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[✗] [Lair] Runeheart

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ArgentEra

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Unity.

A concept that seems so simple on parchment. Yet time and time again it has been proven that it can be gotten one of two horrid ways: through total victory, or absolute loss.

The gathering here, it was earned through the latter. King Quill Runeflower had seen this before, time and time again. His father’s home was stripped from the mousefolk in the fields of Dunfarthing, and then a second time by the hands of the Mountain’s ire.

Now, it has been taken a third time, but this time, Babblebrook was not the only one lost. 

Only now, as Runeflower gazed at the gathered council, consisting not only of his fellow musin, but of descendants of varying sorts, all bearing their own grief, their own rage, did it dawn upon him.

Babblebrook was his father’s dream. A place of unity for the musin.

This group?

This was his.

Unity over shared dreams, not of race, but of intention. Peoples bonded over a shared goal of survival, the dream of bearing a place that they might safely exist alongside one another and improve the world. 

He cleared his throat, and smiled, “Friends. Let us begin.”



 

Lair PRO name:

ArgentEra [Quill Runeflower]

 

Lair name:
Runeheart

 

Primary lair color:
Lilac, Sage and Orange (pale purple and green)
[Groups within bear their own individual banners]

 

Proposed Lair Locations (Highlight/draw at least three on the map):

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Tiles colored and numbered.
If on tile given #1 priority, we do have a spot we are eyeing as a location.

 

Lair Members:

ArgentEra (Quill Runeflower), Nepir, 6Dark (Walter), Mega_Huskey (Nemea), flashberry (Loricia Yeshi), VaporwaveParrot (Ashwood)

 

Lair Lore

Group Explanation:

 

During the war of Imperial Expansion, several leaders of Urguani vassalages found unity under one purpose: Ensuring that their ways of life were permitted continual existence. Three vassals of the Grand Kingdom of Urguan have united, in hopes of remaining free from the emperor's grasp. 

Solaeum, a haven of alchemical thought and magical innovation. Once constructed to serve as a haven, times have shown that greater connections were needed to ensure they would continue to serve this purpose. Their belief, Na Lorgiarí, meaning in the Solæn tongue “The Seekers”, brought together from a clash of cultures such as Tîrmälka, Kæmhan and the near-defunct Alitheia from separate founding members of Solaeum. The belief, in essence, characterized by its strong faith in that a descendant’s essence is not unlike a twinkling star in the sky and that, upon death, that star will return upon the night sky again, being now wiser than it was before. It also holds an important belief tied to the stars, seeing meaning in constellations as messages or clues from the greater god Dagda to uncover further truths of his creation, the only task we have been given as a species by him - To discover. Founded by Nepir Rosalis, the once-guild which housed scholars and seekers of knowledge developed into a haven for the others in their time of need, and now join them, sharing that mantle.

Redtail Grove, a small group of druids seeking to change expectations of druidic circles. The tired, the wounded, both were tended by Redtail; and rage built in their hearts of the injustices and destruction caused at the hands of men that cared not for the harm they wrought. Their leaders bearing up fighting spirit to defend their home in Urguan, as well the entire realm of Azuras against those that would see it burn for greed. In order to ensure their ways did not die following these battles, their leaders joined in alliance with the others. Even if their home falls, their Grove shall outlive those that seek their ways snuffed out.

Finally, the musin of Babblebrook, the first victims of the war, and those that have sought time and time again peaceful places to rest their heads and raise their families, free of the shackles their ancestors once bore. Their king stands at their helm, swearing an oath that his people shall never know subjugation again. During their evacuation of their home in Goldleaf Gap, the majority of their numbers were youths, seeking shelter amongst those they trusted. Now, they bear powerful allies, and that oath shall be upheld by tooth or by tail.
Upon the announcement of the Urguani plan to fight until their nation falls or the Empire splinters, leaders of these groups gathered within Soleum, and a plan was discussed and laid bare and these three entered into pact: They shall work together and form a space where their peoples might co-exist without fear of imperial oversight or eradication by external hands.

And so it began. Three peoples, woven into one, united.

For hearth and for home.
 

