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Titanium430

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  1. Tobiasz Sarkozic smiled as he got news the popular tavern was finally reopened. The merchant immediately began to check his numbers, and estimated a 23.7 percent increase in profits for his nearby stall "What wonderful news, I shall speak to Stefan at once!" he said, setting out to share his economic calculations with his mercantile mentor.
  2. The Maer and Merchant, Tobiasz Maxim Sarkozic smiled as he went about his work — The needless squabbles had been brought to an end by way of amicable and peaceful conversation, leading way to a brighter future for the Adrian people. This was truly a good ending.
  3. Long have the various descendant peoples enjoyed the recreational and medicinal properties associated with herbs of a variety of sources, smoking and consuming them in a myriad of culturally diverse traditions — ranging all the way from the cactus green of the Uruk to the pipeweed of the Halfling. It was simply only a matter of time before a burgeoning alchemist decided to try their hand at enhancing the special characteristics of these herbal mixtures, for both more expansive medical uses, and more strange and exotic blends intended to have more specific, niche uses and effects. Blood Hound’s Snuff [T2] [Common] Created initially by a mistaken alchemist trying to formulate a hallucinogenic powder – the prepared tobacco known as Blood Hound’s Snuff caught on near immediately, first with fanciful nobles wishing for a new experience, and then with professional hunters and even cooks. Providing the user with a heightened depth of smell, this exotic blend offers many interesting uses. Smoke Whispers - Cigarette Addition [T2] [Common] Often used in theater and by those wishing to escape with style — Smoke Whispers treated cigars and cigarettes are a rather recent invention, being discovered by a young alchemist charged with jazzing up show performances in Almarian Providence in Oren. They proved to be a niche yet somewhat popular modification to the well–known potion. Sanctum’s Smoke [T1] [Common] Originally created by religious monks seeking a way to rejuvenate oneself after a long day's work in monastery fields and breweries — it has since been used by all sorts of workers and laborers after tedious and difficult manual laboring or difficult situations that would tire one's body or mind. It gaining popularity among the common and middle classes. CREDITS Titanium430 – Writer Norgeth_ – Writer Elennanore – Proofreading
  4. Tobiasz Maxim Sarkozic smiled brightly as the campground was set up — The merchant went about drafting a trade route for the procurement of needed goods for the fledgling camp. "Wonderful, simply wonderful." He spoke within his new tent!
  5. Ibun Starbreaker read over the missive that had been pinned about the city, a rare look of contempt and anger coming across the young dwarf as he pondered what was actually happening - though deep down he knew this meant trouble "By Lord Dungrimm weh will put yeh in ah grave yeh can nae escape, undying one." he mumbled to himself, before going back to his daily studies and stone-carving.
  6. Soon the news reached Father Rhodri, the monastic-priest reading over the final will with a deep look of regret on his face, regret that he did not spend more time with his teacher. He knelt down in silent prayer for Wert's soul
  7. Father Rhodri smiled as he went about gathering up construction materials "At last, it draws closer and closer - verily, we are blessed." The priest said happily.
  8. Brother Rhodri smiled as he went about farming the vast wheat fields of humanity "The people are generous and good of heart, I am sure we will be constructing the monastery in no time" he spoke as he brought a bundle of wheat over his shoulder.
  9. * The Spirit Grugnar within his Cave. The rocky and cave-like shrine of Grugnar stood at the end of a small and otherwise empty alleyway, three seekers approached with reverence, kneeling before the shrine as one offered a humble clay totem in sacrifice to the mighty spirit. Rhythmic chanting was lead in the elder tongue of the spirits, one master and one acolyte spoke in unison as they called forth the primal energies of the spirits – soon the group began to feel drowsy, and they awoke to find themselves hurtling through the comic void. All was black, yet there was a distinct smell of mud and earth in the distance as the trio fell into a large canyon of red rock, in front of them was the legendary cave of Grugnar. Soon they entered the cave, and heard the sounds of the primordial past echo throughout the cavern. The smell of salt and water hit them as they went deeper, conversing of what to do in this situation, it was then decided that they would call out to the Spirit in the elder language. One by the name of Bjarg’Duhr stepped forward, echoing forth as he called upon the spirit, who soon echoed back from all around, asking of intentions and wishes. Bjarg soon responded, asking to be the spirits servant, their agent in the mortal world… This was accepted, and the pact was made as Bjarg lowered his head – various cave paintings about the cavern lit up, and grew ever brighter, blinding those travellers as they soon returned to their bodies, awaking nearby the shrine. Bjarg knew this was just the beginning of his journey to serve Grugnar, and with humble words did he thank the shamanic master for their wisdom and guidance, before setting off to contemplate what to do next.
