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Minuvas

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  1. Hello LOTC Family, I am looking for a lead builder to help build the Sorcerous City-State of Hohkmat. This is a magic inspired city split into districts. Magic aesthetics will be prevalent throughout. Project will require some terra forming, working with mountain and waterfall river terrain. Build size will not be terribly big, exact dimensions are less important than getting all of the thematic elements of the build in. It will have vertical elements, with demsley packed RP spaces. Greatly inspired by the magical capital from the wheel of time series. This is the fourth major build I have supervised, so I am comfortable being able to balance the needs of the community versus the demands on the builder. There are a host of assistant builders waiting to support. Free or commissioned, please DM on the forums or Discord (Minuvas) if you'd like to take the project up. Thanks, Min
  2. The Questing Mage: Player Run Magical Event Support is here Are you a court wizard living in a nation that has few magical anomalies, and thus find yourself rarely consulted with limited RP opportunities? Are you a realm leader who wishes you had some more magical antagonism in your realm? Do you just wish you had more magical events in general? The Questing Mage player event team is here for you. If any of the above applies to you, or you want to help with any of the above, please hop in the Hohkmat discord and either fill out a questing mage ticket with a basic summary of what you would like or grab the Questing Mage role if you want to help. We are happy to provide small magical events that range from charming to antagonistic, and will play DIY event NPCs to help drive your storyline. The events do not need to be Hohkmat related, but we do appreciate any offers to let us participate with our 'brand'. The only requirement is the event must be magic related - as this is a part of our goal of bringing magic to more parts of the server for players to interact with. We also appreciate any donated FTU skins for NPC players and monsters. People with DnD DM backgrounds are especially welcome as event leads. Make a request or join us here: https://discord.gg/rteb7Nt6eA
  3. Long time cult leader here, I generally dislike the idea of nations declaring acceptable religions because it further ostracizes attempts to introduce new faiths to a group by adding another layer of obstacles. Like the other concepts, but the barrier for entry to making anything new in LOTC is already too high - lets not add new systems that penalized what a clique deems as a threat to their activity numbers.
  4. Minuvas discussed with his father, "The Northern Imperial problem was always troublesome was it not? It was your generation that allowed them to convince the Empress to have their autonomy. Certainly, you must credit the Hanseti-Imperials for their guile; they had duped you all. "
  5. Minuvas the Elf wishes for great success for his old friend in her business endeavors. Razad the Grand Magister finds the elfs production of magical goods so close to their enclave....curious, and motions to dispatch someone to see this store in person...
  6. The all powerful wizards of Hohkmat had now abjured this portion of the spell and re-cast it, correcting this perfunctory slight of grammatical error to prevent a miscast or fizzle of its effects - with the added affect of acting as a counter spell of the fifth tier against the egos of lesser magi.
  7. Grand-Magister Razad the Fatebinder Sorcerer-King of Hohkmat Casts the following spell: Lesser National Enchantment "The Grand-Magister has released his magical power upon the nation, augmenting all Magi within its aura who act upon its Diktats. The Chamber of Stars asserts the following augmentations and augurs are now upon all sorcerers of the Hakad, no matter where they tread. Magi who fulfill a Diktat, or its subcomponents of a spell, shall be rewarded fruitfully for their efforts" Lesser Dikat of Determination & Zeal: The Raising of the Ziggurat of Hohkmat Spell Subcomponents: a. Clear the Gryphon Nest from our rightful territory; Valindra named Battle-Mage of Effort. b. Develop a map of the local region c. Provide analysis of the local flora, fauna and region. Each piece of written discovery shall be rewarded. The Vizier of the Academy of the Sorcerous Path shall be responsible for this dispensation. d. Harvest the materials to raise the Ziggurat of Hohkmat. The Vizier of the Chamber of Earth shall be responsible for this dispensation. Lesser Diktat of Farsight: Prepare for the Future Spell Subcomponents: a. Design the Mana Obelisks of the Ziggurat of Hohkmat All such designs must explain how the Obelisks shall be geographically placed within the city in order to provide access to the obelisks for all residents. All such designs must explain how Obelisks will be kept reasonably protected and resilient while within public display. All such designs must utilize lay lines in their design in some form to provide mana for the entirety of the city to enhance quality of life for all Magi. The Architect may name the obelisks within a culturally appropriate naming convention b. Begin the Yisar Creation Program c. Build the golem workers and guardians of Hohkmat d. Build the Bardmancer Tavern of Hohkmat as a place to promote the growth of Bardmancy and Alchemy. e. Name a Vizier of the Chamber of Earth, Head Steward of Hohkmat, responsible for the administration of the city, the supervision of all Servus golems and city resource gathering, Master of the Circle of Housemages. f. Take on a student in the Sorcerous Path. g. Obtain Self-teaching books h. Be capable of teaching magic (Obtain a TA) e. Serve as part time faculty at the Academy of the Sorcerous Path f. Enroll as permanent faculty of the Academy of the Sorcerous Path g. The Charismatic Enchantment of Ra'lmadun Azamentopten is cast upon Vizier Briga of the Chamber of Wind, and good fortune brought to her in the diplomatic negotiations between the Sorcerers of Hohkmat and the Knights Petrine and all her diplomatic efforts. Lesser Diktat of Abjuration: Protect the Veil Spell Subcomponents: a. Defend against and eliminate Necromancers and Nephilim within Hohkmati territory b. Defend and eliminate against the creation of Voidal tears and severe voidal anomalies of extreme danger to society. c. Thanium,in raw or refined form, without a license is henceforth illegal in Hohkmat and its properties. A bounty shall be rewarded for all seized Thanium. d. Auric oil, whether bottled or applied,without a license is henceforth illegal in Hohkmat and its properties. A bounty shall be rewarded for all seized Auric Oil. e. Appoint the Vizier of Water and name them and the Chamber of Water as responsible for foreign intelligence, domestic surveillance, the issuance of bounties and the enforcement of security in ridding us of the threats of illicit magical goods and practices (OOC: The National Dikat of Hohkmat is an interactable book located somewhere in Hohkmat territory - you must discover the location. For those examining it, and have the ability to determine so would identify that the tome has had mana worked upon it, and its appearance and its writing are products of magic. The 'Spell' has no actual effect on any magi, however players are welcome to believe that it does and may feel as if the tome has augmented them or provided them some magical prowess when pursuing one of the goals of the spell if they wish. The tome is otherwise destructible like any other book. Interested in our little Mageocracy - come on down! ) https://discord.gg/rteb7Nt6eA
