Gender: Female
Status: Single
Age: 47
Sign: Aries
City: Irwindale
State: California
Country: US
Signup Date: 3/10/2009
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May 21, 2009 - Thursday
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TRIBE GRAND TOTALS
LUNAR TRIBE - 106,629
ORDER OF THE SUN - 39,540
GRAND PRIZE WINNER
BADGE #37 LAURA LINNALA "SININEN" - 5190 / ORDER OF THE SUN
LUNAR TRIBE TOP 3 PLAYERS
BADGE #3 CHRIS RUFFELL "STALLYAR" - 5000
BADGE #40 THOMAS MOORE "GREGORY OLIVER DAVINPORT" - 4682
BADGE #38 ROSALIA LOPEZ "CYRENE VALENDI" - 4415
ORDER OF THE SUN TRIBE TOP 3 PLAYERS
BADGE #37 LAURA LINNALA "SININEN" - 5190
BADGE #16 BLEYS FOUST "CORDELL" - 3495
BADGE #102 JAMES ROBERTS "DRED PIRATE ROBERTS" - 3495
HONORABLE MENTIONS
#17 DAIN FOUST "DAIN"
#18 BRAND FOUST "ROM"
#19 DARIA FOUST "KIN"
#51 DENINI DAWSON "FREYA"
#52 AKELA DAWSON "CALLISTA"
#70 ZAD POTTER "HAYZAD"
#71 DAWN BUNKLEY "AUTUMN LOVE"
#79 AMELIA JONES "WATERFALL"
#260 KATRALYA ANGUS "KATRALYA"
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May 18, 2009 - Monday
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GRAND TOTAL FACTION SCORES
LUNAR TRIBE - 89,477
ORDER OF THE SUN - 31,640
LUNAR TRIBE TOP 3 PLAYERS
BADGE #3 CHRIS RUFFELL "STALLYAR" - 5000
BADGE #40 THOMAS MOORE "GREGORY OLIVER DAVINPORT" - 3982
BADGE #38 ROSALIA LOPEZ "CYRENE VALENDI" - 3585
ORDER OF THE SUN TOP 3 PLAYERS
BADGE #37 LAURA LINNALA "SININEN" - 5190
BADGE #16 BLEYS FOUST "CORDELL" - 2295
BADGE #102 JAMER ROBERTS "DRED PIRATE ROBERTS" - 2295
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May 12, 2009 - Tuesday
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Grand Total Faction Scores
LUNAR TRIBE - 73,887
ORDER OF THE SUN - 27,525
TOP 3 PLAYER SCORES BY FACTION
LUNAR TRIBE
Chris Ruffell "Stallyer" 5000 points to date
Thomas Moore "Gregory Oliver Davinport" 3982 points to date
Rosalia Lopez "Cyrene Valendi" 3585 points to date
ORDER OF THE SUN
Laura Linnala "Sininen" 5190 points to date
Bleys Foust "Cordell" 2295 points to date
Dain Foust "Dain" 2150 points to date
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March 22, 2009 - Sunday
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The Lunar Tribe
When the Order of the Sun was first established back in the dark days, one of them questioned the order's right to lash out at what he saw as "nature unleashed". Certainly survival had its merit, but in the grand scheme of things this confused paladin wondered if there wasn't a better way, perhaps some method of reasoning with these seemingly unreasonable abominations. This knight was Sir Henry Carrington, the youngest of the Order. According to legend, he was there when the Order assaulted Tiamat's lair, but during a break in the action he snuck behind enemy lines and spoke with the "wicked" goddess herself. He learned that she was not necessarily evil, but vengeful for her famous defeat at the hands of Marduk millennia hence. She wished to destroy the world that had been carved from her very body, to reclaim that which was once hers. Carrington, or so the legend claims, actually began to reason with the Dark Queen, and if not for the untimely arrival of his war-hungry comrades he might very well have found a peaceful resolution to the conflict. But alas, despite his protestations, the rest of the Order simply plowed ahead, and when Tiamat at last fell Sir Carrington was not in as cheerful a mood as the others. The next day Carrington broke away from the Order, running out into the wilderness to try and gather Tiamat's children and find out just exactly what their motives were. He managed to establish a rapport with many of them, along with other magical creatures and denizens of the wild. In an act of defiance, Carrington denounced the Order of the Sun and formed his own coalition: the Lunar Tribe. He found and recruited other humans like himself who wished to work alongside the mysterious forces of the world rather than take a vengeful blade to them. Eventually the Order of the Sun and the Lunar Tribe came to the inevitable conflict, as a feud broke out between them. The Order saw all unnatural creatures as a threat to mankind, while the Lunar Tribe fought hard to protect those they felt were simply misunderstood. Sometimes the line between good and evil blurred; some Tribe members stood up for legitimately evil and dangerous creatures, while at other times the Order became so zealous it attacked beings of a completely peaceful