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Norgeth

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  1. IGN: Tharmekhul DISCORD: norgeth_ CATEGORY: Figura NAME OF PIECE: Frankish Chieftain - A Community Leader [This Piece has a good few emotes that would be good to share, so I’ll put a zip of the figura in this submission, hold an item renamed to "Cʜᴏꜱᴇɴꜱ' Gʀᴇᴀᴛꜱᴡᴏʀᴅ" to view the sword] - LINK
  2. IGN: Tharmekhul DISCORD: norgeth_ CATEGORY: Visual Art NAME OF PIECE: FIGHT FOR REINMAR! - A Propaganda Image
  3. FRANKS - TRIBES OF THE FRANKTIR ᚠᚱᚪᚾᚳᛋ × ᛒᛁ ᛒᛚᚩᚩᛞ ᚻᛖᚱᚩᛖᛋ × ᛒᛁ ᚹᚪᚱ ᛒᚪᚱᛒᚪᚱᛁᚪᚾᛋ "They were the ones to carve the ancient faces upon the mountains, and they were the ones to erect the Elder Monuments of the Franklands. . ." - A Minitzian Scholar, Early Aevos Overview & Origin Tribalistic Highlanders, born of early Jorenic Folk in days-gone-by, the origin of the Frankish people is one shrouded in mystery and myth, and though it is universally agreed by outside scholars that these barbaric and hardy people are somehow connected to the ancient inhabitants of Edel, it is not agreed on when they arose as a distinct cultural group, nor is it known how exactly they arrived upon Aevos somewhere in the distant and far-flung past. Frankish sages and aged wisemen tell a differing story, and though it often changes from tribe to tribe, the general idea of an elder war between brothers, and the splintering of kingdoms there-after is always present. Franks, physically and culturally, are hardy people, stubborn to the core and unyielding in war, conflict, and ruinous change, they are often unable to change their worldviews, often to their detriment or fault. Strong and tall of body and generally fair of skin and hair, the Frankish tribes had, until recently, lived in the central Aevosian heartlands for untold generations, with their people having a strong inclination to that general landscape, often being skilled forest trackers and mountaineers, in conflict either taking up ranged weapons such as bows, primitive crossbows, and javelins, or heavy melee weaponry such as axes, imposing swords, and large-bladed spears. Both men and women of the Franks are allowed and encouraged to fight when their way of life is threatened, with them being known for their extensive use of blueish woad warpaint, such being applied in swirling, runic patterns before each battle without fail. Culture & Traits Franks are a tribal Highlander people “native” to the Aevosian continent whose technological level is typically that of the late-bronze age, though several tribes are known to also use iron tools and weaponry. An agricultural people supported by hunting, gathering, and other sources of food, Franks use what they are given to its utmost efficiency and usefulness. The Frankish tribes are typically considered rather barbaric and uncivilized, though are known for their loyalty and honour to those they respect and swear oaths to, be them fellow Frank or outsider alike. A fierce and warlike grouping of disparate tribes that are occasionally united by common cause, honour or other means, overall, the Franks are not to be messed with without caution less you meet spear and sword, axe and arrow. . . PHYSICAL CHARACTERISTICS Might of Dagodurnos - Franks are a strong people, tall and mighty in stature and formidable upon the battlefield, rarely standing below 6 feet in height, often a few inches taller, able to reach the maximum human limit with general ease and proper nutrition. War and conflict comes naturally to a Frank, them picking up the use of new weapons and military tactics easier than most, for even before the arrival of the primary descendant host, the Frankish peoples practised endemic warfare often, tribes fighting against each other, either alone, or in honour bound coalitions and alliances. Endurance of Katurix - Those of the Franktir are a hardy kind, able to walk for days on end with little tire and shrug off minor wounds with little pain or discomfort, both traits akin to a trained soldier. Frankish villages and resource encampments were traditionally separated by vast swaths of land, be it mountain, plain or forest, with their inhabitants being used to travelling long and far to complete their goals, whatever they may be, for war, peace, or otherwise. Blood of Joren - Born of early Jorenic settlers, the Frankish tribes are used to somewhat colder conditions and lack of insulated or more modern shelter, many a Frank only having a fire to warm them during a chilly winter night, and while the Franklands as a whole are warmed during the summer and spring, it’s traditional inhabitants often find trouble