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Periphonics

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  1. Fal'leon feels his throat tighten as the news makes its way to him. Despite his years bringing himself to detatch from descendants lives, the loss of his friend hits him hard nevertheless. A great deal of time is spent mourning the mighty Musin. "Ye shall ne'er be forgo''en, ol' friend." OOC: I WAS ALREADY EMOTIONAL TODAY IM ******* CRYING BRO
  2. Maca Tocaitl About The Kharajyr Naming ༓‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙༓ One of the most prominent cultural events of the Kharajyr is naming ceremonies. Names are incredibly important to the Kha, as it is a representation of who they are within society. Prefixes are the key focal point of this celebration, as they are given throughout the key points in a Kha’s life. As such, this ceremony can occur at various times throughout ones life, and it comes to vary from person to person. The focus comes to be representation of self, to convey aspects of the Kharajyr by introduction, and to demonstrate progress throughout ones journey. Coming of The Name When a Kharajyr cub comes of a certain age, that being 5 human years, they are to be given their first prefix, and first name. Prior to this time, they will have simply been referred to as ‘cub’ or ‘young one’, as who they are hasn’t yet been determined. This time allows the elder to determine the best fitting name for the young cub, basing it off who they are in their rawest form. This version of the ceremony is one of the most dramatic, is it included both the base name and a prefix. The cub is to rest at the feet of the elder as they lead the ceremony, offering a speech to highlight the parts of the cub that aided in determining the most sufficient name. Following the speech and explanation, the cub is then given their name, accompanied by the prefix S', until they meet adulthood. [Example: S'Xochitl] Coming of Age The next aspect of the naming world in which Kharajyr traverses is when a cub grows into themselves, and into an adult. The age of 15 is when their life truly begins, in many ways. This is the point in which a Kha is considered a true member of their community, and has earned the title of a fully grown adult. However, this is not a point in which the Kha has entirely figured out who they are, thus they are given a simple and general title. This stage of life is one to allow room to explore self, to find what it is that calls to them. Kha later are granted titles to adhere to their greatest call, what areas in which they are most attuned to in their society. The Kharajyr believe it’s important to allow their young and new members to take the time to discover themselves before committing to any one skill or path, ensuring when the choice is made, it is the correct one. This ceremony is similar to the last, in which the newly adult Kha will bow before the elder as a speech is given. This speech, however, pertains much to the aforementioned concepts of exploring oneself, as so the Kha understands what this stage of life is meant for. Once the speech comes to a conclusion, the newly adult Kharajyr may take on the title So’, Si’, or Sa’, chosen by the Elder. [Example: Si’Xochitl] Coming of Self Perhaps the most important name the Kharajyr will be given is that of self. At this point in life, the Kha has come to find themselves and their calling, settling on a sense of self they most identity with. Ranging from artist to warrior, this ceremony is grand and full of celebration. Drink, feast, and festivities are to be held when a Kha decides they have found themselves in such a way. This ceremony can occur at any time in a Kha’s life, and can even happen more than once if they come to grow into something else more fruitfully. Because of the flexibility, Kharajyr experience no pressure to have come to their choice in a certain time frame, but rather to simply focus on doing so with the greatest success possible. The elder in this version of the ceremony spends the majority of their speech going over the Kha’s journey, discussed prior to the event. This is done to display to young Kharajyr how diverse and adventurous their journey can be in finding themselves. The name taken in this instance is determined by the role the Kha has chosen to take, and can be the following: Do’ for Warriors Ji’ for Artists, Writers, and Poets Dra’ for Doctors Ka'/Ki'/Ko' for Merchants Jo' for Magic Users Do' for Warriors Ja’ For Priests or Religious Leaders
  3. Haulquiz’Metzli ‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙ ‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙ The Festival of the Future Moon is dedicated to reading the Meztli for the next lunar season. The Kha seek the heavens above during a celebration of the moon, doing so to predict what aspects of their lives will be prosperous within the following season, dependant on the stage of the moon during the reading The activities of such a festival may vary when the lunar cycle is decided for the season, however much remains the same from celebration to celebration Often led by the Elders or Priests of the Pride, the Kha and others joining in the festivities come together for a day of partying. Traditional Kharajyr meals are often served during this time, as food is an incredibly important part of the health of any group of Kha. Alcohol is also commonly shared during the initial activities, however is limited so that the ceremonies may not be interrupted Once the partying has come to a close, often decided by the lead of the Hauluiz’Metzli festival, the group of Kha converge into one location for a religious ceremony directed towards the Spirits and some aspects towards the Muuna herself, however it is up to the discretion of those leading the rituals and ceremony. To conclude the festival, the moon itself is to be observed closely, and the present stage of the lunar cycle is to be decided. Once this has been decided, the prediction of the season is to be made, and thus allow the Kha to better prepare for what is to come in that time, and further orchestrate their social activities to reflect what will be most prosperous. New Moon A season of political prosperity, Kha may come to find ally ships easier found, a good time for celebration and festivals . Young Moon A time of invention, the creative flow of Kha is enhanced during this season! There is to be prosperity in all creations. Waxing Crescent The season shall be full of bravery, inspiring Kha to act on things they may otherwise be too fearful to challenge. Waxing Quarter Dexterity comes from these times, Kha are presented with a time in which their craftsmanship is heightened significantly. Waxing Gibbous A prosperous season for merchants, the season shall bless all with fortune. Full Moon The Spirits bless the Kha of this season, fortune of all kinds are to come. Waning Gibbous A time of good health, this lunar season offers times of healing and rejuvenation . Waning Quarter This season is to be filled with joy, a time in which the voices of Kha shall be heard louder than before, in all situations. Waning Crescent A time of quiet, these times are filled with secrecy, it is wise to keep one’s thoughts to themselves. Kha are to be more reclusive during this season. Old Moon Inspiring intelligence, this lunar season bares wisdom to be found in each ordeal, all things are a lesson in these times. ‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙
  4. The young druid reads the missive with a frown etched into his features, leaving it on his table to show later to friends and family alike. "This con'inen' shall fall soon, I wish tha cycle would break... Bu' alas, iheiuhii narne narneyem'ehya... I 'ope we will nae fall easily, per'aps Almaris may be preserved." But, despite his optimistic words, Fal'leon sits down with a solemn huff, and ponders if such is even possible.
