
Joined: 10:48:33 AM 11/27/12
Location: Denmark
Posts: 2552
The Telborean Imperium

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Senātus Populusque Telboreum


Some of you have been asking me about making a PC from Telborea and what sort of guidelines one needs to observe in order to do this. I will try to include as much useful information as I can think of. Naturally, you need not be from Telan (the Telborean Continent) to be part of this guild/faction.

========================
Telborea & Ancient Roman Empire
========================


The first thing you will likely stumble upon is that Telborea is blatantly reminiscing of something you recall from the real world. Yep, they're Roman. Yep, it's pretty much true. Way back when, when Ed Greenwoods was fleshing out the Realms, he hinted that most of the greatest human civilisations on Faerun came from, wait for it, Earth. The Mulhorandi are ancient Egyptians come to Faerun when the acnient Egyptian gods relocated plane. The Calishites are Saladin-era Arabians. Tethyr is Iberian Spain. Amn is the Venetian Empire. Cormyr is Robin Hood England, a densely forested realm. So Ed not only borrowed from our own history, he basically imported Earth humans into his setting even though such was never explicitly disclosed.

Getting back to the preliminary sentence, when I write Telborea is Roman Empire-esque it is because it is. Those of us who designed the Telborean Empire, a landmass located somewhere on Toril, we modeled it after Trajan's Ancient Roman Empire. Mythologically, for all we know, Telboreans were Earth Romans who were portaled to Toril by most likely the Roman god of war and conquest, Mars, to conquer lands on other realms of existence. Thus, in a nutshell, Telborea is an empire that simulates the Roman Empire except now we have dragons, magic and very real deities.

To draw parallels, the closest approximation to Telborea is the Nilfgaardian Empire from Sparowski's Witcher series. If you are not familiar with the faction, it is an empire enforced by an Emperor (like Ancient Rome), ridden with continuous tensions between regent and senate (like Ancient Rome), sustained by a rigorously organized and advanced militia (like Ancient Rome), and worshipping a sun god (who in all but name is a mimicry of Apollo). Like Ancient Romn, Nilfgaard is what we nowadays term "belligerent autocracy," an empire that annexes territory and installs puppeteer governments that incorporate traits from both the conquering faction and the original people (again, like Ancient Rome). Telborea does not accommodate non-humans as equals, though. In fact, non-humans are committed to mines and other such back-breaking labour. Like Nilfgaard, Telborea is extremely weary of magic. This is not because the Telborean people are primitive or superstitious; in fact, they are more advanced than all other Faerunian nations. It is a purely political decision. Since a single wizard can potentially annihilate a thousand-strong Legion, imagine if a hundred wizards rallied together. You only have to look to Thay to know the very real threat such an assembly would present. Consequently, the Telboreans impose impossible restrictions upon mages. Telborean mages are forced to dwell and practice their craft in carefully supervised asylums. A very few Telborean mages are allowed to serve at court as advisors and diviners. To ensure this very fragile status quo, Telboreans train templars: men and women who are uniquely trained to combat magic. Think Dragon Age. Given their unswerving commitment and their close bonds with the divine, Templars are also the enforcers of faith and often serve as the elite vanguard of any Telborean army.

=====================================
Telborean Imperium: Classes, Races, Politics & Deities
=====================================


The Templar.

A templar is, on paper, a paladin, but conceptually she is nothing at all like the quintessential D&D paladin. Templars do not necessarily fight evil, they do not serve only one deity, they do not commit to the same codes of conducts as do the Faerunian holy knights, and they do not operate independent of state as do the paladins of the Realms. Telborean templars enforce the faith of not only one god, but all twelve Telborean deities, colloquially known as The Twelve (Jupiter, Juno, Neptune, Minerva, Mars, Venus, Apollo/Sol Invictus, Diana, Vulcan, Vesta, Mercury, Ceres). Telborean templars do not fight evil, they fight maleficarum mages, heathens and factions that rebel against the state. Lastly, Telborean templars do not function independently of state; they are very much an extension of the Emperor, albeit their canonical allegiance is first and foremost to the gods.

The Pontifex.

The Telborean clergy occupy a prominent role in Telborean society. They speak the words of The Twelve Divinities and are often considered to be living manifestations of the Gods. The faith of The Twelve is not only a religious institution throughout the Telborean Imperium; its influence is so pervasive that state and church are inextricably intertwined, the latter moulding the former more often than vice versa. Temples and shrines of The Twelve dot every city, town and village of the Telborean Imperium, and often even lonesome roads feature some semblance of shrine upon which the weary traveler may beseech the wisdom of the gods.

The Twelve Divinities are:

  • Sol Invictus, Lord Apollo: Lord of all things. The Unconquerable Sun, the birther of all things and illuminer of all paths. Presider of divine light and divine fire, the knower of all things and father of the heavens.

  • Jupiter: Telborean god of the sky, thunderstorms, lightning, weather and air. Also god of law, order, justice, governance and strength. Preserver of authority and lawful conduct. Husband of Juno.

  • Juno: Goddess of fertility, marriage and women. Protector and counsellor of Telborea.

  • Neptune: Prime god and ruler of the seas. The patron of sailors and the protector of Telborean ships.

  • Minerva: Goddess of wisdom, divine counsel and useful arts and crafts. Patron of Telborean sages and philosophers.

  • Mars: God of war, spring and justice. Patron of the Telborean Legions and divine father of Romulus and Remus from whom our people are directly descended.

  • Venus: Goddess of love and passion. The One Muse of the Telborean people.

  • Diana: Mother Moon and divine lady of the hunt.