nature. As the years passed, the feud settled somewhat, and the sheer level of bloodshed sank as cooler heads prevailed. The present day finds the factions still feuding with each other, but not nearly as vicious as in days past. The Tribe is wiser now, not so blindly devoted to the protection of things outside the realm of mortals, and even they cannot ignore the danger Bloodtharken presents to Deptford. Members of the Tribe still value the traits they learned from Tiamat's gentler children, including cleverness, imagination, creativity, and harmony with the world around them. They still find the Order's dedication to structure and the old ways to be insufferably self-righteous, but they have, at least temporarily, agreed to a truce until the dragon is dealt with. Symbol: Alchemy Symbol for Moon ... Colors: Black and Silver ... "Evolving Human Spirit"
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March 22, 2009 - Sunday
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The Order of the Sun
Long ago, when the British Isles were first being cultivated as a possible area for civilization, a great darkness threatened the land. Monsters crept forth from the shadows of forests and mountains. Men went mad and performed unspeakable acts against their neighbors. Indescribable horrors rose from the grave, as if heeding some unheard call to arms.
During this time of terror, a cadre of knights took it upon themselves to venture forth and fight the nightmares that threatened the people. Assembled by the Church and blessed by the Pope, this holy squad was christened the Order of the Sun, and under their banner many dark things fell.
In the course of their adventures, the Order discovered that the source of these horrors was none other than Tiamat, the dark demoness of Sumerian myth. Long thought dead, Tiamat had merely been gathering her strength for another assault on mankind, sending her unholy children out as her own personal death squadrons.
As one, the Order attacked Tiamat and her wicked brood, and their battle raged on for nearly seven months. But in the end, the Order's sheer courage and unyielding will won the day, and the serpentine goddess fell against their holy blades.
At least, that's what they claim happened.
Centuries have passed since that fabled day, and the Order is now a shell of its former self. Originally the Order had a noble purpose - to defend the helpless against the monstrous beasts of the night. As the years passed, however, they became more passive about their role as protectors, especially since each year brought fewer and fewer "monsters". Even the ones they set out to take care of oftentimes proved to be minor nuisances or easily explainable as over exaggerated by superstitious minds.
Membership in the Order is now more about status than anything, though ambitious souls still crave a return to the original glory days. As a whole, the Order still focuses on the traits of honor, loyalty, justice and adhering to the law of the land. Many see it as a primarily religious order, and though it is true it was put in place with the structure of the church in mind, a faith in a higher power is not necessarily a requirement for joining.
With Bloodtharken's return looming over the horizon, the Order in Deptford is somewhat eager to do its part in dispatching the beast, seeing it as a way to reestablish their role as the defenders of mankind. Since most of those who still hold to the name are old and tired, they seek new blood to bolster their ranks and carry the banner of a once honored band of warriors. Whether the Order will indeed restore itself remains to be seen.
Symbol: Alchemy Symbol for Sun ... Colors: Blue and Gold ... "Divine Spirit Surrounded by Seed of Potential"
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March 22, 2009 - Sunday
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The Band of the Twisted Claw
The tents appeared in Deptford under cover of darkness, soundless, leaving no footprints in the soft earth. The denizens of the local Public Houses, usually sensitive to any disturbance in their peaceful town, noticed nothing, though several commented on a strange warmth followed by a sudden chill.
"_e've wet yerself, 'tis all," said one publican, "and then stood in the draft." Everyone laughed, but with trepidation. They had all felt the same thing. And none, save for the Widow Goosehawk, well into her eighth decade and well into her cups, had wet themselves.
