The History of the Allied Giants
Allied Giants was founded in early 1996 in the land of Athas in the AD&D game “Darksun Online – The Crimson Sands” on TEN, The Entertainment Network. Varied were the games that many of the members played, but Athas was always the true home of the Allied Giants
Allied Giants : Darksun Online : The Early Years
The Allied Giants of Athas were a group of half-giants dedicated to helping one another and giving assistance to players who were in need. The AG's chose to remain neutral and not participate in the guild wars between the forces of good and evil.
The Guild was originally started by Master Hatchet. He, along with a few select others, founded the guild with the premise of becoming the strongest force in the land of Athas. Their generosity and kindness attracted the forces of Evil that lurked in the land and they tried to hunt the AG's to extinction. Many a foul creature attempted to eliminate the various Guild members. Tremendous battles took place from the highest mountains to the lowest valleys. The forces of Evil were kept at bay by the combined forces of the Allied Giants. In unity, the guild had discovered that anything was possible. This unity was the reason for the continued success the AG's had seen in the lands of Athas. For many years the AG's remained one of the strongest forces that roamed the lands of Athas.
Allied Giants : Darksun Online : The Darkness Comes....
The forces of Evil were far from destroyed, however. Slowly they had infiltrated the stronghold of the Allied Giants. Unable to destroy the members of AG by sheer force, they began employing the more subtle ways to destroy the Guild. Agents of Evil had quietly been influencing the mind of Master Hatchet until they had the the leader of the guild ready to disband the group. Details were never brought to light on how exactly they accomplished this, but Hatchet was stirring the ideas of dissention and revolt to the various members in the guild. Tensions rose to the point of mutiny before a coup was organized and Hatchet was quickly removed from office and replaced by three of the guilds top officers. Myles, Que, and Hope quickly ascended to the leadership roles of the guild. The guild quickly realized that a new leader needed to be chosen to provide leadership and direction. In the following weeks, Myles successfully arose as the voice of the AG's. Order and prosperity reigned supreme once more.
The Call Beckons
The forces of Evil had been successfully routed and peace reigned for several years. Together with his trusted council of Airwolf and Que, the guild accomplished all the goals it had set out to accomplish. Complacency began to gnaw it's way into the mindset of the AG's. Guild members grew restless with desire to explore and adventure. One evening, while slumbering in her bed, Airwolf was given a vision. She was shown landscapes and visions of a land filled with a myriad of people and creatures. The forces of Evil were well rooted in this new land. The pleas for help reached even into Airwolf's dream. Awaking from this dream, the only thought that Airwolf could convey to the other AG's was that this new land needed them. This was the land of Norrath. After much consideration, it was then that the guild packed up their belongings and moved to the Karana server to save the world of Norrath.
Time marches along
Two long years passed while the AG's called Karana home. A new land backoned the guild. This land was called Ayonae Ro. The ranks of the guild nearly doubled with this new move. Everything with the guild was proceeding nicely. One fateful day, however, the guild was faced with a terrible loss. Myles, weary of battle, had decided to retire. It fell upon the shoulders of Que and his assistant Airwolf to guide the guild in the proper direction. Internal struggles cropped up now and again during this period of turmoil for the guild. The next year passed quickly with troubles coming and going with which the two leaders dealt with the best they could. At the end of this year, however, Que had been called off to deal with situations in a distant land and he placed the leadership in the capable hands of Airwolf and her new assistant Jarn.
The guild rebuilds
The lines of the AG's has been severely thinned by the constant movings and shakings within the guild. Airwolf and Jarn slowly began to steady the rocking boat and the ranks slowly began to increase with new recruits to assist in the protection of Norrath. For nearly a year the good deeds of the guild were being sung about in all the local taverns. On a cold, dreary evening, Airwolf was startled to have a visitor arrive in base camp. Quepid had resolved all the issues he had been sent to deal with and had returned to Norrath. Airwolf decided that she could use the knowledge and wisdom of the former GM and asked if he would consider being the AGM. The pair successfully steered the AG guild for several years and once again the guild prospered.
A new world beckons
Slowly the desire and wants of the AG's focused again on moving to a new land and challenging all that it offered. The new lands of Azeroth beckoned to the guild offering riches and fame. After much consideration, the guild decided to move to the Icecrown realm of Azeroth. Many, many people joined the ranks of the AG's. People long thought to be lost began appearing and rejoined the Allied Giants. Forces of evil beware...AG is ROCK!!