  5. The Moonlight Sanctuary [!] The entire page appears to be translated from Kharahatla Within the walls of Nor-Velyth, lie the slumbering cats… The Remenant Kha, being a people met with near constant adversity, seek residence where they can find it. Some of such have come to be those who occupy the Moonlight Sanctuary, a pyramid settlement within the confined of Nor-Velyth lands. The Kha of this place take solace in their culture centered around both old and new traditions. Intermingling the shaman ways of their host kingdom with the old ways of Kharajyr since passed on The Sanctuary, settled with new Kharajyr blood and teeming with potential, bares arms opened to all Kha who seek a place to stay and foster a community, one in which they can thrive amongst their own peoples without strife. A place in which the remnants of our language, and new aspects of it, can be spoken without the hindrance of new descendants being ignorant to our words. Built upon the ideals that the Kha remain a strong group of individuals, the Sanctuary is a place in which one can exist peacefully and indulge in the cultures of the new Kha without worries. Come join your Kharajyr brethren and uptake a free home within our community of friends, brothers, and sisters Sanctuary Law 1. Violence within Sanctuary walls is forbidden 2. Speak our language as often as possible 3. Disrespect to the moon is forbidden and is clause to be asked to leave 4. Accept all Kha who wish to join us 5. Respect and obey the Elders 6. Obey Nor-Velyth law Sanctuary Culture Cultural events such as the Haulquiz’Metzli and naming ceremony, while not mandatory, are recommended for all Kha to take part in! Led by the Sanctuary Elders, these events offer wisdom of the future for the residence of our home and spiritualistic experiences. Our community attempts to uphold as much of the ancient ways as possible, while continuing to adapt to our new world, one lacking our Muuna. Health, dietary and other such practices are taught by the Elders of the community during communal teaching events. Along with such, ancient traditional ceremonies are often held in the name of the Moon Mother's, both the old and new, to maintain connection to the old ways. Clothing offered by those capable of making it are often akin to that of the generations before, and are highly suggested to be worn when in the community The Moonlight Sanctuary offers cultural experiences led by its Elders so that our brethren may continue to pass down the ancient history of our kind for centuries to come. Present Elders Yhl'Yaotl Yhl'Kabuki Yhl'Keidha
