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  2. Despite being the #1 Medieval Minecraft RPG, LOTC has made it clear over the years that it favors certain roles over others that might draw conflict or turmoil. It's quite hypocritical but as much as it stirs the pot 'villainy' (very broad term) will always be handicapped with heavy rules rather than holding free agency to accomplish what they have the potential to achieve.
  3. Today
  4. ellielove15

    The Cursed

    Honestly considering the changes by ST, I think that the Children of Ixris need a rewrite. I think that there can be some changes to their physicality or other things if templarism is going to be taken away. Perhaps a small boon of the infernal, like being resistant (not immune) to malflame, or having a more implicit knowledge of the infernal language rather than just being able to learn it. Some give/take with an IRP lore reason as to why cursed children can't learn such a magic anymore would be a bit easier to swallow, and I wouldn't care either way.
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  6. “Golemancy is for squares hail automata!” Shugo Kato proclaimed, best engineer.
  7. Udo's drawing captured the chaotic scene with rough lines and hastily sketched figures. The knights were depicted with exaggerated armor, towering over him menacingly, while the monk's figure was drawn with a sinister aura, his hands reaching out to pull away Udo's belongings. The expressions on the faces of the characters conveyed Udo's feelings of fear, frustration and helplessness, each stroke of the pen expressing the turmoil he felt during the encounter. Despise the simplicity of the drawing, the emotion behind it was palpable, telling a story of injustice and harsh that Udo had endured. The note scrawled beneath the drawing was written in a clumsy hand, the grammar flawed. It read: To all who it may concern, Up there is simple drawing, show bad things happen to me in Haense. You see three Order men: one hitting beggar—me; another laughing at my pain; last one steal my coins. I come to Haense with hope, just ask if someone can spare change. Instead of kind heart, I meet with hard fist by blonde hair knight. This man, I see before but not know, he say I pretend to be soldier, say I no fight in coalition. He young, he not know our old wars, what we veteran suffer. He break my nose, say I lie about valor. While I down from hit, BSK man come—same one cut my arm before. He put cactus green on me, then make me pay 40 minas, say it ‘let off’ fee. Where God? Where justice? Not in Haense, where bad men free and poor ones trampled. No one punish the blonde knight, he still free. I write this ask, to all who love justice. I want payback for wrong done to me. Let not these evil deeds be ignored. Hope this letter reach someone who can and will make right the bad done to an old soldier, just out of luck. In hope for justice, Udo Bettler
  8. 𐰯𐰺𐰀𐰃𐰽𐰅 𐰽𐱃𐰅𐰯𐰯𐰅 - 𐰯𐰺𐰀𐰃𐰽𐰅 𐰢𐰆𐰍𐰢𐰀𐰺 𐰯𐰺𐰀𐰃𐰽𐰅 𐰢𐰆𐰍𐰢𐰀𐰺 - 𐰯𐰺𐰀𐰃𐰽𐰅 𐰽𐱃𐰅𐰯𐰯𐰅 ==[𝄞]== "HAZUK! MUGMAR WILLS IT!” - Bor’Ak Khan Overview & Origin The Men of Hazum are a barbaric and brutalistic Orcish people hailing from the now sunken Isle of Hazum, a distant land of mysterious fog, rolling hills and vast steppe. Tall and mighty, those of Hazuk’s Tribe are known to be greatly fond of food, often hosting great feasts to appease their great bellies and discuss important matters amongst their people. Lead by an often tyrannical Khan anointed and given power due to their pacted connection to Mugmar, Chief Spirit and Overdiety of the Hazumic Pantheon, thought to be the personification of their lost homeland itself. . . Originating as a small to medium warband under the command of Hazuk, a minor chieftain and warlord under the rule of Clan Rax in those elder days of yore, during the 1st Clan Wars. Hazuk was exceedingly tall, even for a Uruk of that bygone age of towering brutes, he and his tribe were said to be formidable foot-troops before a fateful battle, where-in they were banished to “The Farthest Point” by the dark spellcraft and corrupted shamanism of a hateful witchdoctor of Clan Dom. This “Farthest Point” was later to be called Hazum, named after their progenitor and former leader, posthumously named the first Khan by the now culturally distant tribe of Hazum, having been guided and culturally warped by Mugmar, a shamamic spirit who had incredible presence and power upon that forlorn island. Only after a terrible and mysterious series of events that caused the island to sink, did the tribe of Hazuk travel across the seas upon crude rafts to rejoin the main descendant host after so many years separated by the vast oceans of the world. [!] A depiction of the rolling hills of now sunken Hazum. Culture & Traits The Men of Hazum, often called “Hill Giants” by those who know them, are a tribalistic culture of traditionally pastoral nomads, farming and herding groups of imposing woolly mammoths around wherever they may dwell, even when settled. Orcish in nature, those of Hazuk’s Tribe are formidable warriors, often wielding great war clubs and hammers of incredible size and weight while lumbering into battle, brutally crushing and eliminating their foes without mercy. PHYSICAL CHARACTERISTICS Blood of Giants: Those of Hazum are exceedingly tall and strong, often and easily reaching the maximum of their respective Orcish Subraces, with