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The Idunians are the contemporary inheritors of Exilic Númendil, the old kingdoms of Adunia, and the ancient holy city of Alduun. Called also by the Tribe of Harren, or Harrenites, after the forefather Harren, firstborn son of Horen, who had formed the ancient kingdom of Idunia in the early centuries of the world. Harren's City was great, though distracted from the true vocation, too focused on self. Owyn was sent to redeem it, and Harren repented; but in his wroth, Owyn slew him anyways. After the slaying of Harren, the Harrenites had been scattered for centuries, falling into depravity and disarray. With the Edict of Idunia, an Age of Renewal was born The Idunians, also known as ‘Harrenites’, are evolved inheritors of Númendil, born from older Adunian lineages first united beneath both Tar-Númenatâr and Tar-Caraneth. Now, under the leadership of Tar-Carandir, which set them upon the path and enabled the Kingdom to stand stalwart, they are following the path of the True Faith, which allowed for victories to be claimed in its name. His heir-son, Tar-Zorzagar, brought it to its next great epoch where The High Kingdom of Idunia was founded. Idunia, rising out of Númendil, stands as both a continuation and renewed covenant of Adunian cultural unity by affirming their sovereignty and their right to stand as a distinct civilization by blending both the recovered heritage of Ancient Idunia and the living traditions forged by the Númenedain and its long struggle to redeem the sins of Harren. Where once the Númenedain sought absolution for their people’s past, the Idunians now look forward, seeking to build, shape and thrive in this new era. To call oneself an Idunian is to claim lineage from the vision and legacy established by the progenitors of the Kingdom, the descendants of blood and the initial creators of Barrowton which was founded as the very first Adunian Kingdom, Númendil. The current age, The Age of Renewal, heralds in a new chapter of Adunian history; the path forward as Idunia has declared itself the spiritual and cultural successor of all Adunian realms and reasserted its position as a beacon for Adunians across the world as they seek to properly establish themselves, by reviving their ancient tongue, expansions of their own craft and law, and settling the new identity † Heritage of the Light, The Idunian believe they inherit the legacy of Harren’s court, but redeemed; justice, mercy, and courage. Striving to embody the virtues embodied by the golden age of Aeradar, even when the world seems to darken and chaos could loom. “We are the children and grandchildren of those who came first. Our king kept the richness of those days in his heart, yet he raged too greatly at their loss. . . The soul of Harren Horenson felt all things as such. He mourned greater than any man, and made merry greater as well. He had the richness of the world in him and the blood of the prophet.” - Quote from an Ancient Harrenite † Restoration and Continuity, the Idunians value recovering the lost lore, arts and lineages of yore. Ancient rites, old ruins, and relics are treated with great reverence. † Harmony of Might and Wisdom, Military strength and the martial capability of the people remains essential, but now subordinate to governance, scholarship and stewardship of land. The High Kingdom emphasizes and values learned rules and magistrates as much as warrior-kings. † Stewardship of Nature, Idunians consider land, forests, rivers and wildlife as sacred trusts. Many noble estates are expected to maintain Wardgroves, which are sacred forest preserves, where logging, hunting and extraction of resources is regulated by covenant. Additionally, for the Lords of the land, a white tree shall be raised in each city as a symbol of their leadership and to revere upon Aeradar’s (GOD) creation. “If a man should hew a tree or plough a field in the lands of the Echiadain, he is to be cloven in two with the same tool. If a sower should utter words in the tongue of the Echiadain, his tongue is to be cut out, unless he is a herald.” - The Hammaduni Codex, copied from the Black Stele of Ar-Bethril † Balanced Commerce, Trade is embraced but mercantilism is carefully tempered with. Luxury goods, exotic spices and crafts are valued, greatly so, but ostentation is often looked down upon. The sin of pride and gluttony is one prevalent in the history of the people, and being witness to it so freely is insulting. † The Common Tongue, (also known as Jrentic) spoken in everyday discourse among all the people of Idunia. It is the language of the courtly hall, tavern, market, and the sprawling streets of Idunia as it is the most simple. † High Idunic (formerly Adunic), a more erudite register preserved in royal decrees, liturgy, high law, naming and ritual. This language is deliberately reformed to re-align with Idunian linguistic roots as it draws upon its roots from recovered inscriptions, fragments and dialects. Few of the Idunian and Adunian speak the tongue outside of dedicated linguistic scholars, having been reserved almost entirely to them and the Royal House of Arthalionath and sparsely travelled beyond those