  6. How have you enjoyed playing Vaen! is he offering you the experience you expected?
  7. Formed 13th of Malin's Welcome, 113 SA Present Chief: Fal'leon Maehr'uhier “Ohowaki maehran, Ellaurir ay’Ibaran. lyun ito heya’leh orrarnan, kaenan’leh ortilrun nae illerae Kaean’leh Sirame aynae’leh lye myumierae Oh Ohowaki ormaehr, ehya leyuan, nae’leh ahern kae illera.” The Owl of Knowledge and Wisdom reaps the skies with silent wing beats. Those who follow under her masterful guidance pride themselves upon their dedication to both learning and teaching; the scholars of the world. It is with the Maehr’uhier that such scholars may find a home, a commune to foster their knowledge and bring unto them new heights. Titles Sohae’maehr - Chief Mar’maehr - Elder Maehr’onn - Member Fi’maehr - Seeker _______________________________________________________________________________________________________________ Values of The Owl Knowledge Wisdom Teaching Patience Curiosity Growth _______________________________________________________________________________________________________________ Trials of Initiation Trial of Knowledge The Fi’maehr must locate and return with a piece of knowledge not yet stored in the Maehr’uhier collection. If they’re unsure what is collected, they are encouraged to both ask and read away. The resulting piece may come in any form, from a history book to a bardic tale, however it must be documented in some fashion to be returned to in another instance. Trial of Sight The Fi’maehr is to find and speak to a minimum of 4 people with varying gifts or religions. They are to ask what they are, how long they’ve pursued this path, why they chose it, and (most importantly) how has it affected their world views and philosophies. Gifts may include: Voidal mages, druids, paladins, shaman, dark mages, alchemists, canonists, and any others one may find Trial of Understanding The Fi’maehr must find a person who they disagree with strongly in any capacity, due to personal reasons or morals, and come to a mutual agreement on something together. This cannot be something surface level like a favourite food, but rather on something deeper and meaningful. The purpose of such is to learn from those whom you do not see eye to eye, and realize value in all perspectives. Trial of Independence For one year, or an elven week, the Fi’maehr must make themselves home within the wilderness. In this time, they may not speak, write, or communicate with any words to anyone. The Fi’maehr may be around others, but asking for help is prohibited. Like Ohowaki, they will be silent. Proof of such endeavors will be a record of things they see and hear during this time, all observations of descendants and nature they deem interesting enough to note. Trial of Wisdom To conclude the trials of the Maehr’uhier, the Fi’maehr must come to learn of the Mani in which they will study under. Return with an apt description of Ohowaki, her teachings, how to pray to her, and so forth. This final act will tie in to the following celebration of your acceptance. Continually, recitement of her primary prayer must be accomplished successfully. It is advised that items of worship are collected during this time, as they will be needed further on. _______________________________________________________________________________________________________________ Rites of Passage Rite of The Flesh Ilmyumier has been adopted as part of the Maehr’uhier tradition at the time of forging and so forth. The markings are distinct in both pattern and colour, and must remain consistent. White tattoos are to be worn onto their flesh before the rest of the seed, presenting themselves to the world with the markings of Ohowaki. However, the Maehr’onn may choose the location of their markings, it is common practice to get them on the chest or dominant arm. Continually, those who come to be bequeathed the title of Chief are to dawn similar white tattoos across their eyes and the bridge of their nose, coming to a point to resemble the beak of an owl. Others may bare facial marks as well, however they must not resemble the chiefly tattoos while maintaining the pattern and colours. Rite of The Talon While combative ability is hardly revered as something sought out, the ability to navigate combat with cunning and wit is something that is encouraged within the Maehr’uhier seed. Because of such, the secondary rite of passage into the seed is to bear a custom forged blade designed by the Fledgling Maehr’onn, forged by themselves or a chosen smith. Typically, the blade is to bear the image of an owl in some form, via feathers, an owl head, or another viable option. Rite of The Binding An important rite of community and devotion to seedmates. Wrapping one's wrists and forearms in bandages that have been dipped in herbs of healing, this rite is dedicated not to oneself but those around them. The Maehr’onn wears these bandages to protect their most vital veins upon their wrists, they’re to be worn at all times, however may be changed and rewrapped in private. To remove such bandaging is an action of incredible importance, and is only encouraged to be done exclusively when aiding another who’s in dire need of the healing herbs that aid in recovery. _______________________________________________________________________________________________________________ A Fledgling Maehr'onn When a Fi’maehr, those who commit to taking the trials of the Maehr’uhier, complete their tasks and are fully accepted into the Seed, a celebration is to be held in honour of their accomplishments. A show of gratitude too for the new knowledge they may offer. Prayer The celebration shall begin with an offering of thanks to Ohowaki for granting a new scholar to the Seed. Each Maehr’onn and above will gather together in silence bearing an item of offering in their hands. The ceremony is to be led by the Fledgling with the aid of the Seeds Sohae’maehr, location subject to change based on how the Fledgling wishes to orient their ceremony. Practice Following the ceremony, the Seed may reconvene in another