when in more arid, dry locals, with Frankish explorers often noting their great discomfort when exploring searing desert or savanna. Franks possess pale skin and lighter hair, often ranging from a simple blond or brown to a more complex rusty reddish hue, with eyes often being blue, green, a mixture of the two, or rarely, a light hazel. Devastated Population - War and conflict with the primary descendant host, specifically the technologically superior Reinmaren of then Minitz has devastated the population and livelihoods of many if not all Frankish Tribes. Most traditional sages and wisemen died during the early years of the first conquest, and even more perished during the second, the Franks are now a scattered people, either living in half-ruined camps sites still within their dwindling territory inside the homeland, or beside the very people who brought such devastation and destruction upon them, these Franks having to put aside their stubbornness and accept that life will never be the same as before the “Sea People” arrived on that fateful day. CULTURAL CHARACTERISTICS Word is bond - Franks value loyalty and the keeping of oaths and promises above all else, with it being well known that if a Frank promises you something, it surely must be upheld, less the tribesman in question is without sanity, or worse, corrupted and black of heart. To the Frankish tribes, your word is your bond, and you are to stick by your beliefs and values even if they harm you or your family, this often leading to more traditional Franks losing everything because of a prior agreement gone wrong. Hero Veneration - Traditional to the Frankish way of life is the effective worship of the ancestors alongside the Creator, in particular specific “Hero-Gods”, these being Franks and even well known outsiders who have done great deeds in the eyes of the Frankish tribes. These ancestral deities are often local in scope, only being worshipped by a handful of tribes, perhaps only one if the ancestor in question is of such a small scope. On the inverse, if a Frank, or more typically an outsider deals great pain to the Frankish tribes as a whole, refusing to redeem themselves or atone for their actions, then these deceased men are sometimes thought of as “Villain-Gods”, something that is reviled and whose name is spoken only in hate. In the modern day, many Franks will state their religion as Canonism, either to avoid persecution, or due to honest belief in such due to conversion, even if the True Faith’s tenets and teachings are often half-heartedly adhered to. Way of the Elder Sages - In those days of yore, Franks are said to have carved great faces upon the very mountains and raised monuments of immense proportion and grandeur, with many failing ruins and structures dotting the traditional homeland of these people in central Aevos. Many Frankish tribesmen attribute these impressive and impossible creations and myths to that of the “Elder Sages”, and certainly, some of their influence and wisdom remains within the Franks as a whole. Individual tribesmen are known to be quick learning, easy to adapt information and their studies into all manner of pursuits, be it alchemy, mundane crafts, or historical research; inversely, whole tribes and their allies have been said to cooperate and complete tasks with surprising speed and efficiency. However despite these positive cultural attributes gifted by those ancient wisemen, Franks as whole are typically very stubborn and blunt in their opinions and words, at times even appearing rude or disrespectful to outsider mindsets. A Homeland Lost - The traditional territory of the Frankish tribes, often called “The Franklands” is a quickly dwindling area where Franks practise their ways, unchanged by the arrival of the primary population of descendants. This landscape, devastated and ruined by war and the settlement of others, is one set to disappear within the next generation or two. Many Frankish monuments and runestones have been toppled, the history contained within being lost to the winds of time, additionally, most Franks feel a strong sense of both guilt and loss when thinking about their homeland, for if they had changed their mindset during and after the first conquest and arrival of early Aaunic settlers, then perhaps they would have been given allowance to live as they did for generations. Others feel angry and spiteful, filled with wrath to who they view as foreign invaders. Confirmed Sub-Groups & Known Tribes Due to the near destruction and evacuation of the Frankish tribes out of the Franklands as well as the tribal nature of the culture, there are many groupings of Franks that