The Core Tenants

 

The Duty of Innovation: The group partly exists to encourage finding a balance between druidism and voidal magic, to determine if there is any method of finding a neutral ground. Additionally it serves as a place of alchemical innovation and higher thought. Any and all progress made by the order is seen as fulfillment of this duty, whether that be creation of recipes or physical craft.

 

The Duty of Preservation: Another of the primary goals of residents is the preservation and sharing of knowledge that is at threat of extinction. The causes of this extinction may be due to limited spread of recipes or teachings, the death of communities in the server that held these teachings, or for any other reason. To preserve knowledge is a duty of the entire community. 

 

The Duty of Defense: Members of the order have sworn to assist one another, to ensure their mutual survival. This means assisting one another in matters of medicine and battle alike. To tend to one’s people is to ensure they will remain. 


The Duty of Community: A cornerstone of musin culture, the community is the core essence of Runeheart, and tending to their home is a matter of expectation. Chores belong not to any individual, but Runeheart as a whole. Tasks such as mining, farming, tending of plants and communal spaces are treated with high regard. 

 

Method of Leadership

The leadership of the lair is operated thusly: A council of representatives of each included magical group  (and cultural group when available), under the central leadership of one King Quill Runeflower, who remains bearing his title from his beloved home of Babblebrook. Runeflower serves as tiebreaker and mediator during meetings, however decisions are made primarily by this council of representatives so that all groups have a say in governance. [Council-supported monarchy].

The council at the time of submission of this document consists of several of the individuals listed above. Representatives of each of their communities, they bring to the table knowledge of magics, crafts, and culture, serving as the firm foundation upon which the denizens of Runeheart may build.

 

The First meeting of the Council

The council of four first gathered together in late February of 2026, discussing around the council table of Solaeum their purposes, their concerns, and their hopes for the future. This meeting was joined by two honorary members of the council, who oversaw the proceedings.  

The council discussed concerns about ongoing strife across various communities of Azuras. So too were discussed offers that had been made to Babblebrook in the past, that, due to the qualms of various residents, were deemed impossible to live within.

It was decided that if the groups were to remain together, the community to stay close-knit, that they would need to find a place they could exist in hiding.

And so, it was decided at this meeting that scouts should be sent out to find a place for their future home. [See location options below]

So too at this meeting was Quill Runeflower decided to lead them. Not by the musin himself, but by the others at the table. They insisted he retain his title, and they trusted his judgement in leadership. He would serve as a neutral force in the extremes of magics that were represented in their number, and would bear up the duty of ensuring that a suitable successor be chosen to fill his shoes when the time came. 

So too did the musin insist that the community be council-led, that all peoples therewithin bear a voice in their leadership. He would serve as the head, yes, but he would not be the absolute voice of decision. 

What led up to formation? [Summary]

Events that led to the decision of lair formation include the following:

-The historic hunting of individuals of voidal and magical influence.

-The usage of ‘magic passes’ prescribed by the Empire, requiring all individuals with magic within their lands to be registered with the state.

-Ongoing secrecy of magical subsets and gatekeeping of magic as a whole. 

-Large scale death events of druids in larger groves.

-The fall of Dunfarthing on Aevos, and the war between the Empire and Urguan on Azuras, both of which were greater wars fought by humankind leading to the removal of a primary RP hub for mousefolk on either map.
- The oppressive and sporadic nature of the empire, which made joining their numbers a non-viable option. 

Lair Build and Infrastructure (photos required, give dimensions):

Current build fits within a 67x65 space (60 blocks in depth). This was measured with space surrounding buildings for purposes of pasting.
We selected to show major RP spaces. There is housing throughout the build, and additional photos can be provided if necessary.

A schematic can be provided by our builders for easy pasting.

 

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Why can this group not fulfill their roleplay niche in an existing settlement or nation? (Give a detailed answer and examples of how this has not worked in the past.):

Given existing laws in Imperial nations regarding the tracking of magical individuals, the group would not be able to safely exist within the majority of nations of the server. The ones that would be favorable to their existence are at risk of destruction due to the Imperial war.

On a racial standpoint for our mousefolk residents, the musin have had homes stripped of them on multiple occasions due to wars performed not by themselves; but upon the nations they found haven in. Ongoing threats to beastfolk races has increased tensions. By establishing an exterior haven, it would allow this niche community a safe space where they have representation in government. 