  10. Dealing with The Mountain [!] The Mountainous Peaks of Kromdar The isolated cave stood nestled amongst the desolate valley as three uruks approached it, looking deep into the dark depths as they stood ready to embark on a once in a lifetime journey. They entered the cave with reverence, menacing spikes of stone hung from the craggy ceiling as the faint sound of dripping water echoed throughout the chamber, ceremonial drugs were prepared, and soon hazy smoke began to fill the stagnant air of the cave – it numbed the senses as shaman amongst them spoke out in the elder tongue, calling out to begin a walk amongst the stars! Darkness, all was darkness as the three uruks were sent hurdling throughout the cosmic void, before they found themselves falling onto the plateaued peak of a great mountain. They looked around in confusion, searching for any signs of life or activity, but all they saw was endless mountains, stretching to the edge of the world. The shaman once more spoke in the elder langage – the earth rumbled and quaked as something did answer, and it was deeply understood by the spiritual guide, who brokered a transaction or deal between the two other uruks and the mighty Ilzgul, and as it was agreed the very earth split open, swallowing the two orcs into the depths of the mountain itself. Pain, it was painful, yet soon they were spit out by the great mountain. An eternal deal had been signed by the wandering souls, and it was time to start on their part of the bargain… with the sacred words did the world begin to shift, back into darkness as the group began to fall, fall back to the prime reality. They awoke with no wounds or physical trauma, but with a newfound reverence and purpose in life, to serve the spirits, to serve Kromdar in all things…
  11. Full Name of Man - Helwig Von Bardenwig Date of Birth of Man - 1849 Name of Woman - Mathilda Christina Von Alstreim Date of Birth of Woman - 1854 Location of Ceremony - Basilica of Saint Alexander of Furnstock - Joannesport, Sedan Date of Ceremony (Year) - 1888 Name of Clergyman who performed ceremony - Lector/Father Mathurin
  12. Rodrik Eiriksson nods with a smile as he reads the lease to his uncle "A good home, a good profession." he says as he placed the parchment aside, going to stand and make his way to the exit of the building, out to do some now daily chores.
  13. -=[𝅘𝅥𝅰 ]=- “Great fortune awaits those who brave the wastes” PREFACE Out across the vast oceans of the mortal plane lies a strange place of conflicting ideas and goods being traded from across the world and far beyond. Taking the form of an island continent of smaller size, one might assume it to be just another barren rock peeking up from the salty brine, yet this is farthest from the truth. Christened Kaldor by its earliest inhabitants, this land serves as a hub of fabulous wealth and knowledge, being visited by a multitude of cultures and peoples from the farthest stretches of reality. It also serves as a hub of wayfinding sailors, aiding those travellers in navigating the lands of Aos and Eos. LANDSCAPE The surface of Kaldor has almost entirely been settled and exploited, stacked shacks and high rising towers placed at every available place, all the while vast merchant bazaars bustle below. What was originally a barren and desolate rock has been transformed into a venerable cityscape, what land reserved for farming or cultivation of Kaldori Flowers, Saltcorn, and Stone-Faced Ram is used most efficiently, with these small plots exploited for the large profits they make. In fact, land and space are considered the most expensive thing on Kaldor, with fabulously rich merchants giving elaborate dowries of but a ten-metre square plot. The cityscape of Kaldor is divided into 3 segments, that being the north and south, with a central meeting area & bazaar positioned in the middle of the island. The more rocky north is primarily home to the dwarven populations, and the flatter southern portion is mainly home to humanity. At least, that is what was historical, the war having dramatically changed demographics and large portions of the city. A multitude of smaller islands surrounds the main island of Kaldor, serving as receiving and exporting ports as well as residential for the more rural populations. Though still heavily exploited, this is where one might find the personal estate of a wealthy merchant-lord, or a saltcorn and kaldori flower plantation. Due to its strange origins and the remaining energy from its creation, Kaldor itself bears a few strange properties of the metaphysical and mystical variety. Interplanar travellers of all sorts are attracted to it and seemingly bound to it, unable to easily leave until they escape the island by whatever means. This most often occurs on return trips to the material realm by planewalking entities. This is what has allowed the native residents to so thoroughly exploit the travellers, them restricting access off the island in exchange for goods and knowledge. INHABITANTS Kaldor is inhabited by a large variety of peoples and cultures in search of trade and knowledge, but