The Order of the Wyrm

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The Order of the Wyrm is the first official Guild in Cities, founded the 25th of Messidor in the Year of the Snark. The entrance to our headquarters is at 4E 98N DSSGCM, just north of Fire City.

Sadly, the guild hall has collapsed in a massive cave-in. Repairs will be underway as we are able

The Guild Hall has been restored by me. The rest of the structure is still collapsed, but we have two weeks on the Temple. Syagrius 20:48, 28 September 2014 (BST)

It currently has no specific mission, other than simply furthering the interests of its members.

Contents

Current Members

"These people looked deep within my soul and assigned me a number based on the order in which i joined."

  1. Sgt. Duke dragon MD, Guildmaster
  2. Sgt. Duke Vashka MD
  3. Sgt. Duke Kaos Dragon MD
  4. Wizard jpv
  5. Wizard Sertularian
  6. Sgt. Duke JADW27 MD
  7. Sgt. Duke jmb MD
  8. Shaman royan
  9. Master Armourer MrBlarney
  10. Sgt. Duke Cor MD
  11. Sgt. Duke Thog MD
  12. Sgt. Duke greycat MD
  13. Cpl. Duke Havelock MD
  14. Master Armourer Syagrius
  15. Shaman Domentzia
  16. Wizard Isambard
  17. Wizard naath
  18. Sgt. Duke Ravensdance MD
  19. Sgt. Duke harvestbird MD
  20. Sgt. Duke LimeHan MD

Prospective Members

Sign here if you'd like to join. As-yet-undecided-on discretion will be used in selecting members (see below for discussion).

  • Corellis 17:27, 6 October 2008 (EST) Huzzah.
  • Wizard hendsch
  • Shaman Douro Douro 15:47, 6 April 2009 (BST)


The next initiation will be held at an undetermined time.

Guild Area

"Did ever dragon keep so fair a cave?" -- Romeo and Juliet, Act III, Scene ii, (taken badly out of context)

The Wyrms' Lair comprises:

  • the Entrance Hall, located beneath 4E 98N DSSGCM;
  • the Dragon Sanctuary, where solemn cermonies are sometimes held in great secrecy (open to the public);
  • the Hoard Swap, where new treasures are occasionally passed around for examination by the Members of the Order;
  • an enormous Treasure Pile, full of shiny objects of great rarity and value (including the Wyrmis Mysteriis and Necrowyrmicon and 'Kingslayer), which you can't look at, 'cause it's locked;
  • the famed Promontory of Roaring, which you can't roar from, 'cause it's locked, too;
  • a massive Hoard of Gold, where a highly trained team of green eye-shaded accountants is permanently engaged in the Sisyphian task of loot-counting;
  • the Dragons' Toll, where you may purchase a ticket (2000 gp) for use in one of our three Wyrmgates, for efficient instantaneous travel to:
  • a Dragon Spire in the Inner Region near Standing Stone VII (50E 73N DSSGCM),
  • the base of the Oz mountain trail (53E 264S DSSGCM), or
  • the Sleep Cave on Dragon Island (32E 512S DSSGCM);
  • Another Dragons' Toll, where you may purchase a ticket (1000 gp) for our tube to the Catacombs
  • a bunch of undesignated areas of the Lair, which the Members traverse as they go about their important and mysterious Guild Business; and
  • a square of ordinary-looking rock designated "Reserved for Future Use" which is, well, reserved for future use.

Look no further, lest ye incur the wrath of Wyrms.

Rock Rock Rock Rock Rock Rock Tube to Catacombs Rock Rock
Rock Rock Rock Rock Lair Rock Guild Tube Rock Rock
Rock Rock Rock Hoard of Gold Wyrmgate to the Oz Mountain Trail Lair Guild Tube Rock Rock
Rock Rock Lair Wyrmgate to the Interior Dragons' Toll Wyrmgate to Dragon Island Guild Tube Rock Rock
Rock Lair Treasure Pile Entrance

4E 98N DSSGCM

Dragon Sanctuary Lair Travel Node Rock Rock
Rock Lair Promontory of Roaring Hoard Swap Wyrm Stables
(proposed)
Lair
(proposed)
Rock Rock Rock
Rock Rock Lair Rock Lair
(proposed)
Rock Rock Rock Rock
Rock Rock Rock Rock Rock Rock Rock Rock Rock

There may be additional excavations of a temporary nature from time to time, these are not shown. Permanent improvements likely will be added as appropriate.

Guild Needs and Supplies

Where all your needs are met...

The Guild itself needs:

  • Maybe a few decorators? Do we have nice-looking, preferably-not-copyright-headache-inducing images to use? Discuss below.


If any member needs any items, please list them here (or let us know some other method).