With the increased mistreatment of beastfolk races, via attempts at hunting them, or IRP harassment, attempts to move musin of Urguan into the Empire or their allied lands, would leave an opportunity for mistreatment due to not only their race, but also their allegiances. 

Runeheart is recognized by its council as a home of the musin, a space where old and new mousefolk [meaning both new to playing the race, as well as returning players on new characters] may create a space that is truly their own and develop their culture without simply absorbing existing descendant culture or keeping their heads buried. 

The musin of the world are as wide and varied as descendants. While there are smaller communities of them about the server, their belief systems and cultural practices differ so greatly, that simple absorption would be a loss of opportunity for those that wish to develop their own niche.

Examples of ‘hunting’ of beastfolk as a whole may be seen here: https://www.lordofthecraft.net/forums/topic/263152-imperial-decree-exterminatus-order-beastmen

While this post does not specifically include musinkind, it was written prior to the Imperial War of Expansion and demonstrates a distaste of beastfolk as a whole.

Examples of harassment of musin include: musin children that have been harmed by descendants (kicked, rocks thrown, etc), a human that gravely injured a resident of Babblebrook via throwing them down a hill, giant mouse traps (such as ones in Alba at beginning of map), and one event in which Quill Runeflower himself was threatened with crossbow by Imperial guards due to trying to break free of an attempted kidnapping by an imperial, during which he stated ‘I just want to return home.’ These examples are only inclusive of ones that occurred on Azuras and are not a complete list. There are many more from the age of Aevos and even Almaris that have been omitted.

By creating a dedicated space for the mousefolk, Runeheart will ensure that these cultures will have a place to be built upon, or remembered in the event that a portion of that niche community dies out.
Regarding magickal residents, by encouraging the interaction between the natural and voidal magics, this aspect of the lair would be treated with distaste by other existing magical groups. Due to this, it was determined the best course of action for those that wish to see this happen would be to form a lair.

An example of tensions between magic users include disconnection efforts by larger druidic groves for association with individuals of ‘dark’ magics. The active hunting of voidal mages and shamans (namely witchdoctors) in various communities; and historic tensions between voidal, druidic and shamanic groups in general.

Additionally, forms of alchemical knowledge that are seen as ‘taboo’ would hold a home here. It could be safely practiced, tested, and taught.

 

How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at-large?:

By serving as equal parts haven for the war displaced and educational facility, Runeheart will offer a space to the trusted scholars of the world to contribute developments of alchemy and magic alike without fear of their innovations getting them killed.

Ideally, the group aims to not only expand magical innovation but add to technological as well, offering a safe space for those of similar viewpoint of the world that wish to contribute to progressive thought. 

In time, should the world calm; so too would the group offer their skills to assist in world scale events (ST events) and their expertise on a smaller scale to individuals or nations that come to them for aid.

Runeheart is not inherently meant to serve as a combative opponent for the greater world. It’s a sanctuary of knowledge and various cultures. 

Regarding benefit for the musin playerbase as a whole, please refer to the explanation provided in the prior section.

 

How does this benefit (ST) story/lore development?

In the event that new magics get passed, and knowledge of said magic’s existence be spread to the greater world. The council of representatives shall take to it a vote if they shall place a call to individuals bearing such magics, in a desire to see them develop safely. 

 

This will grant the ST an opportunity to have a space where they can more readily test how new magics can interact with existing ones. It offers a space where upcoming magical groups may call a home, should there not be a ‘good fit’ in the existing world and if formation of a lair for that group is not an ideal situation for the grandfathered players.



 

Goals for the future

Should this community continue to grow, we would love for it to one day become its own nation. For the time being, due to community size and purpose for existing (that being a hidden haven), it is better suited toward lair status. We aim to continue to grow this community in a structured, safe manner, which will one day be able to offer space for curious new players that may wish to be in a more ‘high magic’ setting.

Our existing council are members of the community that have been either around for quite a long while, or have experienced a variety of different social climates within the server. Many of them are bearers of TAs and wish to see teaching of alchemy and magics continue without being ‘gatekept’ (a term that I personally am not a fan of, due to the severity of the implication). 