groups. † Low Idunic (formerly Low Adunic), a more common variant of the Adunic tongue and spoken by many houses in the Idunian lands. The tongue is not as elegant, but more usable and flexible in comparison to the higher and more revered variant. Some houses, like the Glennmaer, are known for their usage of this tongue and have long put it to work. Idunians are, usually, devout believers in the True Faith but with a strong foundation of ancestral reverence. The halls of ancestry, the reverence put upon Owyn and their patron, Malchediael, it all combines into a great mixture of what makes an Adunian, Idunian. Therefore, though in the past there have been few traditions, the Idunian people have taken to develop many of their own and with the time of settling upon the autumn island, they have naturally come to be on their own with traits drawn from both Numenedain and ancient Adunian. Idunian Knighthood and Thalion Ritual “Hark, the past is a realm afar; its denizens abide by laws unknown to us.” - Ser Amadeus The Knighthood of Idunia is finalized with a specific ritual which is performed after one has been deemed fit through the trials set forth. At its conclusion, the aspirant (the squire), will stand before the fire-well of Malchediael and prepare to commence the ritual. The aspirant will bring forth a token of sacrifice, something dear to them which will bring forth the new dawn and settle the age as something of great importance as it takes a cost. Thereafter, the aspirant will kneel and recite the oath and affirm their vows to both the King and Realm as a whole as a Ring of the Order will be heated by the divine flames. Upon the conclusion of the reciting, by binding their soul to their word and the Lord GOD, Aeradar, the gleaming hot ring will then be placed upon the index finger of the aspirant and allowing it to sear itself onto their being as it becomes a permanent symbol of their dedication. Lastly, the aspirant--now Knight-- will rise to their feet and, assuming their recovery, will stand as a Knight of the Realm. For the Knights which exceed their efforts in specific fields, there is an additional path which one may undergo should they be deemed fit. The Scholarly Oath, Calad “Byrlady!” - Camulos Goldaer Brúnor, Poet of The White Court of Númendil Though great reverence is put upon the Knight, the Scholar is unique in its own way; the ability to spread stories, joy, and knowledge. The Scholarly Oath, or more commonly known as the ‘Oath of Calad’, is a vow which is taken by Idunians who choose the path of wisdom, lorekeeping and upholding the station of spiritual insight over the sword or plough. By swearing, it marks the initiation of one’s future by binding the voice, hand and mind to Aeradar’s path and committing oneself to the pursuit of truth above all else. The Scholar must stand before the White Tree, Caladhril, where they shall recite the Oath before a gathering, and a Royal of Idunia to ensure it has been performed. Additionally, the oath-stone which shall serve as its reminder will receive a sacrifice to the new path of the Scholar, often having a weapon or tool left alongside it. “By the Light of Aeradar, the Creator, I shall dedicate myself to uncovering the ancient truths as sacred breath, I shall raise my voice for nothing but the truth, and I shall not dwell in the presence of ignorance.” “I bind myself to wisdom, by Jophiael’s guidance, I kneel. My blade shall be reserved in place for the pen, and a lie shall no longer be spoken.” “For this I swear, in the presence of the forefathers of this Realm, under Aeradar’s ever-seeing gaze, and before Malchediael and Jophiael’s enduring flame. Aeradar, heed my words, and remember my vow.” Thereafter, the Scholar shall carve their truth into the oath-stone, and see it placed within the sacred lands of Idunia. A scholar which has taken upon this Oath is expected to reserve their weaponry for only when called upon or required, and favor their voice and pen in its place. The Scholar, too, is expected to receive a ceremonial dagger after its complexion which they shall use in future rites and inscriptions and act as a piece of their efforts, similarly to a Knight’s blade. Unique to the Scholar, they are allowed to wear reserved pieces of clothing within Idunia. The Circlet, specifically the Calad Circlet, is a uniquely colored and shaped piece of headwear which has been dipped within a pool of aurum. This piece of headwear is allowed to be worn by one who has completed the oath, to act as a statement piece for the Scholar. Coupled with the circlet, a chain of silver links shall be worn to represent the knowledge passed from teachers or mastered text, where in the instance they are caught lying, a link shall be removed and submitted to penance. Each link shall be engraved by the ceremonial dagger with the name or sigil of the mentor, predecessor, or key texts. Though, one does not simply take the oath as they must’ve proven themselves to be capable of the path ahead first. Upon approaching a Royal who can host it, the aspirant will be given a quest to prove themselves, and upon its completion, be offered the opportunity. The Silvering “Steel guards the young; silver