There are currently a number of shiny objects (weapons and more!) in the Treasure Pile. Feel free to take some if you need them, but if you don't need them please leave them for your fellow Wyrms. Also, if you take a talisman please enchant a new one and replace it at the first opportunity. --Dragon 21:24, 4 August 2007 (BST)

  • I'm currently in dire need of Time Warps and Bling to melt for Mana. A few Blue Pills would help, too. I'll soon be in a position to provide my products and services, such as Spirit Catchers, Aligned Catanas, and specialty Swords to my fellow Wyrms (although my mana's committed to my current quest at the moment). PAYG me or speak to me on IRC (I'll read the log eventually). -- Sertularian 00:49, 7 September 2007 (BST)
  • I'm looking for large quantities of magic stones (emerald/opal/ruby)--my troll has eaten up my formerly-considerable supply. Let me know. --Dragon 07:07, 22 October 2007 (BST)

Guild Chatter

This is for public chatter. The discussion about world domination should be reserved for the usual venue.

Initiation--we should have one of these soonish. Rather than try to pick a time when it's convenient for all of us, I've received general feedback that I should just schedule it and people can park their characters at the temple if they can't be online. The other question I have is what criteria for membership should be. Should we take all comers, or be more selective? Given that we have the potential to share resources (as well as the requirements for future initiations), I think it makes sense to use some discretion, although I'm not sure what form this discretion might take. Opinions? --Dragon 08:53, 27 July 2007 (BST)

Yes, just schedule the initiations. Criteria for membership might include regular activity, perhaps at the same time as other members (though we may already be spread around the clock). Even with the Comms room, it's convenient if members are on IRC, but I don't know if it's necessary. If we do plan a more specific purpose, that will naturally affect the criteria. Vashka 09:25, 27 July 2007 (BST)
We should trust/know the applicants well enough just so some nobody can come in and clear the store room out. Also, maybe high rank? All the current members are Sgt. Dukes and a Shaman, so we could set a high standard if we wanted. Kaos Dragon 23:47, 27 July 2007 (BST)
No idea what our eventual goals would be, but sticking to higher level experienced people would give us a good base for any future exploits. On purely practical side, we should get a Master Armourer among our ranks before they all enlist in the HAS. --Jpv 11:22, 28 July 2007 (BST)

Also, at some point I might get a bunch of Namers and give the guild locations nice, vaguely-dragon-related names. ("Treasure Pile" for the storeroom, anyone?) Thoughts? Suggestions? --Dragon 08:53, 27 July 2007 (BST)

The idea of the area being a dragon's hideout is lovely. Just as long as there's no danger of human members accidentally getting eaten, added to the Treasure Pile, coerced into slavery, etc etc. Vashka 09:25, 27 July 2007 (BST)
Maybe something like a Draconic Telepathic Circle for the comms room? Or maybe a Giant Crystal Dragon's Eye? For the temple, maybe Dragon Nest or Scaly Hive? I suck at coming up with names. Kaos Dragon 23:47, 27 July 2007 (BST)
Comm Room is now renamed to someplace for wyrms to make announcements.  :) Ideas for the temple: "Temple of the Wyrm," "Temple ov thee Wyrm," "Dragon Sanctuary." Thoughts? Ideas? (I'll probably rename it at the initiation) --Dragon 08:24, 28 August 2007 (BST)

If you want to help me become a Master Armorer, I still need some (okay, a lot of) Ancient Wood, and I am currently mining for Silver Ore in step 2 of 6. The first thing I plan on doing once I become Master Armorer is to whip up a batch of Wyrm Needles (100dmg, 8 reliability (but made of iron) weapons), one for each member. Once everyone gets one, building them continuously could be a good source of income for the group. MrBlarney 00:39, 5 August 2007 (BST)

I suggest you check the Treasure Pile. You should find a number of useful items there.  :) --Dragon 07:01, 5 August 2007 (BST)

With much help from Dragon, I have now become a Master Armourer! Hoo-hah! Now to get to building some Wyrm Needles - this will take a few weeks for even the first few to be hammered out. There should be two Guild Tunnel Kits in the Treasure Pile for when they need to be used. Let me know what other guildstuffs need to be built when the time comes. I've also completed assembling a Rig. According to the current Party signups, sometime in October would probably be a good time to make use of it. MrBlarney 02:11, 18 August 2007 (BST)

Custom weaponry would be lovely. My personal preference would be 20 damage, -30% (or even more negative) to hit, 100 durability, iron. This gives a Sgt. Duke a final damage of 320 after aligning a monster, same as a lance, which is enough to one-hit a jabberwock. I've dropped a good amount of leather into the Treasure Pile already. I understand that weaponry of this quality would take considerable time to produce, but there's a real lack of good custom weapons in the retail venues, and lances just don't hold up. --Greycat 02:33, 31 August 2007 (BST)
I have a bronze one of those in my possession right now. I haven't noticed any durability differences between bronze and iron, and I prefer to keep the iron for armour. They do take a bit of time to produce though. Syagrius 14:46, 31 August 2007 (BST)

