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Qaz_The_Great

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Everything posted by Qaz_The_Great

  1. "Father guide him. Inform the Ashguard." A balding man says as he reads over the poster in Vjardengrad Square.
  2. Baldr, a weathered man, seasoned knight, and devout Fatherist reads the short warning. It immediately brings his mind to a fateful day within the old Cannonist priory turned Hearth Temple. When smoke filled his lungs and His Light burned brightly in his eyes and His Flame danced through the night. He begins to mutter beneath his breath, "I have seen it, so must they." as he produces a small parchment on his makeshift desk. He writes in unsteady hand to Hilda, the High Keeper, and any other Faithful interested in his ramblings:
  3. Baldr was in prayer as the Ash's thesis was spread around the Norlander's encampment. He glanced over the title, expecting another wedding invitation or more news of the Mori's conquest of Nyrheim, and with a smile found it was something more illuminating. He pulls a small inkwell and parchment from his travel supplies and pens the girl a response. "Ignite the flame, our Ashen Daughter, for you shall honor your forefathers greatly and in doing so you shall Spread the Flame."
  4. Hence why a ferry would be available at any consenting port. For the widest variety of players to feel comfortable going requires it to be detached from the world and being a island port gives it a chance to maintain itself as a safe place for all. It seem if it would be an alternating location the onus would be on you and with your having limited RP time it makes more sense to settle it to a fixed location that near everyone has access to from activity hubs.
  5. It would be interesting to have this be an island far off the coast. Then perhaps a ship is made at every port that can go to this place. Make it small enough to host the two or three buildings for your original idea (library/quest hub/trade post). It being a small isolated island can make it reasonable for it to maintain an extreme neutrality to everyone and for special items to maybe rotate through as Sailors tend to go to strange far off lands. An open contract board for Player/ST to put up events for people to sign up to IRP sounds great too. Just shooting out ideas for you, I hope some resonate with your original intent and this makes it into next map!
  6. Hellish Quart OST and Zelda OOT OST
  7. Based and Rathpilled. Very good video!
  8. https://wiki.lordofthecraft.net/index.php?title=Ancient_Elven
  9. Any conflict RP that can negatively impact nation/settlement stability or stats will be cracked down on and depending on who those NLs are known to associate with depends on the consequences for partaking in that type of RP. The MRA were pretty based as they generally had a good demeanor about everything (though I only really remember beating them in a skirm and second hand accounts from Jav) and they were really not toxic or rule lawyer-y when I did have a rare engagement. I think small groups like that encourage good conflict RP and can add a tangible reason to have guard/military RP but because of nation/settlement fears of lowered activity or loss of mineman power it is rarely accepted.
  10. Baldr frowns at the fact he missed the battle by only a single day, he congratulates his squire, John, for his work well done.
  11. Discordtag : Qaz#1977 MC Name : Qaz_the_Great RP Name : Baldr RP Age : Fourty something
  12. My suggestion comes as a re-haul of the system, which requires players to be deliberate in their storage and handling of Mina. My opinion is that all the systems and mechanics on the server should blend as best as they can together so as to make the experience feel natural and have a flow between them and Mina as of present feel disconnected from the established systems of Roleplay and mechanics, for example people RP as morbillionair super nobles with mega McMansions but only have 5 Mina in their bank or a merchant has a morbillion Mina and only owns a house and three stalls in some cities. Anyways my suggested changes are as follows: 1. Mina should be fleshed out mechanically, as a physical item, which you carry in your inventory; perhaps have Mina in a bag/purse item you can have in your inventory that require more bags once you hit a stack limit. Then alter movement speeds based on how many you carry (i.g. every 50 you move slower and slower). 2. Remove nation/settlement treasuries and make it so the only real Mina bank in Cloud Temple but allow physical stashes of Mina in lairs, settlements, and nations which can be pillaged or heisted. Have the tax in the CT bank tax scale starting at around a set amount (i.g. untaxed until 1000 Mina), but once you exceed that set amount the tax starts and begins to scales up per X amount of Mina. This encourages new players and people who only want to store Mina for short term to store in a place they cannot get pillaged or stolen but incentivizes wealthy players and national treasuries to actually secure their money. This also makes physical structures around securing large amounts of Mina matter and people can come up with In-Roleplay ways to secure their money. 3. Movement of Mina and payments of any kind, be they between nations or between merchants, be physical movements that require planning. If one party owes another 10,000 Mina then they'd need a train of pack donkeys/lamas and probably an escort to deliver that which opens it up to a variety of roleplay. The source of all Mina is voting, and that can be chopped up to all players do something to earn a meager amount of Mina, but the storage of Mina can be made into its own problem to be solved creatively and in-roleplay by the playerbase, be it Lairs/Settlements with the intent focus on being secure banks or nations spreading their riches in stockpiles all around their tiles to avoid pillaging or heists. Keep it all physical and require player interaction in all exchange and you'll find Merchant RP would be made better and other types of RP made better too.
