Posted March 21, 2014
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Latest Guild News: None yet. We're just getting started!
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Welcome to Endirum, a principal port in the northeast of Vue. To the east of the city lies the Grand Desert of Quesar. Vasar caravan routes reach their final destination here, so Endirum is a vibrant trading post. To the west lies jungle as far as the eye can see, stretching even further south and west towards the river city of Biya R'Zala, a capital of the reptilian people called the Qunehali. The barbaric Highland Tribes occupy the hills and mountains to the northwest.
Endirum's climate is warm, and alternates between humid and arid depending on the season and the direction of the prevailing winds. The architecture is primarily composed of sandstone, though plenty of the residents of Endirum live in tents or other forms of temporary housing.
Endirum is quite safe, being guarded in part by the mercenaries known as the Fateful Whip, paid by the city council. Endirum is also home to a rapidly growing adventurer's guild, which has been known to clash with the Fateful Whip at times, though the conflict has not devolved into violence... yet.
You happen to be a member of the Adventurer's Guild of Endirum. You have been there at its inception, or you may be a newcomer, but either way, your membership has been approved and processed.
Right now, you find yourself in the Adventurer's Guild. Let's give you a look around:
When you first enter the Guild Hall, you will walk straight into the Great Room. Here, adventurers dine, converse, trade, play games of chance and more. Off to the left, you can enter the stables where all Guild steeds and pets are housed and tended to by skilled trainers. Further down the Great Room and off to the left, there is a healer's room and a library and study. Off to the right, you can enter the supply vault where weapons, armors and other supplies are kept, delivered to worthy members of the Guild and repaired if necessary. Further off to the right, there are small training rooms where various skills may be practiced. At the end of the Great Room and slightly to the left, there is a spacious porch from which Endirum's harbor can be viewed. At the end of the Great Room and slightly to the right, there is a staircase leading to the living quarters, a place where most Guild members call home.
_________________________________________________________________________________________
Latest Guild News: None yet. We're just getting started!
_________________________________________________________________________________________
Welcome to Endirum, a principal port in the northeast of Vue. To the east of the city lies the Grand Desert of Quesar. Vasar caravan routes reach their final destination here, so Endirum is a vibrant trading post. To the west lies jungle as far as the eye can see, stretching even further south and west towards the river city of Biya R'Zala, a capital of the reptilian people called the Qunehali. The barbaric Highland Tribes occupy the hills and mountains to the northwest.
Endirum's climate is warm, and alternates between humid and arid depending on the season and the direction of the prevailing winds. The architecture is primarily composed of sandstone, though plenty of the residents of Endirum live in tents or other forms of temporary housing.
Endirum is quite safe, being guarded in part by the mercenaries known as the Fateful Whip, paid by the city council. Endirum is also home to a rapidly growing adventurer's guild, which has been known to clash with the Fateful Whip at times, though the conflict has not devolved into violence... yet.
You happen to be a member of the Adventurer's Guild of Endirum. You have been there at its inception, or you may be a newcomer, but either way, your membership has been approved and processed.
Right now, you find yourself in the Adventurer's Guild. Let's give you a look around:
When you first enter the Guild Hall, you will walk straight into the Great Room. Here, adventurers dine, converse, trade, play games of chance and more. Off to the left, you can enter the stables where all Guild steeds and pets are housed and tended to by skilled trainers. Further down the Great Room and off to the left, there is a healer's room and a library and study. Off to the right, you can enter the supply vault where weapons, armors and other supplies are kept, delivered to worthy members of the Guild and repaired if necessary. Further off to the right, there are small training rooms where various skills may be practiced. At the end of the Great Room and slightly to the left, there is a spacious porch from which Endirum's harbor can be viewed. At the end of the Great Room and slightly to the right, there is a staircase leading to the living quarters, a place where most Guild members call home.
Post edited March 24, 2014 by stoicsentry