Jump to content

Spindle

Iron VIP
  • Posts

    106
  • Joined

  • Last visited

Everything posted by Spindle

  1. 'pon & 'twixt... the unholy duo

    1. argonian

      argonian

      bepon and uptixt

  2. A little writer prepares her belongings.
  3. Your cheeseburger is waiting on the counter hun.
  4. Thanks for you're feedback. Unfortunately I am Australian.
  5. Purpose Chancing a little walk through Celianor, my character came across something grim. A great monstrosity of blackened metal protruding dreadfully past the otherwise pristine white walls of the city like a knobby finger. This terrible creation of which I speak was a cannon. A characteristically dwed/human construct that projected nosily and detracted from the elven theme of the city. This submission, which has hitherto been written up as I am writing this as a foreword, will hopefully be a remedy to this GLARING issue - a solution by way of a distinctly elven or higher-fantasy-themed weapon. Comments This is my first attempt at writing anything magic related so bare that in mind when reading. Firstly, I would like to thank the friendly people in the Mage Guild discord for their support and ideas - you guys really helped a ton and this would not have been completed without you all. The original idea for this piece was inspired by @Sorcerio’s Thaumaturgic Amplificare (See: Reference List), and while loosely related I hope this iteration puts a spin on the original idea. Regards, Spindle/Elaine General Redlines - Culverins require an ST Signature. - Culverins require magi to create but not operate. - Culverins must always be stagnant when mounted, although can be loaded onto carts or similar contraptions. - Should a Culverin of any variety be interrupted mid-cast, the spell will burst before the user. - Requires only one person to operate. - Attacks from a Culverin interact with Mana absorbing/refracting instruments identically to how the respective enchantments behave. Variants Water Culverins Water Culverins, while they can be utilised in combat, take a predominantly supporting role. A Potent Enchantment of Water Blast enables the Culverin to easily put out fires or send one unlucky enough to be on the receiving end toppling backwards. Water Blasts propelled from a Culverin can reach double the range of a normal Evocation of the spell (See: Arcane Focus). Operation of this variety of Culverin requires three (3) emotes to cast[8]: Two (2) charging emotes + One (1) firing emote Flame Culverins Flame Culverins utilise a Grand Enchantment of a combustive Flame Blast. This devastating variety of the cannon is designed utmostly for a combative purpose, easily capable of seriously maiming or killing those fired upon. Combustive Flame Blasts propelled from a Flame Culverin can reach double the range of a normal Evocation of the spell and additionally create a five (5) block explosion capable of throwing an individual back seven (7) blocks[7]. Operation of this variety of Culverin requires five (5) emotes to cast: Three (3) charging emotes + One (1) emote to form a combustive Flame Blast + One (1) firing emote Wind Culverins Similar to Flame Culverins, Wind Culverins utilise a Grand Enchantment of Compression and are for use in combat. Blasts from a Wind Culverin employ Compression Bursts which are easily capable of exploding with a great force, throwing back people within a three (3) block radius over five (5) blocks[3]. Operation of this variety of Culverin requires five (5) emotes to cast: Four (4) charging emotes + One (1) firing emote Interactions with Warding, Thanium, & Auric Oil Attacks from a Culverin interact with Mana absorbing/refracting instruments identically to how the respective enchantments behave. Regarding Thanium in its raw form, a Water Culverins Water Blast would be able to be absorbed three (3) times over before the material overheats. Wind and Flame Culverins differ from the later as the tier-five spells would cause the material to overheat instantly and depending on whether the Thanhium is a dust, shard or studs, and crystals or gems will: burn into hot embers, become a molten liquid, or explode into smaller shards respectively[9]. Ward shields are capable of stopping all variants of Culverins. Water Blasts would take three (3) hits to shatter the shield, and Wind and Flame Culverins would take two (2) hits to shatter. Abjuration functions similarly, as while the Mana Obleisk fuels continued use of the enchantments, the potency of the individual spells are not increased[6]. Objects treated Auric Oil will essentially act as direct forms of Abjuration, destabalising the mana and nullyfying the blasts from a Culverin. Should the Mana Obelisk of the Culverin come into contact with Auric Oil, the weapon would become entirely ineffective[10]. - Thanium in its raw form can absorb a Water Culverins Water Blast three (3) times over before the material overheats. - Wind and Flame Culverins cannot be absorbed by Thanium in its raw form. - War shields absorb 3 hits from a Water Culverin and 2 hits from Flame and Wind Culverins. - Abjuration functions identically in its use against Culverins. - Auric Oil acts