  • Vulcan: God of fire and the forges. Patron of the Telborean smiths and craftsmen.

  • Vesta: Goddess of the home and the hearth. Matron of Telborea.

  • Mercury: Patron god of financial gain, commerce, eloquence and poetry, divination, travelers, boundaries, luck and trickery. Also the chief guide of souls to the underworld.

  • Ceres: Lady of the earth, goddess of agriculture and crops.


According to a legend, when the first Telborean men and women found purchase on their home continent, they came upon an abandoned site. Here they saw a strange glow emanating from a lonesome shrine. Inside they met an individual sitting near a great bowl of fire. Being asked about his personality, the enigmatic entity answered: I guard the Eternal Fire so the One Sun may ever shine; as long as it will flame in this place, so long you and your kin will endure - and then he disappeared. The astonished Telboreans discerned a divine sign in that incident and designated some men to keep an eye on the fire. They came to acknowledge that the site had been blessed by the presence of a god; no other than Lord Apollo, the Unconquerable Sun. Those first men and women built a town around that most holy of shrines, and they dubbed that town Telborean. The mother city of all cities.

The Unconquerable Sun is a symbol of hope, enduring the misfortune, light pointing the way in darkness, heralding progress and a better tomorrow. Holy flame guards the city of Telborea from the forces of evil, non-human degenerates and blasphemous magic that could threaten its citizens. Soldiers and clergy both have adopted that holy symbol as a coat of arms: a blazing sun with the face of a man in the centre (see image at the start of post). Churches and temples are carved to portray that one prime symbol. And as long as the holy fire burns in Telborea, as long as the sun shines upon the heavens, Lord Sol will watch over his creation and steer them toward greatness.

The Legionnaire:

The Legionnaire is the quintessential professional soldier. They are rigorously trained to excel in disciplined, coordinated warfare.

Splendour, Rise of an Imperium, by Gaius Decimus

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High-Res Version of Map


"Even the mightiest of empires have humble nascent beginnings and the Telborea Imperium was no different. Yes, we trace our bloodlines to the Gods themselves, a chosen and physically, socially and intellectually superior people to the lesser, biped ape races of our world such as as the dwarves and elves, but even so, before our empire arose to prominence and before our civilisation expanded to illuminate the rest of the barbaric world, we were but a single city.

Telborea was once a city state amount many of others on the mainland of Telan. The name of this vast landmass was recently decided, while the city of Telborea is very old. It was only recently that visitors from other realms made it to the continent by ship, while Telborea itself sent out explorers who reported back news of island civilizations and other continents.

Telborea co-existed with many other settlements in the fertile hill country of central Telan Continent for half a century. In an area known for trade of iron, bronze, clay, timber and stone by river and sea ports, Telborea was exceptionally well located at the river Oloar, there where the river spilled into the sea. The city soon expanded to both sides of the river, and its chief architects were forced to learn to build bridges to tie the city together. Traders from upstream came through to sell their wares and spend their coin in the city and brought with them news of different cultures, cultures of the plains, the highlands, the mountains and the valleys, of many gods that were honoured there and many inventions in the arts of architecture, philosophy and metallurgy. Roads from Telborea were hardly more than tracks often travelled by cattle herders, but the Telborean merchants travelled them at great risk to sell their goods to those of its neighbors who lacked their own ports in exchange for raw materials. Talborea, with both a sea and river port, enjoyed a tremendous traffic in trade.

It is then not so strange that Telborean merchants rose to great prominence, effectually acting as a ruling council. Telborea had been ruled for five hundred years by the soft hands of merchants, who hired private cohorts to patrol the streets to maintain law and order. Their council was the main political power of Telborea, with only one tribune from the working people of the city and one from the animal herders and farmers in the surrounding country to consider before dictating the future of the city. They became aware of Telborea's rising prominence and power, and the promise of great prosperity. Prices of goods were continuously raised, and the neighbouring settlements had few alternatives but to pay, funnelling Telborea with a steady income of raw materials for a pittance in compensation. The profit was used to enrich the merchants, but also for public works such as statues, public baths and the first Great Telborean Library. Learned men began to record cultures from the inland cities, assimilating knowledge and mathematical practices hitherto unknown to Telborean academics. The most significant investment however was in the productions of weapons and armour. The merchant elite anticipated a future when one of their neighbours would no longer endure the Telborean monopoly on trade along the river, and across the sea, and prepared the city accordingly.

The Telborean trading partner to the west, the port city of Varinth, finally grew weary of the Telborean trade practices. The Varinthian council mustered its soldiers, armed and armoured with the bronze that was the main commodity of the town. In response, Telborea mustered their own legions, the first if its kind, the Legius Rubeus - the Red Legion, a name in honour to the God of War, Ares, from whom we are descended. The two armies met in the rough hill country between the two cities and the battle turned into an indecisive massacre where countless lives were lost to fatigue and confusion. For many years to follow Telborea and Varinth skirmished in the hills and across rivers, neither side gaining a decisive advantage. The Telboreans were better armed for skirmishing, but the Varinthians with their bronze spears would often hold the line and push back any larger advance with lethal effect. The tide of war turned with the rise of a young tribune to military command. Marcus Artorius, a Telborean citizen with no wealth or noble ancestry, gained command of the legion after the death of three nobleborn merchantson officers in a minor battle. Under his command the Legius Rubeus employed alternate tactics, favouring speed and agility to circumvent and destroy much of the Varinthian army. Following the battle at the Stellatian Hill where the Varinthian force was utterly destroyed, he was hailed by the Telborean troops, hardened veterans after years of war, as Imperator, emperor, unifier, conqueror, first of his name, eternally may his name resound with glory. Emperor Marcus quickly marched on Varinth and the city, unable to withstand a cunning siege, capitulated. Varinth, once a powerful rival, becoming the first puppet state to Talborea. The city was installed with a Telborean governor, a viceroy, to oversee the annexation. Following the annexation the first stone-laid road was built on the continent, between Talborea and Varinth, to fascilitate easy traffic of goods and troops.

