Created: 2003-10-26 10:03:19
Game: unity
Faith: Barnabas
Before God was a word, before faith in anything became a religion, there were
men and women who fought for a cause all their own. Within the lands of the
realm known simply as Solo, came the many faces of warriors and warrioress'
who fought one another to rule the lands, awaiting the inevitable, the one who
would overthrow them. It was not till recently that Gods came into play. With
the coming of religion came also segregation.
Those of different faiths mainly kept to themselves. Going outside of your
faith was nothing like it is today. At the time those of other faiths did intermingle
in the name of progress. Trade routes sprang up, but most were not used by the
majority in the land. Those who did travel between realms did so more for the
benefit of others then themselves. Moving goods and ideas also made these people
tend to look at things more sharply then those who never left the bounds of
their gods blessing.
Although the travelers moved in groups, they became known as Solarians. Many
know not the true source behind the name, but a few still do. The name came
from the life they lived. Traveling between realms never assured that those
around you where of the same inclination, let alone faith. Those who traveled
became dependent on themselves and no one else. The Solarians were the first
people to see the merits of faiths not their own. They also had the first known
instance of people switching faiths.
As time wore on, the Solarians started to notice the Imbalance. Switching faiths
became more common among them as they sought to bring balance back to the land.
Then came the Simple Sin.
With its coming and the passing of time the realms were plunged into mistrust
and chaos. Solarians came under suspicion for their acts as “heretics”.
No Solarian was trusted in any realm because people believed they could have
worshipped the heathen gods, or they might still and be spies. For their actions
aimed at the greater good of all, they were shunned by all. The only place they
could find acceptance was among other Solarians.
Some of the more respected Solarians called a meeting. During the Meeting of
Exile all those who wished to be heard were allowed to say their piece, and
soon the matter was decided. They would flee from those who would try to force
their ways upon them. No family would be left behind, for those who left now
had no family save those of like mind. Using what influence and favors they
had left they gathered what they needed and met on the southern coast. The fleet
that sailed that day was never seen leaving. No one cared were they had gone
except those on the ships.
For the next 2 years the Solarians sought a suitable land. When they finally
made land fall they were exhausted but hopeful. For the next 200 years they
rebuilt as they saw fit. Soon a flaw in their dreams became apparent. The land
to which they had fled was much smaller then that which they had left. Overcrowding
became a fact of life.
Life could not continue under these conditions forever. A group of respected
Solarians soon found a solution. The same facts the gods had seen became apparent
to those present. Life is wasted on those who do not live. Struggle and strife
are part of life. Soon the Accord was drafted.
“In order that life might continue and not strangle itself, all members
of the land shall elect leaders under whom they shall gather. A limited number
of our realm shall then be allowed to lead their troops to war. Balance must
be maintained! All the tenets set forth in the Meeting in Exile shall still
stand. Those who wish to travel between realms and further the whole shall be
allowed unhindered. Those who would war shall only be allowed to under the sufferance
of those who follow them. No realm shall go against the good of all.”
Parts of the land of the Solarians were set aside so that members of warring
realms could meet and discuss matters of the land. These places soon became
common grounds for trade and the exchange of ideas, and life continued for 500
years without any truly momentous events to interrupt time’s forgetful
touch.
One day the original Scrolls of Exile were found. People held debates over
their contents. No one questioned if they were real, but whether those across
the Forgotten Sea could truly be so blind as to cast out those seeking to help
them. True, Solarians had had wars and vendettas. Those who warred sought to
gain as much as they could for themselves and those who looked to them for guidance.
But no one, not even those warring in earnest, would do something to harm the
rest in the land who sought to help them all.
Thinking that things might not have changed, but hoping that they had, the Solarians
gathered a group of their warriors and charged them with crossing the Forgotten
Sea. Their task was to see what had happened in the intervening years. A single
ship was sent. The warrior charged with overseeing this was Chameleon. A respected
member of the land of Solo, he was sent to observe and report what he found.
Upon arriving Chameleon found a land torn by war. Not only had the faiths split,
the members of each faith had splintered into separate groups known as Guilds.
Holding true to his charge, Chameleon built a kingdom and set forth to contact
members of the realms around the land. The first thing learned was that those
not of a guild were attacked by all, no matter how strong. Every guild contact
made was from being attacked without cause. Seeing no hope for peaceful contact
Chameleon traveled back across the sea.