as direct Abjuration, nullyfying all attacks from a Culverin. - Should the Mana Obelisk of the Culverin come into contact with Auric Oil, the weapon would become entirely ineffective. Construction Mana Obelisk The foundation of any Arcane Culverin is a Mana Obelisk; the battery powering and potentiating the enchantment. To not compromise the structural integrity of the Culverin, the Mana Obelisk powering the creation is directly attached to the apparatus. The reasoning behind this is two-fold, the Arcane Culverin does not require an Obelisk of a large size, and secondly, and more importantly, while a Mana Obelisk could be connected through ley lines at a greater distance, this leaves these divorced batteries to be tampered with. For example, say a storehouse was used to hold the Mana Obelisks powering a city's defences, one silent tinkerer would be more than adequate in crippling a population's defensive network. Therefore, it has prudently been chosen to utilise the most minor variety of Mana Obelisks, that being three (3) metres in height. The creation of the Mana Obelisk for a Culverin lies in accordance with any Obelisk requiring two tier-five Voidal magi. Should Other Magi be present, a minimum of one tier-five magi is necessary, with two tier-four magi constituting one tier-five magi, or two tier-three magi constituting one tier-five magi[5]. In the creation of an Arcane Culverin, focus crystals are used for both the core, and the capstone, with the encasing material generally being comprised of white gold or steel. The general shape of the Obelisk can vary within reason, whereat man from the focus crystal cap is directed linearly into a target enchantment by Arcane Ley Lines[6]. - Complying with Mana Obelisk lore, Culverins must be signed by an ST member. - The Mana Obelisk powering the creation is directly attached to the cannon. - Crafted with a 3m Mana Obelisk. - Requires two (2) tier-five Voidal magi. - Should Other Magi be present, the minimum of one (1) tier-five magi is necessary, with two (2) tier-four magi constituting one (1) tier-five magi, or two (2) tier-three magi constituting one (1) tier-five magi. The Culverin The Barrel, or the culverin-proper is at heart an enchanted object; mundane in its construction and straightforward in creation. Artificers firstly bore out a tube of metal, at which point the Arcane Ley Line connected to the Mana Obelisk directs the stored mana upon an enchanted object. The object of which is enchantment can vary as long as it is able to be placed inside the bore of the Culverin. The operation of the enchantment is utilised by a Magegold trigger, and while functionally different, aesthetically it resembles a ballista or crossbow firing mechanism. The enchanting process of the culverin abides by all existing rules of Transfiguration and Evocation. Wind Culverins require magi adept in the tier-five Air Evocation spell Compression who are additionally capable of binding a Grand Enchantment onto the object to hold the spell. In the case of a Flame Culverin, magi must also be tier-five, capable of adding combustion to a Flame Blast. Differing slightly is the Water Culverin, which requires merely a tier-two magi capable of using Water Blast and binding a Potent Enchantment onto the object. While restrictions in transfiguration limit the uses of an enchantment, the nature of the Mana Obelisk negates this flaw. The constant flow of mana vectored onto the enchanted barrel enables Arcane Culverins to fire at the same rate as a mundane cannon. - The enchanting process follows all redlines of Transfiguration lore. - No limit to an enchantment’s use. - Crafting Wind Culverins require magi adept in the tier-five Air Evocation spell Compression who are additionally capable of binding a Grand Enchantment onto the object to hold the spell. - Flame Culverin employ a combustive Fire Blast requiring a tier-five magi who are additionally capable of binding a Grand Enchantment onto the object to hold the spell. - Water Culvering differ, requiring a tier-two magi capable of using Water Blast and binding a Potent Enchantment onto the object. Arcane Focus Affixed to the muzzle of the Culverin is an Arcane Focus powered by a network of Focus Crystals leading to the Mana Obelisk. The type of material used for the Focus can vary as long as it is capable of containing the Voidal energy, eg. Focus Crystals, Magegold, or Arcanium[5]. The singular function of an Arcane Focus is to amplify the range of the Culverin. An Wind Culverin for example may be able to fire a Compression spell twenty-blocks without the aid of a focus; with the use of an Arcane Focus this distance would be doubled. - Doubles the Culverin's effective range. Usage Arcane Culverins while lacking in range to a mundane cannon, have the advantage of only requiring a single crewman to operate. Training required to operate the weapon is similarly advantageous with a basic familiarity with enchantments being the only requisite knowledge necessary. Truly a point-and-shoot contraption. References https://www.lordofthecraft.net/forums/topic/187996-✓-magic-lore-fire-evocation/
  6. Cite your writing you thieves.