dot the lands, the following are a list of known tribes and tribal collations that exist in the modern day, known to the Franks as “The Age of The Sea-Peoples” or “The Age of Loss” depending on how hateful the individual is. [THIS LIST WILL BE UPDATED OVERTIME. PLEASE MESSAGE ME ON DISCORD IF YOU SEEK TO HAVE A GROUP OR TRIBE ADDED TO THE LIST.] - Rein-Frankish Tribes [Live as Tributaries in The Principality of Reinmar] Tribe of Uxelosii [Lead by Mogurix, Son of Garomaros] Other Followers of the Hawk [Unknown amount of tribes and individuals] - Remnant Franklands Tribes [Illegally Live in the Heartlander Confederacy] Unknown small amount of tribes and individuals [Not United, Exist as Disparate Groups] Credits I want to greatly thank and credit the following people for helping with this project and culture, if you helped in the original Franklands events and want to be credited, please send me a message on discord and I’ll add you right away, I feel it is very, very important to honour those who made the culture/events in the first place, many thanks. Overall, the inspiration and general vibe/basis for the Franks is the continental Celts of Gaul/Gallic peoples, with the addition of a small set of Brythonic Celtic elements/ideas as part of my own contribution. Madone2k - Original Frankish Lore/Event Writer MiniGuy - Original Frankish Lore/Event Writer Norgeth_ - Primary Post Writer Titanium430 - Proof-reader The Reinmar Community - Helping out IRP & OOC to allow this to even be written Aswell as SimplySeo - Trait Formatting Style
  4. Mundoberht of Tuhrosweyk, Primitive Warrior & Zealous Devotee of GOD prepares his spear, sharpening its Kingstone point as he then stood up, raising his weapon high! "DOWN WITH THEM! THEY, LIKE THE SOUTHERN SWAMP-MEN, WILL BE WIPED OUT! FOR DEYWOS, FOR GOD!"
  5. [!] Two missives, written by the same author in side-by-side years, arrive soon after each other, finding their way to their intended reader through courier, mailbox, or otherwise. TO ASK OF RECOMMUNION By Mundoberht of Tuhrosweyk, Messenger of the Owynhar Alliance - 1970 @MadOne A REQUEST OF ENTOMBMENT By Mundoberht of Tuhrosweyk, Messenger of the Owynhar Alliance - 1971 @LithiumSedai
  6. This is pretty cool, I commend the amount of research that was put into this! +1
  7. SELLING SKY-PARCELS ISSUED - YEAR 410, OBLAZEKI AGE OF DIASPORA BY HIGH ELDER, DOCTOR PROFESSOR XOB WOBSON [!] An example of Prime Sky-High Real Estate I, Xob Wobson, Skylord of Airdria and Gnomendil hereby decree that the sale of Sky-Parcels within my ruled territory is officially open, anyone seeking to purchase Sky-High Real Estate should send a message via bird at once, for it is only a matter of time till all available plots are claimed by righteous and knowledgeable investors. The Skies under my control cover the entirety of The Exilic Kingdom of Numendil’s Airspace, including any and all vassals of theirs that lay claim to earthly lands, your plot could be anywhere in this vast airscape of wonders, clouds, and already existing Air-Space Domains. All purchasers are to sign the following contract, with edits and changes being permissible with the permission of myself or my direct appointed representatives. Each 10x10x10 plot of Air-Space will cost a total of 250 Mina in a single payment. [!] Taxes are only to be levelled upon those Airspace Domains that are deemed “Skyclaves”. [!] Taxes or Tithes to Xob Wobson or his representatives will be decided at their own discretion. All who purchase Sky-Parcels must recognize the leadership and rule of Xob Wobson, acknowledging his authority in all matters relating to your sky, for you control it in his grace. [!] Xob Wobson reserves the right to search Air-Space Domains without a permit. [!] Nobody can stop or deny Xob Wobson from enacting his will when within the clouds, for his word is law. Additional clauses and edits to this contract can be and will be levied upon the purchaser if deemed necessary by Xob Wobson or his direct appointed representatives. [!] Xob Wobson is free to revoke Air-Space if he deems your Domain to be a danger to others, or in violation of his law.
  8. Was very fun and enjoyable to write with @Titanium430! I think it's an epic concept overall! +1
  9. "Wow. . . Now this is shameful - Seems like they are really making themselves look like fools" Spoke Egbert Sompe, Proud Denizen of Adria and Happy Employee of Aldersberg as he patted his Loyal Mule, nodding to his steed.
  10. "Dewos Vare-wedn Noibio Caius I" Spoke Mogurix in Frankish after reading the document, nodding "May God guide His Holiness to purge the profane and horrid . . ." said the converted tribal.