Thoren Grymm, new arrived in Deptford, also felt the quick change from warm to cool. Thoren felt the change every night, and knew it for what it was; the nocturnal solstice, passing the powers that controlled day and night. He shifted in his tent and glanced at the alchemical charts that he had woven into the curved wall of his tent with the gnarly twine of time. The alchemical sign for the sun. Warmth. And near it, a crescent, sign for the moon. Cool. Strange the signs could co-exist side by side, on the same chart.
Thoren knew not from the symbols how his tents had come to be in Deptford. He knew only that he was needed there. The tents always comforted him where he was needed. Damn tents.
The symbols did, however, presage conflict. Conflict between two ancient opposing Factions; the brave and noble Order of the Sun, and the wild, chaotic Lunar Tribe.
Thoren was an alchemist and a tinker, known to the people as an Alchemechanical, and thus one of the Order of the Sun. But he was also a Nocturmancer, a necromancer of night's magics, and a member of the Lunar Tribe. He was the only one of his generation with both bloods, and they fought within him as fiercely as the Factions fought without.
Few were the members of Order or Tribe who could put aside their differences and work side by side for a common cause. These few were Thoren's band - the Band of the Twisted Claw, named for the three-striped scar each member bore. The scars were inflicted in remembrance of the last soul to have both bloods, Veratrix Keap, who died from wounds delivered by a twisted claw ... the twisted claw of a dragon.
Tomorrow would come soon enough. Thoren Grymm had little time to discover his purpose here in Deptford. His Nocturmancer blood would need to find a graveyard soon. And his Alchemechanical blood needed a drink. As he considered these things he heard in the distance a low, rumbling, growling sound. He prayed it was thunder. He knew it was not.
He was going to need help. He was going to need a lot of help.
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March 22, 2009 - Sunday
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Renaissance Pleasure Faire - RenQuest
Calling All Adventurers! Be a RenQuest Traveler!
Dost thou imagine thyself up to the challenge of becoming a RenQuest Traveler? Excellent, brave soul! Here's how –
To strike out on a Grand Adventure of your own, one may purchase RenQuest tickets at the Faire Box office, or go directly to the RenQuest Encampment by the lakeside.
1 Day of Play - $10.00 and you receive a return ticket to the Faire to again play the game.
** Note - complimentary tickets are only issued at the end of the day of play from the official gypsies at the RenQuest Headquarters. Tickets are not issued at the box office.
Registration
Adventurers will be given a proof of purchase. Take your proof of purchase to the Gypsy Tent at the RenQuest encampment for registration. There you will . . .
1) Register to Play
2) Read about the two factions and choose an alliance, if you haven't already done so.
- The progressive and industrialized "Order of the Sun" (Description available in later blog post)
- The spiritual and earthy "Lunar Tribe" (Description available in later blog post)
3) Receive your Travelers Handbook, which tells you all about playing and earning points
4) Receive and swear to the Code of Conduct
5) Receive your numbered players' badge and faction affiliation ribbon - Badges identify RenQuest players to folks at the Faire and need to be worn whenever you are on a quest. DO NOT LOSE YOUR BADGE. THEY ARE NOT REPLACEABLE!!!
6) Receive your first quest and let the Adventure Begin!
More Information
If you want more information about RenQuest or about the factions, playing before choosing to play, go to the Camp of the Gypsy Tents. This is the home of the Band of the Twisted Claw. It's marked on the Faire map with the RenQuest logo.
Any of the gypsies of the Band can explain more about playing and the fees. You may even have audience with Master Thoren Grymm, himself.
Playing
As you complete your quests, return to the wizened scribe with the Gypsy Encampment to register your points earned and to receive further orders.
Be sure to check in at the end of your day of Adventuring so that the Band of the Twisted Claw may . . .
- Obtain a final point tally
- Retain your quest sheet
- If you purchased more than a single day of play, you may obtain your complimentary ticket(s) at this time.
At the end of the weekend, Travelers' points are all tallied and the individual and faction leaders are posted on the Renaissance Pleasure Faire’s website.
Returning to Play Another Day
Check in at the RenQuest Encampment to receive your current player sheet and next quest.
Additional days of play may be purchased at any time.
Master Thoren Grymm and the entire Band of the Twisted Claw are happy to provide information. They may be found at the RenQuest Encampment.
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