The ruling council of Telborea celebrated the victory. With the road being constructed and the copper mine of Varinth under Telborean control trade flourished like never before and bronze ornaments and statues began to adorn the Telborean temples and villas. Marcus Artorius, bestowed with the title of Emperor, was at this time mostly a figurehead, a renowned soldier with a gilded title, unable to effect the stirrings of the Senate, where the power remained entrenched with the merchants. The merchants failed to notice, however, the popularity of the Imperator, and in their ignorance, slowly but gradually, like sands siphoned between fingers, the balance of power shifted. The common man came to see their military commander as a saviour and conqueror, a man who could protect their interests. In the meantime the gap of wealth was wedged deeper between the commoner and the wealthy merchants, ushering many public revolts. Emperor Marcus was granted the perfect opportunity to dismantle the Senate and reinvent it with himself at the front. Merchants remained influential, but new trading regulations mitigated their power and influenced, and the new centralised government ensured all wealth was funnelled centrally, then appropriately distributed. Talborea, once a small city with a nascent economy, had risen from the ashes of civil turmoil, like a phoenix, emerging more powerful than ever. To commemorate this, to etch the newfound glory in the hearts of people, native citizens as well as enemies, another legion was founded, the Phoenix Legion. Today not a man or woman on the Telan Continent does not fear the flaming legion. City after city fell to its coordinated might, feeding land and people to the Telborean Empire. Mighty Cinai, distant Vizeliacum, unconquerable Arpinum, entrenched Ambracia, all fell to the might of Telborea.

With the vast population, wealth and military strength of Telborea none of the remaining free city states could stand against them, and the uniform rule of the Imperator of Telborea expanded to include the entire Telan landmass. The myriad of independent cities and small kingdoms were soon to have one law, one currency and one ruler. The Imperial Order of Telborea was formed to fight as the Imperator's vanguard in battle, and to guard the burgeoning imperum against moral decay and unregulated magic. For decades the Telboreans built roads, aqueducts and trade forts throughout their lands, increasing their prosperity and military prowess as natural resources were exploited at a greater rate than ever and populations kept growing. Emperors rose and died, replaced by sons or adopted sons (men chosen not out of birthright, but political and military acumen). At the death of Imperator Gemillus Varus, Taurus Victor was chosen as successor. The young man moved the Telborea Imperium into action once more, leading its legions north, across the sea, to finally bring the savage northern isles under heel. Except the free city of Cavilla, barricaded between mountains, the Telborea had conquered the whole known world."


Telborea Imperium - Overview

The Empire of Telborea or the Telborea Imprerium, is the most powerful empire in the history of the known world. Its birth city is located in the central part of the Telan Continent and boasts both a thriving economy and a strong, well-trained army with talented commanders. It has expanded mostly through the conquest of foreign countries, which were then turned into provinces of the Imperium. The Imperium's inhabitants believe that "real" Telboreans are only those born in the heart of the Imperium, and not those born in the conquered provinces.

The provinces are ruled by either stewards or kings (in cases in which a king willingly surrenders, he retains his throne but is subject to the Imperium or just a vassal). The Imperium has expanded throughout the years, conquering new lands and going as far to the north as the Northern Isles and the capitol of Gudhem, God's Home, during the reign of Emperor Taurus Victor.

The major religion in the Imperium is the cult of the Great Sun - Sol Invictus/Apollo/Helius, depending on culture.

The Pantheon of Telborea is a massive fortified temple situated on one of the hills of the City of Telborea. An elite order of specially trained knights, the Templarii Imperialis, stand guard day and night to protect the sanctuary of the Gods, but the Pantheon is open to the public as a rule. The only occasion on which the massive bronze gates are locked is at the death of an Emperor, at which time the priests practice esoteric rites to the Gods of the Underworld to ensure the dead Emperor's safe passing to the realm of the dead. Within the outer stone walls, the main structure is housed. It is a vast hall in which the image of every deity accepted into the official cult of the Imperium is housed. Although most deities have separate temples throughout the Imperium, the Pantheon symbolises the unity of the gods and their synergy with the Emperor as he has a statue in the centre of the hall. The statue is replaced every time the Imperial authority is passed into new hands.

Coat of Arms

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Magic and the Imperium

Magic is highly regulated in the Imperium. Because wizards and sorcerers are able to render mountains asunder with but a wave of hand and utterance of word, their power must, by necessity, be curtailed. Nobleborn sons and daughters with magical aptitude are afforded a semblance of freedom, yet even they are beholden to an Arcane Council that oversees all arcane conduct and stipulates laws to ensure compliance. All mages, except maleficarum renegades or the wealthiest of sons or daughters, are tutored in arcane asylums and subsequently required to service the Senate under stern supervision.

Mages who do not comply or who dabble in forbidden arts are persecuted by the Templarii Imperialis, the most ruthless and powerful military sect of the Imperium.

Non-Human Races and the Imperium

Any race that is not human enjoys, at best, second-rate citizenship in the Imperium. Elves are considered to be decadent loiterers, dwarves are filthy subterranean savages and gnomes and halflings are considered, to the sympathetic Telborean, as children, and to the purist Telborean as undeveloped, degenerate humans. In many cities even slaves enjoy more privileges than non-humans; a man without means may, after all, enter into servitude and be afforded reasonable benefits. Non-humans are generally sentenced to mines, sewers, harbours or roadwork duty. They dwell in segregated city slums where few know to eke out even a semblance of a living.