When he returned several of the Solarians met in council at the behests of
TOM812. Angered at the way of life there they knew that they had to bring them
the light and knowledge of the Solarian way of life. They appointed one Darnivan
to take care of the garbage on the ships for the voyage across the sea and set
sail. After arriving they found a new age just beginning and the kingdoms beginning
once again as they must each age. With their Garbage Man at their lead they
set out into the land of guilds
In a mater of days, these Lost Souls had found a home, chosen a God, and gained
the ability to trust each other, if not forever, at least for now.
GM: Garbage Man
AGM: Keeper of the Shnoinks
Squad Leader: A Giant Mongoose
Full Member: Flying Giraffe
Member: Space Toad
Newbie: Shnoink
Solo's own elite mob. Formed in the last age of monarchy. When Monarchy ceased
to exist it caused the guild to cease to exist...Until now
THROUGH DEDICATION WE SHALL THRIVE
We shall always attack in most solicitous manner possible. No member shall ever be
sacrificed to save another. No member shall ever be asked to give himself or
herself up for a mistake made by any other member. Repeated failure to participate
in a war chat, or the war itself will result in removal from the guild.
STRUCTURE:
Names and titles change over time. You must earn the right to bear a certain
rank. These are not given easily and not taken lightly. If you feel you are
ready and capable we will give you a higher rank. Failure to perform duties
that your rank includes will result in you be removed from your position and
possibly from the guild.
COMMUNICATIONS
Communication within the guild is swift and effective.
All members should have ICQ; exceptions will be made only in rare cases.
Officers regularly review the kingdoms and will offer suggestions for improvement
to our members.
If the GM disappears, the Master of the Pointy Sticks will hunt him down and
lynch him.
TEMPERS BALL
Diplomacy is but another weapon in our arsenal, and it's one we wield with
unsurpassed skill. Accordingly, we demand a certain polish in our members when
they deal with those of lesser guilds. There will be times when you disagree
with others on Tempers Ball. Do so in a dignified manner, particularly with
those of your own faith and brotherhood.
Members are expected to adhere and obey the rules of Tempers Ball, which are:
1. Do not make an ass of yourself
2. Do not post bug reports on the boards, over ICQ, or in IRC, unless specifically
asked to by staff.
3. Do not spam or post redundant messages.
4. Do not post kingdom numbers or kingdom names on the boards.
5. Pornography, piracy, or other illegal material is not allowed.
6. Do not post links or advertisements to hate or anti-Evernight sites. This
includes racial, ethical, or sexually related sites.
The above is word for word from Tempers Ball, including the typos.
NEWBIES
We have a well-established training program for those new-players who feel they
have what it takes to become a member. We expect you to play regularly and adhere
to the rules of the guild. This makes us active and lets every member enjoy the guild.
If you feel the leaders are wrong, address the
matter to me and it shall be dealt with.
The rules are simple and are as follow:
1. Follow the orders. Discipline is the key to victory.
2. Maintain a military force in order to defend yourself. The guild will not
protect those that do not first protect themselves, but we will help and point out
possible flaws.
3. Do not make enemies for the guild. We shall destroy the heathens one by one.
Attracting the attention of many only hinders the ultimate plan.
4. Loyalty to the guild and each other. We stand firmly together in all that
we do. We will ultimately win through our conviction not only to the cause,
but to each other as well.
5. Death before dishonor. To die is not to fail, for giving your life in the
name of the cause is the ultimate sacrifice and a refusal to fail.
These are the titles that you will be eligible to hold within the guild:
GM: Garbage Man (ummm)
AGM of War and Scum: Keeper of the Shnoinks (ahhhhhhh…)
AGM of Nothing: A Giant Mongoose (a very special title)
(Lvl 3) Squad Leader: Flying Giraffe (who came up with these)
(Lvl 2) Member: Space Toad (Your dream and desire, right)
(Lvl 1) Entry: Shnoink (what the heck is…)
Please answer the following when submitting application to the guild:
1. What is your TB name?
2. What is your kingdom name?
3. Do you prefer to play: Scum, Sorcery, or Warrior?
4. What time are you usually online? (Please give days of week, times and time
zone).
5. List all the ways you are able to be contacted by (E-mail, ICQ, AOL AIM, MSN
Messenger, etc...)
Please respond to these questions via e-mail or icq (include the question with your
answer) to the GM.
See you in SOLO