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The Voyagers

The Voyagers are an adventuring guild that started up a couple of years after Home settled into it's current location. Filled with those seeking to chart the ever-changing and expansive new universe around them, Voyagers are some of the first to trek into newly documented Shards.

Anyone can become a member of The Voyagers if they desire, and leave when they'd like. While guild is the easiest equivalent word for this group of people, The Voyagers are largely informal. There is a small interview process to make sure aspiring Voyagers understand that they're getting into genuinely dangerous work, as well as paperwork to record who joined when, and where they're going next. Keeping tabs on these things is important, good bookkeeping allowing for better acquisition of knowledge. Outside of the interview and paperwork, there isn't much else in the way of a process for becoming a Voyager, nor is there any fanfare. Once you're in, you're put to work until you decide to leave. Fill out another form or two, and you're out, with a welcome to come back anytime. Perhaps more strict rules should be in place, but currently, finding anyone bold enough to step into some of the most dangerous parts of the universe is a victory. The Voyagers take what they can get, and don't complain (much).

Outposts

Throughout the Provinces are various outposts created and maintained by The Voyagers. These act as a variety of things, from a spot to rest after your travels to a place to store important records. Outposts are typically some of the earliest formal structures on a newly explored shard, expanding from ramshackle encampments to major landmarks depending on how long it's been on a shard and how dangerous that shard is.

Each outpost has a senior Voyager assigned to run it, as well as at least one record keeper and one cartographer on staff at all times. These three members rarely leave the outpost, busy with daily operations and delegation of exploration tasks to other members. Larger outposts typically have anywhere from two to seven record keepers, while newer outposts might have three or four cartographers working to map out the shard quickly to keep Voyagers safe in the field.

Outposts are also typically equipped with the same basic necessities. Sleeping quarters and a kitchen are the first things ever built, the rest of the outpost expanding outward as these two areas are slowly improved in time. Bedrolls become cots, which become bunk beds, and in the largest outposts, proper dormitories. Kitchens gain proper larders and other kinds of enchanted storage, going from “do it yourself” spots to actual staffed kitchens with fully fledged menus. Record, cartography, and infirmary rooms are added next, and can become some of the most expansive in any outpost due to their crucial nature. Other additions are created based on needs or environment, and outposts can look drastically different between shards.

Notable outposts can be found in various places, including;

Hierarchy & Active Members

The Voyagers, being an informal group, don't have one specific “guildmaster.” Instead, operations are overseen by the founding Voyagers, along with some of the most seasoned members.

Here is a list of the founding Voyager members;

  • Guinevere (she/they) is a rough and tumble triton who commands any room she's in. Bearing the scars of many adventures in her past- including a magic pink prosthetic left arm -she is seasoned in violence and exploration, ready to stare down the dangers of the shards with her faithful raptor, Saoirse (she/her) by her side, and her double-ended trident in hand. She can be found most commonly in the Nemedobur province.

Here is a list of other active Voyager members;

the_voyagers.1741464749.txt.gz · Last modified: by declan