Like renegade mages, non-compliant non-humans are persecuted by the Templarii Imperialis.

===========
Telborean PCs
===========


[MadSkillsMike -- SonofMars] Alus Saturninus, Pontifex Imperialis (active)
[Corlupi] Cassia Aurelia Candidus, Princeps Templarii Imperialis (active)
[ajken] Ragnar Theeslen, Centurion Imperialis (active)
Athanasios (inactive)
Bodvar Bjarki (inactive)
Darius Marcellus Caepio (inactive)

Feel absolutely free to PM any one of us active Telborea players if you have any questions.

[ Edited 06:02:04 AM 05/05/17 ]

Preceding Payne since 2015.


Lady Cassia Aurelia - Celestial Knight
Sir Talorhend - Hellknight Dottari
Jaes Arayi - The Night Emperor
Renneleth - Huntmaster
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Warlord Kro
11:35:32 PM 01/25/18

Registered Member #1272
Joined: 05:59:54 AM 03/18/08
Posts: 176
Ingentium-Ū-Korda

The HammerSmiths of Thain

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An open guild to all weapon and armour craftsmen and women who seek to share their lore, knowledge and skills in weapon and armour crafting.

Base of operations:
Various forges around Thain including in Steinkreis, Hammersong, Grey Iron Mines, and elsewhere.

Known members:
- Seth von Hendricks - Guildmaster
- Izral Stumpwater
- Vladimir
- John Smith
- Lavan Chitward

Want to get involved?
Seek out one of the known members in game, or post in the in-character thread.

Requirements:
Those with proficiency in crafting skills, or interested in developing such.

Seal:
A stylised smith's hammer surrounded by dwarven runes spelling out the name of the guild.

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[ Edited 08:43:52 PM 02/16/18 ]

"Imagine a ruin so strange it must never have happened. First, picture the forest. I want you to be its conscience, the eyes in the trees. The trees are columns of thick, brindled bark like muscular animals overgrown beyond all reason. Every space is filled with life: delicate, poisonous frogs, war-painted like skeletons, clutched in copulation, secreting their precious eggs onto dripping leaves. Vines strangling their own kin, in the everlasting wrestle for sunlight... A glide of snake belly on branch. A single-file army of ants biting a mammoth tree into uniform grains and hauling it down to the dark for their ravenous queen. And, in reply, a choir of seedlings, arching their necks out of rotted tree stumps, sucking life out of death. This forest eats itself and lives forever."

The PoisonWood Bible - Barbara Kingsolve
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AtanatarAlcarin
11:05:16 AM 04/06/18

Registered Member #633
Joined: 10:59:33 AM 10/24/05
Location: Undisclosed location for your safety.
Posts: 1173
An Invitation from The Harpers of Thain

The Harpers would like to issue an open invitation for any who might be interested in joining the Guild. The secret nature of our Guild means that it and its members are not easily noticed by those who might find being in the Guild interesting and fun. Thus we accept OOC application for the IC recruitment of members.

Harpers work to defend the realm against those of evil intent, they work for the advancement of justice and freedom, and they promote learning and the dissemination of knowledge. They work behind the scenes, each Agent being semi-independent, working on his or her own projects, using his or her own front(s), while contributing to the information reservoir and common goals of the group. Most are rather like spies for the Good.

Pushing for Balance as well as what is right, they oppose all evil organizations such as the Zhentarim and the Red Wizards of Thay and any other group who openly or secretly do evil actions. Many people call the Harpers meddlers, for the Harpers often interfere with local politics with the aim to stop evil influence. The Harpers recruit a variety of people of most all classes and races, but the majority tend to be elves, rangers, and bards. The Harper Scout prestige class is not necessary to become a Thain Harper.

You can find some more about the Harpers and the Harper Code in our Thain Wikia entry Harpers, or in the Forgotten Realms Wiki. However, do keep in mind that some of those things delineated in the FR wiki are not fully, or just not, practised in Thain, as we adapt the Code to the Golden Rule of Thain to keep the fun-factor for both the Harper guild and the opposing players in consideration.

All non-evil alignments are acceptable, as long as the character is in accord with Harper ideals. Although the Lawful Good alignment is likely problematic because the Harpers may find it necessary to take what seems to be an unlawful action to further a good purpose. The basic alignment could be called Sneaky Good.

In order to avoid conflicts of interest and loyalty, we do prefer that the Character has no other memberships in what are considered major guilds (those guilds whose area of influence encompasses politics across the entire Island). Membership in a minor racial or regional community guild is acceptable, and at the Character's discretion can in fact be used as a front for the character's covert Harper activities.

Just do keep in mind that this application is completely OOC, your Character does not know anything about this, and in fact except for the OOC contact persons listed below, you the Player will likely not know who is observing you. And please be aware that application is not a guarantee of admission to the Guild, as the exact same IC vetting process must be done for a Witting Candidate (one who applies OOC), as if your character's suitability as a candidate were being considered as an Unwitting Candidate (without your OOC knowledge). Of course, Harpers ICly also watch for people who seem to fit into their vision of the guild and will approach those characters in time.

For anyone who might be interested, who has a character that you think would be appropriate to and have fun in the guild, then please feel free to PM one of the available Harpers listed at The Harpers of Thain wiki page, with any questions or inquiry. We can then proceed to IC 'notice' your character to start the RP of surveillance and engagement for vetting.