  8. [Player Event - Initial Context and Dates] Chamber of Earth Field Report given to the Chamber of Water made public within enclave "The earth must be wrought with our hands, the skies and its winds channeled for our needs. A Sorcerer cannot gain without sacrifice." - Grand Magister Razad the Fatebinder Having departed Failor our scouts discovered a river inlet that would lead to what is now known as the Silent Valley, and we landed on the shores between the western rocky cliffs of the area until finding suitable stone for building. The Chamber of Earth had begun building for some days upon the mountain meadowlands which was supposed to be a great Ziggurat to Hohkmat and the people of the Hakad. Follow-on boats brought more sorcerers further downstream to setup a temporary encampment. We had been settling earth in columns upon each other for about three days when the distant sound of beaten wing and caw seemed to come about us. Without delay, we called the Chamber of Fire to help secure the perimeter - but the action was too late. A great nest of what we came to learn were called 'Regalis Gryphons' had been disturbed, their location deceived to us until too late. Beak and claw had set upon us rapidly and without time for preparation. Magi from the Chamber of Earth ambushed by Gryphons We discontinued our construction as the small contingent of atronachs and fire magi attempted to beat back the nest. A fiery gale of magic stunned the coming swarm but we soon realized it would be impossible to stand and fight. Having not expected nature here to be so ferocious, we mounted our horses and Yisar in retreat. An earthen blast fell some of the pursuing birds, and we watched in the distance as the simple foundations we had begun to construct were being picked clean by the beasts as they pecked at our comrades left behind. Wounded and defeated we began to pass blame between us. The situation would have been dire, had we not come upon a gate with a sentry of a group of knights. They began to ride towards us once we were spotted and while we wanted to conjure great magics, we were too fatigued to make a great display of sorcery. It is fortunate, in this instance, that we did not strike first. The contingent of heavily armed knights and horsemen that rode towards us treated our wounded and took us in - though fully capable of killing us and taking our belongings in our current state. Delegation from the Chamber of Wind and a Petrine Knight We dispatched a letter back to the Hohkmat camp proper, in which a delegation from the Chamber of Wind came shortly afterwards. Whatever they discussed with these Knights called Petrine is a matter for the Chamber of Wind, but shortly afterwards their people allowed us to erect a temporary abode in their city to which the Chamber of Wind has called the 'Enclave of Hohkmat' - and more magi begin to arrive within the facility each passing day. I have yet to see the Grand-Magister, but one of the Lady-Magisters arrived soon after on a Yisar and told me to get my earthen magics ready once more - that we shall sally forth again to meet these Harpies in force, and to take what is ours. I have also not seen the leader of the Petrine Knights. Rumor is she and the Grand-Magister are due to meet. Does that bode well or ill for us? I have heard Razad is a rather mysterious and ephemeral figure. Oh.. this interrogation is over? End Report Archived within the Chamber of Water Written on the Bottom, the author's handwriting is unknown. Lady-Magister Valindra is to be named Commander of all Hohkmati forces in the field to liberate our territory from these monstrous birds called Regalis Gryphons. They are to be dispersed - through extreme prejudice or other method without delay and our dead avenged. We expect her and the first cohort of our forces to be deployed within the next elven month. We expect results, failure shall result in re-assignment but victory will be met with laurels. Valindra may negotiate with the Petrine Knights for additional help and recruit magi directly from the enclave to support her, but she will do so with her own resources until there is something tangible to report Unsigned [OOC: Player ran CRP Event, 10JUN23, 8:00 PM EST - Hohkmat, Petra, and friends of those communities invited. Morigung (Valindra) is the Hohkmat player event lead. Player NPCs, or those who want to be a player NPC for this event, can get the quest details in our discord. Our goal is a 2:1 ratio for player to NPC for this event. Mundane player-signed items such as claws and feathers will be dropped from the DYI event monsters, one NPC player will be the lead working through loot drops. This information is considered public knowledge and interactable] (OOC: Interested in our little Mageocracy - come on down! ) https://discord.gg/rteb7Nt6eA
  9. The Elf Minuvas noticed the regretable number of Imperials coming to their end, and with it a visible end to an era. Though he forwarded the latest pronouncement to his father, Maelgar, who had been stewarding the considerable Imperial Archives the once Archchancellor had tucked away in an old estate. For a later time and for another elf, he bemused as he returned to humming a canticle to Malin.
  10. Minuvas would receive the news, and be in poor spirits. "There are few men left in this age as Sir Charles, an imperial who epitomized the coalescing human nature from the heart to the hinterlands. It is unfortunate he will not live to see the inevitable rise of the Empire of man once more.."
  11. The City-States of Hohkmat Affirmation to the Chamber of Lord-Magisters The Hakad expect the greatest talent among the magi to rise to their station, not by birth but instead by their merit. Among the magi, none are more known and so far spanning as those of the Guild of Mages. Among them, perhaps few so talented and so long standing as the dwarf-sorcerer whose fate we now bind to the nation. The following Sorcerer has demanded their seat of power and subjugated the people of Hohkmat to their will - and I affirm that the following cannot be denied their seat, their House elevated to that of a Great Magi House. I. Lord-Magister Kalgrimmor, he who has seen the rise and fall. I charge the new Lord-Magister to rule his demesne befitting of his station, bringing the axioms of the Guild of Mages into a force of law for those who choose to reside within his care. To propel us into a coming age of sorcery in these troubling times of trauma and upheaval. Lastly, to mind the history of those who have carelessly seen to seek power through shortcuts, as we bring forth the nations latent power to the forefront. I bind him to my will, and that of the nations,and they are now a master in their own right. The fates bind us Grand-Magister Razad the Fatebinder, Sorcerer-King of Hohkmat, Hierophant of the Mysteries (OOC: Interested in our little Mageocracy, we are building the group and are looking to join the server in force in 9.0 - come on down! ) https://discord.gg/rteb7Nt6eA
  12. "What...again? Oh my, I am running out of wedding gifts for the dear dame." Remarked Minuvas.