the most permanent inhabitants consist of a smattering of Dwarven and Human families, vying for power and control of the landmass. These families and their resident peoples hold a certain understanding with each other, but conflict still occasionally flares in the form of brutal street warfare waged in the name of coin and glory. Dwarven Peoples The first people to settle Kaldor. The dwarven population traces its origins to an early golden-age exploration ship, which crash-landed on the island and whose hull was salvaged to form the first rudimentary dwellings upon the rock. Bolstered throughout the centuries by lost sailors and merchants, the dwarven population has grown large and wealthy, conducting trade and commerce in the name of Armakak and Grimdugan. Petty feuds have been formed between competing families and guilds, yet they are united by their intense rivalry with the human population of the island. Human Peoples The second population to settle Kaldor, Humanity stumbled across the island some 100 years after the dwarves. Yet with ingenuity and the strong ability to adapt, they grew to quickly rival the dwarves for control of the strange island. This angered the dwarven population, who attempted a cull on the settling humanity, this failed horrendously, and further balanced the scales between the two races. Humanity has not forgotten this slight, and tensions are still dangerously high with the dwarves and their client populations. FLORA AND FAUNA Kaldori Flower An odd climbing flower which bears bright cyan petals, it was originally being grown in a far-off realm, but was imported to Kaldor at an early date. Kaldori Flower petals bear a strange property when dried and ground, acting as a stimulant akin to strong coffee or tea. Often mixed into hot water to make a drink or just consumed outright to give the user a wake-me-up. Saltcorn A native of Kaldor’s rocky northern shores, the saltcorn plant takes the form of a small low-lying bush. It produces a dark green berry, which when dried and ground has a taste similar to black pepper. In addition to this, it contains an unusual amount of salt, absorbing it from the salty air and brine of the nearby sea. A popular spice and seasoning upon the island, it being traded long distances to far-away lands. Emerald Flyers A form of unusually large hummingbird native to Kaldor, Emerald Flyers sport bright green feathers and black beaks. These hummingbirds fly about the gardens and arboretums of Kaldor, feasting upon nectar and bugs while delighting the rich residents. A popular icon upon the island, with several families incorporating them into their symbols and heraldry. Stone-Faced Ram A small and feisty mammal, related closely to the sheep or ram of other lands. Stone-Faced Rams have angular and rock-like faces, giving them their name. Originally considered a pest by the early settlers, it was soon found that their tough wool gave way to a fine and soft fabric when pounded and carded, taking dye and other additives very well. This wool and its fabric soon became one of the principal exports of the early history of Kaldor. HISTORY The Beginning The history of Kaldor begins when the island itself was raised from the sea by a powerful entity of unknown origin, whatever it was soon left for other lands, but its latent energy remained and acts as a form of comic beacon, beckoning travellers from other realms of reality. The island however remained barren for centuries, before a dwarvish exploration ship crash-landed upon its shores - with no way of escape, the dwarves used the remainders of their ship to build the first buildings on the island, them unknowing of the future that awaited them, or the distant past that lay behind. The Golden Age - The Age of War Some one hundred years passed as the dwarves built their civilization upon the rock named Kaldor, growing from humble origins to be a centre of local trade and commerce. Human traders took note of this and began to settle the remaining area of the island, this angered the dwarven population, who attempted to cull and drive humanity from the island - this ended horribly, the dwarven attack being driven back. When the dwarves returned home however, they found a group of strange-robed men wandering about the local market, picking up and examining objects, this marked the beginning of interplanar trade on Kaldor, with travellers trickling in to exchange goods and knowledge with each other and the resident population. Both peoples prospered, Human and Dwarf growing fabulously wealthy from the exotic goods and knowledge landing upon their shores. It was a golden age of prosperity as the coffers grew, and grew, with gold comes power, and with power comes conflict… A conflict broke out between human and dwarf, with such small fire growing to an enormous bonfire of war, each side using the powerful weapons and knowledge gathered from the interplanar trade. The war dragged on, as the population of the island was depleted and the vast knowledge and technology lost to the sands of time, no end was in sight. Modern Age Seemingly after a