(**NOTE: if you are interested in becoming a Harper, or just want to know who we are and what we do, please drop me a PM at AtanatarAlcarin, or see Tanna Nightsong IG for an OOC conversation.)


[ Edited 02:00:52 PM 04/06/18 ]
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Vaedryan
04:31:47 AM 05/18/18


Registered Member #345
Joined: 08:28:49 PM 11/24/04
Posts: 1848
The Order of Celestial Knights of Andarus

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Mine is the shield that is hoisted not in self-preservation, but to shelter others.
Mine is the sword that thrusts not to end life, but to preserve it. I am the candle that casts
aside shadow. I am the servant that tends the Light and ensures that it will not diminish.

- Oath of the Celestial Order


-------------
Purpose
-------------
The Celestial Order exists to champion the ideals of Andarus and, in so doing, defend the island from that which would despoil or destroy it or its residents, particularly Abyssal and Infernal threats. The ideals of Andarus are captured in the eight tenets of the faith---altruism, honour, hope, justice, temperance, truth, valour, and vigilance. In addition to protecting the island, members are expected to uphold these ideals and strive to inspire their proliferation among the islandís residents.


----------------------
Colors and Symbol
----------------------
The Orderís colors include golden-hues, representing Andarus and the Light, and a combination of deep blue and white to represent the alliance between the Island of Thain and Celestia, which is at the Orderís core. These colors are represented in some, but not all, membersí arms and armor. They are also found in the Orderís emblem: a shield to denote the Orderís guardianship mission, and a pair of celestial wings.



-----------------------------
How to get involved
-----------------------------
As an ally: Very few, if any, of the Orderís activities are secretive; most (to all) activities are open for others to participate in. Activities include opposing threats to the island (extra-planar threats in particular), strengthening ties with the local settlements, and recovering lost knowledge of the Celestialsí history on Thain. To get involved, just send a PM or a tell to any of the players active in the Order (listed below).

As a member of the Order and Celestial Knight: Characters that have consistently been involved with the Order as an ally may be invited to join as a member. Characters considered for membership will have demonstrated themselves to be a force for ďgoodĒ on the island in a manner aligned with the eight tenets and the Celestial Code. Additionally, characters most likely to be invited for membership are those that are played in a way that is inclusive and collaborative with the player base as a whole. There are no preferred class-types or class restrictions for membership: paladins, clerics, wizards, bards, fighters, and others have all been counted among the Orderís membership.


-----------------
Members
-----------------
Current PC Members (player names in parentheses)
- Acanthus Aranneus Garanthes, Celestial Knight and Champion of Hope (Vaeltava)
- Aeryth Elowyn, Celestial Knight and Champion of Altruism (Vaedryan)
- Albrecht Zenger, Celestial Knight, Priest of the Stone Circle and Champion of Temperance (Shards)
- Cassia Aurelia - Celestial Knight and Champion of Justice (Corlupi)
- Chaska Bellator, Celestial Knight and Champion of Truth (Izral/BarkerCounty)
- Nathaniel Flynn, Celestial Knight and Champion of Vigilance (Glognar)
- Sollis Lott, Celestial Knight and Champion of Valour (Jandari)


Legacy PC Members
- Mordacht Wylde, Celestial Knight and Founder of the Order
- AdyNathor Galor, Celestial Knight
- Motoko Kusanagi, Celestial Knight
- Thrar Nulen, Celestial Knight
- Brand Silven, Celestial Knight
- Lia Kross, Celestial Knight
- Elithrulder Leonalley, Celestial Knight
- Jiles Blon, aka Nijel Slob, Celestial Knight
- Keira Siadys'varilo, Celestial Knight
- Kalin Fenthar, Celestial Knight


NPC Members and Affiliates
- Lord Draxus Ultimax, Exarch and voice of Andarus on Thain
- Colonel Darienne, Commander of the Empyrean Aurora, Celestial Knight and Champion of Honour
- Solíedrial Ė Celestial Watcher and advisor to the Order
- Lord Ashtaga (Deceased) Ė Celestial Avenger and advisor to the Order

[ Edited 04:54:07 PM 04/02/19 ]

________________

Aeryth Elowyn: Celestial Knight of Andarus. Empathetic and determined pursuer of lore and keeper of the Light.

Her portrait. Her origin...ish. Her tuneÖ or maybe itís this one.

Primary threads: Restore All Things to the Light, An Echo of Light, The Book of Unfinished Tales, Where the Shores Sing

Darius Marcellus Caepio: Telborean. Grim paladin and champion of the Twelve. Kids, donít look for lollipops here.
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Reckless
08:51:40 AM 08/17/18
Registered Member #24488
Joined: 02:57:45 PM 06/28/18
Posts: 15
THE BLOODY BLADES


Company Roster

Molgar (Active)
Alanonas (Active)
Zurtor Achlys (Active)

What we are: A mercenary outfit.

Protocol for joining: Just contact me, IC or OOC, in-game or on the forums, (Molgar/Recklessfireball) and Iíll arrange an RP.

Appearance/Symbol: None. Weíre a band of motely rogues and neíer-do-wells. Itís not my business to tell you how to dress; wear what you like. Weíll recognize (and be recognized) by our names and reputation.

Primary Purpose:

This is the guild to join if you like to play morally-ambiguous characters in the classic sword & sorcery vein. Itís the place for the Conans and Shadowspawns, the Fafhrds and Mousers, the Shevediahs and Jevres, the Red Sonjas and Monza Murcattos, the Caul Shivers and the Bloody-nines.

Itís the place for those of us who couldnít care less about standing as an unyielding bulwark against the forces of darkness or crushing the followers of light for the Dark Lord and ushering in a new age of shadow.

