This is a discussion on GILDORYM - [ROLEPLAY] [RPG] [FANTASY] [D&D FAERUN] [DAILY EVENTS] [FACTIONS] within the Minecraft Server Advertising forum part of the Minecraft category; http://files.enjin.com/259485/banners/Gildorymbanner2.png
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mc.gildorym.com
What is it?
Gildorym is a Mature Roleplay server ...
[Only registered and activated users can see links. ]
mc.gildorym.com
What is it?
Gildorym is a Mature Roleplay server set in the [Only registered and activated users can see links. ] continent of [Only registered and activated users can see links. ]. The World is a Harsh place, with Fortune & Danger lurking around every corner. With the opportunity for every man to take his chance at Fame. Our Events Team run Daily events Involving deep plots, with twists both good & evil, with opportunity for the player's actions to decide its fate. We use the Heroes class system offering over 15 different and unique combat classes each with their own developing storyline and 5 crafting professions that each have vital place in our world economy. So fancy trying yourself to become a Lord of lands? A Powerful Mage? A Master Assassin? or even just content running your farm, or local smithy? The choice is entirely yours..
So where is Gildorym?
The Isle, Gildorym, is based in the [Only registered and activated users can see links. ], off the Sword Coast. The isle is a place of great planes, dark woods, Huge mountains, dry deserts, high castles & deep oceans. Despite being blessed with the protection of The City States of Maer Dauldon, Filara & the Dwarven Mountain home of Agamar. Gildorym is still plagued by Werewolves, Vampires, Dragons, Cults, Pirates, & Dark Gods.
How does it work?
You make a character based on the Forgotten Realms lore (3rd edition). Choose a Race, God, Class, Proffession and an Alignment. Decide a back story and off you go into the world playing as the character of your choice. You can build, trade, and adventure to your hearts content. Gildorym is one of the few servers that already has its own preset Lore, through the [Only registered and activated users can see links. ], offering players a vast knowledge base they can use to create & develop their characters No longer do you have to worry if your taking your story too far, if its in the Faerun Lore, 99% is accepted. You can work to gain your own title, building your own Cult, Guild, Army, Town or Faction. Becoming a Master, Lord, Warlord , Knight or even just a humble farmer.
What makes us different?
Gildorym is one of the few worlds that offers the Faerun Experience in a setting that is completely changable. Our Admin team work tirelessly to create the perfect RP experience possible, allowing players to develop characters with deep storylines where they can influence the world around them. We do this with a dedicated team of admins, mods & event managers that run RP Events on a daily basis. These events range from the main storyline of the Isle, to smaller individual storylines, to plotlines that involve groups. These RP events can have unexpected twists and turns, ending in character development, levels, quests, classes and if your not careful, curses, enemies and quite possibly death.. You can get involved, or choose to ignore them and continue on your chars storyline exclusively. Our server also has its own specific and ever improving RP PVP system, that reflects character experience, rewarding those who have put alot of time into their character, but also giving lower level players a chance.
The dormant isle of Gildorym, lies within the Korrin Archipelagio, a collection of unexplored and rarely navigated isles off the Sword Coast. For thousands of years the isles have been left more or less untouched. Not for any lack of wealth, merely becuase seafarers interests have been more directed towards the Moonshae isles to the south. If you were to catch a wayward fisherman on the outskirts of the Korinn, you may hear omens of the isles harboring the deep sea goddess Umberlee's protection. A result that has achieved favorable results for many, as the Pirates of the Moonshae rarely delve its waters, in fear of her punishment.