guards the people.” - An elder Numenedain Once an Idunian reaches the age of fifty, it is likely that their hair has turned, or is turning to silver. Such a symbol of proud heritage is honored with a sacred rite by the Dolmens. Before dawn, participants assemble by the sacred oath stones to take an Oath of Allegiance to the Tar. Carrying no weapon on them, they shall be granted a dagger blessed by a priest to serve as both a symbol of their devotion and a tool to carve their name and the date of their oath into the dolmen, marking their place among honored elders. Harvest and Renewal Festival “Though the spring flower withers and the fruit of the tree falls to the ground, My Word lasts into the eve of the world, and the fruit of virtue cannot rot.” - † 7:2, Canticle of Humility, Scroll of Virtue At the backbone of Idunian culture stands the importance of amity. By the time of each first harvest of the saint’s year, Idunian houses gather by a dolmen to give offerings from their harvests to Aeradar. For each offering the Idunian is granted a sip from a goblet that has been sanctified by a clergyman or cleric. The Golden Cup, representing a goblet similar to the Holy Grail †, is meant to symbolize renewal for the drinker, granting them renewed spirits for the seasons ahead. Once the offerings and prayers have been brought to completion, the festivities end with a grand feast where each present house has brought forth a dish to share with one another. Wardgroves The Wardgrove is one of the most sacred and enduring institutions of Adunian culture, as a covenant born from even before the Age of Renewal. Every province and noble estate within the High Kingdom maintains such a grove, as a consecrated woodland tended to and guarded as both a sanctuary and shrine for Aeradar and to ensure they remain grounded within His creation. To the Idunians, the Wardgrove is the living covenant between man, creation and Creator. It stands as a reminder to the Adunian people to protect the land they once scarred with their progenitor’s defilement. Through stewardship, that promise of redemption is fulfilled and renewed. The first Wardgrove trace their roots back to the reign of Tar-Númenatâr , who, in his establishment of Númendil's way, decreed that the Kingswood, or Godswood, shall be this grand sanctuary. These sanctuaries were meant to serve as a testimony of existence in harmony. When Tar-Zorzagar established the High Kingdom of Idunia, he reaffirmed this practice and expanded upon its purpose within the realm. The Oath of Tar-Númenatâr “So long as the grove endures, the covenant between Creator, creation, and steward shall not be broken.” Having been one of the greatest foundational traditions of Númendil, the Oath of the creator of the first Adunic Kingdom naturally was pulled into Idunia. This, still, remains the staple oath one must swear to receive their High-Idunic name, taking place beneath the White Tree in the Royal Capital of Alduun where the recipient kneels before a member of the royal family as the ceremony takes place and concludes with the granting of the epithet. The Path of Owyn “In the face of all; only the Path grants absolution.” The Adunian people, long, have been Owynist foundationally and because of this, the Path of Owyn has been a requirement for some positions (mostly Knighthood or related). Penned by the Lectorate, the Path was mainly proposed and handled by Tar-Carandir, who heavily aligned the Adunians with the Owynist roots once more and pushed forth the faith. Many others followed in the steps of his guidance, and soon after, many figureheads of the nation embarked on the same path, with some of them being: Ser Viago Vourkehardt, Ser Amdirveren Amadeus, Safiyaa Vourkehardt, Therin of Petra, and many more. The Path of Owyn takes place over Seven Saint’s days, each day will have a new task set to it, with each task representing steps of Owyn’s life and mirroring the tasks given to him by the Lord GOD. The First Day: The aspirant shall meet with a priest of Idunia, there the Path will be explained to them and a blessing will be bestowed upon them. From there they embark upon a pilgrimage to several churches, all the churches in Idunia and any others in outlying lands be they under Empire or otherwise, but no less than seven churches should be visited, one for each year of Owyn’s service to Harren. The Second Day: The aspirant shall stand beside the flame of a great pyre, stoking it for one Saint’s hour. In recent tradition the intense flames of a Flamewell, created by the powers of the chosen of Saint Micheal, have been chosen for the aspirant to tend to. This is to reflect the labors of Owyn across the seven years of service, and his discomfort at serving the man who slew his father. The Third Day: The aspirant shall seek out a priest again, with whom they will speak at length about the life of Owyn. The aspirant should be studied for this, as they will be expected to be knowledgeable about many aspects about Owyn’s life including the admonishments he delivered in the Scroll of Spirit, his service to Harren, his sin, his establishment of the church, and any other relevant information. The Fourth Day: The