    1. saint swag

      saint swag

      source: my brain

    2. Spindle

      Spindle

      The plagiarism committees tremble at your feet

  7. A little auburn haired poet was glad. "I should reach out," she would say, neatly folding the work for later keeping.
  8. [!] The following would be obnoxiously pinned across all available flat surfaces - including all the various Almarian mothers. Netzhal Kazimira Othaman — ✠ — On a cold night in winter’s heart, A man came home and lit a spark; He forsook his boots, and sweater too, Then to his study, the man withdrew. Whereat he saw, a great big mark - Upon his walls was there an arc; Then he drew forward, and forward again, And lo, he regarded it then; A scrawl of text in black and blue, Who’s print was cold like frigid dew; Pronouncements not in words of men, Made clear in the umbral casted den. — ✠ — From The Author Should you wish to find me, I am currently residing in a great big wagon - machine, wooden walking contraption. [!] The following illustration was attached.
  9. cap’s a t-word 220 Minas Spindle (Elaine)#7394
  10. Where should I be rping

  11. I was under the impression a place on the map had to go under a submission?
  12. — ✠ — Of old was an age whereat the Maðrvindr inhabited the Störheim; a time in which the world was newborn and the heavens toiled in its making. Vacant was the land to which they voyaged and from an unroofed heaven did the gods gaze down upon them with gladness. Rotinnvængr Sigurdur Olafsson 1403 — ✠ — Erik of Bekkrheim Artist: Uhtred Hiiemäe Circa 1200 Far and forlorn in the southern reaches of the world is the island of Störheim situated. The geography of this place can be characterised by a domineering frigid climate that has made the scarce settlements principally spotting its glacial coastline resilient and strong. A winding vascularity of rivers circulating into deep ashen-shored inlets separates this coastline; at which point the lands further inward meet into mountains, pitching upwards into towering volcanic behemoths[5]. Bekkrheim Cresting the northernmost and coldest point of the Störheim is the capital Bekkrheim; for even the chiefest inhosbilities of the Störheim are no match for the sturdy spirit of the Maðrvindr people. Bekkrheim is the largest population centre of the island and can be distinguished by a particular divergent quality in its architecture. Maðrvindr Architetecture Against the surrounding diminution of wooden villages and isolated hovels, Bekkrheim possesses a grand spirit of stone-worked advancement. A circumfusion of vast bridges flow into a massing of balustrades, turrets, and pointed roofs that make up the keep. The keep is often regarded as the heart of Bekkrheim, where all forms of commerce, politics, and culture stem from. Bekkrheim Keep[6] Settlements outside the cultural cast of Bekkrheim are generally primitive in nature. Houses are often made with mudbrick or wood, or in some rare instances, foundations are laid with stone. Walled societies other than Bekkrheim exist, namely Shäelheim in the south - a fishing village loosely under the vassalage of Bekkrheim, and Jolslatra to the west - the chief enemy of Bekkrheim who has hitherto never been conquered. Shäelheim[7] Jolslatra Jolslatra is the westernmost hold of the Störheim famed for its vileness in appearance and prevalent practice of shamanism. This prevalence is attributed as the sole deflecting factor against the larger and more powerful Bekkrheim and is deeply engrained into Jolslatran culture. Regarding its vile appearance, Jolslatra is situated against the direct volcanic runoff of the nearby Vaarl Mountain leaving the earth gnarled and blackened and the sky sunless. Jolslatra Keep[9] — ✠ — The Maðrvindr are a homogenous species of highland humans yet the racial distinctions between them are dual: denizens adopt either the phenotypical appearance of Jolslatra or Bekkrheim. Other settlements on Störheim follow suit, where populations rarely intermingle and hybridize. Jolslatran Jolslatran people possess two