location or remain in that of their prayer. In either resulting setting, the newly graduated Maehr’onn is to share the results of their trials with the Seed so that they may provide knowledge and teach others what they have learned, displaying one of the Seeds Rites Party To conclude the celebrations, the formal endeavors may break into a party. The Seed may do so in any way seen fit or preferred by the Fledgling, however the aspect in which a new Maehr’uhier is celebrated for their accomplishment is pertinent. _______________________________________________________________________________________________________________ Orrar’parmayilu When a wedding is to occur between a Seed member and another of any origin, they may opt to take part in the Maehr’uhier tradition of an orrar’parmayilu, or in common tongue, a bridal hunt. Brought from Bwadi culture into ‘ame, the hunt is to not only act as a premarital celebration, but to build upon existing friendships between both the bride and groom’s companions and further unify the pairs' lives. Both teams are to be in matching disguises, their appearances hidden from the opposition. Participants may be same or opposite sex, in the result of a homosexual couple, they must agree on who is given which role. Mal’mayilu The side of the groom is effectively in the dark, made reliant on their cunning and problem solving skills to endure the event. The Mal’mayilu meet in an enclosed location of their choosing to drink and plan their course of action, while awaiting the end of the prehunt time. Following the beginning of the hunt, the Mal’mayilu bear a single task; find the bride. However, doing so comes with challenges to be faced. Members of the Lari’mayilu may be found running about the hunt location, and can be halted by Mal’mayilu to be interrogated. The option of a riddle is presented to the hunter, however engaging in combat may also be chosen should it be wished. If either engagement is successful, the Mal’mayilu is to be given another riddle that pertains to the location of the bride. If the Mal’mayilu are successful in locating the bride, they must return her to the husband In the instance that they are successful in doing so, the Orrar’parmayilu will be completed and further celebrations such as drinking may ensue. Lari’mayilu The side of the bride is that of misdirection, one must utilize skills in outwitting others to keep hidden. Prior to the hunt beginning, the Lari’mayilu are to hide the bride away in a secret location, to which they must comprise a series of hints to provide given they are beaten by the mal’mayilu. The bride herself is permitted to leave this location and join the hunt, disguised as another member of the Lari’mayilu, however must return at certain points to maintain function of the hints. The Lari’mayilu are each given a riddle to tell if they are caught by an opposing Mal’mayilu, however are noted to be prepared for combat. In the instances in which they are beaten in either scenario, they must both give a hint to their combattant, as well as unmask themselves so that opposing Mal’maiylu don’t pursue them a second time. If the bride is found by members of the Mal’maiylu that are not the groom himself, the Lari’maiylu are tasked with hindering their attempts at transporting the bride via combat or other forms of misdirective trickery! If they fail to do so, the Orrar’parmayilu will be completed and further celebrations such as drinking may ensue.
  8. Fal'leon nods to himself. "Mmm.. Yes.. Flour."
  9. Fal’leon sits in the fae ring of the mother grove, rereading the invitation to his friends, boasting pride and joy for his son to have found such a wonderful woman to wed. “I could nae ‘ave found someone be’’er sui’ed fer ‘i’m.” He boasts cheerily.
  10. Artists Rendition of the undead Cloudbreaker A POV from Fal’leon Maehr’uhier 7th of Peter’s Glory, Year 41 BA Fal’leon hadn’t seen combat in well over 50 years, not true combat, not since a war long since passed, in a kingdom long since fallen. But the threat of Cloudbreaker was enough to rouse the buried soldier within his spirit, the call to protect the Balance with his druidic brethren stirring him to action. The days leading up to the battle were full of weary collection of gear, procuring potions and items alike, intent on walking away from the battle standing. Nevertheless, despite all his preparations, when he placed his owl helmet atop his head and rode out to the ash lain Balian, nerves pressed deep into his chest and threatened to cut his breath. He kept his composure all the while, thankful to have his features concealed. When they arrived, greeted with the majesty of Koko Mama’s great form, for a moment he was calmed. Fal’leon stood and readied alongside his brothers and sisters: Nemea, Aerendyl, Malii’evarir, and Theo. Comfort came from the familiar faces, though the nagging pit that he may have to see them fall refused to give way. “‘Ow are we feelin’?” He’d ask them, looking at their armoured forms. “Excited.” They replied, determination evident. And for a moment, he was too. But the sky split with red lightning, and such feelings were quickly stolen. And for another moment, Fal’leon could only think of his children, of how he had to return to them alive. He gripped his glaive, Kermetta’leh Vihai, a little tighter. Brother Corvid, graced with a few moments to simply calm his mind, muttered prayer to the warrior Mani, his desperation to see the sun rise the next day calling him to his worship. “Morea, Ellaurir’Chirran heya iheihuii Velulaei hiuwera, kaean’leh ortilrun nae illerae. kaean’leh Sirame ay’nae’leh lye myumierae. Oh Morea, llytan, nae’leh ahern kae illera.” “Laran Moccus. Oem heya ordivhiuw ito nae’leh. lae heya cerun malarehan lomera. kaean’leh ortilrun nae illerae. kaean’leh Sirame ay’nae’leh lye myumierae. Oh Moccus, ordivtilrun, nae’leh ahern kae illera.” The five of them stood atop a great mesa stone and looked out into the distance, eyes gazing over the canyons in search of the undead beast. Fal’leon turned to see if it had come elsewhere, met with an