Goblin-Kind being notably missing the from the Tribe of Hazuk, an abnormal amount of Ologs filling the ranks of Hazumite warbands and encampments. Men of Hazum have a habit growing out long and bushy beards, these starting out a dull black before somewhat quickly turning a greyish white, with elder Hill Giants often having facial hair that trails behind them, getting tangled and filled with small bits of food often. . . Honour of Hazuk: The Tribe of Hazuk, like all Orcs ought to be, are innately honourable, possessing strong moral compasses and cultural beliefs. A Man of Hazum would, for example, never harm a child or unarmed individual unless they are proven to be corrupted or directly hostile to the clan. Hill Giants are also known to be very loyal, when an oath is signed or a treaty brokered, it is expected to be upheld at all costs, even if such would harm the tribe as a whole, such oaths typically only forgotten if officially dissolved or considered null by both parties. Gullets of Iron: Men of Hazum possess famously strong appetites, able to eat and drink large amounts of food as well as beverages of all kinds, having impressive alcohol tolerances, even high for other Kin of Krug. The quality of what is consumed is often, sub-par or worse, being made of half-rotten scraps and bits of previously cooked meals - a prime of example of such being the infamous dish known as “Baggis”, a horrible amalgam of meat, vegetables, grain, and even fruit if available, these ingredients mushed up and mixed with coarse ground flour before being stuffed into a bag, either made of linen, wool, or even reeds and boiled till solidified and vaguely cooked, other examples of Hazumite dishes include “Everything Soup” and “Bone Marrow Ale”. . . Rage of the Betrayer: All of Orcish kind, despite the blessing of honour are always cursed with insatiable bloodlust and rage, such being exasperated by battle and the gaining of physical wounds, only to be calmed through the brutal and uncaring slaughter of living creatures, often fellow descendants if unlucky. This feeling of rage and hate burns within the hearts of the Men of Hazum likewise, growing in mental presence till eventually overpowering their minds, taking over less sated by killing and bloodshed. . . In this state, Men of Hazum lose their sense of strategy and comradery, fighting those who harmed them last, or if unlucky, the closest ally could even be attacked in barbaric rage. Only once battle had finished, lifeless bodies littering the floor, would they regain their normally honourable and often rather kind demeanour. CULTURAL CHARACTERISTICS Souls of the Steppe: After Hazuk and his tribe were banished to Hazum, they quickly settled upon the vast steppe that sprawled across that lost isle, there they learned the ways of the land, adapting and eventually becoming rather distinct to their mainland Orcish brethren. Those of Hazum are typically very intune with their surroundings, being aware of slight changes that most would not notice, this is not to say all Men of Hazum possess supernatural senses regarding the land, but rather that they pay close attention to things such as the seasons, crop growth, and the migration of animals. Hill Giants are typically very fond of their pet Mammoths, often considering them holy or blessed, only when a Mammoth is very ill or extremely elderly will they be butchered for food, with all known methods being used to help avoid such a sad happening. Zealous Warlords: Those of Hazuk’s Tribe are skilled in what weaponry they are traditionally used to, being suited to and very dangerous in combat when wielding heavy bludgeoning weapons such as clubs, hammers, and maces, and while they may be more average when using bladed or piercing weapons, their sheer strength is normally able to help greatly in such a disadvantage. Men of Hazum are almost always extremely pious to their spiritual gods, worshipping them with great zeal, while when in direct contact with them or their chosen shamanic “voices”, they would listen intently, following their orders to an impressive degree, often even willing to throw away their lives if asked to fight a unbeatable enemy for example. Prideful Savages: Men of Hazum are a primitive people, often wielding armour and weapons of bronze, crude iron, and kingstone rather than those of refined steel. Traditionally nomadic pastoralists, Hazumite farming activities are often small and short-term, with more effort being put into livestock and raiding for supplies if near a hostile populated area. Hill Giants, often prideful and stubborn in nature, are slow to change in opinion or belief, being set in their ways and the ways of their ancestors, gods, and living elders, this sense of pride can at times, lead to disagreements with those other peoples they interact with, the Men of Hazum being unwilling to compromise on much, if anything when discussing treaties, pacts, or agreements. Brutal Theocrats: Hill Giants are very, very pious in their beliefs and worship of their Pantheon, these actions of praise often leading to extremism and ritual sacrifices, with such usually being animal in nature, though enemy descendants are not uncommon to be slain upon the altar in the name of the gods as well. . . if a Man of Hazum’s faith is challenged or insulted, it is to be expected that they will react angrily at best, or very, very