millennium of war, an uneasy peace was signed between the two peoples, them recognizing that only ruin and death would come from a continued conflict. People began rebuilding as trade once more picked up. Some old families exhausted from the war gave way to burgeoning new guilds and institutions, while others dusted themselves off and continued their prosperous existence. It was at this point that many trade routes were reopened with the outside world, people and ideas once more beginning to flow to and from Kaldor. This is the modern era of Kaldor, a time of rebuilding and change, deposed members of old families may leave for distant shores and merchants spread forth from the island to the world beyond. The vast wealth of knowledge and technology has been lost aside from a few relics, yet all know a new age of prosperity will come upon Kaldor in due time. PURPOSE I wanted to try my hand at writing a piece of world lore that I go through with, I thought that location lore would be a good place to start and it is something that I am interested in. I’m hoping other people see the merit in the over-the-top merchantry aesthetic, and the creative potential that can be built atop it. Players could of course use this as background for their character, and ET could do events incorporating it, from treasures that have fallen to the ocean far away from this origin, to caravans and traders originating from Kaldor, or even bringing players to an event site on the island itself. CREDITS Writer : Titanium430 General Help and Consultation: Noobliusfourtythree Name: Norgeth
  14. Lothgar Grandaxe smiles upon seeing the announcement, the dwarf starting the drafting process for several buildings and constructions! "Tis es ah gran' moment fer dah werkers o our people" he says out as he puts pen to paper.
  15. Svuli Metalfist sighs, the dwarf thinking back just as Morul did, to the time when his friend was a kind and hopeful dwed - He went to sit down as a strong migraine came about him. "Per'aps weh all delved too deep fer knowledge an power..." He said out, the dwarf slumping back into the chair, trying to relax.
  16. Auction is OVER, I will contact everyone who got a skin soon. Thanks for participating
  17. Lothgar looks over the declaration! the young dwarf calling out "Narvak oz Urguan!, Narvak oz Brathmordakin, Narvak oz Tripartite" he smiles brightly at that, as he makes his way to the tavern for a good dwarven ale.
  18. Titanium’s Armour-Skin Auction Rules 1:Bids will be in mina. 2: Bids start at 200 mina 3:Minimum bid raise is 50 mina 4:Follow the bid format at the end of the post 5:Bidding starts at time of post, approximately 2:10 AM EST on April 10th. 6:Bidding ends abruptly at April 14, 10 PM EST, bids placed after this time will not be counted. 1 2 3 4 5 6 Format: Skin Number: Bidders MC name: Bidders Discord: Bid:
  19. The Forsaken Lands of Dunscreaf History Mortal-Kind has always been curious and lovers of knowledge, and thusly exploration of the worldly realm around them was one of the earliest tasks submitted to members of those meager tribes. Maps were made of the landmasses they stood on and chronicles were made of history and natural phenomena. And as time has proven, again and again, more is always wanted, thus was exploration ships sent forth across the harsh seas to explore and find more. Many lands were found upon the water, but only one was to become Dunscreaf. Explorers set foot upon the rocky coastline of Dunscreaf, them taking note of the fairly mundane climate and wildlife. outposts were made for short periods of time as those knowledge seekers took notes and wrote down what they saw, before they returned across the sea to the homelands. Knowledge is all well and good, but certain rulers took notice of the lands across the sea and the opportunities that awaited there. Several large colony-ships were sent out by both a dwarven thanedom and a fledgling human nation. Civilisation soon spread across the plains, forests and mountains of Dunsceaf, those peoples each erecting forts and simple buildings upon those new lands. The dwarven folk settled in the north, upon the peaks of the newly christened Dun’sraf Mountains, while the human people’s settled in the central plains, north of a great and mighty forest. Both peoples progressed alongside each other, but the dwarven folk had an advantage over their taller kin. Complex technology was in its infancy amongst the human people of Dunscreaf, while the dwarves had brought with them the technology to make an empire thrive. They took advantage of the deposits of ore within the mountains and soon began to erect grand cities and citadels. The first new rulers of these cities knew that they would always play second fiddle to those back in the homeland, and thus they expunged from the records that they were even a colony, life had begun on this land, and that is what the future generations of both tribes would believe forevermore. Much time passed and the dwarven people thrived, them ruling over the north of Dunscraef while the humans to the south struggled to make ends meet, the