  13. The City-States of Hohkmat Vizial Appointments A Sorcerer takes what they are owed; the sun sets on some, it rises on others. As more sorcerer's flock to the banner of Hohkmat to seek their freedom, they come also to learn. To be eternal students. They seek the liberation provided by purpose, by our common national cause for the advancement of the mystical ways. We look to the strong to guide us, for weakness begets the void into the world dangerously. The strong have answered. The following Sorcerers have shown considerable skill and talent, earning the patronage to the Chamber of Stars. I. Elf-Sorcerer, Master Sulieronn Ashwoor-D'avre, now Vizier of the Academy of the Sorcerous path. II. Dwarf-Sorcerer, Briga Irongut, now Vizier of the Chamber of Wind. I charge Master Sulieronn to ensure the responsible instruction of the Sorcerous path, to identify those worthy to ascend among the ranks of the magi, and to steward new mages upon the path. Our Fates are now bound. I charge Vizier Irongut to act on all diplomatic and trade affairs for Hohkmat, and with the invocation of Az'Ramatsu - the wind spell, now speaks with my authority on all such matters. Our Fates are now bound. May our sun continue to rise upon us. Grand-Magister Razad the Fatebinder, Sorcerer-King of Hohkmat, Hierophant of the Mysteries (OOC: Interested in our little Mageocracy, we are building the group and are looking to join the server in force in 9.0 - come on down! ) https://discord.gg/rteb7Nt6eA
  14. The City-States of Hohkmat Ascension of the Chamber of Lady-Magisters For two months the Hakad have played witness to the contest of Sorcerers from across all of Almaris displaying their power, their guile and their talents. From among these power struggles emerged the most powerful magi, left uncontested in their proclamations and undisputed in their demands. Many more magi and young students of the sorcerous path made their intentions known - and though not named they are noted, and their time to serve the mysteries will be upon them. Many students and teachers were created upon the desert sands and already the great mysteries are advanced. The following Sorcerers have demanded their seat of power and subjugated the people of Hohkmat to their will - and I affirm that the following cannot be denied their seat, their House elevated to that of a Great Magi House. I. Lady-Magister Mercury, she who shook the dunes.. II. Lady-Magister Vapatia of Akritos, she who threads the needle. III. Lady-Magister Valindra Veil-Watcher, she who wields sword and sorcery. The ascension of the Lady-Magisters is sufficient to now execute the functions of Government of the City-States. I charge the Lady-Magisters to see to the establishment of a Sorcerous government that enforces the will of the nation, and preserves us from the dangers of the Void - ever watchful and vigilant. I shall guarantee each of them a single name of their choice to serve as Vizier within the Chamber of Stars, so that the Lady-Magisters' will may be reflected in the mechanism of government. To Lady-Magister Mercury, she may patronize the Vizier of the Chamber of Wind. To Lady-Magister Valindra, she may patronize the Vizier of the Chamber of Water. To Lady-Magister Vapatia of Akritos, she may patronize the Vizier of the Chamber of Earth. I reserve the appointment of the Vizier of the Chamber of Fire to myself. Further, I finally charged them to begin the construction of the great Ziggurat of Hohkmat and its academy as well as granting each of them a demesne, a district, to run and to lead as they see fit. I bind them to my will, and that of the nations,and they are now masters in their own right - an extension of the will of Hohkmat, who speak with full authority as it pertains to their demesne and its occurrence. Grand-Magister Razad the Fatebinder, Sorcerer-King of Hohkmat, Hierophant of the Mysteries (OOC: Interested in our little Mageocracy, we are building the group and are looking to join the server in force in 9.0 - come on down! ) https://discord.gg/rteb7Nt6eA
  15. The City-States of Hohkmat Culture & Society Highlight Master, Apprentice & Succession '..and so I give to you Ezekiel, the Gale-staff, as it was given to me by my Master, and welcome you to House Erabor' A Master rises his apprentice to Adept, formally welcoming them into their family. Master: Father, Mother, Husband, Wife... cultural terms of importance in many places, but to Hakad the one that surpasses them all is 'Master'. A Master is a teacher and a familial figure. Once they have their first apprentice, they wear the title with pride in whatever social circle they belong. Choosing an apprentice is not a simple affair and apprentice-Master ceremonies are often large, public, and elaborate events much like the birth of a new noble child or the marriage of a couple. A Master is more than a teacher, for their apprentices shall become their successors and carry on the 'true lineage' of the master before them. Seeking talented apprentices is the way that powerful Mage-Houses ensure their house remains in power. It is common for the heads of powerful Mage Houses to apprentice their blood children when they are of age, but in rare cases this does not happen. Masters are judged by their apprentices, and one's social status can be determined by the quality of one's apprentices. A Master may never have more than three apprentices at one time. If they are a Lord/Lady-Magister their apprentices must be approved by the Chamber of Lord-Magisters to ensure their great house will be succeeded by a mage of sufficient talent. Although the Chamber of Lord-Magisters does not choose which of the apprentices will succeed their Master, seniority amongst apprentices is dictated by the Great Houses internal mechanisms. During the sudden death or disappearance of the Head of a House, great or otherwise, there is always the chance for a struggle of power of apprentices to succeed as the new head of the household. This struggle is encouraged so long as it does not spill into the general public ensuring the most talented mage succeeds. A house that cannot keep its family in order is ripe to be put in its place by the Grand Magister. Apprentice: The apprentice is not to be confused as a simple student of the Sorcerous path, for the academy hosts many teachers that take on students with no further obligations. An apprentice is a deep commitment to their Master, a student but also in a very real way a son or daughter to their Master. An apprenticed mage to a master is first in that family's line of succession over blood born children. Upon completion of their apprenticeship, their studies are complete and may become Masters themselves of their magical lineage. An apprentice may take on many teachers, but they may only ever have one Master in their lifetime. Social Taboos: It is possible to break a Master-Apprentice bond, with the approval of a Lord-Magister or the Vizier of the Chamber of Earth. This comes with a certain social stigma. Nobles will make every effort to apprentice their blood children, even if they have limited magical talent, but if those children eschew or are incapable of learning magic when they turn 18 years of age, significant shame is placed on the parents. These adult-children who are not apprenticed are considered disinherited from the family and must take on a new surname. Masters try to ‘enhance’ their true-lineage by gaining apprentices who have a lot of raw talent or who have been students of rare or unique sorcerous arts they wish to bring into their lineage. "Alright elf, it is agreed. My daughter shall serve as your apprentice and unite our houses under the true Lineage of your line. In return...." An Elf and Human mage arrange the joining of houses through apprenticeship. True Lineage: Hakad consider themselves members of their Father and Mother's house, taking on the surname that they prefer. But 'True Lineage' is the magical line of Masters down to the current apprentice, and especially important to nobility. Having a line of successful masters is a sign of prestige. (OOC: Interested in our little Mageocracy, we are building the group and are looking to join the server in force in 9.0 - come on down! ) https://discord.gg/rteb7Nt6eA