violently at worst, many a foolish traveller having their heads bashed from their body for the unknowing insult of Mugmar and his divine children. Important Deities & Figures MUGMAR: THE TITAN OF HAZUM The central deity of The Hazumic Pantheon, Mugmar is thought of as the living personification of Hazum itself, and though going silent after the sinking of Hazum beneath the waves, the Spirit of Rolling Hills & Towering Stone has since reawakened during the rule of Bor’Ak Khan, Warlord of the Eastern Marches of Koyo-Kuni, once more praised alongside his children. HAZUK: THE FIRST KHAN Once a great warrior and warlord under the leadership of the venerable Orcish Clan of Rax, Hazuk and his small splinter clan were formidable combatants during the 1st Clan Wars between Rax, Dom, and Gorkil before being banished to what would later be called Hazum by dark sorcery and corrupted shamanism, their name gone from mainstream Orcish history or culture, erased. . . Hazuk’s name, though remembered as an individual by those of Hazum, has also become something of an odd warcry, something to add to a sentence in zeal and fury. How to Join If you are interested in joining or making a Man of Hazum character or perhaps have questions about the culture, please send a message to norgeth_ on discord, I would be happy to help. Credits Norgeth_ - Primary Writer Titanium430 - Primary Review SimplySeo - Trait Formatting Template
  9. The Pact of Crystals After a few sniffs of her husband’s product, she feels her body becoming lighter, her back against the tree behind her, she begins to chant. “Frûm ob the ghaamp , khlaar- izubu mog” The elfess says as black mist and petals begin surrounding her. The elf’s body was limp but she continued to chant “Thrak- izish upon lab plane”, black vines with thorns began wrapping around the elfess’s arms, neck and upper body. She would then feel herself being tugged backwards before opening her eyes to see her asleep self leaning against the tree. The elfess would then feel herself being pulled up towards the sky, a flash of light blinding her before she was able to close her eyes. Once her eyes opened again, she noticed herself standing in what looked like to be a structured plane with floating bridges and temples. Looking down at herself she was adorned in crystals and wearing vikelian traditional clothing. Just then, a path lit up for her to follow, without hesitation, she began walking. At the end of the path, there was a temple in ruins floating in the sky. In front of that temple, there was a feline looking creature. But not just a normal feline, the creature was as large as a tiger, its body looked to be made up of crystals, tail with see through with floating crystals making up the most part. “Greetings young one, I am Aurelia, the lesser of Bregthar that you’ve called upon, have you come today hoping to wield the abilities of the earth spirit?” The feline spoke before getting up, walking around the elf as if studying her. The white haired elf simply nodded. “And why is that? Are you hoping to fix something? Is it your home you’re trying to save? I can sense it my dear, that heart of yours seems quite close to breaking into pieces as sharp as diamonds.” The feline began jumping from floating platform to floating platform, looking back as if for the elf to follow and she did. “What is it do you know about me?” The elfess asked as she walked with the feline spirit. “Do you really wish to know?” The spirit replied with a question and the elfess nodded. “I am the spirit with the answers you seek, your life, I see through it, your past and future running free. There is a world where your kingdom lives in peace, but that's not the world you’ll know.” The spirit said before jumping up onto a floating platform that the elf could not get onto, she simply looked up at the spirit as it continued speaking. “I see a dance of past romance. I see the sacrifice of man. I see a portrayal of betrayal, and a brother’s final stand” The feline pounced past the elf, not to hurt her but to surprise her. “I see you on the brink of death.” The spirit said from behind her, “I see you draw your final breath.” The spirit continued “I see a queen who manages to keep her kingdom alive” The spirit then moves to sit in front of the elf, staring deep into her eyes “But it’s no longer the old you.” The elfess stayed silent as she did not know how to respond to the spirit’s words. “I see your palace covered in red, faces of people who wish you were dead. I see your husband and children paying for your mistakes, your home being covered in bodies, if you are not careful, this is the future you will know.” “So I’ll ask again, is this power still what you seek? Are you willing to leave the old you behind for your people and family? Will you sacrifice yourself for them?” The spirit asked its final questions. The elfess gets onto one knee, lowering her head to the spirit. “Yes..I am willing..” “Very well. You must make a shrine, giving your loyalty to us, only then will you be able to possess this blessing granted to you, do not disappoint us.” As the feline finished those last few words, the spirit pushed the elf off of the floating platform, having her fall into oblivion before she woke up in her body once more, still under the tree within her palace’s garden, the words of the spirit would continue to linger within her mind.