The year is 1398DR, and Maer Dauldon Longstride, a lesser noble from Waterdeep, was having increasing trouble improving his standing within the city. The markets were controlled, the courts influenced by others, and he came to the dawning realisation his enemies were tightening their grip on his house. So he sought elsewhere, sending his men to delve into the rumor thick taverns, and peak their ears. It was there, they heard rumors of the treasures and unpopulated lands not far off the Sword Coast, north of the Moonshae Isles. Scouts were dispatched across the sea, to investigate these claims, when they returned he was greatly pleased. They talked of untouched isles, rich with resources and harboring only primitive habitants. So his mind was set, and he planned his expedition to the archipelagio to find an isle worth colonizing. He raised notices throughout Waterdeep, an expedition of fortune and adventure, seeking hardy men and women looking for a new life. The answer was resounding, he had enough men and women to fill two Boats, and it was a push even that that. Leaving with what little assets he had remaining, he departed from the harbor in the summer of that year.
They sailed the hard seas of the Sword Coast, pushing into the Archipelagio. Many islands were barren rockland, some had plains but the soil was poor and infertile, so they sailed on. Months passed and the voyage was becoming fruitless, food was running scarce and fever was spreading throughout the ships. Maer Dauldon, reached an impass, seeing many ships on the horizon he was left to an impass for he could surely only make one more journey. So he prayed, he prayed to umblerlea. Ordering his men to pull a Goat from below, he sliced its neck, offering his blood and body as sacrifice to the Bitch Sea Goddess, so she might bless his voyage.
The crew grew dark, knowing their lords plea could attract the territorial goddess's Ire. They were not far wrong, the rain began, and the waves crashed, throwing the ships astray. The ships could not see further then 100 yards, through the thick waves that tossed them about the ocean. Maer Dauldon, opened his looking glass and thought he caught a glimpse, of a cliff, with a lone figure dancing on his edge. Spinning in all manner of directions, when he stopped, the waves crashed down on the ships and all was silent..
The boats were destroyed, but they were not without luck, they had struck land. Landing Maer Dauldons vessel on the shores of a strange new land. Collecting what resources he had left, and carrying his sick and wounded from the ravaged vessel, making his way inland, through dark woods until he found a peninsula of grassland. With no way of return home he thought better to create shelter, he began build homesteads and farms so they can outlive the winter. He began ordering the exploration of the isle, sending out scouts to the four corners of the isle. They returned with news of great mountains in the north, thick jungle in the west, and a barren arid land to the south. They also spoke of a Tribe, who called themselves the People of the Black Blood. simple folk with not much in the way of technology, but seemingly peaceful.
How wrong they were. After the 7th day on the isle, sightings were reported of strange figures in the dark nights, howling in the distance, and then eventually one approached the homestead. The beast was covered head to toe in fur, held claws twice the length of a mans hand and bore the face of a wolf. Its anger grew and to began to tear at the settlers, hacking indiscriminately at men women and children. Tearing them apart. 12 settlers died that day, before the guards struck down the beast. Maer Dauldon attempted to build a barricade, around the settlers, but it was not enough. Attacks of wolfmen began to launch themselves against the clutter of buildings. The second attacks fought off, but many more came, stronger and larger then the last. Eventually Maer Dauldon Longstride himself was struck down and dragged off into the night. It wasnt long before all hope was thought lost, when a lone ship was spotted on the horizon. The ship contained his son, Richard Longstride, who had sold his fathers estates and assets to hire a retinue of men, to search for his Father. He marched inland to inspect the sheer chaos and after hearing news of his fathers disapearance, he sent men across the land, searching every corner of the isle for the tribe, slaughtering every man woman and child of the Black Blood Tribe until not one remained. They called it the cleansing. But with it, no evidence of Maer Dauldon was found. He was also told by the settlers, that Maer Dauldon wished to name the isle after his late wife, Gildorym. And so 7 years on, the settlement grows strong. The retinue of men returned home, paid well and sending word to Waterdeep that the isle had land and riches. Richard erected huge battlements to defend the town should any lycanthropy epidemic arise. Trade flourishes and the town Prospers. He decided to name the town after his father, in his memory, convinced is now too far gone to be alive.