  11. Xob Wobson, Elder of the Gnomes and Wisecap of Oblazekos read over the missive from his home afar, placing it down with a nod "Oi nae know whoi people think Oi'm ah faereh. . . Oi'm clearleh just ah man, ah man whose race was given powah boi teh Ancients. . ." said the little fellow. Mogurix vo Uxelosii, Frankish warrior and tribal leader also read over the missive, sighing as he folded it to place away "My tribe did not convert just to have those who claim to be the most virtuous align with and tolerate the profane that mimics and despoils my own people's myths and those of the Elder Sages. I pray to GOD and ask the Ancestors to guide the Men of Harren to see their fault. . ." spoke the Frank.
  12. Law in Mugmar’s Circle As the Titan spoke in 171 SA. Order and law are an important method in the curbing and discovery of wrongdoing and connection to malignant forces. As such, various edicts and commandments have been levied upon us of Hazum, to be interpreted and enforced by all those willing to heed the Titan Mugmar’s demands. I - Respect the hills Do not damage the land without purpose or meaning, if you are to build a building, build it to last and never to fall or crumble. The hills are Mugmar, and Mugmar is the hills, raise mounds and monuments in his name when constructing any building, work around and with what natural hills and inclines dot the landscape of our encampment. Do not allow for intruding cultures or beliefs to take hold in your heart, for the hills show us our path, just as they have for countless ancestors. II - Know your place The Voice speaks for Mugmar, he is your chieftain and spiritual guide, listen to his orders and demands, for such is the will of the Titan just as it is spoken by the Voice. Know that your elders superseded you in wisdom and knowledge, respect their words and heed their warnings, to throw away such is without mind and heart, as their wisdom is what remains of Hazum. III - Act with honour You are of honourable ilk, born of Rug and shown the path of truth by the Titan Mugmar upon Hazum. Act with honour at all times, do not steal from, enslave, or demean others, for such is against the good heart. Do not let rage overcome you, allow not anger to control your actions, instead let honour and wisdom guide you to choices that would please the hills and all below them. Follow your oaths and promises, for your word is what binds contracts and solidifies friendships. Listen to those you pledge fealty to and follow them when it is honourable and just. IV - Revile the dark Those of black heart and spirit are not welcome, for they bring chaos, disorder, and ruin upon our encampment. Thieves & criminals are to be banished from the circle, while those suspected or proven of malignancy and dark sorcery shall be executed or sacrificed to Mugmar if possible. Known users of blacked magic or undeath are to be exterminated on sight, their wretched lives forfeit to Mugmar and those who follow his lead within the Otherworld. VI - Laws of the small Outsiders are to be treated with respect and dignity unless suspected or known of wrongdoing, show them honour and treat them as guests. Do not harm those directly invited via Guestrite less they break such themselves. Mistreatment or insult of Mugmar’s domain is to be considered an act of violence and should be acted to accordingly and justly as dictated by the Voice and his words. - Bor of Hazum Voice of Mugmar & Chieftain of Hazum
  13. A GUIDE TO MUGMAR’S CIRCLE Issued by the Nor’Velyth Travel Agency on 170 SA. [!] Mugmar’s Circle at its founding, Circa 163 SA. BASIC INFORMATION Officially incorporated into the Ashen State with The Treaty of Mugmar's Circle in the year 163 SA. Mugmar’s Circle, known to some as the Hazum Encampment and to others as the O-Ga Camp is a small, isolated grouping of tents, yurts, and standing stones located deep within the enchanted forests of Nor-Velyth, being home to the Men of Hazum, more commonly called “Hill Giants”. Lead and guided by a religious figure known as the Voice of Mugmar, the circle's primary denizens are a semi-pastoral culture of Krug’s kindred, hailing from the now sunken isle of Hazum, them being a tall and stoic people, preferring dreary, rain drenched hills and dense, fog filled forests to the deserts most commonly associated with orcish-kind. Those of Hazum are known for two things, their intense religious zeal in a spiritual figure known to them as Mugmar the Titan, and their eating habits, with their appetites being quite prestigious and expansive, especially when it comes to the regular feasts and moots held by the camp’s citizens. THINGS TO DO AND REMEMBER It is important to