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| CoRE News and Events IC News and Events. - Part of Forums4Games CoRE Member Guilds Listing - www.stirlingkendall.co.uk GM : Devante Stirling - 97-882-651 AGM : Felix Kendall - 253-461-455 AGM : Reed - 224-833-... |
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| Senior Member | CoRE Member Guilds Listing GM :Devante Stirling - 97-882-651 AGM :Felix Kendall - 253-461-455 AGM :Reed - 224-833-459 Following the disbanding of the Royal Marksmen, Devante, Felix and a few remaining ex-marksmen felt that they were unable to leave Trinsic and join other regiments in other parts of Britannia. Trinsic had become their home. Being a soldier in the Marksman Regiment had never been a well paid job, even at it's peak wages were scarce and leaving the Army of Britannia had left them short of gold. So the Ex-marksmen turned to hunting to bring them the much needed gold to make a living in Britannia, with the archery skills they had learned in the Marksmen Regiment this turned out to be a great way of making their way in the world, Hunting was easy. So Devante Stirling and Felix Kendall used the small amount of gold left in their banks and a rather generous donation from the Duke of Trinsic to found the Stirling & Kendall Trading Company. Using their Marksmanship skills they were able to easily slay dragons for their precious hides, and started to trade in the leather industry, soon they were able to make this leather into armour, then began to trade in the armour industry. From here the Company (and it's treasure vault) could expand, recently moving into Mining, Lumberjacking and Golem manufacturing, as well as creating a new Mercenary division to aid Britannia in these dark times of the kingdoms decline. The Company are close allies to the Duchy of Trinsic and the Elven Guild, forming the Trinsic Alliance, all doing their part to keep the enemies of Trinsic and Britannia from taking the lands of the South. Stirling & Kendall have created a small village named Arrow Bridge outside of Trinsic's walls. Stirling House Stirling House is home to Devante Stirling Chief Executive of S&K and Gwen Irima leader of the Elven Guild. It also serves as the Command centre, Workshop, Treasure Vault and Treasury of the Company.Kendall House Kendall House is home to Felix Kendall, Charlotte K'tara and their children, Terri and Timmy. It also serves as the Companies Rune Library and Map Room.S&K Stores S&K Stores is where the goods produced by the Company are sold. ![]() Last edited by Devante; 17-07-07 at 12:03 AM. |
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| Dux femina facti Commander | The Duchy of Trinsic ![]() Trinsic is stately and impressive, as befits the city that celebrates the virtue of Honor. The Western Road that begins on the shores of Britanny Bay comes to its end here, far to the south on the Great Sea's coast. It is a city of broad avenues, tree-lined streets, parks, fountains and magnificent mansions. Tradition has it that even the lowliest commoner in Trinsic has his family's coat-of-arms hanging on the walls of his dwelling. Said dwelling is made of stone and brick, naturally; there are no wooden hovels to be found within Trinsic's walls. This reputation for grandeur is an exaggeration, but it isn't far from the truth. The city is home to many knightly orders, whose origins can be traced to the wars fought against the Triad of Evil. Some of these knights choose a path emphasising virtue as well as combat prowess, and take the Paladin class. These are so numerous in the city that they have adopted the north eastern quarter, known as Paladin Isle. Most paladins are to be found there and it contains a dedicated training hall, library and the Paladins' Shrine. Being a port city, and with the good road link to Britain and from thence all other mainland cities, there is much trade and many visitors. It could with some accuracy be said that all roads lead to Trinsic. Most shops and facilities are available and virtually any service can be obtained, at a price. The city is cosmopolitan and generally prosperous and contented, the bustling streets being crowded at most hours with all kinds of people from all parts of the world. Some are more welcome than others, but usually visitors will be treated with courtesy provided they offer it; Trinsician Honour becomes Trinsician Pride rather easily. It is interesting to note that, for all the public scorn piled on the city by outsiders, those same outsiders are nonetheless frequent visitors. Trinsic is currently ruled by the Middlethorn family, who hold the Duchy with sanction from the King, further ratified by successive Royal Councillors. The present Duke is Irvyn, who took over from his cousin Ikus in the year 359. He is fanatically and unquestioningly loyalist, both natural and suitable for a Duke ruling a city which has never wavered in its support for Lord British since the Treaty of Unification was signed. He has pursued a policy of achieving strength and prosperity through peace rather than conquest, which has led to a reputation of weakness. This, however, is belied by the fact that he has maintained his rule for many years through numerous difficulties, and the people of the Duchy remain as loyal to him as he is to the crown. Many men and women aspire to join the Order of Virtue and become a Paladin, but few are considered sufficiently worthy. However the Duchy Guard contains many fine men and women who have made a career there under Captain Kaelyn. In addition there are numerous thriving craftsmen and merchants among the citizens, watched over by Baroness Moiraine, and many trading opportunities are available. But despite the prosperity (or perhaps because of it), there are some areas of the city to which most people do not go, or go only warily and when necessary. The south eastern quarter of Trinsic, generally referred to simply as East Trinsic, is home to the less desirable elements, the smugglers and thieves and other such criminals, who have more or less laid claim to the area round the docks and Barrier Island. More information can be found here . GM: Duke Irvyn – 138041080 AGM: Baroness Moiraine – 108100586