With the ship that sent the retinue back to Waterdeep, He dispatched for more notices to be raised in Waterdeep. Scattered throughout the markets, and Taverns. For the Isle of Gildorym, seeking settlers & adventurers, for a new life, for Fame and Fortune. Report to the Docks and find the Salty Sealion on the first day of every month. Travel is free, and rewards fruitful..
Gods:
Spoiler:
[Only registered and activated users can see links. ]: also known as the Lord of Battles, is the god of war. His dogma is primarily concerned with honorable battle, forbidding cowardice and encouraging the use of force of arms to settle disputes. materials that represent him: iron blocks. [Only registered and activated users can see links. ]: Talos appears as a broad shouldered, bearded man with one good eye. He wears half-plate armor over black leather, and black leather gloves. His empty eye socket is filled with whirling stars and covered with a dark eye patch. When he appears in Calimshan, he often takes the form of a dusky skinned, turbaned genie rising out of a sandstorm. Materials that represent him: netherack. [Only registered and activated users can see links. ]: (pronounced uhm-ber-LEE), also referred to as The Bitch Queen, is the evil sea goddess in the Faerūnian pantheon. She is most often worshiped by sailors or people traveling by sea, out of fear for her destructive powers. She controls the harshness of the sea and while reveling in her own power, is not hesitant to drown people, if she so pleases: Materials that represent her: water and clay. [Only registered and activated users can see links. ]: (pronounced MISS-trah), the Mother of all Magic, was the greater deity who guided the magic that enveloped Toril prior to the Time of Troubles. Mystra tended to the Weave constantly, making possible all the miracles and mysteries wrought by magic and users of magic. She was believed, as was her predecessor Mystryl and successor Midnight, to be the embodiment of the Weave and of magic itself. Mystra's symbol was a ring of seven stars surrounding a rising red mist, spiraling to the heavens, though her older and more often seen symbol was a simple seven-pointed star. Her divine realm resided in Dweomerheart. [Only registered and activated users can see links. ]: (pronounced bain) is the evil and malicious greater deity of fear, hatred and tyranny and ruler of Banehold. Preferring to plot and scheme, Bane rarely appears to act in a direct manner, instead acting through his worshipers and other various agents. His ultimate goal is to eventually control all of Faerūn. When summoned though, he has a dark, rather shadowy appearance with a resemblance of dark armor and his tell-tale jeweled dark gauntlet. He emanates an aura of vast power and cruel intelligence. materials that represent him: lava. [Only registered and activated users can see links. ]: (pronounced SEER-ick), whose titles include The Lord of Three Crowns, The Mad God, and The Prince of Lies and is called N'esr by the Bedine, is monomaniacal deity of strife and lies with an immense following, though ever since he murdered Mystra and caused the Spellplague, his faith has diminished somewhat.[6] He is petty and self-centered, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes. Cyric is closely associated with the essence of murder, conflict, lies, intrigue, and illusions. Cyric is recognized in Faerūn by his symbol, a white jawless skull on black or purple sunburst, and his alignment is chaotic evil. He is a greater power, who rules supreme in his divine realm, the Supreme Throne. Materials that represent him: gold and lapis. [Only registered and activated users can see links. ]: (pronounced HELM), also known as the Vigilant One and The Watcher, was the god of guardians, protection and protectors. He was worshiped by guards and paladins both, long being seen as a cold and focused deity who impartially took the role of defender and sometimes also enforcer. His activities in the Time of Troubles caused the folk of Faerūn to look differently on the Watcher. Materials that represent him: stone bricks. [Only registered and activated users can see links. ]rpronounced ill-MAY-ter), also known as the Crying God, the Broken God, the Lord on the Rack and The One Who Endures, and, in the Great Glacier, Ayuruk, is an intermediate deity whose portfolio includes endurance, martyrdom, perseverance and suffering. He seeks to offer words of comfort and calming to those in pain, oppressed, or in great need; he does so by seeking to endure any pain if it will lessen the pain of another.. materials that represent him: diamond. [Only