  16. Come, Lords of Magic and claim your throne of power over the Hakad The time is now upon us, the Sorcerous seats of power over tribes of Hakad, the powerful Lord-Magisters of the City-States of Hohkmat and their thrones are now open for contest. A three month contest of power shall be held outside of the Khasari Oasis, in a sand-blasted and abandoned city, a place where errant magics will do little harm to people or wildlife. Map below. All Magi, Wizards, Warlocks and Sorcerer's may compete to lead as Lord-Magisters of the nation. Competitors shall showcase their wealth, their power, and their following in whatever manner they believe justifies the granting of their own fiefdom and a seat among the Chamber of Lord-Magisters. Duels, great displays of magical proficiency, and artifacts are all acceptable forms of display. Entourages of mages are encouraged and a further display of one's power. The people of Hakad aim to be awed by the creative and powerful shows of magic of their potential Lord-Magisters. Spectators welcome, merchants may deal freely from any realm to make business. "It was only a matter of time before the Sorcerers of Hohmkat got together and our Magical overlords began asserting themselves once more - soon the great displays of power are upon us. We shall revel in their power as they lead us into a great age of sorcery" - Anonymous spectator, remarking as two Sorcerers clash in a display of power before the audience as they attempt to assert themselves as the rightful rulers of the Hakad... Rules of the Competition. I. Displays of Dark Magic are forbidden; though showcasing knowledge in the defeat mechanisms or scholarly understanding for the purposes of destroying dark magic is welcome. II. If chosen, you shall swear fealty to the Grand-Magister, Sorcerer-King of the City-States of Hohkmat, Hierophant of the Three Mysteries' and serve as advisor , potential successor and obedient to his decrees and the chamber of Stars in accordance with the mysteries. III. Are willing to accept the noble title of 'Lord/Lady Magister ' , or lesser noble title, shall move their familial house and establish a demesne in the to be determined lands of Hohkmat, leading a great age of sorcery in the coming era. IV. Shall forsake their old name and take up a moniker of their choosing. They shall submit a sigil of their house. V. Agree to take on students in teaching the Sorcerer's path from Hohkmat, none are required to be their apprenticed successor. VI. Followers and adherents may participate in any display as a part of your entourage. VII. Unless agreed by both parties, no displays of power shall result in the death of another. VIII. You are a mage, or will be within 12 years (3 IRL months) of considerable talent (T3). IX. You may participate in one, or all three, days of the competition but acknowledge the events are the same each day. X. You have a passing knowledge of the City-States of Hohkmat and its ruling Mageocracy. Application. Please leave your application at the Khasari Oasis (ooc: Below, all responses are IRP with exception of the OOC date), your application shall remain anonymous. We will accept day of applicants. Name: Desired Moniker (If enthroned as a Lord/Lady-Magister): Age: Date you wish to compete (You may choose more than one): What are you wishing to compete for [Nobility Only // Lord/Lady-Magister // I wish to showcase my power to find a master or magical patron]: Justification: Describe in general what justifies why the Hakad should agree to be subservient to you as a ruling member of our Mageocratic society - we look to you, great mages, to show your worth. Do you wield almighty Sorcerous power? Do you bring with you a vast entourage of magical students? You possess powerful artifacts? Great wealth? Remember - we respect the powerful, the strong, the talented and the independent. (OOC Info) 07MAY 08MAY 09MAY 3:00 - 4:00 PM EST 4:00 - 6:00 PM EST 4:00 - 6:00PM EST (OOC: Interested in our little Mageocracy, we are building the group and are looking to join the server in force in 9.0 - come on down! ) https://discord.gg/rteb7Nt6eA
  17. The City-States of Hohkmat Culture & Society Highlight Law & Justice Cultural Views on Justice: Hakad people hold that life and people are bound by inequity. Life is not fair, and neither is justice. Some are entitled to rights that others are not. A rule of thumb, much as one can exist in such a society, is the greater an individual's power base - the more lenient the law may be in general. Noble Justice: The Lord-Magister and the Grand Magister are above the law. Only they hold themselves accountable, and truly it is them that hold the aristocratic mage society to account as well. Noble mages appeal their issues to the senior mage to resolve and accept their judgment without further issue . However, when two Lord-Magisters have an unresolved conflict, it erupts between them in a sanctioned war called a 'Kaggath'. A Kaggath is allowed only between two Lord-Magisters, and no outside parties or other Lord-Magisters may become involved. The issuing of a Kaggath and its victory terms are reviewed and agreed to by the Grand Magister - ensuring victory is just, but not that the rewards place too much power under one Lord-Magister, threatening the delicate balance of power between them. This sanctioned war is not just a duel, it is a competition between all the followers of each city-state - economic, political and magical. Common Justice: The average person is held to account by the the senior ranking mage in the area which has received the diktat from the Grand Magister to maintain order. Crimes are reported to the Chamber of Fire and it's mages, who decide whether to refer the matter to a more senior mage or reserve the matter as a national level concern for decision by the Council of Masters. "Vizier, of course I am guilty - I stole that tome from Raja the Adept. She was letting the tome collect dust in her library, you will find my action entirely justifiable - and my status practically demanded I save it from waste" Source of Law: The only national written laws are the obtuse 'Three Mysteries' and application of the law is very interpretative. Lord-Mages apply their interpretations of the mysteries as to how to run their demesne. Process of Justice: Crimes are mostly handled on the spot for non-mages, and every Lord-Magister may appoint local agents as to resolve those issues expediently for them. Within Hohkmat, the Chamber of Fire is tasked with administering on the spot justice. 'Expedited Justice', the nation's legal term for bribery, is especially common at this level and considered acceptable so long as the national coffers get a percentage of the fee issued. Though the official who issues expedited justice is held accountable for any follow-on crimes committed by the offender in a reasonable time frame. For issues requiring more deliberate thought or concern, the chamber will detain the accused and call a court session. The arbiter of justice is always the senior member of the Council of Masters, or a local landed Noble or their designated representative. Decisions made here are final. A Lord-Magister cannot issue justice that applies to the entirety of Hohkmat, and for this reason…a criminal can always find refuge in another City-State. Guilt & Punishment. Guilt of a charge does not imply wrong-doing. It is even possible that guilt might absolve one of a serious crime. Anyone administering justice has to weight outcome of the crime, the circumstances in which occurred, and who it was committed against. (OOC: Interested in our little Mageocracy, we are building the group and are looking to join the server in force in 9.0 - come on down! ) https://discord.gg/rteb7Nt6eA