distinct traits. Firstly is their eyes which are always limpid colours of white, blue, and green. It has been speculated that the poisonous fumes from the nearby mountain taint these inhabitants' eyes leading to their odd disposition. Other theories posit the afreksmaðr, or the evil touch; this theory suggests their prevalent reliance on shamanism has imbued some insipid form of cataract in the Jolslatran gene pool. This notion holds little credence in academic circles, where general consensus supports the prior theory of volcanic blight. The second discernable characteristic is the skin. Much like their limpid eyes, a Jolastran’s complexion is delineated by a noticeable lack of tone akin to a Mali’ker. Milky whites and greys comprise the complexion of the majority of the Jolslatran population and is due entirely to the shielding effects of volcanic ash. Jolslatra itself is known as the Sólaldauða - The Sunless Kingdom. Jolslatran Shaman[10] Bekkrheimn The phenotypical traits of the Bekkrheimn are generally true to the form of highlanders. A notable distinction however is the hair and eyes, which are marked by a monomorphic trait of blue eyes and blond hair. Deviations do arise although they are rare. A Bekkrheimn Berserkr — ✠ — Eartheater[11] Eartheaters Of all the beasts of Störheim, Eartheaters are perhaps the fiercest. Inhabiting the encompassing Bekkrheim mountains, Eartheaters terrorise surrounding farmers by eating livestock and damaging property with their elaborately carved dens. A common rite of passing of Bekkrheimn Wolfpacks is the slaying of such creatures, whereat their serpentine bodies are displayed through the capital during trophy parades. The average eartheater grows up to twenty feet long and seven feet wide, though larger and more monolithic sizes have been recorded[11]. Adult Molten Spitter[11] Molten Spitters Molten Spitters inhabit the volcanic regions of central and western Störheim. These regions are rarely treaded on account of their presence, however, similar to the relation of Eartheaters in Bekkrheim, Molten Spitters are hunted by Jolslatran shamans and Wolfpacks. Adult Molten Spitters have been documented to grow over sixty metres in some rare instances. Avirrins above the clouds[12] Avirrins Peering up to the skies of Störheim, one may have the privilege to set their eyes upon a group of Avirrins. These cnidarian creatures float above the clouds on account of their inflated bodies, their tentacles flowing in their wake like tenuous kite tassels. Avirrins migrate once every four years along ocean coasts at very high altitudes during the Deep Cold[12]. An Iron Ram[11] Iron Rams Iron rams inhabit those intermediary areas between volcanic mountains and glacial coastlines - the rocky hills at the feet of great volcanoes. These resilient creatures are often used as guard animals in farming communities due to their curved horns, speed, and power. Iron Rams possess a particular aggressive spirit, oftentimes choosing to run right towards any perceived threat or predator[11]. Direwolves These giant wolves inhabit the loosely forested coastal steps of Störheim and are the progenitors of the Berserkr Wolfpack identity. Structurally, direwolves[13] resemble that of ordinary wolves, their distinction lies in their scale. They are generally twice the size of ordinary wolves. The Mimsy Cat[14] Mimsy Cats OOC Note: Can be removed if Mimsy Cat submission is denied Mimsy Cats congregate only in areas of large magical communion, segregating them to Jolslatra. While they are clearly cat-like in appearance, Mimsy Cats do not differ in variety. Black hair and yellow eyes are their only form. Further, populations of Mimsy Cats suffer from a prevailing female monomorphism and as a result, the rate in which they breed is greatly diminished. The Temperament of Mimsy Cats differs as a result of the characters that surround it. Regarding mundane folk, Mimsy Cats behave with a peculiar mischievous spirit. Being where they are not supposed to be. Prodding at things not meant to be