  10. THE NHAMASHAL CONCORD As ratified by the Silver State of Haelun’or & the Unified Domain of Vortice in the year 180 S.A. DEFINITIONS: THE SIGNATORIES shall henceforth signify the Silver State of Haelun’or and the Unified Domain of Vortice. HEAD OF STATE shall henceforth signify either the Sohaer of Haelun’or or the Sovereign of Vortice. ARTICLE I: SOVEREIGNTY I. The signatories hereby concur to acknowledge the autonomy and sovereign status of each of their respective realms. II. The signatories hereby concur to acknowledge the current reigning heads of states of each of each other's realms as the only legitimate head of state. ARTICLE II: NON-AGGRESSION I. The signatories hereby pledge to refrain from engaging in any acts of aggression or military hostilities against one another in any manner. II. The signatories pledge that citizens of either party shall refrain from accepting military commissions or engaging in mercenary employment from any state with which the other party is involved within a state of war. III. In addition, this commitment encompasses the preservation of the right to unrestricted movement of their respective citizens between the signatory nations. IV. The signatories pledge that citizens from either realm are protected while in their respective territories so long as they act within the laws of the respective realms. ARTICLE III: DIPLOMATIC EXCHANGE I. The signatories collectively affirm the principle of diplomatic exchange between their respective governments, aimed at fostering dialogue and mutual understanding. In accordance with this, the Silver State of Haelun’or shall dispatch a temporary envoy to the Unified Domain of Vortice, and reciprocally, the other party stands ready to attend diplomatic meetings at the behest of Sohaer’s government. II. The signatories jointly endorse the principle of diplomatic freedom, emphasising the inviolability and immutability thereof. This entails that envoys and government messengers shall enjoy unrestricted movement within the territory of each party. Furthermore, they shall not be subject to prosecution by local or national authorities for any civil or criminal proceedings unless their home country explicitly waives their entitlement to such immunity. III. The signatories retain the prerogative to formally expel a diplomat whose actions are deemed to have substantially undermined the national integrity and order of either party's realm. ARTICLE IV: EXTRADITION I. The signatories hereby consent to a reciprocal extradition provision, whereby a citizen of either nation, provided there is justifiable cause for their arrest, may be apprehended and subsequently transferred to the jurisdiction of the courts in the territory where their alleged crime transpired. II. In such instances, an Extradition Request must be formally submitted by the judicial authorities of the first party's state to the Monarch or Sovereign of the second party for approval. III. Legal representation for the defendant may be provided by the judicial representatives of the nation from which the citizen or subject originates. ARTICLE V: TRADE I. The signatories hereby pledge to offer each other a tax-free stall within the confines of their capital city. The stall shall not be obstructed or removed for any reason. The stall shall be located within a high-priority area of each other's capital; in the square or adjacent to it. If any of these terms are violated, the violators will be held in contempt of this treaty. ARTICLE VI: DURATION I. This concord shall remain in effect for a duration of twelve years, unless any of the previously mentioned terms are breached, or in the event of a new head of state. II. By the eleventh year of this Concord, or if any of the aforementioned terms in Article VI, Subsection I are activated, the Signatories are advised to reach out to one another and renegotiate terms if found favourable. SIGNED BY THE HAND OF, Her Grace, Ashwýn Sythaèrin, Sohaer of the Silver State of Haelun’or, Supreme Commander of elSillumir, Member of the Sythaerin Talonnii Lady Lenora Jusmia, Monarch of the Unified Domain of Vortice, 10th Sovereign of the Depths
  11. Yesterday
