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Thrawn

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  1. "Thus begins a long and glorious reign as Redclyf is born anew," Isidore Mösu proclaims, surveying his copy of the document. He prepared quill and ink, carefully placing the treaty in the government library and returning to his seat. "As Chief Scribe, I shall surely mark the importance of this moment in The Histories of Redclyf." So saying, he bends over his desk and begins to write.

  2. +1 from me; I've RPed with Blitz quite a bit, and he has always been a great and honest RPer who gets things done without trying to metagame. This was indeed nothing more than a miscommunication with an admin who didn't really try very hard to discover the actual truth. 3 months is more than enough time for such a dubious offense, and the server would definitely be enhanced by his presence.

  3. Freyja Ragnarrssdottir Mösu for Senator

    Easing the Growing Pains of Balian

     

    Balian is no longer a young nation, and it is past time for it to be preoccupied with a young nation’s struggles. Too long have its citizens suffered under threat of banditry; too long have they lived in fear of darkspawn, vampyres, and other such bloodthirsty creatures living in their midst. Now is not the time for our Senators to content themselves with promising its citizens pastries and goodies. Balian is no more a tender yearling; it is a full-grown nation, and you must elect strong leaders who will ensure the safety of its citizens and the security of the realm.

     

    Look no further than Freyja Ragnarrssdottir Mösu, Baroness-Regent of Ciavola. Rising to power out of a family ravaged both by vampirism and by Balian’s inconsistent response to the threat of darkspawn, and being a devout Canonist herself, she vows to codify Balian’s stance towards spooks and to strictly enforce this new code. Just as spooks have torn apart her family, so Freyja will not let the same thing happen to her new family of Balian. She will work alongside Balian’s Inquisitors to make sure that no spooks can apply for citizenship within Balian’s walls. Neither will any spooks who are currently citizens be able to rest easy, growing fat and rich without fear of discovery. As Senator, with the help of Balian’s Royal Inquisition, Freyja will launch a city-wide Inquisition to root out the decay in our midst, so that one man need not mistrust his brother within the walls of Atrus. In this way, she will make sure that no child of Balian must lie awake in fear of monsters lurking in their midst.

     

    Coming from a line of belligerent warriors, Freyja also well understands the importance of defending Balian’s citizens from bandits and thieves. The camel caravans have made the road to Balian more secure, but danger still lurks between the Oasis and the Stairway to Heaven. Freyja will help to ensure that Balian soldiers regularly patrol the road to the Oasis, so that the citizenry of Balian may feel adequately protected by their rulers. She will also help to arm every head of household, so that the men and women of Balian may protect their own and become feared by every two-bit gang of ne’er-do-wells.

     

    In these ways, as Senator, Freyja Mösu will play an active role in the defense and security of the Kingdom of Balian. A woman of action, a fervent patriot, a devout Canonist, a capable leader, a mother and sister to every citizen of Balian: these are but a few descriptors of Freyja Ragnarssdottir Mösu.

     

    Vote for peace.

     

    Vote for safety.

     

    Vote for security.

     

    Vote for Freyja Mösu.

     

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  4. Freyja Ragnarrssdottir Mösu

    Easing the Growing Pains of Balian

     

    Balian is no longer a young nation, and it is past time that it be preoccupied with a young nation’s struggles. Too long have its citizens suffered under threat of banditry; too long have they lived in fear of darkspawn, vampyres, and other such bloodthirsty creatures living in their midst. Now is not the time for our Senators to content themselves with promising its citizens pastries and goodies. Balian is no more a tender yearling; it is a full-grown nation, and you must elect strong leaders who will ensure the safety of its citizens and the security of the realm.

     

    Look no further than Freyja Ragnarrssdottir Mösu, Baroness-Regent of Ciavola. Rising to power out of a family ravaged both by vampirism and by Balian’s inconsistent response to the threat of darkspawn, and being a devout Canonist herself, she vows to codify Balian’s stance towards spooks and to strictly enforce this new code. Just as spooks have torn apart her family, so Freyja will not let the same thing happen to her new family of Balian. She will work alongside Balian’s Inquisitors to make sure that no spooks can apply for citizenship within Balian’s walls. Neither will any spooks who are currently citizens be able to rest easy, growing fat and rich without fear of discovery. As Senator, with the help of Balian’s Royal Inquisition, Freyja will launch a city-wide Inquisition to root out the decay in our midst, so that one man need not mistrust his brother within the walls of Atrus. In this way, she will make sure that no child of Balian must lie awake in fear of monsters lurking in their midst.