registered and activated users can see links. ]: the Lord of Shadows, is a loner god, most often associated with thieves or those of otherwise ill-repute. He is a neutral evil Intermediate deity, from the Shadow Keep in the Plane of Shadow, whose portfolio includes shadows, thievery and thieves; although it previously also included intrigue. Mask's symbol is a black velvet mask tinged with red. Materials that represent him: coal ore. [Only registered and activated users can see links. ] : Silvanus (pronounced sihl-VANN-us), the Forest Father, is the god of nature, though formerly considered only the god of wild nature and druids. Silvanus is one of the oldest and most prominent deities in Faerūn, and the wilder counterpart to Chauntea the Earthmother. His worshipers protect places of nature from the encroachment of civilization with vigor and are implacable foes of industrious peoples. [Only registered and activated users can see links. ]: Chauntea, the Grain Goddess or the Great Mother is the goddess of life and a parallel deity to Silvanus, who is considered the god of wild nature, whilst Chauntea herself is seen as being the embodiment of all things agrarian or agriculture. She is a goddess of agriculture, plants cultivated by humans, farmers, gardeners, and summer
The game has five starter classess, once a player reaches level 10 he can upgrade to a specialist class. Upgrades must be done through RP either by meeting other players of that class, then notify an admin for an upgrade.
Class Descriptions Fighter - "The path of the Fighter is chosen by individuals who relish battle and find joy at the heart of any Melee. Specializing Melee weapons they are known well for their Martial Prowess and are valued in any fighting force. At the beginning of their career they can utilize up to Iron Weaponry and Chain Armor".
Rogue - "The Path of the Rogue is chosen by individuals who value nimbleness of foot, the value of a small blades ability to target critical places and eventually how well shadows can hide ones body. At the beginning of their career they can utilize up to Leather Armor and Stone weaponry."
Healer - "Healers are men or women who have shown a natural talent for healing. Whether through conventional means, bandages or salves. Or even through blessings from a Diety. They show an innate ability for the care of wounds & afflictions. They can utilize up to Leather armor and Stone weaponry."
Mage - "Simple practitioners of magic. Originating from many sources, Whether be it from natural magical ability or studied ability. Mages are individuals who show a capability for manipulating magical energy. They are rare to practise with a sword and lack the strength to wear armor."
Bowman - "The Path of the Bow is chosen for individuals who aspire to use and Master the Bow. Bows were often missunderstood as easy tools to use. They required years of training to acquire the strength required in your drawing arm. Then firing them accurately is a skill itself. Able to utilize Leather armor & Bows"
Stalker - "Stalkers are often men who serve as scouts or spys. Experts at the Bow and taking down an enemy at range. But also at staying hidden and out of their sight. Sporting Leather armor, to stay light on their feet, and avoid noise. Able to wear Leather armor, use bows and stone weaponry."
Ranger - "Rangers are men of the Wild. Experts in the Bow and sporting light armor to stay light for the long roads. They choose to utilize their skills to protect the wilds. Rangers always serve Dieties which serve similair interests, and with often the gods bestow their own Blessings. Utilize Bows & Leather."
Guardian - "The path of the Defensive Fighter. Spending years building up their strength and endurance so they can wear the strongest armor. Their strive to protect and aid with their abilities, and their blade. The ONLY class able to utilize Diamond Armor, also able to use Iron Weaponry."
Marksman - "Marksmen are Masters in the Bow, reknown for their accuracy and abilities at range. They often serve in armies and are in the thick of large battlefields. As a result they train for the use of Chain armor, offering better protection."
Paladin - "The Path of the Paladin is often picked by Clerics who choose the way of the sword to deliver their gods teachings and also by Fighters who choose the path of their God over the path of martial Prowess. Paladins exist both Good and Evil, it all depends on the Diety they choose. Their task remains the same, to deliver the Teachings of their Diety, with the sword and blessings, for good or for worse. Use up to Iron armor and weaponry."