remember that while the Men of Hazum are overall friendly and kind to the common visitor, they are still affected by the Orcish curse as given to Krug’s kin by Iblees, this is to simply say, do not intentionally aggravate or upset the citizenry of the circle, them being quick to anger and upset if given valid reason. Overall, it is heavily advised that both the shrines and mammoth herds are left alone unless directly shown to you by a permanent camp-goer. If you're especially lucky, you might be given a gift of mammoth cheese or some other craft made by those of Hazum, treat this as an honour, as much work goes into everything made in the circle’s boundaries. Do not refuse this gift, it is a tradition to give gifts to those liked by the Men of Hazum, refusing would be considered rude and disrespectful to their hard work and hospitality. IMPORTANT FIGURES Bor of Hazum - Voice of Mugmar @Norgeth Dur of Hazum - Official Baggis Taster @Titanium430
  14. 1st Edict of the Great Golden Boar Issued the 18th of Malin’s Welcome, in the Year 168 of the Second Age HENCEFORTH it is decreed with royal permission that the Great Golden Boar Hunting Club is the lawful authority and manager of hunting within the Kingswood of Aran-în-Eryn, including trade of any and all resources and game-meats sourced from the royal forest. Trade of game-meat, foraged foods, building resources [barring the act of logging] and the sport of hunting is to be regulated and monitored through the ownership of a license that is to be held at all time during the activities mentioned above, these licenses are to be scribed on a case-by-case basis by Forester Harmund dey Norgent for the price of thirty mina, marked with the name and signature of the party seeking the permission to hunt within the Kingswood. Forgery of these documents will be considered a criminal offence, to be rectified by the fining of one hundred and fifty mina and the removal of the fingers upon the scribe’s dominant hand, that being determined by the official carrying out the legal punishment. It is also of note that the previous laws put in place by the Royal Edict for The Preservation of the Kingswood of Aran-în-Eryn are still in effect, meaning that logging is considered Illegal and punishable as described in that previous edict. Thusly it is heavily advised that all prospective hunters, gatherers, or otherwise seek out Forester Harmund dey Norgent to obtain a legal license, lest they be found guilty of lawbreaking. Signed, Harmund dey Norgent, Forester of the Kingswood of Aran-în-Eryn, Proprietor of the Great Golden Boar HER ROYAL MAJESTY, Tar-Caraneth Aryantë of the House Arthalionath, by the Grace of GOD, Queen of the Númenedain, Princess of Númenost and Minas Amath, Protector of the Adunians, Master of the Sharadûn, Templar of the Archangel Michael, Knight of the Realm
  15. ESTABLISHMENT OF THE HIGH GNOMIC COUNCIL As dictated and designed by Wisecap Xob Wobson of the Incarnate House of Aob Written and published during the four hundred and second year since the Fall of Oblazekos - 166 SA. Long has it been since the fall of Oblazekos, and long has it been since anything resembling a unified Gnomish people graced the realm on which we walk. I, Xob Wobson of The Incarnate House of Aob, declare that such will be rectified, though not conflict and arguments between factions and splintered clans or lineages, but instead through diplomatic moot. Time and time again in my own lifetime have I tried or seen others attempt to establish a home for our collective race, each or mediocre to failing levels of success, this travesty is not due to our inability, but due to the lack of communication between ourselves. Considering such, I hereby announce the establishment of The High Gnomic Council, to be convened when deemed necessary at wherever location is appropriate. Its purpose is to ensure the proper upholding of sacred tradition and the collection of all Gnomish factions currently present on Braevos for the purposes of debate and discussion regarding the future of the Gnomish people and the hopeful unification of our splintered and fractured race. Those with interest in being a councillor are recommended to contact myself or any other member of the council, it is imperative that all Gnomish groups and factions are accounted for, else this mission fails without meaning or purpose. - XOB WOBSON OF THE INCARNATE HOUSE OF AOB Lord, Doctor Professor, Laird, Commander, High Elder, Wisecap, Hypernaut Captain of The 1st Fleet, Patriarch of Aob’s House, Holder of Oblazek’s Cap, Author of the Gnominomicon, Etc. Contact Norgeth_ on Discord for more information or if interested in joining the council.