  13. Alric shakes his head at the news, he was not young enough to give aid to the Vistulian host in the defense of their land. He then sends his regards to the Vistulian High Elder from his Clanhouse's balcony.
  14. [!] A response is penned to Einar, arriving on the leg of a Puffin. Einar, I do not lack confidence in you, you simply have failed to be present in recent years. Even though it is my intent to focus on the Father and Faith, I have taken up your duties as Chamberlain and your duties as Chieftain, acting as both in all but name. Whilst I am glad you do intend on returning I believe you misunderstand my use of exile, I speak in the terms of it being self-imposed; much like the exiles I put myself under when I grew weary and tired. I am very glad you intend to focus once again on the clan itself upon your return, that was what I asked you focused on when I relinquished it to you, producing a family that may reclaim our lost glory. When you return I urge you to call a Chiefsmoot, until then it is my duty to ensure our clan has guidance, presence, and a chieftain -- even if temporary. May your return be swift. Father guide you, Alric
  15. Call for Chiefsmoot for the Edvardsson Clan TO THE EDVARDSSON CLAN, The Chieftain of Edvardsson has been missing for many months and it is our Clan’s need for guidance and strength that makes this call a necessity. I call on all true Edvardssons to come to the Clanhouse and vote for a new Chieftain of the Clan. Hearth Brother Alric Edvardsson Ruric
  16. Ascendancy of Lord Purifier Orin Ve'lvenest By Holy Command of the High Keeper This Holy Dictate is issued on, 11th of Malin's Welcome, Year 92 of the Second Age To the Faithful, It is by the Holy Command of High Keeper Grigori Ruslanovych that Keeper Orin Ve’lvenest is hereafter elevated to Lord Purifier, Shield of the Faithful and granted his rightful position on the Hearth Council. Their service to the Faith, by scroll, sword, and word, has shown all they have no equal in the service of the Red Lord. They are to execute the Holy Mission of the Purifiers, represent that Holy Order in all affairs, and defend all of Creation in the name of the Father. Upon receiving this letter Keeper Orin Ve’lvenest and all the Purifiers will make a pilgrimage to the Hearth Temple of Alisgrad to receive blessings of the Paragons and take their Sacred Oaths before the Holy Flame. By Order Of, His High Holiness, Grigori Ruslanovych, High Keeper of the Red Faith, Keeper of the Holy Flame
  17. Treaty of Friendship and Cooperation The Clandom of Vistulia and Kingdom of Norland ARTICLE I - SOVEREIGNTY The Kingdom of Norland and the Clandom of Vistulia recognize each other as independent lands, legitimately overseen by their respective sovereigns, and will make no attempt to subvert the authorities governing them. ARTICLE II - NON-AGGRESSION The Kingdom of Norland and the Clandom of Vistulia will adhere to a pact of non-aggression, and will not incite conflict between themselves, nor will they participate in any conflicts that will result in the signatories being in opposition. Citizens of both civilizations have their safety guaranteed within the borders of the other, so long as the laws of the local governments are adhered to. ARTICLE III - FRIENDSHIP The Kingdom of Norland and the Clandom of Vistulia, have deemed each other as virtuous stock with a mutual hatred of the Vile Dark, good intentions, and a value for all that is natural in Creation. Both signatories hereby declare the friendship between the parties and vow to smile upon each other with kind hearts, mutual respect, and willingness to come to one another’s aid in times of strife. The Kingdom of Norland and the Clandom of Vistulia shall appoint a representative to act as envoy between each nation, informing both of festivals, courts, and other events so as to spread awareness of one another’s culture and traditions. ARTICLE IV - TRADE The Signatories may adhere to the following trade policies: - Signatories may receive a market stall free of rent in their respective capitals. - Signatories may trade specialty goods free of tariff. ARTICLE V - DURATION This pact shall be in effect for a duration of four years. In the case where either the Kingdom of Norland or the Clandom of Vistulia is found by the other to be in violation of this pact, or either of the signatories undergo a change in governmental status, all articles will remain in effect, while the signatories search for diplomatic resolutions. In Witness where all parties have duly affixed their signature under hand on the 5th of The Grand Harvest, Year 91 of the Second Age, His Royal Majesty, Odin Freysson Ruric, by the Blood of the Herald, King of Norland, Duke of Varhelm and Alisgrad, High Chieftain of the Rurikkid, Chieftain of the Freyssons, Protector of Highlanders The Most Honorable, Casimir Vilchyc, Piast of the Vistulian Clandom, Vodz of Vilchyc Clan
  18. seems it is missing its essential companion piece, Stones.