     

    Coming from a line of belligerent warriors, Freyja also well understands the importance of defending Balian’s citizens from bandits and thieves. The camel caravans have made the road to Balian more secure, but danger still lurks between the Oasis and the Stairway to Heaven. Freyja will help to ensure that Balian soldiers regularly patrol the road to the Oasis, so that the citizenry of Balian may feel adequately protected by their rulers. She will also help to arm every head of household, so that the men and women of Balian may protect their own and become feared by every two-bit gang of ne’er-do-wells.

     

    In these ways, as Senator, Freyja Mösu will play an active role in the defense and security of the Kingdom of Balian. A woman of action, a fervent patriot, a devout Canonist, a capable leader, a mother and sister to every citizen of Balian: these are but a few descriptors of Freyja Ragnarssdottir Mösu.

     

    Vote for peace.

     

    Vote for safety.

     

    Vote for security.

     

    Vote for Freyja Mösu.

     

    1247438678_VoteFreyjaMsu-min.thumb.gif.06251e8017e8cefdeb16794eb17e6150.gif

  5. On 10/11/2022 at 6:31 AM, sami03 said:

    When I have a question usually normal players answer and not CTs. The lotc discord is also usually pretty dead unless players iniate a conversation. New players are also usually shown around by the average joe and not cts 

    This is true and something I forgot about; I remember when I joined a couple years ago, it seemed like there was always a CT member online to answer my noob questions, even when I was playing in fairly inactive hours. The decline has been gradual enough that I didn't really notice, but the lack of CT guidance in-game is very obvious now.

     

    Also I had a really good Monk show me around and get me settled when I first joined, so I'm sad to hear that has gone downhill too.

  6. I've always hated accent RP, even Haense accents, and blah is definitely the worst of the lot.

     

    The biggest reason, as others have mentioned, is the incredibly limited culture. Orcs were created by Tolkien to be intimidating grunts for the heroes to kill. Since then, that's what they've mostly been used for. Making a culture out of Villain Red-Shirts that isn't flat and two-dimensional is intrinsically going to be harder than for other races, and I don't get the impression that orc lore in LotC has succeeded there. 

     

    To scratch my warrior itch, I recently joined the Bronze Band near Krugmar, and they really accomplish everything good about orcs without the bad, in my opinion (coming from someone who knows very little about LotC orcs, of course). It's a predominantly warrior culture but with much more fun prose and no accent RP. Bronze elves can be pig-headed and stubborn while still emoting interesting things and not devolving into "KRUG KRUG KRUG."

     

    I'd also echo what others have said about Krugmar isolationism. I really don't see orcs out and about (heck, I barely ever see them in Krugmar whenever I visit), and again that makes it incredibly limiting in terms of interesting RP. I've played for 2 or 3 years now and don't think I've ever interacted with an orc outside of Krugmar.

     

    Finally, the brutish pig-man aesthetic has just never been appealing to me, especially since again, even the simple design makes it had to differentiate one orc from another. 

     

    Overall, I really don't know what they could do to be more appealing, and maybe it's better that they don't do anything and just market themselves to those who evidently like that kind of RP/vibe. After all, somebody has to be the smallest race. Some cities are bigger than others, and that doesn't mean there's anything wrong with the smaller ones; it just doesn't attract as big of a common denominator.

  7. The official LotC YouTube channel description still says that the server is "set in the Isles of Axios," for god's sake!

     

    Easily agreed that LotC social media should be popping off. I've always said that FitMC would make a great LotC history video - if we could get a video of similar production quality recapping the history of various nations, I think it would attract a crowd. Don't have as much experience with TikTok, but yeah, surely you could attract a crowd there too.

  8. Freyja Ragnarssdottir Mösu watches the messengers depart from the Mösu residence, carrying stacks of edicts to deliver across Balian and beyond. She stands stock-still, a seamstress taking her measurements for today's upcoming "Eve of Love," where she will make her first debut as Regent of Ciavola.