unpleasant sight. “Shi’. DUCK!" He cried out. Behind them stood a brigade of undead, all baring crossbows, all aimed at the unknowing druid squad. The Corvid himself ducked down against the rocks, moving his Entling dubbed Evar’ame to stand in front of Malii, to protect his oldest friend from the incoming barrage. A moment too late, she was struck with an arrow, though the following bore into the Entling with a thud. “Get down here!” Called a voice from below, spoken from the ‘Gator’, Aerendyl. Fal’leon slid down the rough, red stone, perplexed by the request. “We’re going to use Koko Mama.” A look of realization and understanding split his features, and the Corvid offered a single nod. He turned passive to active connection, figure concealed now by shimmering translucent feathers of black and purple; a monsterous, raven form over his body, whose eyes leaked purple tears. With a hand on his shoulder, offered his friends power to keep himself lively, Fal’leon brought his focus to the behemoth Palm and her joyful voice. His figure covered in translucent feathers, the sound of shouts and arrows filling his ears, he made his command to her known. Creaking filled the cliffs as Koko Mama’s final waltz began. Her great figure reared back, twisting to the side slowly, at the Corvid’s instruction. She was brought to the limit of her own flexibility and no further, held in place for but a moment. And then he let her go. The massive tree flung to the side like a great hand swatting dust off a ledge, sending all but one of their antagonists-- Who had been so gleefully boasting about their success in disabling the Palm and its users -- flying rom the cliffs and down into the canyon, presumably to their demise. “That’ was fun.” He said, despite himself. Job not yet done, the pair of druids waited for Koko Mama to return to her upright position, her song filled with pride and glee as she was made to sway so vastly. Once prepared, Corvid returned to his command of the great Palm, bringing her to bend backwards, away from the cliff. He peered out for a moment, noting the singular Undead remaining, struggling to find hold on the ledge and threatening the only unattuned in the party. Locating his target, the familiar creak returned to the cliffs. Koko Mama reared back to her fullest extent, nearly bend in half, wound back with the most tension Corvid could offer. And yet again, with lethal intent, he let her go, gesturing forth with his staff from their concealed location. The sound of the Palm whipping through the air was a scream of wind, the crash of her mighty branches rivaling the cries of Cloudbreaker himself. The Undead jumped down from the cliff in an attempt to escape the worlds largest fly swatter, narrowing managing to do so, to Fal’leons dismay. Noting the threat, the two druids jumped down from their place on the ledge and made their way around, back to the combat, flanking the Undead. For a moment, they paused. Aerendyl placed a hand to the younger ‘ame’s shoulder and offered a rare moment of affection and comradery between the two. “You did well.” He told Fal’leon, a notion that revitalized his determination and confidence. And so the pair returned to their friends, finding the Undead had become simply dead thanks to a well placed spike trap. Joining them, offering a semblance of relief, were three newcomers. Now they bore reinforcements, an armor clad figure, a woman who’s title he had never come to learn, and a king. Their backsides protected, the four present druids began their true task. Each druid took to their designated, practiced locations, a sense of unity in their divine goal of turning the mighty tree into a slingshot to put all others to shame. This time, Fal’leon set his hand atop Gator’s shoulder, pushing his energy into the man while he took aim. It was at that moment that the Arch druid took notice of a troll within the canyon. Forgoing their search of the skies for the fiendish draconic presence, the quartet turned their focus to the ravine’s assailant. Red and blue energy swirled to create the coconut, one that dwarfed even the largest cannon ammunition. Whence formed, Koko Mama’s massive form began to take back to her lean, her trunk winding back to all but fold over as it had done before, the druid's auras mingling into a kaleidoscope of colour. The coconut sailed through the air, its mother singing with glee as she swayed back and forth, towards the troll below. The party watched on with celebration as it hit its mark, smashing its target into the ground as a hammer would unto a nail. Cheers filled the air for only a moment, silenced by a demonic voice known only to pertain to the wicked Cloudbreaker himself. What followed broke the hearts of the druids. The sky above turned a shade darker, a dreadful shadow overcasting the land, bringing forth the promise of devastation in its wake The dragonic figure had a lapse in control it seemed, cannon fodder having sent it sailing towards the canon in an unconstrained fall. A sickening snap filled the air as it hit her, twisting stomachs at the sound. But it was the sight that befell the group that shattered them. Broken clean, they watched on with unbridled pain and rage, helpless to save their beloved Koko Mama. The Corvid cried out “KOKO MAMA, NO!”, useless to save her from the crushing weight of a fallen dragon. She who dances with Hurricanes, completing her final tango… a waltz with fate. [!] Artist rendition of Koko Mama's fallen form It was only for a moment they remained unmoving, staring with wide eyes at their most precious weapon. But the proximity to Cloudbreaker forced them to their wits, and so Fal’leon followed on as the group trudged up the cliffs and hillsides to the entrance of Balian. “Druids at the gates!” A voice called out, and they were permitted within, their collective sense of duty outweighing the deep seeded mourning for the time. And for but a moment, Fal’leon was able to take everything in. The city he’d visited seldom prior had become a war front, covered in ballistas and canons alike, walls clad in descendants