prodded. Among the shamans of Maðrvindr, this mischievous spirit does not depart, however, a Mimsy Cat would additionally act with a warmness uncharacteristic of even domestic cats. Frequent offerings of misplaced items, birds, mice, and other little creatures are often made by Mimsy Cats to these occult proponents and are typical of their behaviour[14]. Locustas[15] Locustas Locustas populate the glacial coast of Störheim. Their structure resembles that of a giant lobster, ladened with a thick carapace spotted with poisonous marine bacteria like little limits to a rock. Further, Locusts possess two spindly antennae protruding out from the top of its head and powerful spiny arms that are capable of easily tearing apart animals it may deem a threat. This creature resides in caverns or holes of an ocean, large lakes, or the farthest depths - swimming to the surface in order to soak up sunlight[15]. — ✠ — OOC Note: This is a work of fiction In the beginning there was Arümé, who in other lands is named The Creator; and from his mind’s eye he wrought the first beings of the world, the Yoüie, holy beings fashioned in his likeness. Numerous were they, and not all of fair spirit or countenance; yet Arümé loved them all equally, for they were all his children and he was pleased. And after their making he called upon them, teaching them all he knew in skill of hand and mind, and ever as he spoke they harkened dearly. Therein, in tones of implacable ardour Arümé propounded to them: ‘Hark to mine words and muse; muse! O scion of Imyuniuléo- for thy soul hast been wrought from mine, this last vestige of mine spirit, which I shalt now bestoweth upon thee all!’ Then the voice of Arümé went silent, and his eyes were set ablaze with the souls of countless suns, yet the hearts of the Yoüie did not cower, and for a long while they sat before him, enwreathed in their father's brilliance. Then the Yoüie were hallowed, and for ever as they sat, Arümé wove into them his being, and he fashioned for some a holy form. Highest among the Yoüie was lnloléüna, and Arümé lofted his right hand, bestowing upon her the form of a vole, and she was glad. And Arümé then called upon Aüyeúun, and he was bestowed the form of his second children, who hitherto occupied naught in the mind of Arümé, yet he was also glad. Then the Yoüie arose, and upon seeing the mighty forms of their brethren, allowed jealousy to seize them. And for a time discord befell the dwelling of Arümé, and above all others, plagued the mind of Áelin chiefly. Then in mockery of Arümé, Áelin toiled ever to the wishes of his father, fashioning himself the form of a winged lizard, and he too was glad. In the midst of this variance, whereat the place of the Yoüie resounded with their discord, ire arose in the voice of Arümé and he spoke for a second time: ‘O Áelin, child of mine thought, must thy jealousy carry thee to such lengths? Must thy jealousy consume thee so?’ And numerous were the other things Arümé spoke to the Yoüie at that time, and from his words they came to understanding; a form wrought in the likeness of Áelin, shall henceforth, cease to disgrace the halls of Arümé’s dwelling. And so it came to pass that in that dwelling where ought else was made, Arümé once more gathered together the ranks of the Yoüie into his halls, and amid the splendour of its greatness he spoke a third time: ‘For thou strife, I shalt invoke penance and alloweth: that thee may venture forth from this place of dwelling, and beseech mine will upon what cometh. And for this I shalt giveth all a form made holy!’ Then the vastness of Arümé’s voice coalesced into form, and with a roar that filled the ears of his children, that place of his dwelling was filled with great and wonderful light - that of which would never grace the hold of Arümé thereafter. And while the Yoüie were yet gazing upon Arümé’s greatness and were enamoured with it, Arümé wove for them all forms hallowed by his hand and mind[4]. Histories of the Lalaüin ARetelling of the Maðrvindr Creation Myth V.E. Constantine 1763 The Maðrvindr Berserkr The Kjölr Wolfpack Woe to the Berserkr: The vile Slatran thought! With stone in hand strike him, Then spite him. Loose upon them Vængr, King of Gustr and Myrr; Lord of Hreidmar’s great halls. Know him well. Felagi Olaf Gjörð 1127 The Maðrvindr Berserkr - a vicious and brutal warrior renowned for their thoughtless violence, are the primary warfighters of Bekkrheim. Children from a young age are brought under this fierce cast of martial spirit and are taught the two primary forms of Berserk combat, the first of which is the Angrkharn. The Angrkharn employs all variants of close-quarter combat tools, primarily swords from small to long, battleaxes, warhammers, and shields. Shields under the Angrkharn are invariably bucklers, those shields of a round and small quality; this is due to the Berserkr’s reliance on battle brothers who comprise a larger collective that is denoted as a Wolfpack. The second form is the Veikr. The Veikr comprises all forms of ranged combat, however, chief in focus is the use of short spears. Short spears are generally used in the Veikr for short-ranged throws insofar as the Berserkr can retrieve it swiftly for subsequent use. These two combat forms are used in tandem whereat practitioners fluidly shift between forms depending on the range of their opponent. Nurturing this warrior spirit is the belief of the Väki - an unseen force of lingering death in which the spirits of passed Berserkrs blur the boundaries between the corporeal and immaterial realms, possessing the hearts of these living warriors. An epidemic frenzy of power has been said to come from the Väki and various traditions of battle have sprouted to invoke its effects[3]. Raðligr, or the death chant is a symptom of this belief. As the name suggests, the Raðligr is sung before an ensuing battle whereat a Wolfpack forms into a single rank and chants the following: Hræddr - æva / Nær - andlät / Dauði - kærr / Oäran - æva Maðrvindr Shamanism Sigurdsson of Vaarl Sammœðr - sauðr / Gjallarbrú - gjósa / Norrœnn - nýra Sammœðr - sauðr / Gjallarbrú - gjósa / Norrœnn - nýra Hlórriði - hlæja / Iðjumaðr - inn / Stjórna - stokkr Hlórriði - hlæja / Iðjumaðr - inn / Stjórna - stokkr An Aspirant’s Rite of Passage The shamanic practice of the Maðrvindr is deep-rooted in its cultural spirit, with its mystical cast differing only in heritage. - Shamanism in Störheim functions under the same mechanical as the existing Shamanism lore[16] - Variances in Maðrvindr shamanism arise in the names of its subtypes. They are as follows: Farseers are known as Forstjóri, Lutaumans are known as Langfeðgar, Witch Doctors are known as Fála, and Elementalists are known as Fjǫlkunnigr. Regarding the many corresponding spirits, their names are the same. From an early age are children of Störheim weaned to the influence of shamanic belief. These children are distinguished as Fjǫðr - aspirants, who fall under the tutelage of the Nauðugr. The Nauðugr are a particular caste of shamans dedicated to the teaching and upholding of shamanic customs and traditions. Realised aspirants who have graduated the teaching of a Nauðugr are then able to practice on their own or become Nauðugr themselves. This intermediary stage is known as Sauðr. While shamanism is practised all across the island, the heart of its use presides in Jolslatra. Jolslatran shamans are distinguishable in the way in which they take on Fjǫðr. Aspirants are taken in only once in adulthood as there is a belief of diminished spiritual communion in children. — ✠ — The First Age The First Age, or the Stýra Ulmo by some, was an age characterised by the emergence of Störheim from the sea. An age unthreaded by the soon-to-come Maðrvindr. An age of fire and ice. Deep volcanic rumblings beneath the tides came first, then fountains of molten lava spewed upwards, tempering into hardened rock. These rumblings resounded upon imperceptible ears, however, what was left was a land of blankness, a land soon to be inhabited by the venturous spirit of man. The Second Age Drawn upon such