If I (ArgentEra) were to compare the potential of a nation to anything social wise, it would be akin to Dalaran from WoW, meant to be a more neutral force in the world that assists in times of need or for purposes of encouraging change in the world through in a more peaceful, restrained manner, than via wars. 

 

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this feels more akin to a Settlement then a lair if your goal is to become a nation, so I'd try that. Lairs are meant more for magical loser nonsense (like Necromancy).

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Thank you for the suggestion, Kanuk. But as explained, we felt it better suited to a lair due to wishing to remain free of any existing nations.
This being stated, we would love to expand to a grander status in the future, should the social landscape allow for it.

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Hey, I sympathize with you heavily, but you're going to have to see where Kunuk is coming from. Lairs are usually meant for people who have absolutely zero places to go remaining. Applying for a lair is annoying and takes forever and, if you can ever get acceptance as a vassal under any nation, you need to try that first.

Just wanting independence isn't enough to warrant a lair. We weren't granted one when Musin was first made, and it's quite poor for roleplay to have a lair as opposed to a vassal.

 

I'm not against the Musin having a lair, but I'm going to let you know your chances of getting one accepted is very low. You're not in the midst of a complete server-wide genocide like the Hou or the Kha are going to be, soon. Trust me: Try your luck with like, Koyo-Kuni or Idunia or the Empire.

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Of course, and I am by no means trying to shut it down based on their desire to be helpful. It is a concern that I no doubt believe that several people will raise. However, as the war went on, we considered our options, and IRPly for our gathered group we felt it the best option for our intended goal. 

I appreciate the input, and will respect the decision of the moderators/story team/etc that is in charge of making this final decision. 
 

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The point of a lair is to host a small group that does not otherwise fit into existing nations, vassals, or lairs. Runeheart fits into that exactly. Our characters all have reasons that prevent them from joining or aligning with existing nations or vassals. Finding a character that refuses to live anywhere else is genuinely like pulling a common card.

 

Anyone who intends to argue that lairs are for darkspawn groups need to realise that darkspawn nations are entirely possible and darkspawn vassals aren't rare, but darkspawn lairs are made anyways. A lair can fit a coven-sized group so that it can grow. We are a coven-sized group with the intent to grow.

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Musin should get a lair 100%

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I agree with Kunuk and co. there. Musin are not actively hunted nor evil group so instead of waiting half a year for a denied lair app you can thrive as a nation's vassal. On the other note i think if there are enough musin perhaps make a nation app? It would be more likely to get trough the painful processes of lotc. I am with you guys by heart but i know how that will end by experience.

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14 hours ago, Oracle. said:

That said, Musin are welcome near-everywhere, including the Empire; a centralised 'high magic' setting is coming soon2122.png.

Simply saying they are welcome ooc is vastly different to what reflects irp, when, speaking as Musin's host for the past year, Urguan, every time they venture into empire land, they are assaulted and treated like actual pets and accessories according to every rally, emergency, and complaint. 

 

And since the map is quickly turning into Humans of the craft, nobody sane or fun-loving wants to vassalize under the empire. "Bring something new to the server" isnt too difficult when the only other option is vassalize to human empire #320.

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18 hours ago, King_Kunuk said:

this feels more akin to a Settlement then a lair if your goal is to become a nation, so I'd try that. Lairs are meant more for magical loser nonsense (like Necromancy).

Nowhere does it say lairs are only for magical nonsense

 

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Application denied.

 

Lair team believed this group could easily mesh within a nation, and that could be easily explored before deciding to make a lair elsewhere. Lairs are an absolute last resort - they should not be explored first for getting land. 

 

There was also shaky reasoning and extra bits of lore that were disliked. Musin in particular are universally welcome everywhere and even have small sub settlements under some nations they could easily blend into. Further, encouraging a basis of the group to be for LT and ET interaction is kinda bleh - why should one group depend on getting interactions over others? It just seems a bit tough to justify. 

 

A final thought, i get you are vassals on the losing side of a war, but if the chief concern is being attacked as soon as you leave, for what purpose would a lair bring but to stall the inevitable by a month or two?  I’d recommend trying out for some land under nations, vassals, or cities, and establishing your group that way. You got a good start merging up three smaller groups into one constituting a more sizeable group of people.

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