  18. The City-States of Hohkmat Culture & Society Highlight Trade, Labor & Taxes Most trade and Labor policy is handled by the 'Chamber of Wind' when discussing national policy, but also by the Lord-Magisters over their demesne. Taxes: The Hakad are a taxless society, viewing the constant methodical payment of money to an overlord on such a routine as too obviously oppressive. The Hakad prefer a more negotiable and fluid method to collect rents and wares through the use of one time fees and permits. Guilds: Also known as 'Sanfi', the trade guilds occupy an important middle-class in Hakad society. As mages are strictly forbidden from conducting physical labor and Soldiering, non-mage members of society stand to make a significant profit through the control of key industries like smithing, farming and military mercenary work. The best and most organized Sanfi who attract the eye of a Mage might be elevated as a Grand-Sanfi, given a quasi-government authority over all trade dealings of a specific area of the economy. Fees & Permits: Hakad people prefer a system of fees , bartering, and permits that varies by city-state. This highly fluid system allows each Lord-Magister to negotiate their own terms to amass wealth and to punish or promote with incentives they want to. In practice, where one might pay a yearly rental tax in many foreign cities, Hohkmat would extract a negotiable one time fee to purchase a stall, and a one time fee for a merchants permit. Though as the tale goes, price may vary… Patronage: Lord-Magisters and the Nobility are expected to fund the national government through their patronage; it would be unusual for the central government to collect money directly from citizens. The nobility are expected to contribute to funding major projects and the defense of the nation. Those who cannot do so may be challenged by more successful magi for their positions. A Dwarf-Sorcerer looks for some black market artifacts in one the local sanctioned black-markets of Hohkmat Black & Grey Markets: Grey and black markets thrive, especially in wares the government would prefer to control - like magical artifacts. They are loosely tolerated as many black markets help fund the Lord-Magisters or are covertly being run by their own agents. Laws are made to make goods illegal usually with the interest of increasing their price through demand and they are enforced only loosely - only when an individual's extremely obvious and poor attempts to conduct black market operations is now harming the nation. (OOC: Interested in our little Mageocracy? We are building the group and are looking to join the server in force in 9.0 - come on down! ) https://discord.gg/rteb7Nt6eA
  19. The City-States of Hohkmat The nomadic and Sorcerous people of Hakad have begun to congregate and settle and as their diaspora begins to lay their roots, their written word begins to spread across Almaris. The magi of their society begin to talk of the three mysteries and the way of their people to those who flock to them. They begin to speak of their great City-States, of magical Ziggurats, and a Sorcerous aristocracy. As is their custom, the sorcerer's begin to maneuver among the chaos to assert themselves over their peers…the time of the Hakad shall soon be upon us and those who listen…would hear of their people… THE THREE MYSTERIES “Three mysteries guide the sorcerer's of the Hakad. The 'Great Paradox", 'The Eternal Pursuit' and the 'Sorcerous path'. From this - all things are revealed and all ways illuminated to erudition” - Unknown source, the gathering of the early Hakad, Second Era THE FIRST MYSTERY - THE GREAT PARADOX “The Great Paradox is the mystery of mana and the nature of the sorcerer. A Master must be both the wild inferno and the controlled burn. ” 1. Magic is chaos and cannot be contained; that which is chaotic must be subdued. 2. The will of the Sorcerer may not be broken and must be free to pursue the mystical ways; The powerful and the worthy must enthrall the sorcerer to obedience. 3. The sorcerer is wild, raw, natural talent; The sorcerer is a learned scholar, resigned to a life of study and pursuit. 4. We must let loose the chains of the magi for they shall bring us farsight; We must subdue the mage, for they are dangerous. 5. To be a master, is to be an eternal student. The more you learn, the more questions you must ask. THE SECOND MYSTERY - THE ETERNAL PURSUIT “The eternal pursuit is the mystery of power. The great must seize power, the weak must acknowledge it. Only the Sorcerous Path may liberate us from our weakness” 1. The meek may rise to greatness by their merit. 2. The content shall fall to nothing by their failures. 3. The labors of the body are fruitless and lead to dust, may the able receive the lash when they wield the hammer or the sickle and forgo the pursuit of the sorcerous path. 4. Those who corrupt the soul, destroy the people. Those who destroy the people shall be destroyed. 5. Those who cannot walk the sorcerous path, but wield the hammer and the sickle shall be paid handsomely in accordance with their talents. THE THIRD MYSTERY - THE SORCEROUS PATH “The sorcerous path is the mystery of the future. Through magic we are empowered to rise within the eternal pursuit - from slave to king” 1. All who seek the mystical ways of the sorcerer shall be taught - only the worthy shall be called to mastery. 2. The bond of apprentice and master is sacred - more than the blood of son and father. 3. What is owned by the Master shall one day belong to the apprentice. 4. To strike the Master is to strike the apprentice,to strike the apprentice is to two-fold strike the Master. 5. To be without mana, is to be dead. THE GOVERNMENT OF THE CITY-STATES OF HOHKMAT The Government of the City-States is a Feudal Mageocratic Oligarchy in which powerful noble Mage-Lords patronize the Government in fealty to the Grand Magister. In return these Lords-Magisters are granted significant autonomy to pursue their magical research and establish their own City-State from which to grow their powerbase and followers. The government exercises its authority from its Ziggurats, palace-like facilities centrally located within each City-State. Housed within these Ziggurats are members of the central government, called ‘The Chamber of Stars’, as well as the local Lord-Magisters seat of power and any offices they have created. Each City-State may take the name assigned to it by their Lord-Magister, but the entirety of these city-states are collectively called the City-States of Hohkmat, and the capital City-State is also called Hohkmat. THE GRAND MAGISTER Depiction of the first Grand Magister and his familiar Styling of the Grand Magister: Grand Magister [Name], Sorcerer-King of the City-States of Hohkmat, Hierophant of the three Mysteries The Grand Magister is the sovereign of the entire City States of Hohkmat, and ruler of the central City-State of the same namesake, Hohkmat. Exerting absolute authority over the chamber of stars, while allowing the Lord-Magisters to rule their demesne with significant freedom, the Grand Magister directs state resources towards the ambitions of the Lord-Magister houses, primarily towards endeavors that benefit the nation while trying to choke off dissident Mages and threats to the state. They must be adept at coordinating the loose and fluid workings of the nation. Their influence and charisma is a critical choice for selection. The Grand Magister shall serve until they die or are relieved by unanimous vote of the Lord-Magisters. He is considered one of the premier sorcerers of the nation, though not always the most powerful. The Lord-Magisters swear their allegiance to the Grand Magister, and in return the Grand Magister showers loyal followers with the patronage of the state – or cajoles them through raw magical power. They ensure ambitious Lord-Magisters are given appropriate resources and are granted appropriate territories to pursue opportunities that benefit the nation. The Grand Magister is chosen from among the Lord-Magister Houses, as the most talented leader and sorcerer. They must receive the approval of 75% of the Great Houses. THE CHAMBER OF STARS Central Grounds of the Ziggurat of Hohkmat, Artist rendition The Grand Magister’s will is executed through the chamber of stars and the leaders, known as Viziers, they appoint over these offices. Viziers will remain relatively stable forces that endure beyond the magical power struggles of the Lord-Magisters so long as they are wise with their commitments. The Chamber of Stars is the bureaucratic state that conducts the running of government. They exert most of their authority within the central government, but their true power is to impose the Grand Magister's' will within the other City-States as the Grand Magister sees fit. This is a delicate dance; if the Chamber of Stars is too heavy handed, the Lord-Magisters will take hostile action against them in the City-State they are responsible for. If they are too impotent, the Lord-Magisters may see the Grand Magister as weak and unfit to rule. The Viziers, like the rest of society – are given only the loosest restrictions, free to determine how they will perform their work so long as they get results. Each Chamber attracts mages of different