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 | Make your character here first. Moderator: Moderators
| 1 | 1 | Sat Mar 29, 2008 10:02 pm Legend Hart |
 | General things like the rules are posted here.
| 3 | 28 | Sun Mar 30, 2008 12:51 am Legend Hart |
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 | Bowerstone South is the slum of Bowerstone, separated by a wall guarded by a guard on each side. Although it is the bigger part of the city, few people here have any political power. There is also a school here where the heros' can donate the books they collect on their journeys.
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 | North is the more prosperous part of Bowerstone. This is the place where the rich people live. Lady Grey resides in the Bowerstone Manor, which also lies here. The town's temporary prison cell which is located outside the gate in the back. The guards also have their main office's located here.
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 | Upstairs in the Guild main building there is a quarter where tired Heroes can go to take a sleep in a comfortable bed. In addition to the sleeping quarters, there is a dining hall downstairs witch has beverages on offer and fresh food prepared daily by the best cooks in the region
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 | The Guild Library contains a wealth of imformation regarding the Guild itself, the region, and all of Albion. You will find details about The Old Kingdom, as well as the creatures of Albion. Use the Library to expand and refresh your knowledge of magical spells, potions, medicines, and other powers that a Hero have to succeed at increasingly demanding Quests.
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 | The Guild Shop, also in the main building, provides an opportunity to purchase a variety of weapons, both melee and ranged, in addition to a few clothing items. Of course, you will have to earn yourself a little more gold than what the typical apprentice has on hand in order to purchase them.
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 | Created specifically for developing young heroes, the training facilities feature a melee arena where you can work on hand-to-hand combat and weaponry skills. Furthermore, it has an archery range with both moving and stationary target dummies, a good place to hone and refine one's accuracy with the bow. In addition there is also a Will practice area on the small island between the two bridges. The Will practice area comes complete with state-of-the-art magic-response dummies for practising your Will abilitys until your mana wears out.
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 | The Chamber of Fate is the oldest part of the Guild. The Chamber of Fate is located through the Guild Library, beyond the Guild Caves walkway. This is where a heros' graduation take place.
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 | Lookout point serves as the focus point for all heroes venturing forth from the bonds of years of training and going into the harsh world beyond the gates of the Heroes' Guild. The statue at its centre points in all directions, looking out over the vast forests of the Greatwood Entrance and true adventure for those willing enough to take the leap of faith.
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 | The temperate forest that surrounds the area south of Bowerstone, Greatwood is probably the least inhospitable of Albion's wild areas, but it is still nonetheless populated by hostile giant insects as well as the sight of frequent bandit ambushes.
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 | A dark, twisted swamp forest where sunlight is unable to penetrate, Darkwood is feared by many of Albions inhabitants, and populated by some of Albion's nastier creatures, including Hobbes and the horrific Balverines. Darkwood is also a main trading route between cities.
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 | A small port town located on the southern end of the eastern landmass. Oakvale is the most southern town in Albion.
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 | A thick, mist-filled forest on an island off the coast of Albion's main landmass. Witchwood is infested with Balverines, as well as the occasional bandit group.
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 | Situated in the middle of Witchwood on the western landmass of Albion, Knothole Glade is often under attack by various enemies. It was founded by woodcutters, and the Celtic-influenced architecture represents this.
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 | A seaside town founded by monks of the Old Kingdom. It is covered in snow for much of the year, and perpetually shrouded in fog. Hook Coast is a mysterious town, with strange people and an old lighthouse that is the topic of many legends. The lighthouse itself is a relic of the Old Kingdom, used to call forth the Ship of the Drowned. The Ship can be used to navigate any sea, provided a map, but with dangerous mental consequences to its passengers.
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 | Here you will post Suggestions to make the site better.
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 | This is where you can come and talk about anything that you can think of.
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