  12. Treaty of Shores As agreed upon on the 10th of The First Seed, year 180 of the Second Age Between the Unified Domain of Vortice and the Kingdom of Balian With the signing and promulgation of this document, the Kingdom of Balian and the Unified Domain of Vortice, henceforth referred to as ‘the signatories‘, do agree on their honour to the terms laid forth hereafter. ARTICLE I: SOVEREIGNTY I. The signatories hereby concur to acknowledge the autonomy and sovereign status of each of their respective realms. ARTICLE II: NON-AGGRESSION I. The signatories hereby pledge to refrain from engaging in any acts of aggression or military hostilities against one another in any manner. II. The signatories pledge that citizens of either party shall refrain from accepting military commissions or engaging in mercenary employment from any state with which the other party is involved within a state of war. III. In addition, this commitment encompasses the preservation of the right to unrestricted movement of their respective citizens between the signatory nations. IV. The signatories pledge that citizens from either realm are protected while in their respective territories so long as they act within the laws of the respective realms. ARTICLE III: EXTRADITION I. The signatories hereby consent to a reciprocal extradition provision, whereby a citizen of either nation, provided there is justifiable cause for their arrest, may be apprehended and subsequently transferred to the jurisdiction of the courts in the territory where their alleged crime transpired. II. In such instances, an Extradition Request must be formally submitted by the judicial authorities of the first party's state to the Monarch or Sovereign of the second party for approval. III. Legal representation for the defendant may be provided by the judicial representatives of the nation from which the citizen or subject originates. ARTICLE IV: DIPLOMATIC EXCHANGE I. The signatories collectively affirm the principle of diplomatic exchange between their respective governments, aimed at fostering dialogue and mutual understanding. In accordance with this, the Kingdom of Balian shall dispatch a temporary envoy to the Unified Domain of Vortice, and reciprocally, the other party stands ready to attend diplomatic meetings at the behest of The Royal Majesty's Government. II. The signatories jointly endorse the principle of diplomatic freedom, emphasizing the inviolability and immutability thereof. This entails that envoys and government messengers shall enjoy unrestricted movement within the territory of each party. Furthermore, they shall not be subject to prosecution by local or national authorities for any civil or criminal proceedings unless their home country explicitly waives their entitlement to such immunity. III. The signatories retain the prerogative to formally expel a diplomat whose actions are deemed to have substantially undermined the national integrity and order of either party's realm. ARTICLE V: DURATION I. The duration of this pact shall be held for 15 years. During the tail end of the duration, a meeting shall be scheduled to determine whether both parties wish to renew or extend the existing treaty. Signed, Her Royal Majesty, Sybille I, by the Grace of GOD, Queen of Balian, Princess of Providence, Duchess of Helena, Reutov, Sunholdt and Lorraine, Countess of Pompourelia and Barçevina, Viscountess of Renduzzo, Eflen and Anatis, Baroness of Renzfeld, Brucca, Valens, Malenos, Montcoure and Ciavola, Lady of Portoregne, Atrus and Monterosa, Warden of La Costa Rubinissima, Protector of the Heartlanders and the South, etcetera. Her Majesty, Lenora Jusmia, The 10th Sovereign of the Depths, Monarch of the Unified Domain of Vortice
  13. "WHY IS MY PUPIL ON THE LIST, RAAAGH!" Screamed did a elderly templar woman in her manor as she fell from her chair like a fool.
  14. Reads the missive that she grabbed before leaving Feral that was inside the gates, not sure what would happen to him as she left him all alone there but it seems he had been causing trouble at this place that she wasn't aware about. She read it through trying to understand what she could of it all. "Hm... I wonder if I can maybe learn something that I do ne know." She said to herself as she thought.
  15. Hacket Hemoss tacks a requestion order on a wall in his forge, the black coals now raging with flame, he picks up his leather apron and ties it around himself. Placing bar after bar into a cauldron sized cruicible of daemonsteel that has seen much use and care, a gift from his old mentor. Wiping his brow from the intense heat, he gets to work to create the boys some new toys.