__________________ ------------- ![]() Sig courtesy of the twisted brain of Reann It is the quality of our work which will please God and not the quantity. Mahatma Gandhi |
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| Senior Member | ![]() The Elven Guild (abbr. E-V) is a member of CoRE. They offer people that play an elven character a variety of classes with several different ranks of wich each class has its own responsibility within the guild. Even though some of these classes have certain specific character traits, the guild allows and encourages its members to use their imagination and create unique characters with each their own unique background. One could be an elf that has just returned from hiding with the rest of our race after the years that followed the destruction done by Mondain, but one could also be one of the elves that remained in Sosaria while the rest of our kind went into hiding. To them it does not matter if you're a gold-elf, a forest-elf, a high-elf or a half-elf. All elves are welcome. The Elven Guild will not tell you how an elf should look, demand of you to learn the elven language or how to roleplay an elf, but for those that need guidance with creating and how to play an elven character their website offers all sorts of information. GM - Gwen Irima - ICQ 122488731 AGM - Elion - ICQ 346526852 Guild Based - The Elven Quarter (Trinsic Moongate Area) The Elven Guild Website ![]() Last edited by VanQa; 19-02-07 at 03:59 PM. Reason: added map of the Elven Quarter |
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| Senior Member Join Date: Sep 2006
Posts: 369
![]() | The Republic of Vesper ![]() The Republic of Vesper Vesper has its origins as a small shipping port, established shortly after the Cataclysm following the fall of Fawn, and over time, gradually proved to be one of the most innovative and crucial centers for exploration in the whole of Britannia. It was the Vesparians who rediscovered the lost Moon Isle?s order of Magi, and it was the Vesparians who first made contact with the settlers on the rich isle of Magincia. Since its very beginnings, the township of Vesper has been associated with the shipping industry... and a desire for profits, it would seem as well. In the present days, Vesper appears to the casual onlooker to be much the same as it always has. The picturesque small islands of the river delta and simple wooden bridges support one of the most successful trade spots in the lands (barring Britain), acquiring an influx of goods from both overland Minoc and Cove, and overseas from the major islands. Because of the multitude of trade routes, the citizenry of Vesper has become multicultural and multiracial, and as such Vesper readily accepts most races ? or at least those that will not disturb the hive of trade and services that Vesper depends upon. The city streets bustle with the exchange of goods and services, some of which are more moral than others. People say that ?anything that can be bought, can be bought in Vesper? for a price.' Ever since the long-past rebellion against the crown in which Vesper won its status as a free city, the artistic frippery and mindless frivolity that were once Vesper?s trademarks have been replaced with the air of rebellion. It seems that ever since the eruption of Kendall, the Vesparian culture has harbored a great resistance to authority, and this rebellious streak has only grown stronger as time has progressed. Vesper has become a haven for dissidents and freedom fighters, criminals and pirates, ruthless opportunists and, on occasion, intellectuals and free thinkers contemptuous of ?noble? authority. It is this rebellious stance that has brought Vesper into contact with the Loyalist forces, especially those of Trinsic, more than once, and this situation persists even now. The Republic of Vesper, the city states official name, is currently headed by the city's most wealthy and illustrious citizen - Baron Kain Twothumb, and has been except for a few hiccups since the Judge Wars. The Vesparian Baron rules through his business interests and the city Militia which he is obliged to fund and command. A Baron can be replaced by the election of a new Baron or Baroness if the people put forward that the time is right for a change of leadership.. The City Militia itself is a humble military machine, made up of Vesparians, foreigners who came to Vesper that feel the city's free status and the Militia's reasonable paycheck are worth fighting for and just about anyone with a grudge against the Kingdom of Lord British who will don the red and bronze that makes a normal man into a Militiaman. The current head of the Militia is Captain Hanse Davion. More information can be found here: http://www.uoforums.com/vesper Current GM : Kain Twothumb Current AGM : Hanse Davion ![]()
__________________ ![]() Fact: In RPvP, warriors often forgoe Magic Resist in favour of parry or chivalry and then call mages overpowered or dishonorable for using things like Mana Vampire and Paralyze. The Arcanists are not to blame for your decision to be tougher against other warriors at the expense of fighting Mages. | ||
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| Evil master | Knights of Virtue [K0V] The Knights of Virtue are a brotherhood of friends, gathered together in the vale of Tel'mar. [More to follow...] ![]() GM: Megan 100447138 AGM: Athos 288146227 AGM: Medric 168620242
__________________ ![]() 70 Priest | Defias Brotherhood Last edited by Megan; 22-01-07 at 11:40 PM. |
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| Junior Member | Britannia Guards [LB] ![]() GM: Lolindir Calmil 25601504 AGM: Kent Sarving 446114122 |
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| Brigand Dread | ![]() The wild lands of Sosaria are a place where only the brave travel alone. The woodlands, deep forests and vast deserts. For these isolated places are inhabited by many dangerous creatures and sometimes even renegade humans, orcs, drow and elves. These folk are often referred to as brigands. Usually outcasted from their homes and cities for anti social behaviour, they gather in small bands. One of the larger groups has come to be known as “The Brigands of the Fort”. A murderous, violent band lead by the infamous man known as Winter. From their palisade fort located somewhere near Briton they launch terrible raids on villages and cities alike, usually leaving no survivors. Uncaring and merciless for both loyalist and rebel, everyone is a target to this rag tag bunch. They are known for their lack of mercy for those that are unlucky enough to cross their path. So beware young traveller, best ye stay in the cities where it’s safe and let the law deal with exploring the wilds in search of these outlaws. ![]() Gm: Henry Winter - 441-827-310 Agm: Dexius - 228-561-130
__________________ ![]() Crush your enemies, see them driven before you and hear the lamentation of their women! Last edited by Henry Winter; 06-05-07 at 02:50 PM. |
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