all sharing purpose. A familiar, terrible cry filled the air all over again, cutting the moments breath short. Metal on stone followed, armored men and women running to man their respective weaponry. And thus, the druidic party made way to the center tree, mingling their abilities yet again, causing it to take shape into a ballista itself. A barrage flew towards the skeletal dragon as it drew nearer, striking it numerously. Two volleys were able to lodge into the figure before it returned the gesture tenfold. The heat was tremendous, and Fal’leon couldn’t help but think about how he could be cooked within his plating as his eyes were forced to watch stone turn to liquid. He dove behind cover, watching in horror as the courtyard was turned to all but ash. He was frozen, a sick memory in the forefront of his mind, one that had been granted to him nearly half a century prior by the Voidal Hollow of Ando Alur, a premonition of a fiery demise. His ears rang, silencing the screams and cries of his allies. He had burnt alive once, without perishing. Everything was quiet, time felt stilled and the mali'ame couldn't tear his eyes from the beast. Perhaps the promise of it ending would suffice in comfort, as the dragons maw opened yet again. [!] A painting of Cloudbreaker's breach “Lets go!” The voice of Theo broke through the ringing, stirring the Raven to return to the moment at hand. On shaky legs, Fal’leon joined his companions behind a second layer of walls. “There may still be people up there!” Called a voice from nearby. A familiar notion, one he himself had felt many years ago. A fools duty. “Dunnae play ‘ero! We ‘ave tae go.” He replied, joined by Redtail in the sentiment. And so, those that remained standing began to run, fleeing into the heart of the city. They were met with the rear guard, focus trained on a group of undead. Fire and Corvid watched on for but a minute before they were pulled from their mesmerized state by Redtail. Together, the squad of Koko Mama converged away from the combat, whose sounds of terror lulled to a distant clamor. “We cannae jus’ abandon them all, can we?” “I’m just here for the dragon, who cares if some descendants die?” As much as he hated to admit it, Fal'leon couldn't help but agree. He had forgone his duty to the people of the world long ago. Without their grand catapult, they were unarmed. Horse hooves bore into the dead ground as the five retreated from combat, their task forced to an early completion by the devastating demise of the beloved Koko Mama. But five soon became two, and when he looked back, he and Theo were alone. They rode to their home, the Mother Grove, without so much as hearing the gate of other horses around them. They were met with none of their party. Fal’leon waited at the gates for what could have only been 20 minutes, but time was a cruel mistress, and fooled him into believing it had been hours. Hope came with Timberwolf, but when the women failed to follow, dread overcame the three. They waited… And waited… And then the two returned. Relieved and worn, Fal’leon brought himself to his home, removing his armour and returning to his furs. He was unscratched, unharmed. The guilt of their failure to strike down Cloudbreaker weighed heavy in his chest. "Did you have fun?" His guide asked, and in their moment of privacy, Corvid answered truthfully. A truth he wouldn't admit to another soul, not while knowing the result. "I did." And then he found himself alone, sat in his home with no company but his own mind. Daunting tremors of the earth couldn’t bring him to rise much further than the couch. For all he knew, they had lost. Balian had fallen to the undead. He fell asleep with this notion, and dreamed of his vision of blaze and death he had attempted to forget.
  11. Fal’leon returns to her mighty stump all but once, placing a mourning hand to her wood, remembering her joyful voice that he had felt within his very being. “Until nex’ time, ah’llir iyul’annuerah iheiuh’rostan…”
  12. Fal'leon reads with a satisfied grin, letting out a small hum. "Now I pray tha grudges be lif'ed from yer shoulders, ceru'llir. Per'aps ye'll be seen fer tha man ye've become, nae who ye used tae be."
  13. Fal'leon stares at his image with his sons name... Weird....
  14. "Wonder if people will star' tae understan' they're nae all Eugeo... Bunch o' grudge 'oldin' weirdo's." Fal'leon do a shrug
  15. Fal'leon frowns deeply in note of the Vikelan bodies, pocketing the missive. "Seems we've our work cu' ou' fer us..."
  16. The elven man scoffs reading the missive, tossing it in the fire as he does most of this type. "The fool does nae realize who 'e insul's with this" He says with the shake of his head "Ill informed an' nae where tae be seen, comin' tae attack meself in 'is words. An' tae think I officia'ed 'is weddin'"
  17. Elysium University Classes of Year 84 Intro To Baking Do you have a sweet tooth but don’t always have the mina to keep buying from the local baker or want to learn a new and useful skill? We’ll look no further friend, this offer goes out to you. Introducing baking classes. Local and simple to understand, these classes are tailored towards new faces in the culinary field and seasoned (hopefully with sugar) cooking veterans who want to learn a new thing or two. Hosted by: Flour Time: Wednesday, 3:30 pm PST Location: Lecture Hall 1-B Intro To Kharahatla The world has forgotten the ancient language of the once mighty Kharajyr race. However, for those keen on learning for the first time, Kha or otherwise, a class that will be introducing all to the basics! Allowing learners to be able to hold basic conversation with a Kha in their own language, to immerse themselves in part with the mighty race. Hosted by: Kabuki Khurhukar Time: Tuesday, 7:30 pm EST Location: Lecture Hall 1-B Fal’leon “The Raven” Odinson, Minister of Finance and Knowledge Elysium Guard Commander Head of Clan Odinson President of The Bokolo Company Raven of The North Any and all are welcome to host classes! Please contact Fal'leon Odinson (ooc: Periphonics#8931) to apply!