  16. Somewhere, deep within the bowels of an inferno-like clanhall. An aging Dwedess smiled with catching wind on the coming duo of celedbrations. "Goo' fer yeh lad, I beh prou' o' yeh, now get Urguan back inta gear."
  17. 𝔓𝔬𝔯𝔱𝔬𝔯𝔢𝔤𝔫𝔢 𝔓𝔢𝔯𝔦𝔬𝔡𝔦𝔠𝔞𝔩 11th of Godfrey’s Triumph, 109B.A Price: Free (Donations welcome) 𝓣𝓱𝓮 𝓗𝓾𝓷𝓰𝓻𝔂 𝓗𝓲𝓹𝓹𝓸 Oh To Be a Barkeep Tavern owner Achillius is on the hunt for individuals who wish to enlist in employment at the Hungry Hippo! Perks: Profits are kept majorly by the barkeep, Meet a plethora of people; from all walks of life, Build your skillset. Take advantage- learn to brew and to mix all sorts of drinks. A bird can be sent to Achillius d’Arkent 𝓝𝓸𝔀! 𝕊𝕠𝕔𝕚𝕒𝕝 𝕊𝕖𝕒𝕤𝕠𝕟 Summary of the Symposia Pragma Event One - The Debut Whilst the debutante list was not a lengthy one, it promised a wide array of individuals; from heirs to spares, from royal, common and to noble. The two most notable of the introductions were to be crowned The Ruby and the Sapphire of the evening. The introductions began with the royal twins. I hear that Their Highnesses both opted to wear the apparel of their parents; to honor both their mother and their late father in their big moment. Following, we saw a handful of Balians noble youths. Temesch, d’Arkent, Roa and so on. We also saw a guest to Balian, the Miss Amari Morozov-Tabbris, debut this season. I hear she may have outshone some of our nobility- interesting. Ultimately, the end goal of the debut was to crown our winners. Such an honor was bestowed upon His Highness Elianos Novellen as the Sapphire and Dona Tryphania d’Arkent as the Ruby. Event Two - The Hunt Word spreads that Her Majesty was the best performing at the hunt, this eve! With a proud two kills under her belt, Her Majesty walks away with a duo of slain boars as trophies. Achillius d’Arkent followed in closeby with the third kill of the eve! Event Three - The Cooking Contest The cooking competition, held by our Lovely Lavanya, came to an eventful conclusion! With Mister Grover Reid- a known man of chaos within the city scoring first place, with the runners up being that of the duo Princess Ariadne and her companion, Hilda Brawn. Grover Reid walked away with a cool one hundred minae. And for cooking? Perhaps I should finally learn the skill. Event Four - The Queen’s Fortune Her Majesty held a fortune telling booth within the Palace gardens. I hear it was quite successful, with many of Balian’s youth attending to scope their future prospects. Of course, a similar topic was on mind for some- the outcome to the social season and whether or not it would be successful for them. Event Five - The Tourney Our tourney went ahead, hosted by Mister Dainn. Paul Temesch won the archery tournament! Joven won the joust in place for Her Majesty! Event Six - The Flower Fest A lesson of culture and craft hosted by the beloved Viktoria vas Ruthern. The Dame planned an eve of lore- detailing Balian’s history and culture surrounding the local flora. Touched upon within the last release of the paper- Balian holds its flowers dear and significant. Event Six - The Final Ball Crafted and put together by Dame Viktoria, the final ball’s theme was that of flowers. This writer noted the importance of a certain bloom in the last paper, and those interested in courtship found it placed on sale beside the ballroom, along with other significant bouquets. Prizes were offered for three categories: Best Dressed, Best Dancers and Best Overall couple. The night began quietly- whilst it was noted that there were several pairs huddled together, no one quite seemed ready to dance. So myself and my fiance ushered them onto the dance floor one by one. Siblings joined us first, and a couple of others followed along. The Prizes were distributed as follows: Best Dressed: Princess Ophelia and August Temesch. Awarded by their strikingly beautiful, and matching attire. Best Dancers: Princess Ariadne and Hilda Brawn. Awarded for their elaborate dance- with a daring dip within its choreography! Best Overall: Myself - Cosima Temesch - and Olivier de Savoie. Awarded for our encouragement of the crowds. 𝐻𝒶𝓇𝓀, 𝓌𝒽𝒶𝓉 𝓌𝒶𝓈 𝓉𝒽𝒶𝓉? Gossip Column Word spreads that Her Highness Ophelia is courting! Courting none other than our new Legate, August Temesch- but it gets better. Word has it that they began not even a year after meeting. 