As was stated on the main page, this guild has many noteworthy characteristics. Each of these characteristics can be explained as follows:
You can receive an ever-further look into the Dunedain and our history through a tale of old. The following legend is held true by many, and was transcribed from a scroll taken from the first world. This is our history as we accept it, and it is as follows:
- Neutral Alignment
We aren't neutral for the reasons guilds are commonly found to be neutral. We chose this alignment to better suit our style of play and to reflect our views of the other alignments. The Dunedain, as we are here on Flinthills 3, aim to follow all virtues that bring a guild honor, respect, and trust. As such, we attract many members that tie their virtues directly to their alignment and thus consider themselves to be order. On the other hand, many non-Dunedain, order-aligned players fail to follow the virtues. Indeed, many such players hide behind the guardlines only to wait for free loot, a chance to deceive, or an opportunity to steal from others. Chaotic players, meanwhile, always seem to have an opportunity to loot, deceive, or steal. Because of this, it's not uncommon to find murderers who follow the virtues in spite of their villainous actions. We attract many murderers that follow our virtues while enjoying the profits of chaos. And so we are neither Order nor Chaos, but instead are Neutral.
- A Strong History
This is the third world the Dunedain has seen. In each world, the Dunedain has left a lasting mark and made a firm imprint on that world's history. We have survived wars, deception, treachery and, perhaps our strongest enemy, the limitations imposed on us by real-world responsibilities. Through all this, the Dunedain remains focused and ready to face what will one day become yet another chapter in our own history.
- Dedicated Leadership
Our leadership consists of people who have not only known one another for years, but of people who are great friends. Over the years the circle of lords has seen such names as Melkor, BluePixie, Pe Ell, Anduril, EPL, and countless others that deserved our respect, trust, and honor.
- Lasting Friendship
As you may have guessed, it's rare to remain less than a friend for long once in the Dunedain. Our frequent adventures unite us in ways impossible from just a simple guildstone. Our friends who have left the Dunedain always remain strong allies and people we can trust. Our memories will last beyond Flinthills 3 and so, too, will the friendships you make.
- An Upcoming Guild Town
We don't yet have a Guild Town, but from past experience it is evident that such a town can serve to further unite the guild. A guild can, at some point, supply itself with all commodities and can thus be self-sufficient. The Dunedain, as such a point in time, can enjoy a life apart from the bustling city of Britain. Anuindale, as it's sometimes called, has become a city where members are certain to find their companions awaiting the next adventure. In such a town we carry out our fellowship, our meetings, and our cooperative work that keeps our town successful.
‘Twas the close of the Druid era, before the first coming of Mondain. The mighty king Belnefas ruled the lands of Numenor.
The army of Numenor was just, strong, and unsurpassed. They sought neither chaos nor order upon knowledge of a necessary balance between the opposing forces.
During the height of Belnefas’ reign, evil began to take hold of the lands. Weary travelers returned with ever increasing tales of outlying towns falling to an unknown force of darkness.
Fearing bandits and outlaws, Belnefas sent a detachment of his finest paladins to seek out the source of this evil.
A year passed and there were still no signs of these knights. Belnefas feared the worst but dared not send any more of his people.
More time passed and finally a lone survivor of the long forgotten expedition came bearing tales of the evil known as Mondain. He lived only long enough to warn Numenor of the dark power they were to face.
Within days battle broke out between Numenor and the army of Mondain. Numenor could not sustain the vast loss of warriors and villagers.
Belnefas knew he had but one option: To protect what remained of his people. He evacuated the four remaining strongholds in Numenor to each corner of the world, leaving what was left of the army with him.
Belnefas had but one current goal: to distract the army of Mondain long enough to allow the people of Numenor to scatter throughout the world.
Belnefas’ men put up a fight such as never seen before. Mondain lost more in this battle than in any of the others, however the inevitable fall of the Kingdom of Numenor finally came.
With the loss of Numenor’s army came the death of Belnefas.
Time passed and a stranger came to the lands of Sosaria. Shattering the gem of immortality, he proved a savior to the people of the lands. However, Sosaria remained in the grip of the gem’s power. Numenor’s people were scattered throughout each new world created by the destruction of the gem. Looking to rebuild the society of Numenor, the people began to reunite under the only remaining descendant of King Belnefas. These people, now calling themselves the Dunedain, sought only to rebuild the life with all those that they once lived with and trusted so well.