an island was a band of early sailors. These settlers of the Maðrvindr are now known as the Stýrimaðr, the early ones or the ones who come first. Proclaiming the new-found land of Störheim as his own, the captain of these sailors, who was later known as Erik of Bekkrheim, founded the first city aptly entitled Bekkrheim. Thereat a great deal of time passed; a time when all was well and the people were glad. However, this time of peace was soon to end as a shaman named Sigurdsson of Vaarl split from the Stýrimaðr, founding the nation of Jolslatra. The Vandliga Jolslatra and Bekkrheim soon came to quarrel, at which in great avarice Sigurdsson took the vassal state of Vallandheim for himself, enslaving its people and drawing Bekkrheim to conflict. This conflict was later titled the Vandliga and was concluded after Bekkrheim was decisively defeated in the Uthran Fields. A treaty was soon wrought and Jolslatra became the domineering power of the land. The Third Age As the Vandliga marked the end of the Second Age, a sharp shift in attitude gripped those of Bekkrheim. A silent warrior spirit was drawn to the forefront of Bekkrheimn culture and what was to come of the Berserkr revealed its canine head. Boys were taught from an early age in the arts of combat. An art called the Angrkharn and Veikr. Quietly Bekkrheim amassed in power until the hegemony of Jolslatra was disturbed; no longer was Jolslatra sovereign in rule and at which point the Second Vandliga began. The SecondVandliga Violence hitherto seen in Störheim ensued as both kingdoms were left ruined and the men who survived were far-and-few. Yet one clear victor remained - Bekkrheim. The treaty of Vaarkan was signed and the lands of Vallandheim were returned, and then once again peace graced the lands. The Fourth Age The Fourth Age of which is the current age has been characterised thus far by a sense of nervous unease. The defeated Jolsltrans, much like the Bekkrheimn in the third age, have gradually increased their eminence, taking major settlements such as Nildheim under their cultural shadow. Of the other settlements of Störheim, their hope of independence is fanciful. Vassaldom to either major power is seemingly the only route of subsistence to these smaller populations and a cultural standoff is the looming zeitgeist of the era. References Tolkien, J. R. R., & Tolkien, C. (2009). The legend of Sigurd and Gudrún (p. 45). London: HarperCollins. Ahola, J., Frog, & Kalevalaseura. (2021). Folklore and Old Norse mythology. Kalevala Society. Ahola, J. (2011). Viikinkiaika Suomessa – Viking Age in Finland [Review of Viikinkiaika Suomessa – Viking Age in Finland]. University of Helsinki. Tolkien, J. R. R. (1991). The Silmarillion. HarperCollins. Muir, T. S. (1915). The physical geography of Iceland. Scottish Geographical Magazine, 31(5), 254-257. k04sk. (n.d.). Castle by k04sk [Review of Castle by k04sk]. DeviantArt. https://br.pinterest.com/pin/181269953731405541/ Roberts, T. (n.d.). Viking Village [Review of Viking Village]. ArtStation. https://www.pinterest.com.au/pin/608267493407331108/ Tolley, C. (2009). Shamanism in Norse myth and magic (No. 296). Academia Scientiarum Fennica. Patel, H. (n.d.). Viking Village [Review of Viking Village]. ArtStation. https://www.pinterest.com.au/pin/2d--476959416760925561/ Szade, R. A. (n.d.). Cuckoo [Review of Cuckoo]. ArtStation. https://www.pinterest.com.au/pin/592645632197212721/
  13. We have similar taste! Personally I wouldn't.
  14. Looking for a skinner. Paying paypal. Spindle (Elaine)#7394

  15. I should probably get onto reading it. I hear the narrative style is weird. One of the rare American authors I enjoy. The Alchemist seems like a common trend in this thread. I really did not enjoy it.
  16. The Silmarillion was a major slog for me. Read it twice but still cannot say I'm a fan. As for Sanderson, he did well with finishing The Wheel of Time and I enjoyed The Way of Kings, but the longer the series goes the worse it gets. Put the fourth book down after a few chapters.
×
×
  • Create New...