once opportune forest to the south had revealed a dark secret, creatures lurked in its depths that defied imagination, and periodically they would emerge from the trees to attack those defenseless peoples. Thatched houses and wooden walls were no match for the monstrous might of those abominations, they lived in squalor while the dwarves sought to rival the heavens. Greed for more drove the dwarves to glory, yet it also brought them down from such heights. Two rival clans both sought the throne, and it divided the great council into two opposing sides, such at first was a peaceful conflict of words, yet it soon grew into outright civil war. Both sides mustered armies of thousands of men, yet as innate as greed is to the dwarven form, so is stubbornness, and as such, they had created a conflict that would never truly end. One side would achieve victory, only for the other to slink back and gather more forces for a counter-attack. For 212 years the war marched on, and one small clan sought to end it all. Consisting of powerful runescribes and sorcerers, the clan brought together numerous ancient relics to perform a ritual that would unify the dwarves once more. They sought to erase the hatred and animosity of all inter-dwarven grudges. This ritual was chaotic, and many elders objected to such brazen use of the mystic arts, yet they marched on with it, and greed once more brought the dwarves low. More and more power was put into the ritual circle, and such was too much for the great runestones to handle, all such that was put into the circle over decades of preparation erupted into a mass of pure arcane energy, it expanding forth and destroying the very thing that started the conflict. The capital was destroyed that day, as were the dwarven people as they knew it. Sundered, the dwarven people collapsed into themselves, famines and plague took their toll as many suffered. Yet to the south, a young king of a small human kingdom took notice of this plight, and in his craftiness enacted a contract with all of dwarvenkind. They would move to his settlements and give him the trade secrets of the dwarven people, and in exchange he would feed them and give them housing within a separate quarter of his settlements. In their plight, the clans collectively accepted this bargain, and a new era was to dawn upon Dunscreaf. The Kingdom of young king Daric I had received a massive influx of skilled laborers and soldiers, and he set forth to both absorb the neighboring kingdoms and fiefs, and to tame the forest to the south. Dwarven legions marched alongside human troops as the kingdoms were unified in just two decades, and dwarven laborers constructed a grand wall to border the forest. From coast to coast it stretched, and finally, respite from those beasts came to the now unified central lands. Daric ruled with a firm and just hand, him honoring his pact with the dwarves as each major settlement was outfitted with a dwarven quarter. Humanity was the new lords of Dunsreaf. For 50 long years ruled Daric, and when he died was he elevated to that of a legendary hero for his actions. The following rulers sought to follow suit, but none could match his guile and charisma. Meanwhile, A small group of peasant folk defied Daric, and thus a holy order was formed. The Heavenly Order of Daric’s Light rose up to institute a new reformed church with The Creator and Daric as centers of worship, codifying the various folk beliefs into a single religious way. They and The Church they created grew to hold power equal or greater to the secular king and his political systems. The kingdoms were united, and so was the faith, people fell in line as a lasting order came to Dunscreaf. Close to three centuries passed as those institutes created in the time of Daric weathered the sands of time. Dwarven ruins still dotted the north, and the great wall still held to the south. Humanity thrived as they took in the secrets of the dwarven folk, cities rose to new heights and craftsmanship and other arts were taken to their logical and illogical peaks. Meanwhile, the dwarven peoples were confined to those quarters, now ghettos as clans fell apart into loose kinship groups, and ancient guilds crumbled to dust. Many turned to the life of crime as a system of gangs and criminal organisations were created. Rather recently, a variety of maps were recovered from a lost dwarven library, in which contained the secret all had forgotten - more was beyond Duscreaf, and those lands hosted peoples of their own. Paranoia struck, and invasion from outside was thought a serious threat, and thusly was strengthened the army and navy as outposts and watchtowers dotted the coast. Some exploratory ships were sent out by both kingdom and civilian, following age-old maps to new lands. Landmass and Climate Dunscreaf is a fairly temperate continent of middling size, it having a coastal climate for the most part and having mild weather cycles depending on the season. These traits were the main reasons that prompted the original settlement in the first place. Vast plains mark the center of the