schools naturally, but none are restricted. The Chamber of Wind, which as an example focuses on diplomacy, is a natural fit for Bardmancers and Illusionists. The Lord-Magisters will attempt to gain the loyalty of Viziers, through bribery or through their own charisma, to use the government resources under their control in support of their great house and personal projects. No Vizier should fully commit the entirety of their resources to a single Lord-Magister(They would be wise to hedge their bets, as the downfall of their Patron may result in their own untimely demise), but they will naturally gravitate to some more than others. Elements of the Chamber of Stars Styling of the Viziers of the Chamber of Stars: Vizier [Name] of the [Chamber] The Academy of Magisters. Responsible for training, teaching mages and affirming citizenship. The Chamber of Fire. The Militant wing of the Nation that maintains Atronachs as the personal guard to the Grand Magister. A great deal of evocationists use their destructive talents here. However, the Vizier of the Chamber of Fire has a unique role in ensuring the contracting of mercenary forces in defense of the City-States. The Chamber of Water. The Judicial branch of government. The most grievous of crimes that can be charged against a member of society is ‘incompetence’ (failure) or ‘inability’ (have lost the ability to use magic). This is a popular place for the Heirs of Great Houses who are not chosen as the Lord-magister. It also maintains a secret police/espionage group which the Grand Magister may call on to maintain order. The Chamber of Wind. A natural fit for enchanters, illusionists, bardmancers and transfigurationists. Promoting the trade, commerce, and diplomacy of the nation. The Chamber of Earth. Stewards, Administration, the management of fees and land. The Grand Sanfi. The Sanfi, are grouping of non-mages into guilds and groups that offer their services to the Mages, who are forbidden by law to participate in physical labor such as farming, smithing, and physical military prowess. Each City-State’s guilds may choose from among them one Grand Sanfi, to negotiate business terms with the City-States leadership. The Sanfi, though they may not be citizens of Hohkmat are given a surprising amount of latitude to make business dealings outside the constraints of the central government. THE LORD-MAGISTERS & THE CHAMBER OF LORD-MAGISTERS Styling of the Lord-Magisters: Lord/Lady-Magister [Name], Master of the Ziggurat of [City-State Name] While all Sorcerers of the Hohkmat are considered to some extent apart of the aristocratic elite of society, the Lord-Magisters are the most powerful sorcerers, wizards and warlocks of the nation that through wealth, intrigue, or leadership – have utilized the power of their magic to attract a great number of followers, magical artifacts and influence loosely referred to as a ‘power base’ and now sit upon the Chamber of Lord-Magisters. Young Magelings are not appointed to the Chamber of Lord-Magisters so much as the sitting Lord-Magisters can no longer ignore the rising talent. Only when the other Lord-Magisters can no longer resist the rise of a powerful Mage House, will the Grand Magister summon them to make the oath of fealty and acknowledge their power. Each Noble house is led by a single Lord-Magister who alone is recognized with this distinction; only the individual is recognized for their talent. Family inheritances follow normal blood and adoption rules common in most societies with one exception, inheritance by apprenticeship. Mages who take upon apprentices (Which are not the same as a magical student) are adopted family members considered higher in the line of succession than blood relatives. This apprentice lineage is often called ‘true lineage’. The Lord-Magister may take up to two Apprentices, each considered their heir. All Lord-Magister apprentices must be presented, and approved, by their peer Lord-Magisters. To distinguish the Apprentice to a great house, these Apprentices are stylized ‘Lord-Apprentice’. Upon the death or removal of a Lord-Magister, the House may use whatever internal mechanisms to decide which of the two most senior heirs are elevated to head of the House, though no Non-Mage may ever become the head of a Sorcerous House. Any unchosen heirs who were apprentices take up the honorable title of ‘Lord-Master’, and may continue the lineage of the House by taking their own apprentices. Blood children of a Noble House wear the surname of either mother or father, but unless those children are made an apprentice to the Lord-Magister of the house are considered lower in the line of succession. Lesser Houses, which are Noble and Commoner houses not in the Chamber of Lord-Magisters, must also follow the ‘rule of 3’ for apprenticeship – but require no approval to do so. Houses are always stylized after the name of the very first Magister to rule the house, and true lineage must prove a line of magical apprenticeship from the first Magister to oneself. This unique magical lineage distinguishes the Hakad culture with a focus on deep magical teaching as critical bond to society. The Chamber of the Lord-Magisters convenes as equals and advisors with the Grand Magister to discuss the state of the nation, but more importantly it is an opportunity to showcase the Lord-Magister’s House success and demand more resources and support – as well as to mock and denigrate your opponents for their failures, obliging the Grand Magister to shuffle resources from a failing House to a more successful one. Once they are a sitting Lord-Magister they no longer answer to any master, save the Grand Magister – and are given tremendous autonomy. The Grand Magister demands their fealty, grants them (or is bribed, convinced, or coerced into giving) them vassalage over a city-state. In addition, the Grand Magister demands their patronage of the government. As the Government views taxation as an affront to the ‘The Great Paradox’, the Magister-Lords are expected to use their own wealth to pursue their ambitions and routine donations are expected to be returned to government coffers as a confirmation of their power. The Lord-Magisters are in many ways sovereigns in their own right. They may raise their own armies, enact their own justice, conduct their own research, engage in their own foreign diplomacy – all in efforts to assert influence over the nation and towards the ultimate advancement of powerful magics and artifacts that will enshrine Hohkmats security into the foreseeable future. Powerbase. The term ‘powerbase’ or one's ‘base of power’ is a colloquial word that references a sorcerer's overall power. It has no hard definition, but is meant to be understood that as a sorcerer accrues magical talent, followers, influence and artifacts - that they as individuals rise in society. Every sorcerer seeks to grow their powerbase, sometimes at the detriment of others but always in their perceived notion of improving the nation. A sorcerer of Hohkmat investigates whether a local merchant has paid for his license to deal in black market goods, a perfect example of "The great Paradox" at work. As the Hakad people begin to gather and speak of their culture, they look for other like minded individuals of their tribes and foreigners who are looking to take up the sorcerous ways, their banner begins to call them home. (OOC: Interested in our little Mageocracy, we are building the group and are looking to join the server in force in 9.0 - come on down! ) https://discord.gg/rteb7Nt6eA
  20. Thanks for the support? Lurin is a great place, go there if that's what appeals to you as a player. There's multiple places to enjoy as an elf, or a human, or a mage , or a canonist or a whatever...Players can gravitate wherever they enjoy best based on the culture of the group, the friends they have, and the lore and the impact they feel as a player. I will, and have never, as a settlement leader discouraged another players idea or for them to strike out with new idea of their own. I won't tell anyone not to enjoy any settlement on the map, but I will tell you that our narrative pitch is uniquely different from other settlements currently on the map. Especially because it's in such a nascient stage. I am not discouraged by the unusually high barrier to entry to creating new groups on this server and want to show new players that you can try new things on LOTC.