  18. good god no. please for the sake of this server do not bring that back. I've seen the free build servers. they're ugly. I'm sorry but it leaves too much room for people who are, to be frank, garbage builders to build cube houses. the way things are now is nice. the uniform look of quality is good and definitely influences player retention positively. Furthermore, limited space is also very nice. Almaris, albeit huge, feels like an actual world to explore. Things are consistent, and limited, just like a real continent. No one comes onto LOTC to play on just another lame factions server where you have a giant castle next to a mud house in the shape of a cube.
  19. Kabuki nods to himself upon reading the missive, noting its applications with a toothy grin
  20. Fal'leon crumples the missive, rolling his eyes. "Ay, we mean no 'arm, bu' also all o' ye mus' follow our religion an' if ye dunnae then we'll kill ye. Sounds so ideal."
  21. Kabuki would see the missive and grin, rushing off to show his father @Markisstreaming
  22. The Elysian Guard Squire System Issued 10th of the Malin's Welcome, year 75 SA Purpose: While the current Elysian Guard is comprised of numerous capable warriors, the system in which initiates are able to climb the ranks is muddy and unclear. Moreover, the varying levels of skills within the guard leaves it non uniform in combat. This document shall provide a detailed guide and outline on the system in which the Wardens and Rangers will go about teaching, and too the ways in which Initiates will move ranks. Structure The pathing in which initiates will move is outlined as follows: Lord Commander Commander Veteran Ranger/Warden Initiate Initial Entrance To be one of those regarded as guards of Elysium, both Wardens and Rangers alike, one must first endure rigorous training. Prior to such is recruitment. A person or persons can locate a Commander or the Lord Commander to uptake consideration, in which they will be accepted or rejected. If accepted, they are automatically assigned the lowest rank; Initiate. Selection of Pathways Following joining the ranks of the Guard, each year the newest members will be brought before numerous Wardens and Rangers. Both pathways will be explained in detail, in both purpose and skills required. Once done, an initiate is to decide the pathway they wish to follow. This step is of utmost importance, as to ensure passion. Teaching Roles Each and every Warden and Ranger within the guard are to be given the duty of teacher. Those who take on these ranks can, at any point, be appointed a new initiate, and too can have a current one taken away, as according to the Lord Commander and Commanders. Each persons are to adhere to a specific set of lessons. One can provide additional lessons, however no less are to be held. All lessons must be fully complete in order for the initiate to move forth. Penalty for ushering through unprepared Initiates is to be having all roles stripped and to be returned to such a role themselves. Lessons: Ranger The following shall be the outlined and required lessons to be provided to those who choose to follow the path of the Ranger. Weapon Selection An Initiate must select a weapon to specialize in. This can range in any number of such, however Rangers are permitted to guide in selection in what suits the role best Weapon Mastery Each Initiate must prove to their teaching Ranger that they have basic mastery of their selected weapon Teaching Ranger must ensure this is completed with their own accord. If proficient, one is to teach themselves. If otherwise, one is to locate a master of such weapons and ensure mastery is proven Subtle Interrogation Teaching Ranger must instruct on subtle interrogation. Such includes urging information out of social citizens such as bartenders, merchants, etc. Additional lessons may include bartering for information, convincing criminals to speak on instances, partaking in events within other cities to gain information, and any other interrogating instances the Teaching Ranger sees fit Tracking The Teaching Ranger is to teach upon tracking skills. This must include the ability to locate escapees, as well as targets within other lands Teaching Ranger may do so in any number of ways, however it must be proven the Initiate is able to enact these skills Sneaking Teaching Ranger must teach Initiate ways in which they may sneak through varying situations Such shall include: blending into crowds, climbing abilities, silence in steps, basic disguising, tracking through crowds unseen Additional skills may be added at the will of Teaching Ranger Basic Archery Teaching Ranger must ensure the Initiate is capable of basic archery skills Codex Memorization Teaching Ranger must ensure Initiate is able to enforce Elysian Law, thus ensuring Initiate is fluent in the Elysian Codex Patrol Minimum To ensure duty is enacting properly, Teaching Ranger must accompany Initiate on a total of 6 patrols around the outer reaches of Elysium or the Elysian walls This number is to be no less. Patrols count exclusively when Teaching Ranger is present, personal patrols shall not count for such Both parties must be armed during all patrols to ensure readiness at all times All proper patrol procedures must be taught in detail and enacted during all 6 Lessons: Warden The following shall be the outlined and required lessons to be provided to those who choose to follow the path of the Warden. Weapon Selection An Initiate must select a weapon to specialize in. This can range in any number of such, however Wardens are permitted to guide in selection in what suits the role best Weapon Mastery Each Initiate must prove to their Teaching Warden that they have basic mastery of their selected