Alright, i'm a bit late with this and i apologize, i'm transitioning to a new and better job and things have gotten really chaotic in the last few days. Â
The Free Company Story:
Five years ago the world made sense, five years ago and everyone had a home and family to fight for. Â Then Dalamad came crashing down and Bahamut was released. Â The devastation he(hir) wrought on the land upset everything, and once the chaos settled all that was left in Bahamut's wake was ruin. Â
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Five years have passed, and even now the land is still recovering. Â Yet there exists a community, out in the wilds of the world that is defying all the odds. Â It was founded two years after the calamity by a group of settlers looking to rebuild. Â For some it was a chance to get away from civilization, from the memories of what had been and were now no more. Â For others it was a challenge, a way to prove the races could persevere and reclaiming land that had been lost. Â There were even a few who sought to make a safe haven for refugees and travelers, a place to rest and relax, maybe even drink their sorrows away. Â Regardless of the reasons slowly but surely a community began to form out in the wilderness, and though their stories were all different, each regarded this new place as home.
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As time passed several challenges arose, the monsters and denizens of Eorzea wanted to reclaim this location. Â Time and time again the people stood their ground and fought them off, but never without a cost. Â There was talk about moving, about starting over somewhere else. Â Some however opposed this, and instead insisted on understanding why this was happening. Â They called upon the experts in the field, the disciples of war and magic, and a few answered there call. Â It was only then that they discovered how truly unique their little community was, and how fortunate they had been to hold on all this while.
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The mages claimed the Aether in the air and surroundings was odd and unusual, and began a search of the land. Â It was a short distance off from the settlement that they found a relic of the 7th umbral era, a shard of Dalamad, Bahamuts cell. Â It was merely a remnant, a fading piece of the fallen moon, but even now it still held some power. Â The mages warned the people to leave, that it would continue to draw trouble their way. Â One man stepped forward to ask what would happen if they simply left as they suggested, to which the mages told him the land would rise up and reclaim this place.
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A meeting was held shortly after, and most people agreed, it was time to leave and start over again. Â A few though dissented, and insisted on staying. Â This was their home, and they would not let the 7th Umbral Era take yet another thing from them. Â The mages and warriors tried to persuade them, but they had dug their heels in. Â They fought for a while over this, and a scuffle broke out. Â Those few remaining would not give in however, and went back to their homes for the night.
Â
The morning brought an eerie silence to the land for those that had remained. Â Rather then the usual hustle and bustle there was only silence now. Â They grimly gathered to discuss what they would do in the town square, and began preparing for whatever came next. Â They were few though, and were all tired and broken. Â Yet they would not surrender, would not give up their homes a second time.
Â
One night a group of monsters descended upon the town, and it's inhabitants rallied to meet them. Â They held them off for as long as they could, finally retreating to their town hall and fortifying themselves from within. Â Then just as things seemed to be their worst a strange sound was heard from outside. Â The building slowly started to fill with smoke and they feared the building was being set on fire with them inside. Â They gathered together at the door and decided to make their last stand and burst outside with weapons held high, only to be greeted by a most unexpected sight. Â It was not the building that had been on fire, but the monsters themselves, all lying dead on the ground. Â The warriors and mages from before came forth to greet them, and their leader stepped forward with the most mischievous of smiles.
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She told them that they were halfway home before they knew they had to return, that it was bad form to be shown up by civilians and settlers. Â She knelt down before them and swore and oath to them there. Â That if they would have them they would stand with them as long as they lived. Â That together they would forge a home in these lands, and that they would make it a beacon of hope to all that remained.
Â
What is the Remnants of Hope? :
We were those disciples of War and of Magic who turned back and fought for a community that was not our own. Â Now things have changed, now we belong. Â The world is still as uncaring as before, still waiting and watching for it's chance to drag this down into the void. Â Yet we remain, a few ragtag settlers and a band of fighters with more bravery then brains. Â Now we are united in one goal: To survive in this harsh world, and forge a future for ourselves. Â
Â
We come from all walks of life, from soldier to farmer, and everything possible in-between. Â Our guardians walk our land, some protecting the lost and the weak, while others seek out and eliminate all who could threaten our people. Â Our merchants and craftsman toil to provide goods for the town, and slowly but surely seek to blow new life into it. Â We even have mages and scholars who study the aether, seeking to unravel the secrets of the shard, each working towards their own goal.
Â
Whatever the reason for your being here, here is where you've come to belong. Â You've thrown your lot in with these people, and it's up to you to find your own place. Â One thing is true no matter whoever you are. Â This town shall change you and shape your fate, and so to shall you shape it.
Â
Who are the Remnants of Hope? :
Primarily we are the group of adventurers who answered the towns call. Â We are the protectors and caretakers for this oasis of peace in the harsh and uncaring world of Eorzea. Â However being adventurer is only the beginning.
Â
You are who you choose to be! Â Here in the Remnants of Hope you may choose to do and pursue whatever it is that pleases you. Â Are you a scholar in pursuit of old and forgotten knowledge, coming here seeking to unravel the mystery of the shard? Â Are you a mercenary who just likes to unwind and relax by fishing in the afternoon.Â
Â
Whatever it is you desire to do (Within community rules) you may do so! Â Forge friendships and rivalries with other citizens, and be always prepared to put aside your differences to take up arms to protect your homes.
