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Virtual Realmsman Info Guide part 1

From: David H.
Sent on: Thursday, November 29, 2012 12:50 PM
I am attaching some flavor info for the game.  I am labeling my game The Virtual Realmsman, which will be seen in the folders section of the Meetup.  Plus emails sent out.
Welcome Virtual Realmsman!
My name is Argleb Dragoone (aka David) and I will be your facilitator (DM) for your last part in your Realmsman 3rd Level Training Program, which will prepare you for the adventure(s) that awaits you.  Some of you, actually most of you have just completed the 2nd Level Training and there are others in this group who have trained else ware, but have met the minimum requirement to be a part of this training.  I know you have been itching to walk around with your real weapons, and guess what you can as a 3rd level.  Please take time to review Part 1 Info Guide to Virtual Realmsman.  This will give you some important info while you’re here during your training.  Please understand your training will be very real and the knowledge you gain from it will enable you to survive out there. 
Virtual Realmsman Info Guide Part 1
Introduction: I would like to take this time to welcome you to the Adventurer’s Guild for Realmsman, a place you may have figured out from our brief interactions to be a place of importance.  This guild is like any other areas of civilization; it has rules that need to be followed while training or visiting.  So please take this time to become familiar with them during your visit of our facility.  As failure to obey these rules could create repercussions that you do not want to experience.
Please try and understand that the land that the adventurer’s guild is built on is to be treated as a country of its own.  Meaning what happens here stays here.
History: With the past historical events, it was decided that adventurers needed a place of their own to be able to relax, meet others, train, or anything that happens after an adventure.  Thus, the Realmsman Adventuring Company came into being.  Founded by Rowman-Dragoone, the company provides an atmosphere of “belonging to something”, and still have the ability of moving around.  For the most part, Rowman-Dragoone has attempted to place an adventuring guild in every major city and hopes to have them in smaller areas and along the roads that adventurers frequently travel.
Purpose:  The main purpose of the guild is to be able to train those individuals that wish to become adventurers in the hopes of becoming rich and famous without the hassle of looking for a place to train or trainers.
Who Can Join: The guild accepts for the most part all races, sexes, cultures, and anything that follows the terms of adventuring.  Through several studies by the guild, a code of ethics has been adopted and all those that enter the guild must abide by this code.
The “Code”: The code is a set of rules that each adventurer and visitor abides by while on the property of the guild.  And failure to comply will result in a punishment deemed necessary based on the infraction.  All these rules of the Code are set in stone unless instructed by one of the Committee.  In no way will any rule be taken away, but new rules have been added based on incidents that have occurred in the past.  They are as follows:
1.     No stealing.
2.    No brawling (except in the training areas).
3.    No harming a person with a real weapon.
4.    No spell casting on people, property, possessions, etc.
5.    No killing.
6.    Any actions that would be considered illegal to the normal laws of the people.
7.    Any actions or the intent to cause any of the above violations to any one who is considered a visitor, member, or of the committee.
8.    You will defend the Guild at all costs.
9.    Assist those that are trying to defend the guild from an attacking force.
10. Heal others in need.
11.  Protect and guide all non-combatants from the attacking force.
12. Protect all Healers at all cost.

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