Champion - "The Path of the Offensive Fighter. Learning to wield the strongest weapons with expert skill. Sporting Iron armor for good protection. Able to utilize Diamond weaponry."
Shadow Thief - "Shadow Thieves are men and women who have chosen to excell in Thievery. Whether picking locks, pick pocketing, sleight of hand. Thieves have the abilities to distract your attention whilst slipping your pouch from your pocket. They also excell at hiding in the Shadows an ability highly saught after. Able to utilize Leather armor and Iron Weaponry."
Assassin - " Assassins are Rogues who have taken their skill with stealth & blades to another level. Specializing in learning new ways to kill people with the Dagger without being caught and without leaving a trace. Able to utilize Leather and Diamond Swords."
Cleric - "The path of the Cleric is taken by those who want to declare themselves ardent followers of a Diety. They are cast Blessings to heal and aid allies. As well as to inflict their gods anger upon another. Sporting Iron armor and basic weaponry, they favor protection, aiming to stay alive to do their Dietys bidding."
Druid - "Druids are men or women of the Wilds. Respecting nature and understanding its Wisdom. That through millions of years, it has come to a balance which maintains all life. They are often Neutral, understanding that evils must exist to stop overgrowth and to maintain moralitys. They are rare to step into any fights of "good vs evil", interested only in maintaining the balance. Druids are often aligned to Dietys of nature, giving them the benefit of natural spells. They can either be staunch protectors, attacking any violators into their woods. Or friendly wardens, remaining watchful, but tolerant of mistakes. Use Leather armor and up to Stone weaponry."
Enchanter - "The path of the enchanter is to specialize in manipulating the world around them. Whether by matter or mind. They study and learn ways to alter persons perception of reality for their own benefit."
Evoker - "Evokers specialize in using Magic to cause Destruction. Whether be it to others or their environment, no other can match the shear destructive power of the Evoker."
Necromancer - "Necromancers employ their Magical research into the study of the Dark Arts. Curses, Diseases, Raising the dead. Acquiring these Magical abilities cant always be achieved by morale means. As a result many often look upon Necromancers questionably and many places shun them completely. It is a study which is rarely fully researched, very few truely know the extent of its power. But there has been legends of Necromancers going beyond raising the dead, and becoming Undead themselves, and thus Immortal. Lich."
Professions Farmer - Toiler of the land, able to grow crops with expert skills, utilize the tools required the way of the seasons. Also able to bake bread, and other foods.
Smith - Worker of the Anvil. Able to create all manner of weapons, armour and tools.
Alchemist -Able to concuct and brew potions that provide a multitude of benefit.
Miner - Often found deep underground, in the caverns of the underdark. Able to employ advanced techniques required to mine specific ores and master the use of expert mining equipment.
Alignment
Spoiler:
Alignments are used in D&D to display the natural attitude of your character. This is dictates how your character thanks and what your character does or doesnt agree with. Try to pick truthfully as if your actions conflict with what you've chosen. Different paths in Gildorym may not be available: [Only registered and activated users can see links. ] • [Only registered and activated users can see links. ] • [Only registered and activated users can see links. ][Only registered and activated users can see links. ] • [Only registered and activated users can see links. ] • [Only registered and activated users can see links. ][Only registered and activated users can see links. ] • [Only registered and activated users can see links. ] • [Only registered and activated users can see links. ]
Gildorym currently has two factions, and is looking to expand for more. Keep in mind these factions dont relate to the guilds or organisations players can create freely.
The City State of Maer Dauldon, The home of the intitial settlers to the isle. Only 8 years old. But standing as a bastion in the darkness of the Isle. They welcome all travellers and allow persons of approvable morales to reside within its walls. Its Lord, Richard Longstride, strives tirelessly to keep the town safe, from what lurks outside.