     

    Freyja's blank expression conveys none of the inner satisfaction she feels within. Finally. The Barony has been in disarray for too long with her brother's untimely disappearance., and the Mösus have been too long concerned with family matters: the tragic death of the father, the recluse sister, and of course, the climactic death of Kol Mösu at the hands of his own brother.

     

    The seamstress departs, and Freyja wanders to a portrait of the Mösu clan. Her dark eyes linger on a portion of the canvas, torn out and ragged at the edges. "At last," she whispers in the empty living room, her voice soft but filled with steely determination, "At last your murderer is gone, dear brother. Now Ciavola may finally prosper."

     

    Turning away from the portrait abruptly, a smile reaches her mouth as the handmaiden bustles back into the room, revealing Freyja's beautiful dress for the Balian gala. The smile does not reach her eyes, however. Instead, the Regent's eyes burn with that fiery determination for which the Mösus are so well-known. At last there is a clear way forward. It is time for Ciavola to pursue greatness.

  9. The sun shone bright on Elysium as Snowyn Skellig approached its gates. "Pleasure," he told the gate guard brightly, "Hoping to see an old friend." Sunlight sparkled across his greying hair and beard, and he wore a jaunty smile as he strolled through the streets of Elysium, his keen eyes searching for the building he had visited once or twice before: the smithing shop of Elend Odinson.

     

    He entered the shop with a broadening smile and gazed around at the empty stations. All manner of weapons were strewn around: hung on the walls, laid across tables, and leaned against corners. The furnaces, he noted, were cold, not a hint of smoke clouding them. Yet it was the middle of the day - unless his friend was out hunting dark monsters as he was wont to do, then he should be right here, working away at his craft. With a furrowed brow, Snowyn left the shop, stopping a passersby and asking them if they knew where Elend Odinson was.

     

    His face fell.

     

    Snowyn re-entered the blacksmith shop, gazing around, the abandoned weapons and cold furnaces taking on new, dreadful meaning. The cheerful golden rays of sunlight strewn through the windows of the shop now felt more like mockery. He absentmindedly hefted a newly finished sword, emotion stirring in him.

     

    Snowyn Skellig was not a man of many friends. He'd wandered his whole life through and had many friendly encounters with all sorts of people, but very few of them could he truly call "friend." Yet Elend Odinson had been one of those few.

     

    He couldn't help but let out a chuckle remembering the two bright-eyed youngsters reveling in the Providence tavern, oh-so-seriously conducting a clandestine meeting in Du Loc, plotting their new spying and detective work business. They had both thought of themselves as so smart, so devious in their schemes. Boys playing as men. His smile faded. But one of those boys had grown to become far more of a man than the other could ever hope to be: smithing swords and battling eldritch monsters while still retaining that same sunny optimism.

     

    Gently, he laid the sword back down where he had found it, and a single tear dropped with it, splattering against the shiny new blade. "Rest well, my friend," he said softly in the empty shop, "And if you have any to spare, lend this old wanderer a little of your might, that when he lays to rest, he may have a sleep as sound and satisfied as yours."

  10. 7 hours ago, Qaz_The_Great said:

    My suggestion is simple, make it so teleportation is limited extremely to two points (CT and nation of choosing) and make the map based around a central body of water that can act as the main ocean. Allow the sides, like pictured below:

     

    1600645766_Urthgrum2022-07-29-17-57.thumb.jpeg.fbcebac10761e89f34f748319a20d3e4.jpeg

     

    I say this because it allows Naval RP to play a more important role, as all nations/settlements/groups would be more likely to have access to a ship that can get them from one side of the continent to the next (Water Tiles matter wtf???), and playing into that allow Islands to not be isolated to one side of the map, allowing for unique angle of RP when a nation/settlement/group chooses to live on an island.

     

     

     

    I really like this idea. Having big military and commercial navies be central to nation RP would be amazing. Could make the whole map sort of themed around pirates and navy captains and all sorts of interesting marine archetypes. Could have some islands in the big sea where smaller settlements live and one central island, either where CT is, or some sort of trade-focused nation that acts as a middle-man for everyone else. This idea has tons of potential for interesting RP dynamics.