weapon Teaching Warden must ensure this is completed with their own accord. If proficient, one is to teach themselves. If otherwise, one is to locate a master of such weapons and ensure mastery is proven Arrest Procedure Teaching Wardens are to teach Initiates the proper procedure in which arrests are to be conducted. Such should include evidence collection, witness accounting, disarmament, retraining, and location of holding cells within the Keep Threat Perception Teaching Warden must ensure Initiate is capable of perceiving potential threats Such may include: Fights, smuggling, assassinations, robberies, hate speech, vandalism ,etc Initiate must also be taught in full what is and what is not threat. This is to ensure peace is kept. Example of such is ignoring friendly banter, sparring, etc. Teaching Warden must ensure Initiate is aware of all behaviors that potentially seem like threats but are not such Gate Procedure Teaching Warden is to ensure Initiate is fully capable of enacting the role of Gate Duty All proper procedures must be taught in detail and enacted upon all occasions Investigation Teaching Warden is to teach basic investigative skills Such must include searching for evidence, interrogating witnesses, interrogating culprit, collecting information upon culprit Teaching Warden may teach any additional information deemed fit for such skills Codex Memorization Teaching Warden must ensure Initiate is able to enforce Elysian Law, thus ensuring Initiate is fluent in the Elysian Codex Patrol Minimum To ensure duty is enacting properly, Teaching Warden must accompany Initiate on a total of 6 patrols throughout the varying levels of Elysium. This number is to be no less. Patrols count exclusively when Teaching Warden is present, personal patrols shall not count for such Both parties must be armed during all patrols to ensure readiness at all times All proper patrol procedures must be taught in detail and enacted during all 6 Patrols must include at least one instance of all major sections of Elysium Appointment Requirements In order for a Commander or Lord Commander to give Ranger or Warden students, one must be all of the following: The rank of Warden or Ranger for a minimum of 2 years Inspected for teaching capabilities Sworn to uphold duties as Teaching Rangers or Wardens Selected by a rank no lower than Commander Appointed Initiates by rank no lower than Commander Bare no infractions Completion of Training Upon completing all outlined lessons, as well as being approved by Teaching Ranger or Warden, an event shall be held. This event shall occur during times in which groups of Initiates complete training within similar time frames. Such shall be a tournament in which Initiates can form bonds with comrades and show skills. Too will such allow teachers to view where their lessons excel and falter Emergency Command Interference Clause If a Teaching Ranger or Warden proves to be a danger to her majesty Elysium, the Crown, or Initiates, those of the rank Commander or higher are hereby permitted to interfere immediately. Such shall include stripping the infarcted party of all students, return to Initiate rank/removal from Guard entirely, court case, the relocation of all active students. Fal'leon Odinson Minister of Knowledge and Finance Corvid Druid Head of Clan Odinson President of The Bokolo Company Commander of the Elysian Guard
  23. The death of Nossir Khurhukar left his per, Kabuki, alone in this world. Orphaned at 12 years of age, the young Kha'Tigrasi was forced into adulthood sooner than wished for himself. As son of the Patta of Clan Khurhukar, it was his duty to uptake the mantle of Patta. However, his young age would leave the clan stagnant for some time. 8 years passed, with near silence from the Kha clan, no new blood, new rules, new anything popping up. Seldom was Kabuki even seen, in a state of mourning for his fallen father. However, at age 20, he finally decided enough was enough. Taking on the new title officially, Tul'Kabuki Khurhukar emerged from silence, new blood flowing through the veins of his clan. Officially dubbed his new title, he begins his task of revitalizing what his father envisioned to be a strong clan of Kha, comprised of warriors and merchants. And thus, missives scatter the lands, a call to those who wish to join such a people. "Sa'vi, reader. I am Tul'Kabuki Khurhukar, Patta of the Khurhukar Clan. Kharajyr are a scattered people, roaming Almaris with little community and little family. This is why I extend this invite to all Kharajyr in Almaris. Warriors, tradesmen, merchants. You are all wanted, you are all to be embraced with open arms into my clan. I wish to help unite our people, to rebuild what once was. I live in many and no places. My patta placed us in Elysium, but I travel all around. A bird will suffice to get my attention, to all those who wish to join us. We are small now, but Kharajyr are bound by origin and we can become something strong. Family, friends. Adventures and stories. Challenges and triumphs. I can offer you all of these things and more. So please, send me a bird with your interest. Amehuan huel ma nohuon acicamatl cemanhuatl!" The bottom of the missive is signed with a rough signature.
  24. When the news came to the young Kharajyr, he was heartbroken. Kabuki and his patta had been incredibly close, sharing times learning to fight. He fondly remembers sparring his father and losing entirely, only to go out and get lemonade together. The boy sits in his room alone, missing his patta. Even still, Kabuki knows his new role, up taking the mantle as Patta of the Khurhukar family. Mourning, afraid, alone. He will take this challenge head on.
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