continent, flanked on both the north and south by more exotic areas. To the south lies the great forest, barricaded for centuries for fear of the horrific beasts that lurk within, and to the north lies the remnants of the dwarven empire, mountains dot the landscape along with abandoned dwarven strongholds. All dominated by the cosmic storms emanating from the accursed and ruined capital. All regions are uncontestedly claimed by Humanity and its rulers. The North North to the central lands lies the corpse and remnants of the lost dwarven empire, a barren and mountainous landscape marked by abandoned dwarven cities, strongholds, and weapon testing facilities. These relics are oft explored by tomb-raiders and archeologists alike as what lies within is more valuable than any amount of gold. Permanent settlement attempts from the south have proved to be ineffective and costly, as those fledgling towns are wiped off the face of the earth by bands of malfunctioning dwarven automata, or decimated by the cosmic storms emanating from the capital. Legends say that specters of lost dwarves wander the wastelands of the north, yet most brush this off as superstition amongst the all too real threats of the area. The north holds a treasure of both material wealth, and lost secrets ready to be discovered. The Central Lands The main center of civilization on Dunscreaf is the southern lands, which are dominated by vast sprawling plains and hills. This landscape proved perfect for farming as many farms and ranches dot the map, along with a smattering of towns and a trifecta of cities. These three cities mark the kingdoms of Daric, his original and two having been conquered and absorbed into his empire. A peaceful and tranquil land, there is not much to note in the way of ruins or destroyed structures aside from the occasional burial mound or barrow. Which within hold the bodies of petty kings and rulers from the time before the light of Daric’s rule. The South Blocked off from the central lands by the great wall constructed by Daric and his laborers. The south is dominated by The Great Forest and the beasts that hide within. The forest itself is fairly mundane, being mostly comprised of old-growth oak and beech trees, yet those abominations within are beyond imagination, each one unique and grotesque in its own way as they range from simple animalistic beasts to cunning creatures of the dark. It is utterly unknown where they originate from and all expeditions into its depths have proved futile, as those brave delvers seldom return to the land of the living. And those who do refuse to give up and speak about what they saw in those accused woods, them taking the secret to their graves. Culture Human Humanity rose from nothing, from mud to be the undisputed rulers of Dunscreaf, they are unified by a consistent culture, language and religion and consider themselves above other races and peoples. People are perfectionists, always striving to be better at whatever they do, be it metallurgy, or fine arts and bureaucracy. The language of choice is a form of Divergent Auvergnian, with archaic common being taught from lost tomes rather recently as a way of recognizing outsiders if they perchance land upon the shores. The military is a large part of everyday life in Dunscreaf, it having the role of protector of the people, rebel states are crushed like ants under the boot as the legions of Daric strive to retain secular unity. They are outfitted in a variety of ways, but from the lowly recruit to the highest general, they are clad in the best available. All working together like cogs in a machine. Humanity on Dunscraef is nominally religious, almost everyone being devout followers of The Grand Church and The Creator, along with Daric elevated to the level of a saint or demigod. The church serves as an anchor point for all, with the separation of church and state being nonexistent, members of clergy allowed to have children and hold land and titles as they please. Light is considered sacred, as the dark is considered profane. This has led to many strange traditions, Dunscreafian Temples so bright that an outsider would feel discomfort, or people sleeping under bright lanterns. Streets are always kept well-lit, as are homes and other buildings. This separation between light and darkness has given Dunscreafians a very black and white view of the world, things are either bright or dark. Working alongside the Church is The Heavenly Order established all those years ago, it serving as the martial side of the faith compared to the church's theological side. The Heavenly Order’s task in this world is to rout out heresy and dark beings, as well as purging any Abominations that manage to breach or scale the grand wall to the south. This is no simple task, as many creatures of the night make their way through the barrier, influencing people to create cults in their likeness. The Heavenly Order’s troops are outfitted with the finest equipment humanity has to offer, with heavy war-flails they march to break the heretical as the chaff of wheat. Most recruitments come from the children