  11. I can see both ways with map size. Big map pros are that it gives room for lots of unique and interesting settlements with a more interesting premise than “medieval European” or “magical.” You likely wouldn’t have places like Yong Ping, Du Loc, and Balian if the map were a lot smaller, as it would virtually all be divided between the big nations that have existed for multiple maps.


    Cons to a big map are, of course, the spacing issue with the entire server feeling empty when there’s a hundred players online because everyone is spread so thin (ok let’s be real, everyone is actually in Vienne). Additionally, most towns and settlements end up getting abandoned after a month or two, further making the size of the map pointless as everyone is in Oren or Haense anyway, and the countryside is littered with cities that no one will ever live or RP in (I’m looking at you, every city in Oren except Vienne).

     

    The inverse is true for small maps; small maps can feel more alive and lush because you see people on roads all the time, and fewer settlements mean an overall higher population density in each settlement. But it does necessarily bring down the diversity of the settlements and make things feel a bit more same-y. Honestly, I think it would be interesting to start phasing out some big nations and sprinkling in something new. But nobody would like that bc it would mean tossing out a ton of lore and writing a bunch of new lore.

     

    So, all of that to say, I think in a sense you’re damned if you do and dammed if you don’t because any map is going to have problems because of its size, just in different ways. But to put a positive spin on it, any map (provided you don’t go bigger than Almaris) is going to provide interesting and fun RP either because of its diversity or because of its density.

     

    Also, that was originally supposed to be a short prologue to my actual point, but it ended up turning into an essay, so I’ll briefly make my original observation: I love that you say you’re gonna bring more verticality in LotC, as I think the verticality is really what brings a lot of wonder to the maps and builds more than the sheer size of the map. Towering cities, deep and murky chasms, and vast underground cities and passageways always leave me in awe and make me feel like I’m part of something bigger - literally. So, echoing the comments of those above, unique and interesting underground biomes like crystal caves, underground forests, creepy abandoned passageways and ruins, and vast, mysterious chasms would make the map feel all the more richer, while the more basic cities and towns spring up above-ground. Just my two cents.

  12. Rhoda Skellig sauntered out of the Redclyf tavern and blinked, eyes adjusting once more to the bright desert sun, its clement warmth relaxing her after the chill of the dark tavern. Around her, Redclyf's citizens bustled industriously, whether venturing into the tavern for a bite of breakfast or bracingly strolling to their merchant stalls.

     

    She walked across the way casually to the city's notice board, just as a Red Bannerman finished tacking up some new edict. The notice board was becoming full to bursting, opportunities brimming for Redclyf's citizens to join the Red Banner, or to work in the tavern or clinics, or to serve Almar in the Sisterhood of the Lady. Her survey of the announcements complete, Rhoda turned her attention to the freshly plastered edict, squinting at the officious announcement with bemusement.

     

    She skimmed the missive, then with a droll chuckle and shake of her head, tore the edict down. "I don't know why all these faux-Rozanian nobodies keep coming out of the woodwork," she commented to herself dryly, "But at this point, they're just embarrassing themselves."

     

    So saying, she crumpled the edict into a ball and, as she resumed her leisurely walk back to her home, tossed it gaily into a barrel of manure.

  13. Rhoda Skellig emerged from her house in Redclyf with a yawn and a stretch. It was pleasantly warm this morning. A gentle breeze whipped through her hair, and as she made for the tavern for breakfast, she observed the bustling town with a smile. Merchants and farmers strolled the dirt streets, and music and snatches of lively conversation burst from the shops and emanated gregariously from the tavern.

     

    As she neared the tavern, Rhoda glanced idly at the town notice board. As she surveyed the board, her eye halted on one notice, and she frowned. "The Sisterhood of the Lake?" she said to herself, "Now what could that be?" 

     

    She looked casually over the rest of the notice board, her eyes glazing over an officious-looking edict from some has-been noble of a defunct duchy. "Who is she again?"  Rhoda wondered idly.

     

    No matter. All was well in Redclyf. Rhoda wandered leisurely into the tavern and immediately forgot all about it.

  14. Almarism

    795510508_Border1.png.0b5ed9273bef6d81c230c5315f028dba.png

     

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    What is Almarism?