  19. "The Father's ranks shall grow wiser with a sage like her there to guide them." Alric comments to High Keeper Grigori at the Hearth Temple.
  20. Descension & Deliverance The Northern isles of Thales, a land united as Norland by Vykk ‘the Founder’ Volaren, was in peril. Nature, corrupted by vile Voidal influence, had elongated the length of the winter, as the moon cycled the snows of winter remained, the lakes and shores unmoving as ice, hard as iron, covered the waters which many depended upon. The chieftains of the many clans and peoples would send men South, before the blizzards would completely isolate the Northern isles, to build for the Norlanders a fleet to seek new refuge. With many Norlanders sent South, the rest remained, to survive the endless winter which cursed their home. The first to die were the outsiders, those who claimed no clans nor people and denied Vykk’s efforts for unity, for during the summer months they could only reap the harvest of one man. After two cycles of the moon, the outsiders would either find common cause with the Norlanders or perish. Next were the old or sick, the ones who could not be looked after or continue to feed upon what may better be used by the young. Oftentimes they would depart their homes, giving their families final farewells, and wander into the unending blizzards which had cursed the isles. Eventually word reached the Chieftains of Norland, the fleet was completed but poor tides and worse storms had forstopped the fleet upon the Eastern coast of the Isles, twelve leagues from the Norlandic town. The Exodus began, the Norlandic people sought one to guide them through the harsh terrain and elected one man, Thoromir Armhank. In the land of endless winter, upon the accursed isles, the Norlandic people marched. The people took what belongings they could carry, foodstuffs and valuables, but nothing would prepare them for the greatest peril of the journey East. Halfway through the journey, after one day and one night, the column of Norlanders was beset upon by what many now call the Great Blizzard. It is said that during the height of the misery the harsh winter storm caused the many gods of the North had died or abandoned their followers, as the Night had swallowed them, and their power no longer had any sway upon the mortal coil. Others believed that, rather than the gods, they themselves had been swallowed by the Night, as the day had shortened to but two hours. Whatever the case, we know that the northmen were dwindling in number each day the Great Blizzard blew for the winds were so strong and the ice filled the air, no man could kindle a flame for more than two seconds, and the embers would snuff out before the blink of an eye. In these conditions, the marchers could not survive for long. As the moon stood tall above the Norlanders, the sun had only shone thrice for two hours at a time, babes were starved in their cribs and fathers gave themselves to the Night so their sons may be unburdened by their presence, and Thoromir, tasked with the safe passage of these people could not bear to see any more death. Thoromir set out before the snow logged tent, in the short light of the fourth day he stood before his people and before the gods and prayed. It is said he invoked the names of hundreds of gods, ancient and contemporary, and as the moon gazed down upon Thoromir, he continued his prayers for the deliverance of his people. As the night drew on, the lips of Thoromir quaked, yet he persisted, stammering out prayer after prayer, before coming to the final god he could recall. Some of the Norlanders called Him the Red Lord, others Rethiael, and to others the Dawnlord, Thoromir after these events took to calling Him the Father for, he had given the Norlandic folk guidance and discipline. Nevertheless, as the final word passed Thoromir’s tongue, an ember would fall before Thoromir, then another, and soon before Thoromir a hail of embers, burning little things, would be followed by His descension. He spoke a few words to Thoromir, setting forth His Tenets, now known as the Tenets of the Father, before imparting His glorious boon unto Thoromir and the Norlandic folk. A flame, which melted the snow and ice away, even in the darkest hour of that winter night. He quickly vanished, returning to his Realm, the Father’s Halls which stand about all Creation. The clans rallied about Thoromir and dubbed him ‘the Herald’ as he used the flame to ignite a great many torches and guided his people to the Eastern shores where the Norlandic fleet awaited them eagerly. At their reunion, the story of what transpired but a night previous spread like fire, the sailors would listen well and all who heard would thereon commit themselves to the Tenets of the Father and follow their Herald's teachings; for only the Father answered Thoromir’s prayer.
  21. Alric inspects the document he takes a moment study the trials before continuing his preparations to become a Hearth Brother.
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