Itís the place for men and women who have clawed their way up from the gutter with wits and steel, the strength of their sword-arms, and the cunning of their magic. Itís the place for those of us who like to battle and brawl, love and carouse as though every day were their last- because, sooner or later, IT WILL BE YOUR LAST, and youíll go down to the dirt, just like those who have gone before you.

Secondary Purpose:

We serve as a role-playing device for the guys and gals that DO want to battle for the forces of light and darkness. Maybe you serve proudly in the noble armies of the Alliance, and need to take care of a problem using less than noble means? Hire the Blades, and weíll take care of it. We donít mind doing the dirty work, so that you donít have to.

Or perhaps you stand with the Raven Pact, and need someone to spy on the forces of good, or to conduct a deadly raid on a crucial target behind enemy lines, or simply a commando force to stage a high-risk, diversionary attack? Why risk your own valuable troops, when you can hire our doughty band of mercenaries for the job?

We provide anonymity, flexibility, and deniability. Best of all, we provide an additional avenue of roleplay for players and DMís involved in the ongoing saga of the war between Steinkreis and Ravenís Watch. USE US, and PROFIT.

Long term goals:

Nothing terribly ambitious, apart from providing a venue to play the type of low-fantasy character archetypes that I enjoy portraying and interacting with. Eventually, it might be fun to build ourselves a fortified guild house somewhere, to celebrate our victories and store our plunder; but thatís not something I consider a priority. If it happens, great. If not, thatís fine too.

Rules and Requirements: We donít have a lot of these, but the ones that we do have are important. The list below should cover most of the particulars. If you have a specific question that isnít covered, feel free to ask.

Alignments: To be perfectly honest, I donít have a lot of use for the alignment system in Dungeons & Dragons. I feel alignments are restrictive, and often create more contention and ambiguity than clarity. Therefore, I tend to choose ďNeutral (Undecided)Ē as the alignment for most of my characters and, for this reason, the Blades will accept members without giving much regard to alignment.
Do keep in mind, however, there are certain behavioral expectations (both IC and OOC) that you are expected to abide by. More about this below.

Level: Command positions require both competence and experience, so Iíll want characters of at least 12th level or higher to fill those spots. Rank and file Blades can be of any level, from 1 to 20 (or higher, if youíve managed that). My primary concern is that you, as a player and character, are a good fit for the guild, conceptually and philosophically, and that you facilitate and enhance the fun of play, rather than detract from it
.
Class: Theoretically, characters of any class are accepted. I will say, though, I think Paladins and Blackguards, as well as Druids and Clerics in the service of morally upright or strongly tyrannical deities would be a poor fit for this guild and should probably look elsewhere. Morally ambiguous, neutral-leaning archetypes work best. Fighters, rangers, barbarians, assassins, bards, rogues, clerics of neutral-aligned gods, and mages of all types should be good fits
.
Race: We donít have any prejudices here, but I must draw a practical line at monstrous races, because we need to be able to travel back and forth, freely, through the civilized lands, without worrying about being driven out of town everywhere we go. So, sorry- but no monstrous races.

Player Behavior: Donít be a bully or a douchebag to other players (playing an evil or chaotic character DOES NOT give you a license to act like a shit-head; by which I mean, if someone asks you to leave them alone OOC, kindly bugger off). Respect the server rules. Respect the Guild rules. Pretty straightforward stuff, here. If you this is too much for you to understand and abide by, you wonít last long with the Blades.

Chain of Command: There is a sort of chain of command in our outfit, listed below, in order of highest to lowest rankÖ

Captain: To begin with, this will be my character, Molgar. Not too ďBossyĒ, as far as bosses go. Big and ugly, but fair.
Master of Arms: Second in command. In charge if anything happens to Molgar (or whoever is Captain, at the time), in-game, or if I have an extended absence as a player. Youíll need to earn my trust (both IC and OOC), if you want this position.
War Chaplain
War Mage
Master of Guile
War Skald
Highest level Blade present

Chain of command is just for determining who is calling the shots during a mission. Itís not a vehicle for you to bully and order around lower-ranking guildmates. Weíre mercs here, not regular army. We donít really give a shite about saluting, and regulations, and all that crap. You donít even have to call me Captain; Molgar will do just fine. Also, for certain missions, chain of command may be adjusted (The Master of Guile will always lead missions of stealth and infiltration, for example, if present).

Sign-On-Bonuses: Yes, you really get these. I pay them, out of pocket, with my own character proceeds, after youíre accepted into the guild. Once I give you the money, itís yours and I forget about it; whether you stay with the guild or not- even if I kick you out. If you play a rogue/con-man type and you just want to scam me (take the money and run), thatís actually ok by me; just be ready for the in-game consequences when Molgar finds you (i.e. You are tacitly consenting to PVP with me, if you do this). 8D

Moonlighting: Being a blade doesnít prevent you from taking jobs on the side; just donít do anything that would sully the reputation of the guild and make sure you prioritize any guild missions assigned over your personal quests/adventures.

Pay: When we take a contract, we split the pay evenly among all members, regardless of rank (including me).

Distribution of magic items: When we find magic items, those items will be given to those who can best use them. If this is more than one individual, those individuals will dice for the item. When a guild member shows him or herself to be particularly useful on a mission, I may (at my discretion) reward them with a magic item that I have purchased with my own gold.

Officers: All officers are appointed by the Captain and may be demoted by the Captain at any time. Likewise, rank and file Blades are admitted or expelled from the guild at the discretion of the Captain. However, this outfit is egalitarian, and members may call for a vote of no confidence in a particular officer (yes- including the Captain) at any time.