I've just added a couple of Enchant X Sword spells (Air and Earth, if memory serves) to the pile. Feel free to snag em if you don't have the spells already -- Thog 15:59, 11 September 2007 (BST)

Re: Guild Portals, Decorators. A portal or two would be nice. I'll donate my AP to produce them, but we'll need to get a couple of the shaman (or all of them) up to wizard. Guild decorations - could we use the logo that you have dragon? That'd be pretty spiffy. Is there enough materials in the treasure pile to produce everything? Syagrius 15:07, 19 September 2007 (BST)

I know I added enough Power Crystals to the Treasure Pile to power one portal. We'll need more for maintenance (and if we add a second). Question is, where do we want to make the portal to? I'd recommend Oz, personally - the HAS has a portal to R1'yeh, and THToW is putting together a portal to the base of the Mountain Trail. -- Thog 16:17, 19 September 2007 (BST)
The base of the mountain trail is Oz, right? Useful places might be the frozen north or islands.hendsch 17:27, 19 September 2007 (BST)
Right. However, the High Tower's Guild Hall is in Crimson City, which means we can't use it to get from the 'Kingdom to Oz. I could see the value in a teleport to Brighthelm or Bognor gates as well. -- Thog 17:54, 19 September 2007 (BST)
Talked with some High Tower folks; it makes more sense for us to have a mountain trail teleporter since then it can be used as Oz transport. For a second teleporter, people on IRC were talking about a Dragon Spire that's adjacent to a standing stone.  :) Brighthelm might work, although now we're getting into a large number of teleporters... --Dragon 18:43, 19 September 2007 (BST)
I'm one of the proponents of a teleporter to (a point near) a Standing Stone in the interior. Discussion on IRC pointed toward setting up the destination on a dragon spire, but not one that has full-sized dragons (because newer players can't easily handle them). So I went scouting around a bit.
The dragon spires next to Standing Stone IV, unfortunately, both appear to be of the full-size-dragon variety. (These are: 66E 67N and 68E 66N.) The dragon spire near Standing Stone VII (50E 73N) is of the small dragon variety. The dragon spire near Standing Stone XXI (63E 28N) has full-sized dragons. None of the other standing stones have dragon spires within sight (horizontally, vertically or diagonally adjacent).
So, it seems Standing Stone VII is the winner by default. I've enchanted a talisman ("Dragon Spire near SS7") and placed it on the Treasure Pile, along with 5 power crystals, in anticipation. The craftier Wyrms can decide where and when to set up a teleporter. (The one to Oz is probably more urgently needed, but talismans to the key Oz exit points were already crafted.) --Greycat 00:29, 20 September 2007 (BST)


Guild Ticket Office

Our prayers seem to have been answered. We need to determine the optimal configuration of Ticket Office and Teleporters. If I'm correct, we could service up to three locked teleporters surrounding one Ticket office. I would propose a Ticket Office/Teleporter area east or north of the temple. -- Sertularian 17:03, 6 October 2007 (BST)

As near as I can make out, the minimal addition is to replace the Oz gate with the ticket booth, re-add the Oz teleporter to the north of that, and then surround the new Oz teleporter with tunnels. Total cost: 2 lockers, 1 toll booth, 1 teleporter, 3 tunnels. We can be more efficient in the long run by replacing the tunnels on one of the corners of the promontory/treasure pile, but that would mean waiting until they expire, and it would mean a longer hike to the teleporters. PotatoEngineer 21:25, 6 October 2007 (BST)
Your proposed diagram looks perfect to me; but I confess I'm confused by the part about replacing tunnels near the promontory. --Greycat 01:39, 7 October 2007 (BST)
In theory, the two tunnels on the south and west of the promontory could be replaced by the two teleporters (with the ticket office touching both). Then we'd only need 2 new tunnels to block off the teleporters properly. Of course, then we'd have to wait several weeks.... so it isn't particularly worth it; doubly so since the teleporters would be further from the entrance. PotatoEngineer 02:46, 7 October 2007 (BST)
You'd still need three tunnels--to the west of one teleporter, and to the south and east of another--not to mention the difficulty of non-Wyrms getting to the ticket office in that location, given the amount of locked terrain nearby. I think the proposed location is good. --Dragon 03:17, 7 October 2007 (BST)

A Note About the Name

"The Fuolornis Fire Dragons were revered throughout the lands...for their savage beauty, their noble ways, and their habit of biting people who didn't revere them."--Douglas Adams, So Long, and Thanks for All the Fish

The Order of the Wyrm takes the dragon as its symbol. It is not necessary to be a dragon to join. (Although there is no official word on whether or not it helps one's chances.)

The name is a reference to the species in general and not the guildmaster in particular.

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