     

    Almarism is the most recent incarnation of an ancient religion dedicated to worshiping and protecting the goddess Almar, the so-called "Lady of the Lake." This ancient religion was founded millennia ago, at the very dawn of Almaris' creation, by the first people of Almaris. Its history and tenets are recorded in the Book of the Lake, an ancient fragmented text discovered in a hidden cavern near the Lady's Lake (Eye of the Lady).

     

    Modern-day Almarism is the state religion of Redclyf, whose rulers and citizens alike are called to pledge their loyalty and service to the Lady. The spiritual head of Almarism is the Fey Enchantress, who communicates Almar’s words and actions to us through dream-walking in Almar’s sleep.

     

    Who is Almar?

    475517354_AlsoTheGoddessAlmar.thumb.jpg.ff461ae24edfe79011e95916e7b90869.jpg

    Almar, Lady of the Lake

     

    Almar is the ancient goddess responsible for the creation of the nine realms. Originally part of the prehistoric pantheon of Old Ones, Almar broke away from the old gods when they became no longer content to rule the cosmos and instead began to feed on it. A goddess of life and creation, Almar stood against the Old Ones in an ultimate defense of light and life.

     

    Who are the Old Ones?

     

    The Old Ones are the progenitors of life and death in this world. Their pantheon is composed of at least nine gods: Aeg, Asul, Anth, Athe, Vail, Axi, Atla, Arc, and Almar. More may exist, but their names are lost or indecipherable in the fragmented text of the Book of the Lake.

     

    How did Almar create the nine realms?

     

    Long before the realms we know today were created, the Old Ones ruled over many ancient realms. One day, however, the god of death, Aeg, became no longer content to feed on those who died in the ancient realms he ruled over. He became possessed with an unquenchable craving and began to consume worlds upon worlds. The Old Ones stood against him, but they too fell and were consumed by Aeg, emerging as new gods of death, sharing in his eternal hunger.

     

    Only one Old One remained - Almar, the great Mother-spirit, goddess of life and nature. Her nature was so opposed to Aeg that he could not consume her, and so their two wills locked into an unceasing battle. Fearlessly, she struggled against him for eons, the force of their wills striving against each other shaking the very stars. But this battle commanded so much of her attention that she could do nothing as the rest of the gods ate up world after world until none was left. But still Almar battled on, and once every world was devoured, the Old Ones turned their attention back to her, preparing to overwhelm her and utterly annihilate her.

     

    1207831528_AegChomping.thumb.jpg.39457580e3dde41370ec8b6e2ffe0294.jpg

    Aeg devours the cosmos

     

    It was here, in this moment of desperate determination, where Almar finally called on her true power and realized how to defeat the Old Ones. She could not destroy the Old Ones, for she is the goddess of life, and they of death, and they thus held more power to destroy than she did. Therefore, no longer did Almar seek to destroy Aeg; instead, she called upon her powers of life and defeated the gods of death and decay in a single ultimate act of creation. Stretching out her hand, Almar called matter into existence, creating new worlds and locking each god into a world-prison of earth and stone - a continent designed to hold them fast for eons more.

     

    Aegis, Asulon, Anthos, Athera, Vailor, Axios, Atlas, Arcas - instead of the gods devouring worlds, these new worlds now devoured the Old Ones, drawing them down deep into their bellies. And where Almar touched each realm, life sprang into existence, bountiful nature covering each of those stone prisons in verdant splendor. There the Old Ones remain to this day, clawing at the dirt above heir heads, destined one day to break free and once more terrorize the realms.

     

    How did Almaris come to be?

     

    When Almar had finished binding the gods in their prisons, a great sleep fell upon her, for the eons of struggling against Aeg and the Old Ones had brought her to the brink of death. Almar laid her head down and fell asleep, and where her head lay, bountiful life again sprang up all around her. A newborn realm dawned around her - the land of Almaris. The curves of her body became green mountains and hills, and her hair became great pastures of green grass.

     

    Dream_TradingCard.thumb.jpg.c0fb8f83b438c1aea9437b73e83d31f8.jpg

    The Creation of Almaris

     

    One great eye closed in slumber, but even as she slept, one eye remained open, ever watchful of the return of the Old Ones. And where that eye stared up at the heavens, it became a brilliant blue lake.