  16. A COSMIC BUSINESS DEAL [!] Do not metagame this Arcane Displacement Adventure Tirsbeisuchel | The Grand Markets | Trade, The Flow of Goods, & Uncountable Wealth A strange plane of endless markets and bazaars, selling all manner of goods and spices in a seemingly infinite variety. The denizens of this far-flung world were of what seems to be extremely varied origin and ethnicity, them all claiming to have come to the great markets to sell and gain fortunes beyond imagination. Ruled by an eccentric merchant lord whose name is often spoken in reverence throughout the sprawling tents and shops that make up the world of commerce and trade. “That one, that one right there” said the ambitious Raev trader, pointing toward the night skies, toward a singular star gleaming in the darkness. “Aye? Oi’ll goh tahre tis evening” spoke Xob, nodding as he waddled off with a salute, moving back to base, preparing for his trip across unknowable distances and dangers. A countdown began, various sirens and loud alarms being sounded as it slowly counted down to zero. Xob stood within a circle of salt, chanting under his beard as he placed a glass helmet overtop his head, sealing to the rest of his armour with a POP, various mechanical locks and mechanisms keeping it firmly in place as the tiny gnome began to shimmer and sparkle, multicoloured sparks flying around his wavering form as he then seemed to simply vanish in a chaotic burst of energy. . . The Captain flew across the cosmos, seeing all manner of worlds and dimensions pass by in a blink of the eye, some prosperous, some collapsing and dead. The trip of unknowable and truly not for the sane of mind, the little Hypernaut eventually appearing with a small explosion of esoteric energy within a secluded alleyway. Xob looked around, waddled out of the cramped corner to see a bustling marketplace, filled with stalls and shops as far as the eye could see. . . Xob began to explore the mostly peaceful land of trade and commerce, eventually finding a large shop filled with the smell of spices and herbs unknown to descendant-kind, he entered with a jingle of the doorbell, the small explorer nodding toward the merchant who stood at the front counter. “Elloh! Oi’d loike toh buy. . .” Xob pointed toward a collection of tins and spice-jars, the Hypernaut taking out a coin purse filled with what meagre money he brought along. “Ah! Welcome! Welcome!” said the merchant from Hyperspace, appearing mostly akin to a human as he looked toward the jars that Xob pointed out “Four Hundred Units” he said bluntly. Xob shook his head “Oi nae ‘ave taht much, but maybeh yer will beh interested en ah trade?” spoke the gnome, pouring out four mina into his hand, showing them to the merchant with a nod. The Hyperspacial Merchant looked toward the mina in awe “I, I have never seen such a currency!” he exclaimed, giving the chosen spices and products to Xob in exchange for what was surely to be mundane in most mortal minds. Xob left the shop with a smile, harmless yet interesting goods in his backpack as he traveled back to that secluded alleyway. . . He drew forth another salt circle and began his ritual, appearing back in the Hypernaut Base soon afterwards. “Ehehehe! Ah good day fer business!” said the little gnome, smiling as he put away his armour, going back to the streets for another, more material adventure.
  17. [!] Two different shamans scribble down letters, them being sent by automaton courier and small fat pigeon respectively. Name: Bor of Hazum Race: Hill Giant/Man of Hazum Type(s) of Shaman: Animist Teacher(s): Mugmar himself Name: Xob Wobson Race: Oblazeki Gnome Type(s) of Shaman: Witch Doctor Teacher(s): Borok’Akaal
  18. Bor of Hazûm read over the missive, gathering those Hill Giants of Mugmar’s Circle together, soon stating “Landlerd ‘as given uhs job toh doh, ahn eht honours Mugmar justleh” he spoke aloud and with pride, nodding toward his good buddies “Honour toh Landlerd, Honour toh Hazûm!” bellowed Bor as he quickly went to work, preparing for any conflicts to come. @Tharranstarbreaker @Titanium430
  19. Dr Professor Xob Wobson, Hypernaut Captain looked toward the letter as it was delivered to him, the small gnome pausing for a moment before looking toward an invention blueprint beyond anything that predated it “Lets ‘ope tis werks. . .Teh Hypahwar will need eht” he mumbled to himself, going back to work with newfound purpose and reasoning.
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