  21. Thanks for the support? Though I will note both of those societies are primarily Elven principalities that had magic in them. You of course are welcome to get in early to offer some feedback in the design process. As a player who has been a long-time dungeon master and roleplayer for many years, building a community from scratch is something I believe I excel in.
  22. If you are interest. Join the Discord: https://discord.gg/T58qw4gcx2 Hello friends and nemesis of LOTC. I would like to announce a new collaborative player settlement/faction that is in the brainstorming and initial building phase for the new map. I am looking for other players and creative writers that would like to be involved in this yet-to-be named group. People who like to get involved in projects early in their creation, excel with community involvement and lore writing are welcome. People who wish to be involved by expressing interest in joining the group, are also welcome. We'll need Discord Wizards as well as regular ones. General pitch: A Multi-ethnic Feudal Magocracy, where magical ability is the measure of talent and grants access to citizenship, government, and nobility. Led by their Sorcerer-King, a non-hereditary title chosen from among the Circle of Mages. Magic will be highly prevalent in society, even required to hold citizenship and participate in politics. Non-magic wielding members of society seek to better their lives through the patronage of powerful magical noble houses, and in turn the Magical Lords of society seek to seek a mass of apprentices to add their own house prestige and power. The Pursuit of magical power, combined with political and diplomatic skill and intrigue toward overarching national goals, is what separates this group from magic guilds. The goal of this group is to create a nation of wizards and sorcerers, where Feudalism, Intrigue, and magic are central to society. But also a nook of the server where ardent forum writers and lore contributors have an area where their 'work' both promotes the society and is rewarded. This is not, at its outset, planned on being the home to the host of dark mages and necromancers of the world. I am using some popular fantasy magocracies as heavy lore inspirations. Avalir House Telvanni The Red Wizards of Thay Everything after this as far as mechanics for economy, tax, structure of the government, military, nobility etc - is entirely open. Those who have played with me in LOTC know that I like to try bold and unconventional group dynamics that emphasize fun mechanisms for player intrigue and conflict, that promote stories and conflict. This means I inherently bake in conflict mechanisms and expect the 'leaders' I bring into any group to respect conflict and create stories - we compete ICly, but work OOCly with each other to prevent toxicity and respect the work that goes into other people's projects. If you are interest. Join the Discord: https://discord.gg/T58qw4gcx2
  23. Minuvas would gleefully swing by his nieces house yearly around meat delivery time...
  24. Revelation of the 110th Year of the Second Era Amber Cold 'MALIN LIVES!' ‘WE KNOW NO KING, BUT MALIN’ Reverence - Community-Humility-Temperance-Industry sirame ito kae'leh, nae oroment, llir'Malinor. It pleases me to discharge the duties of this office, working towards an era of Mali cooperation - one that focuses on our likeness to Malin; not our differences. It is therefore with joy that we have worked to secure the rights of the Pan-Elven Malinists and pilgrims to the cihi of Nor'Asath, as we respect the ancestors and those who have come before - we jointly give praise and worship to the greatest among us after reaching spiritual accord with the Porobmôg of the Maehr. Nor’Asath is the Mali’Ker cihi of the Maehr, center of Mali’Ker power, authority, and culture. Home of a multitude of clans, Nor’Asath is the successor to the city-state of Ker’nor, starting once as a settlement of Stygian-Hollow and the Remnant of Renlia. In the modern age, since Nor’asath was reborn under the Fennic city. It has taken the old mantle of Ker’nor, with old teachings of the Onyx Sanctum, a few Warhawkian clans and beliefs, and new Mali’ker that rallied beneath the call of its Primarch, Netseth’Loachil. Devotion to the Spirits, and the Ancient Maehr was reborn. This settlement of Mali’ker has strict rulings against most deity based and voidal magics. Serving the spirits as Velulaei once did in agreement with the pact this Malinic Princess made with Luara, Greater Immortal Spirit of the Moon. For the salvation of her people, the Maehr. Luara dyed their hues grey and black, eyes of gemstones and hairs metallic as a display for Kor, Greater Immortal Spirit of the Dead. As Saneyir of the Temple of Malin - I discharge the following to all followers of The Way. The Chapter of Laurir Velulaei‘Ilum and the Cult of Velulaei is formally recognized by the Temple of Malin; we authorize her worship alongside Malin in all temples and personal shrines. In addition we further recognize the following Numenic Maehr Cults, worthy of veneration. The Numenic Cult of Valin - The Warrior Poet The Numenic Cult of Uradas The Numenic Cult of Koltira The Numenic Cult of Khel The Numenic Cult of Dak’ir The Numenic Cult of Wytall The Numenic Cult of Lendyn The Numenic Cult of Arganos The Numenic Cult of the Dalmakia Trio The Numenic Cult of Daesxin The Numenic Cult of Mali’Ker Ancestors, These clans are vast and wide, claiming devotion to the ancestral spirits of their own clans within Stargush’Stroh. These are located within the Temples bottom floor of Nor’asath and within Clan homes. The Ancestor shrines of the Maehr of Nor'Asath shall jointly serve as physical sites of worship for Malinists. No further Temple Shrines are necessary; though we encourage the construction of a shrine to Malin, as Father of all Mali, to be added within Nor’Asath Ancestor Halls in an appropriate manner; Temple funds are available for its construction. The Maehr retain ownership of these shrines foremost; however, I direct the following in regards to the Ancestor Halls of Nor'Asath for all followers of The Way. All followers of The Way shall abide by the Temple Laws of Nor’Asath while in Nor’Asath. The site is designated as a holy site of The Way. Thus all followers of the way are obligated to defend it with their life. Followers may clean and maintain the site as a sign of good will, but are forbidden from altering or otherwise interfering with the shrines. Followers will not invoke the deific powers of Malin or the Mali Pantheon during worship; though may speak their names with the exception of those Aenguls of the Pantheon of Malin'or who shall