REGISTRE DES GUILDES


Generation X

Generation X (GX or Gen Xers)
Motto: From the fallen new hope will rise.
Cult Alignment: Theists (can change in the future)
Civilization Alignment: Fyros Patriots
Type: HRP-PvE-PvP- oriented (HRP-High Roleplay)
Founder: Sueky
Recruiting: No
Races: All
Requirements: Maturity & Interested in playing toward HRP-PvE-PvP.

 

Guild Description:
Generation X is a High-RP oriented guild and will likely remain that way. We are a mix of Refugees that have taken the journey to the newfound lands after our settlement was infected with the Goo. Some are original clan members and others come from all corners of atys. We are a family that enjoys treking, hunting, foraging, and crafting for any member that requires assistance, and keep company everyone else. We take care of our own here. We won’t hold your hand but we will take the journey with you. We thrive independently as individuals but always united by our beliefs and goals.

We are Theists; we believe there are two homin gods but we’ve been thought to be cautious of their intentions and don’t blindly follow either one. We maintain a friendly relationship with the cults, taking advantage of what they offer without fully committing to their banner. Our traditions decree that we respect all homins and creeds of atys, and we must not be influenced by them or we’ll lose our independence. However, Generation X roots stem from a long line of Fyrosians therefore pledges to the empire as a Fyros Patriot guild. Our goals are to improve our skills and talents and forge the destiny of our guild. We consider ourselves a family and in our family the voice of one does not overpower the voice of many. Every guildmember is an important part of GX and every member’s view is considered equally.


Explanation of Alignments:
Our alliance is determined by our beliefs and uphold of those beliefs, the friendships we build, and the understanding that life on Atys is a transition from primitive individuals to learned citizens. GX will remain cult neutral, and seek diplomacy with both cults and association with friendly guilds, tribes, or other clans. When leadership positions are filled and we have a solid membership we’ll re-evaluate our status if so required IC and OOC. We understand that PR teleports are important and the only way to get PR Pacts is by joining a cult. For now the leadership doesn’t feel it is necessary to join a cult, but in the future our cult status can change for this very reason.

RP Events:
We are interested in maintaining a roleplay experience and therefore a large part of our roleplay is through the guilds mini-events. We’ve established an RP relationship with the Wanderers and have plans to host bimonthly convoys throughout atys.

RP-PvP Stance:
We believe that RP-PvP adds realism to our gaming style. We are not interested in spilling the blood of fellow homins for sport, but we are not afraid of a good fight (in good nature fun along and against other players). We are very interested in obtaining PvP content (Outposts) and partaking in gathering resources in PvP regions.  We will fight to make our own way in this world alongside everyone else.

RP-PvE Stance:
We interact with our environment like any other homin on Atys that has taken the perilous journey to the newfound lands. We’ll explore study and document the resources we find, and use the environment to improve ourselves and the clan. We believe the challenge is not in what Atys provides but in what we do with the knowledge Atys reveals. There are many questions we seek answers to. What is the origin of hominkind? Who are the Karavan really? Where is Ma-Duk? What is Atys? What is the Goo? What is the mystery of the Marauders, and their unique technology? …Behind these mysteries the key to the destiny of our clans resides.

Guild Backstory

The Fallen


The Fallen Elders were former citizens of the civilizations but anti-theists and left the newfound lands during the Temple War era. They secretly joined together and migrated into old lands where they formed their very own institution, away from the shackles of the cults, and detached from the racial conflicts of the civilizations. They set for themselves their own laws and traditions and named their generation Gen Xers.

For over 20 years the Gen Xers lived as familial clans united by social purpose and permanence, and lived in relative peace, impervious to the political conflicts of the civilizations and cults, but always afflicted by the increasing Goo and Kitin menaced on Atys. The last seven years have been the hardest times for the Gen Xers, intensification of Goo infection both in the vectors of flora and fauna has slowly reduced the clans. Many lives have been lost, predominantly the lives of the Elders, the leaders of the Settlement.

The next of kin have been sworn as new chiefs, and the clans now struggle to readjust not only to their infected environment but to the idealisms of the new chiefs that lead them. They’ve entered a period of transformation and of disengagement from the old leadership and of turning towards mainland commerce and exploration. Young Gen Xers have been urged by the new leadership to risk the perilous journey to the flourishing civilizations in the newfound lands and join Sueky, Chief of Generation X. For great need there is for Gen Xers, to improve their skills and talents, and help forge the destiny of their future.

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Last visit lundi 25 Novembre 05:20:22 UTC
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