When a vote of no-confidence is called for, all members cast their lot, in support of (or against) the officer in question. If the majority vote against, another vote is called to nominate the officer that will replace him (or her). The person so elected will serve in the position until they resign or they are likewise voted out.

Yes, this means that YOU might one day lead the The Bloody Blades, instead of me (good luck with getting this pack of unruly scoundrels to follow YOUR orders).

Of course, none of this will happen if I can't recruit any guild mates, so don't delay- APPLY TODAY!

[ Edited 04:41:06 PM 08/17/18 ]
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Evendithus
12:43:11 AM 02/11/19

Registered Member #1593
Joined: 07:25:12 AM 06/30/10
Location: OH, USA
Posts: 344
The Harpers of Thain


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An Invitation from The Harpers of Thain

The Harpers are putting out an open invitation for any who might be interested in joining the guild. The secret nature of the guild means that it and its members aim to not easily be noticed. Thus we accept OOC application for the IC recruitment of members.

The Harpers are a secret society, hundreds of years-old, with roots in the history of Myth Drannor who work to defend the realm against those of evil intent. They work for the advancement of justice and freedom, and they promote learning and the dissemination of knowledge. They work behind the scenes, each agent being semi-independent, working on his or her own projects, using his or her own front(s), while contributing to the information reservoir and common goals of the group. Most are rather like spies for the good, some (as far as Thain's history) have been considered vigilantes.

Pushing for balance in nature, civilization, art, knowledge and what is right, they oppose all evil organizations such as the Zhentarim and the Red Wizards of Thay and any other group who openly or secretly do evil actions. Many people call the Harpers meddlers, for the Harpers often interfere with local politics with the aim to stop evil influence. The Harpers recruit a variety of people of most all classes and races. According to FR canon, the majority have been bards, rangers, elves and humans. Thain's history has seen many Kreis knaves, clerics, sword slingers, wizards, sorcerers, druids, shadowdancers, bards, rogues and hin, among some of its numbers. (Although, from what I know, we've yet to have dwarf, half-orc, dragonkin or extraplanar).

You can find some more about the Harpers and the Harper Code in our Thain Wikia entry Harpers, or in the Forgotten Realms Wiki. However, do keep in mind that some of those things delineated in the FR wiki are not fully, or just not, practiced in Thain, as we adapt the Code to the Golden Rule of Thain to keep the fun-factor for both the Harper guild and the opposing players in consideration. This also includes current player trends and direction of the will majority of the group.

All non-evil alignments are acceptable, as long as the character is in accord with Harper ideals. Although the Lawful Good alignment is likely problematic because the Harpers may find it necessary to take what seems to be an unlawful action to further a good purpose. The basic alignment could be called Sneaky Good.

In order to avoid conflicts of interest and loyalty, we do prefer that the character has no other memberships in what are considered major guilds (those guilds whose area of influence encompasses politics across the entire Island). Membership in a minor racial or regional community guild is acceptable, and at the character's discretion can in fact be used as a front for the character's covert Harper activities. Exceptions are made for espionage play, given the appropriate preparations are made with staff and (to be infiltrated) guilds and their leadership OOC.

Just do keep in mind that this application is completely OOC, your character does not know anything about this, and in fact except for the OOC contact persons listed below, you the player will likely not know who is observing you. And please be aware that application is not a guarantee of admission to the guild, as the exact same IC vetting process must be done for a witting candidate (one who applies OOC), as if your character's suitability as a candidate were being considered as an unwitting candidate (without your OOC knowledge). Of course, Harpers ICly also watch for people who seem to fit into their vision of the guild and will approach those characters in time.

For anyone who might be interested, who has a character that you think would be appropriate to and have fun in the guild, then please feel free to PM one of the available Harpers listed at The Harpers of Thain wiki page, with any questions or inquiry. We can then proceed to IC 'notice' your character to start the RP of surveillance and engagement for vetting.

Typically, the Thain group is guided by the decisions of the three most senior agents active at the time, however, majority wishes of the group are held to be most important. One may also play a Harper and not be of the "Harpers of Thain." We don't monopolize character backgrounds, but we would certainly encourage you to look into joining.

Famous Harpers in FR history: Elminster -Clickedy-, Khelbun "Blackstaff" Arunsun (a former Harper) -Clickedy-, Arilyn Moonblade -Clickedy-

Famous Thain Harpers: Can't say but you're welcome to join and find out.

The FR Wiki has a neat video briefly discussing the Harpers. -Clickedy-

The current point of contact is Lomir Kelmont, player Evendithus. (Others can be added if they so choose to be named. Overall, we try to keep that information quiet for sake of play).

(Some of this information has been copied and modified from previous posts involving Harper invitations).



[ Edited 01:25:10 AM 02/11/19 ]

Characters:
Lomir Kelmont - Mage, Purveyor of Magicks, Investigator of the Occult, Keeper of the Arkhive, Follower of Wai'i'lanai
Threads: Renewal, Banifaction, II, III, Operating in the Occult, Deadcoat, Chasing the Sun, Dissidence, She's Worth Fighting For
Theme Songs: I See Fire, Suicide Mission

Lady who refreshes me, who cleans my wounds, and soothes my burns, I thank you for my life. I thank you for teaching me to listen and to see so that I may serve those who thirst or those who seek to be cooled in the rain. I do not know what it is that the future holds, but I know that I am a ship in a storm trying to find the shore. The rocks are craggy and hidden among the waves. To escape their evils, lead me to safe harbors. But more importantly, grant me the power of your tides, the shark's courage, and whale's wisdom to bring others to dock with me for we are driftwood in this life, tossed about without aim.