     

    There her new creations, the first people of Almaris, gathered to settle, guarding the Lady of the Lake vigilantly even as her eye vigilantly watches the sky. It was here that they wrote of her battle against the Old Ones in the Book of the Lake, and even once they passed on and became extinct, their writing remained, waiting to be rediscovered, waiting for a new generation of Almarists to rise up and settle around the Lady's Lake: a new order of Almarists once again dedicated to defending the Lady as she sleeps, even as she once defended their ancestors.

     

    What is the Sisterhood of the Lake?

     

    Foremost among the followers of Almar is the Sisterhood of the Lake, an order of priestesses dedicated to ensuring Almarist devotion to the Lady. The Sisterhood shares the load of responsibility amongst them, taking turns to lead ceremonies, plan religious festivals, induct citizens into Almarism, and tend to the needs of the Fey Enchantress. Any woman may volunteer as a Sister of the Lake, provided that they are sincerely dedicated to the protection of Almar and her people, and that they are not denied entrance by either the Fey Enchantress or the Duke of Redclyf.

     

    Who is the Fey Enchantress?

     

    The Fey Enchantress is a highly respected prophetess among Almarists. One pure of heart, the Fey Enchantress is chosen by the servants of the Lady, with the Lady’s guidance. The Enchantress possesses the unique ability to communicate with Almar herself in her dreams. When she lays down to sleep, her purity of soul causes the Lady’s dreams to interweave with the Enchantress’ own dreams. Through these dreams, the Enchantress can gain insight into Almar’s thoughts and desires.

     

    In order to prevent harmful misinterpretation of her dreams, however, the Enchantress is not tasked with both dreaming and interpreting. Before communicating her dream to Almar’s leaders and people, the Enchantress first convenes with a rotating cast of two Sisters, who listen to the Enchantress’ words and help her to distill the essence of the dream. Following that, it is then told to the Duke and his advisors, as well as to the people of Redclyf, if the Enchantress and Duke deem it worthy to be announced.

     

    What is the chief purpose of Almarism?

     

    The Book of the Lake speaks of the inevitable return of the Old Ones. Their prison-realms cannot hold them forever, for all life gives way to death. On that day, when the Old Ones break free of their prisons, they will once again converge on Almar with murder and destruction in their hearts, seeking to destroy her and devour all of reality, and then each other. If the Lady is blinded or crippled before that day, then she will not be woken until it is too late, and both she and all of Almaris will perish.

     

    Thus, it is the primary  purpose of every Almarist to guard the eye of the Lady, so that she may be roused from her slumber by the coming of the Old Ones and may rise to defend Almaris.

     

    Why should I convert to Almarism?

     

    Almarism is not a "faith," unlike Canonism or the Red Faith. It does not demand a personal belief from its followers, does not impose a creed on its subjects, threatening excommunication and execution for violating its directives. There are no laundry lists of rules, no tomes of thousands of pages of arbitrary theology, ranks of religious leaders jockeying for power and political favor. Almarism is a single, strong call amidst the chaos of this world, welcoming to all, its message ringing true and clear above the strident screeches of death and damnation from other religions.

     

    Almarism is not a "faith;" rather, it is a duty. Its single principle is this: "Protect the Lady of the Lake." Whether you believe in a hundred other gods or none at all, you have a place in Redclyf, guarding the Eye of the Lady. Whether you think her a goddess or a mortal, so long as you raise a sword against those who attempt to destroy the Eye of the Lady, you are as family to those of Redclyf, from the humblest Sister of the Lake to the Duke of Redclyf himself.

     

    Guard the Eye of the Lady! Move to Redclyf today!

  15. Snowyn Skellig peruses the posting announcing the opening of the new town idly, turning away to order another whiskey. He turns back abruptly with a furrowed brow and rereads the town's name, his expression softening into a smile. "Redclyf!" he says with a laugh of realization, "That's the estate that old mercenary captain invited me to come visit. And by Fortune, they've turned it into a town now!" His expression turns thoughtful. "Been meaning to pay old Savoy a visit," he muses. "Sounds like this is the perfect opportunity."

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