The Free Company Story:
Five years ago the world made sense, five years ago and everyone had a home and family to fight for. Â Then Dalamad came crashing down and Bahamut was released. Â The devastation he(hir) wrought on the land upset everything, and once the chaos settled all that was left in Bahamut's wake was ruin. Â
Â
Five years have passed, and even now the land is still recovering. Â Yet there exists a community, out in the wilds of the world that is defying all the odds. Â It was founded two years after the calamity by a group of settlers looking to rebuild. Â For some it was a chance to get away from civilization, from the memories of what had been and were now no more. Â For others it was a challenge, a way to prove the races could persevere and reclaiming land that had been lost. Â There were even a few who sought to make a safe haven for refugees and travelers, a place to rest and relax, maybe even drink their sorrows away. Â Regardless of the reasons slowly but surely a community began to form out in the wilderness, and though their stories were all different, each regarded this new place as home.
Â
As time passed several challenges arose, the monsters and denizens of Eorzea wanted to reclaim this location. Â Time and time again the people stood their ground and fought them off, but never without a cost. Â There was talk about moving, about starting over somewhere else. Â Some however opposed this, and instead insisted on understanding why this was happening. Â They called upon the experts in the field, the disciples of war and magic, and a few answered there call. Â It was only then that they discovered how truly unique their little community was, and how fortunate they had been to hold on all this while.
Â
The mages claimed the Aether in the air and surroundings was odd and unusual, and began a search of the land. Â It was a short distance off from the settlement that they found a relic of the 7th umbral era, a shard of Dalamad, Bahamuts cell. Â It was merely a remnant, a fading piece of the fallen moon, but even now it still held some power. Â The mages warned the people to leave, that it would continue to draw trouble their way. Â One man stepped forward to ask what would happen if they simply left as they suggested, to which the mages told him the land would rise up and reclaim this place.
Â
A meeting was held shortly after, and most people agreed, it was time to leave and start over again. Â A few though dissented, and insisted on staying. Â This was their home, and they would not let the 7th Umbral Era take yet another thing from them. Â The mages and warriors tried to persuade them, but they had dug their heels in. Â They fought for a while over this, and a scuffle broke out. Â Those few remaining would not give in however, and went back to their homes for the night.
Â
The morning brought an eerie silence to the land for those that had remained. Â Rather then the usual hustle and bustle there was only silence now. Â They grimly gathered to discuss what they would do in the town square, and began preparing for whatever came next. Â They were few though, and were all tired and broken. Â Yet they would not surrender, would not give up their homes a second time.
Â
One night a group of monsters descended upon the town, and it's inhabitants rallied to meet them. Â They held them off for as long as they could, finally retreating to their town hall and fortifying themselves from within. Â Then just as things seemed to be their worst a strange sound was heard from outside. Â The building slowly started to fill with smoke and they feared the building was being set on fire with them inside. Â They gathered together at the door and decided to make their last stand and burst outside with weapons held high, only to be greeted by a most unexpected sight. Â It was not the building that had been on fire, but the monsters themselves, all lying dead on the ground. Â The warriors and mages from before came forth to greet them, and their leader stepped forward with the most mischievous of smiles.
Â
She told them that they were halfway home before they knew they had to return, that it was bad form to be shown up by civilians and settlers. Â She knelt down before them and swore and oath to them there. Â That if they would have them they would stand with them as long as they lived. Â That together they would forge a home in these lands, and that they would make it a beacon of hope to all that remained.
Â
What is the Remnants of Hope? :
We were those disciples of War and of Magic who turned back and fought for a community that was not our own. Â Now things have changed, now we belong. Â The world is still as uncaring as before, still waiting and watching for it's chance to drag this down into the void. Â Yet we remain, a few ragtag settlers and a band of fighters with more bravery then brains. Â Now we are united in one goal: To survive in this harsh world, and forge a future for ourselves. Â
Â
We come from all walks of life, from soldier to farmer, and everything possible in-between. Â Our guardians walk our land, some protecting the lost and the weak, while others seek out and eliminate all who could threaten our people. Â Our merchants and craftsman toil to provide goods for the town, and slowly but surely seek to blow new life into it. Â We even have mages and scholars who study the aether, seeking to unravel the secrets of the shard, each working towards their own goal.
Â
Whatever the reason for your being here, here is where you've come to belong. Â You've thrown your lot in with these people, and it's up to you to find your own place. Â One thing is true no matter whoever you are. Â This town shall change you and shape your fate, and so to shall you shape it.
Â
Who are the Remnants of Hope? :
Primarily we are the group of adventurers who answered the towns call. Â We are the protectors and caretakers for this oasis of peace in the harsh and uncaring world of Eorzea. Â However being adventurer is only the beginning.
Â
You are who you choose to be! Â Here in the Remnants of Hope you may choose to do and pursue whatever it is that pleases you. Â Are you a scholar in pursuit of old and forgotten knowledge, coming here seeking to unravel the mystery of the shard? Â Are you a mercenary who just likes to unwind and relax by fishing in the afternoon.Â
Â
Whatever it is you desire to do (Within community rules) you may do so! Â Forge friendships and rivalries with other citizens, and be always prepared to put aside your differences to take up arms to protect your homes.