May it forever please your glory, let it rain...

--Wai'i'lanai's Prayer

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Omedoom
06:02:32 AM 02/23/19

Registered Member #24486
Joined: 06:40:46 AM 06/28/18
Posts: 25
Updating Reckless's fine work on the guild page on what the Bloody Blades is built around currently. Always hoping for Molgar's return regardless should he wish to return on his previous creation.

THE BLOODY BLADES


Company Roster
Conrad Gilles - Considered as the current leader.
Alanonas
Zurtor Achlys
Garagnavagh (Along with this duties as the chieftain of the gnoll tribe Gar has been initiated in the Bloody Blades and has close ties to it.)

What are the Bloody Blades? Self-proclaimed band of the most feared mercenaries on the island aiming to provide high-end services of the most capable and skilled individuals to the highest bidder.

For those interested in joining: Finding Conrad Gilles or Alanonas within the vicinity of the Dragon's Watch which serves as the homeground for the mercenary company. Contact any of the current Blades ooc to arrange the rp for the event.

Appearance: The Blades follow no singular deity and one's individual morals are of no concern to the company as long as the contracts get done. Currently there are no symbols or colours to follow, but towards the future if there's enough interest either a tabard or a certain pattern of colors would be implemented. Also an insignia of the Blades will be implemented to keep track of those considered members.

Purpose: The Bloody Blades is intented to be a guild for those seeking the neutral ground experience in the conflicts between the Light and Shadow without necessarily being deeply tied to either. The Blades offer the soldier of fortune option to those characters who'd be interested in working towards the various plot based goals and interests from the perspective of a hired professional mercenary. The Blades are looking to firmly establish themselves on the island and seek to further their reputation and the value they offer to the potential clients and the company is aiming to grow with every passing event, hopefully one day establishing a guild house and a base of operations to improve their brand and making themselves a part of the island's proud history.

Rules and Requirements: While the array of different types of characters and personalities is expected to be vast within a company of mercenaries the Blades expect roleplaying with good taste and respective manner to fellow players and any member of the Blades is expected to act mature and never aim to disturb anyone's playing experience. Part of the Blades philosophy is to respect the contractors and offer the finest services paired with the right mannerism, so those who'd find it difficult to follow expectations and orders would likely end up in disfavour amongst the shotcallers of the company.

Alignments: Good/Neutral/Evil are all viable and no one's creativity in their development of character is restricted within the guild though oocwise being constructive and mature is expected as mentioned in the requirements.

Level of the characters: No restrictions thus far, though initially the Blades would seek to further train those they'd see the potential in and when the expectations would be fulfilled they'd be implemented as full members of the guild. The training would take place in the form of grouping up against various contracts the company would receive including the bounties from the Hunter's Haven.

Classes: As with the previous guild expectations there are no theoretical boundaries to which class could make a Blade, but the rules of common sense do apply when it comes to the question that the Blades are expected to do morally questionable tasks to earn their rewards. Through character development and roleplaying opportunities virtually anything is possible regardless.

Race: No prejudices as long as individuals are proven capable of working together despite their differences. Contrary to the former rules even MPCs can be considered situationally should there be interest.

Ranks: This has been simplified as Blades are considered equal to one another aside a few shotcalling ranks.

Leader:
Conrad Gilles - Considered to have taken the mantle ever since Molgar's disappearance. Every new recruit goes through Conrad and the leader's duties are to handle the high-end contracts and make sure the Blades philosophy is followed and their reputation is kept clean. Conrad also has the final say in both promoting a Blade or dismissing one from the company.

Keeper of Coin:
Alanonas - Second in command and considered as both influential advisor and a shotcaller towards the leadership and within the important decisions made for the guild. Also handles the flow of coin coming to the company and makes sure contract negotiations are done in the best intestest of the company.

Blade:
Any fullranking member of the guild. Those found skilled and capable enough can receive the title immediately after joining through consulting with Conrad.

Initiate:
Those still in training in order to meet the standards of becoming a fully enlisted Blade.

Sign-On-Bonus: The old 5,000 gp sign-on bonus for any fully initiated member of the Blades still stands. Whenever an initiate completes his journey in becoming a full member he receives this bonus accordingly.

Moonlighting: Like previously, being a Blade doesn't prevent any further character development or sideplotting, see Garagnavagh for example as the chieftain of the gnolls. Anything considered undermining the reputation of the company would be intervened rpwise, but we're in no business of strictly restricting any of the awesome rp that goes on within Thain.

Pay: Any gold made from contracts is split even among the present participants. Towards the future some funding plot would be arranged for the potential guild based projects such as guild housing or other rp related projects.

Distribution of magic items and rewards: Common sense and situation rp considered the guild aims to be fair in all distribution of commonly earned rewards and anything to benefit invididuals will be handled within a good atmosphere of sharing. Anything found unusable can be sold and split among the participants as is customary on the island within group activities.

Final word: We're all here to have fun and rpwise anything can be bound to happen on the realm so if you're looking for a stable group of players with a good taste of adventure and a mature atmosphere to get your fix of Thain with, the Blades could be the guild for you. As everyone has their variety of characters on the realm no is expected to commit 100% to the Blades and playing alternative characters even on opposing sides is not considered a problem. The Bloody Blades was the first group activity on the realm for myself ever since I started playing on Thain and has been a strong part of Conrad's character development in the process, perhaps it could be for one of your characters as well?





[ Edited 06:04:15 AM 02/23/19 ]

Characters:
Conrad Gilles - Brutish Mercenary of the Bloody Blades. Unleash the Battle Fury! - Theme
Arstan Suncrest - Bearded Justice of Torm.
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