of preexisting members, but all who wish are given a chance to undergow the arduous trials required to join the order. Those who serve with honor and skill are either given leadership roles, or sorted into a more elite section of the order. The Holy Arbiters are the most elite of the order’s troops, and together they efficiently bring light to darkness. These expert groups most often answer directly to the higher leadership within the organisation. The Heavenly Order operates throughout various forts and battlements across Dunscreaf, the center of power being the massive fortification known as Daric’s Rock. Being built atop a rocky outcrop in the time of that ruler by ancient dwarven craftsmen, as such being nearly impenetrable through mundane means. Dark relics and technology that can not be destroyed are contained and chained deep under the surface of the fortress, guarded eternally to see them never surface again. The food of Dunscreaf ranges from practical and bland, to light and flavorful. Many landholders often bring in chefs from across the continent to further enlighten their palettes and gluttony. Peasants and soldiers often subsist on bread and its derivatives, along with a healthy serving of dried and cured meats. Clothing on Dunscreaf again varies, from simple and practical all the way to extravagance and grandeur. For the most part, however, clothing is made from a practical mix of hemp, linen and wool, giving clothes both warmth and durability. Dwarf Dwarven culture used to be the peak, yet after the fall they have fallen to shameful nothings of that once great past. The guilds of old have either dissolved or turned to simple almshouses giving food and shelter to those even poorer than themselves, and the great clans have fallen to loosely knit kinship circles. Old military regiments have turned into groups of well-trained thugs, as crime has become an integral way of life in the harsh depths of the dwarven quarter. These gangs and criminal organisations are the new way of dwarven life, with gang warfare and conflict being a constant echo in the ears of those stout folk. Suits of old dwarven armour are still peddled as fine scrap by aging dwarves, and this is a true sign of the final death of the old dwarven way of life. As those elder dwarves die off from old age, or by way of violence. The old gods have faded to obscurity and minor spirits as religion has failed to keep the dwarven people united in the dark times. The main focus of worship is the forgotten and lost ancestors of each individual dwarf. These ancestors are marked physically on each dwarf by way of a tattoo on their dominant shoulder, it sprawling down the arm to depict important events in a dwarfs life. As with mainstream dwarves, grudges and oaths are still held in the highest regard, with each dwarf keeping on them a small rod of stone or metal, engraved with those grudges and debts. Life-debts are common within the violent nature of the dwarven quarter, as those dwarves become practical slaves to their honor as they forever accompany their saviour. Dwarven, Human Relations Dwarven-Human relations are typically of human superiority and dwarven resentment, with all things dwarf considered low-quality or acquired by less than savory means. Dwarves are however respected for their hard work, and groups of dwarven laborers are often peddled by settlements and the cities to speed up the productions of natural resources or building projects. Due to the deal that Daric struck with Dwarf Kind, most dwarves still respect the rule of humanity, albeit begrudgingly. The trade secrets of their people now reside in the hands of the more populous humanity, and dwarven steel is no longer considered the best. All major settlements still hold a designated ‘Dwarven Quarter’, where dwarves are segregated and live in low-income housing. The rule of law is often not even applied in these areas, and it is not uncommon for a guard or soldier to simply ignore a crime or serious offence he witnesses in such decrepit ghettos. Credits Titanium430 - Main Writer Norgeth_ - Grand and Greater Consultant Various Other People ChangeLog: 1/1 2022: Almost Complete Rewrite 1/2 2022: Grammar Fixes 1/6 2022: Small Edits
  20.  This is great, I really like it, whoever helped write it must be really awesome... Though seriously, I think Norgeth did a good job
  21. Lector Mathurin looks over the parchment "Confusion, Fluidity, Love.. and clowns - Such an odd combination" he murmured, passing past the pinned paper after examining it thoroughly
  22. I've always loved culture's on LOTC since I joined, always loved the history of them and how they evolved over time - And while I don't have the ambition to do my own group, I still like coming up with and picking cultural origins for my characters instead of just my subrace or race. This is very useful information in my opinion - even if your rping an already made culture or group, and just trying to revive and roll with it instead of make something new. It is very much, a helpful guide.
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