𝔸 𝕄𝕖𝕟𝕥𝕚𝕠𝕟 𝕠𝕗 ℙ𝕒𝕤𝕤𝕚𝕟𝕘 With a heavy heart, this writer shares the news of the passing of His Lordship, Rhys var Ruthern. A public missive was released by one ‘Irene’, announcing the capture and murder. Our condolences and prayers are with the family at this time, and we ask our readers to extend the same. ------------------------ In addition, we make note of the passing of Ser Alberic du Lac. A Petran Prince by birth, it is said that Ser Alberic accomplished much in his years, and touched many hearts along his journey from Numendil, to Balian and beyond. He will be sorely missed. 𝕬 𝕹𝖊𝖜 𝕷𝖎𝖋𝖊 Following the Royal Wedding last year, this writer is pleased to announce the birth of the heir’s heir, His Highness John Casimir. Both mother and babe are said to be doing well. Congratulations to the Royal Family on this joyous occasion. The Portoregne Periodical now has its own office! Located within the second level of Ledicort’s Hall, just above the market place. Visitors who wish to write to the author may do so, either by sending a bird to Cosima Temesch or by leaving a note within the office mailbox.
  18. "An excellent treaty, and an improvement of the Jadogar." An old Lurinite, now Hohkmati, was most pleased with the treaty and the way the meeting was conducted. She smiled. "Peaceful, prosperous years to come." She hoped.
  19. Multiclassing should have more drawbacks. In my opinion, five slots of magic is far too high to begin with. Though, still +1.
  20. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  21. Therese von Theonus gets a little too excited for the tournament and begins to practice on the Ur board in Vissingren!
  22. There's far too many rules and variables to them all as it is. A dude's in full plate perception isn't as great, but what if he raises his visor? A projectile can range from a scrawny shortbow shot that'd bounce off armor or a full longbow shot that'd have far more kick behind it than the previous, are we to enforce longer emotes over the type of bow? Keep it simple. Common sense and logic go a long way, as long as the combatants aren't tearing each other OOC'ly, it'll never be an issue. You can't enforce every part of combat with rules.
  23. The Temesch bard hummed a tune, the poem's words swirling through her mind. Emeline was cooking.
  24. This lore has been denied. Apologies for the long review, but this hadn't made it to the full administration and I take the blame of it's denial (and unforgiveably lengthy delay) upon myself. Truthfully, I don't think this is going to supplement frost witches well, or will solve their current issues. I think systemically, the playerbase has proven really difficult to not only work with from a ST and Player perspective, but inter-playerbase as well which the frequency the team gets complaints of it. I'd really, before seeing an improvement with Jokul fixed by a ghoul-type CA, would want to see the CA itself improve. Not necessarily the lore, but activity; frost witches have been fairly inert for the length of this map (and the latter half of last, as well), and while I'm not necessarily looking at numbers I am moreso remarking on their ability to interact with and work with other playerbases. I think the CA going on an extremely hot-cold cycle of activity for days then inactivity for weeks to months followed by an extremely detrimental and negative view of it's own players, playerbase, other playerbases, lore, and frequent support, has been nothing but detrimental to itself and it's players. Before any supplements or additions aimed to fix the CAs issues, I want to see the CA fix itself to where the core issue holds, and not hoping a goontype CA can come in and fix it. This comes off as harsh, and that I know, and it can be perceived as spitting upon the effort a lot of people have put into their work and roleplay. Unfortunately, I think there is a long way to go in the CA succeeding but it is not my intent to say the CA or its players are bad. I am just out of options on how to say what the problem is in the nicest way possible. This CA can succeed, it's players can succeed, and it's roleplay can succeed. We saw it earlier last map with an even worse version of the current lore, and years too before that. I know it can happen, and I know it can work, and it's this mentality that has shattered the morale of the lore and its useage at the moment. Once this happens, we can consider expanding and giving more assets to the playerbase. I apologize for the poor, very late news, have a great day.
  25. Ioanna Kortrevich ponders over the announcement of this liberating force, thoughts wandering to the recent loss of her uncle Alberic and his efforts to combat the damned. Perhaps this was GOD's further wish for his Cometborn, she thought, to seek those of the Shadow by force and bring them into the Light.
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