remain unnamed. The Maehr shall maintain priority on the use of the ancestor hall, followers of The Way shall seek to be good stewards and neighbors. Private shrines within one's home may be honored in the normal tradition for those following ‘The Way’ Velulaei is recognized as the Patron of Nor'Asath; followers shall endeavor to invoke her name on behalf of the good-will of Nor’Asath where possible. Followers of ‘The Way’ shall scrutinize artifacts of Velulaei and work to return cultural artifacts of the Maehr to their people. I direct any current artifacts of Velulaei to be immediately handed over to the Maehr related to the events of Velulaei’s expedition from Malin’or into the wilderness on our Father’s behalf. The Temple of Malin shall as a general rule, in the event of unique or unusual circumstances, operate from a position of respect and deference to the Maehr of Nor'Asath. The Temple will attempt to do so without compromising the core tenets of ‘The Way’: Malin as King of Malin'or, Mali as worthy of Veneration, and dedication to the five instructions. We obligate all followers of the Way to defend the residents of Nor'Asath from foreign aggression and to join in all defensive wars on their behalf under the Chapter of the Cult of Velulaei. We affirm that Azul and his followers are considered enemies to the faith of Malinism and are to be hunted and persecuted to prevent his ascension as a dark Deity of Malin’or. The Pilgrim Chapter of Velulaei Laurir Velulaei‘Ilum Portfolio: Exploration, Curiosity, Mourning Avatar: The Ashen Pariah, Devotee of Luara, Sorrowful Princess, First Primarch of Magara’lin Patron of: Nor'Asath, The Maehr, Explorers, Adventurers, Mourners Favored Summoning: Snow’s Maiden / Nighttime Favors: Night glow, Oracle Wood, Star-Steel, Lurker Chitin. The Cult of Velulaei’illumon, acknowledges the adventurous nature of Velulaei at the time that she served her father - a great explorer and bold leader among the Maehr. Yet it also recognizes the mournful and sorrowful nature between Her and her King-Father, who cast her from the living lands of Malin’or during the time of her curse and rage. She is the Patron deity of the Maehr, wherever they choose to call home. On Joining the Temple We remind potential followers of the following requirements to join: o You must be at least 18 years of age o You hold no obligations that would prevent you from serving the temple (You cannot be in a nation’s military or have sworn an oath to an Elven Prince) o You must be an Elf or Half-Elf of any mix o You have made no pacts on your soul, and as such have not consorted with Daemons or Aenguls that will have prevented you from paying homage to the Elven Pantheon or achieving ascension yourself. If you wish to serve the King,, our heavenly Father, and aspire to ascend to Malin’or with him - please inquire with the faithful of the Temple. This joint statement is signed; Saneyir Melphestaus Porobmôg of Nor'asath, Primarch of Maehr
  25. Revelation of the 109th Year of the Second Era Deep Cold 'MALIN LIVES!' ‘WE KNOW NO KING, BUT MALIN’ Reverence - Community-Humility-Temperance-Industry sirame ito kae'leh, nae oroment, llir'Malinor. It pleases me to discharge the duties of this office in arranging the free worship of Malinism, securing the right to preach and practice openly the Malinist faith within the city of Lurin and its Temple grounds as well as accept converts and applicants to the Temple from the city. As always, Temple members are bound by the local laws of the cities in which they reside. Lurin is a place for all races, though for the majority this settlement is dominated by elves and constructs with a few humans and the odd dwarf or orc, having had a mildly violent past a mercenary company they have established a government from this mercenary band’s structure to give space to their various people with unique architecture and culture. The Lurin Place of Worship is located within the city walls in a rather visible place behind the local military complex,using this location as a place of worship for all religions, though Malinism among them. The following strictures are issued from my seat as Saneyir. I. The Temple of Malin shall not exist in a permanent physical structure within Lurin, but shall display its icons, and offer its sacrifices on the months of “First Seed” within the general temple construct of Lurin. I.a The Chapter of Eshtael’Tahariae is hereby established; and the Cults of Eshtael and Tahariae are now permitted for worship alongside Malin at personal home shrines, and during official services under local customs in accordance with Malinist traditions. It shall seek and protect relics and artifacts related to Eshtael’Tahariae for safe-keeping within the city of Lurin. The Local Chapter may develop appropriate rituals and iconography as appropriate to promote the cult. I.b The Chapter of Esthael’Tahariae directed to serve as the primary line of defense for all Malinists and its Temple property within Lurin. They shall additionally serve as defenders of Elven inhabitants of the city. All followers of The Way are obligated to join defensive wars on behalf of the Lurin under the banner of the Chapter ofEshtael’Tahariae, when deemed of threat to the faith and Malin’s people by the Saneyir. The Cult of Eshtael & Tahariae Eshtael’Tahariae Portfolio: Balance, Justice, Purity Avatar: Uplifting Feminine Aengul (Eshtael), Radiant Orb of Light (Tahariae) Patron of: Judges, Lawmakers, Healers Favored Summoning: Grand Harvest / Night Favored Offerings: Quartz, Weights, loudly spoken thoughts The Temple acknowledges the dual deity of Eshtael’Tahariae, the Patron Aengul protectors of the city of Lurin. The Cult of Eshtael’Tahariae reflects the local customs of Aengul worship within the City of Lurin, though combines the two entities into a singular cult of worship - recognizing their important role as both judge and the executioner of justice in the mortal realms, as Aengulic supporters of the great Malin. On Joining the Temple Requests to join the temple. o You must be at least 18 years of age o You hold no obligations that would prevent you from serving the temple (You cannot be in a nation’s military or have sworn an oath to an Elven Prince) o You must be an Elf or Half-Elf of any mix o You have made no pacts on your soul, and as such have not consort with Daemons or Aenguls that will have prevented you from paying homage to the Elven Pantheon or achieving ascension yourself. If you wish to serve the King of gods, our heavenly Father, and aspire to ascend to Malin’or with him - please inquire with the faithful of the Temple.
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