The City State of Filara, A recent expedition from the sword coast, by Lady Nyos has landed in the eastern side of the isle. Immediately setting up a palisade and the necessitys. She seeks to regain her familys wealth, honour and titles through her new fief. She condones and approves of all Mage experiments on the isle. Making it a haven for Mages.
The Mountain Home of Agamar, Originally built over 1000 years past by the great Dwarven Empire that littered the globe. Dwarven explorer Gaarun Shanat, with the aid of Lord Longstride and adventurers of Maer Dauldon, explored its depths and eradicated the danger that brewed below. With the great halls free of danger, Gaarun Shanat, has declared the place home and rebuilds its halls back to its former glory. It now stands a, Dwarven Bastion, in the isle of Gildorym.
Rules:
Spoiler:
Character
- No Meta Gaming - Using knowledge outside the world (chat/forums) to benefit you ingame. You are however, allowed to use Faerun or game lore provided its possible for your char to know.
- No Power Gaming, when you RP an action, "Attempt" it. IE "Richard attempts to put his hand on Johns shoulder, to hold him down."
- Your character must fit within the world setting - It must have an authentic RP name - You must have an RP skin that relates to your character. - If your character RP dies, your new char must have no recollection of the death. Seeking out revenge on the person who killed you is considered Meta Gaming.
Roleplay
- Your character is to be in RP mode at all times. No Jump running, it makes no sense. You cant suddenly decide if the situation isnt going your way, to turn around and say "I wasnt RPing" the way the admins will see it is you were breaking a rule and will favor the other side. So RP at all times.
RP PVP
- Use the RP PVP system written [Only registered and activated users can see links. ]
- RP out your characters Age or Race restrictions if there are any.
- You must have a legitimate reason to kill a player.
Conduct Rules
- All players are expected to be friendly and helpful. Trolling, abusing or spamming other members will result in the banhammer.
- Global is not to be used as a general chat channel, it spams chat, and makes it hard to RP. Use minimally. - Not to abuse any loopholes or bugs found in the server, report them, so we can fix them.
- Dont block climb,
Build & Griefing rules
- You can build anywhere you like in the Wilderness. But be aware, people can grief it in RP. Towns offer the benefit of protection. Please respect the land, keep it tidy, dont leave pools of lava lieing about.
- If your griefing, you must do so IC. Also, you must do it when the owner is online so they have a chance to RP out the event.
- Griefing cattle is forbidden, its a nightmare for farmers to gather cattle, so doing it will result in a warning and if it reoccurs, a tempban. - All buildings must fit in with the Faerun setting (think medieval!).
- Buildings made of wood, dont have stone rooves! It doesnt make sense, it would fall down, if we find it, we'll ask you to change it, or remove the whole building.
- Dwellings of more then 3 players in the same place are considered a town. Only Donators may build a town and the location/name must be agreed. - If you cut down a tree, try to get all the bits of wood so it disapears, and replant after. Keep the landscape beautiful!
Interested in taking part?
Reply with this application format, or click the link below!
Quote:
IGN:
Age:
Location/Timezone:
What do you define Meta Gaming as?
What do you define Power Gaming as?
Name: (choose something RP, no titles, those are acquired ingame)
Surname: (optional)
Age: (your age will effect your attributes)
Sex: (M/F only, lets keep it sensible http://static.minecraftforum.net//public/style_emoticons/default/tongue.png )
Race: Class/Proffession: (follow the usual D&D / Minecraft system for now)
Alignment: Prefered God: (optional)
History: (please write an indepth history about your chars beginnings, journey, and how he found himself coming to Gildorym. Also write about where they were from use the [Only registered and activated users can see links. ] for lore references, id recommend keeping it close to the Sword Coast. )
Have you read the [Only registered and activated users can see links. ]?
Do you agree to the [Only registered and activated users can see links. ]?
Have you read our RP PVP System guide, and do you understand?