aspirant shall give an Owynist confession before a priest. They are to be judged in public, proclaiming their sins not only to GOD, but to their peers. This is to show their imperfections, that they may be born again before GOD. This mimics Owyn’s realization that he slew Harren his kin, and how he sought forgiveness with GOD. The Fifth Day: The aspirant shall then embark on the quest of penance given to them on the fourth day. Each task will be different, as each sin is different and born uniquely from the wickedness of every heart. The aspirant is expected to learn their own weaknesses on this penance, and meet the tasks given to them with strength. This is to reflect the penance of Owyn given to him by GOD after he slew his uncle Harren. The Sixth Day: The aspirant shall find a priest once more, and confess to the priest privately the weaknesses they found within themselves upon their journey. This is to reflect Owyn’s own confrontation with his weaknesses upon the completion of his penance. After the confession, the aspirant is to go into solitude until the seventh day and final ritual. The Seventh Day: Upon the final day the aspirant shall emerge from their solitude. From there they will make their way to a Temple, once inside they will crawl upon their hands and knees down the aisle until they face a pyre. There they will be baptized by a priest with an oil made from the rinds of a lemon and given the chance to take a new name. This is the final step, and upon its completion the Path of Owyn is complete. Just as Owyn was taken into the arms of the Lord GOD, so too shall the aspirant be redeemed and born again. Oath Stones & Dolmens “Memory made manifest, and to endure beyond even our lives.” “The Sarndaer, the Adunian Stelae of the Echedain Period are infamous throughout the North, and after the fall of the Hegemony, were either ritually buried or destroyed, or left to be overgrown. Many Highlander cultures have superstitions and mythologies about these stones, most of them referring to them as cursed places, or the haunts of witches and spirits.” The stones of the land are held to a great regard as they are raised by the most notable of Idunians, despite their appearance and seemingly abandoned look, they are frequently tended to and kept standing. Each oath stone stone, or congregation of them; Dolmens, has been carefully laid within the land by one who has completed one of their sacred duties, be it to have taken the Oath of Tar-Númenatâr and to carve one's name into stonework to ensure it endures for all time, or the rise to Knighthood with a circle of stones raised in a small area of great honor. There are many reasons for why an oath or purpose has been injected into the boulder, and all are different. Due to the differences applied, there is no one way to correctly identify all of them, one must traverse the lands and keep a keen eye for carvings of scripture, signs, and insignia carved upon its surface. Though, usually, there are sometimes items offered over in sacrifice to ensure the oath remains stalwart in Aeradar’s eyes and may have some items littering its station. Idunian core values naturally fall toward honor, truth, loyalty, mercy and wisdom. Charity is a factor which is often brought to light, and is even naturally included in the Idunian Knights code written by Tar-Númenatâr from his time as a hedgeknight; to serve the people, aiding in rebuilding villages, healing the sick, and protecting travelers. The Idunian people are captivated by myth and adventure, looking for avenues to learn more of the world, take on challenges, and see them till the end. Festivals are often tied to seasonal cycles, like the Harvest Festival, where the people will join in a harvest rite. Clogs are established as part of the Idunian flock in recent times, and in the Royal Palace of Minas Arador, the feast hall is sometimes described as emanating the sound of clogs tapping and clicking as a sign of celebration. It is a common quality to those who take part in this tradition to test the click of another’s clogs, and to partake in the dance of one’s step. Jaw Harps is specifically highlighted due to its rarity, yet a key part of the musical aesthetic. It is rarely seen, yet it is an important part of the history of the Idunian as were at times seen playing this small but cheerful instrument in times when stationed elsewhere, or during times of war. The Circlet refers to the Calad Circlet, it is reserved as a statement piece worn by those who have taken the pledge of the Scholarly Oath, or share the blood of Arthalion. There is a notable difference in the sight of this circlet, where the Scholars are restricted to a singular shade of theirs, whilst the Royal Arthalion one can engage in all. Ducal Rings which are forged of steel and feature the four pointed star of Malchediael are offered to those of ducal blood, for example the Vourkehardts. The Silvering is the biological trait of Adunians, which also acts as a cultural rite on its own. When an Idunian reaches the age deemed for their blood, their hair will become silver. This is honored as a symbol of heritage and encouraged to be celebrated by family. The Radiant Star is a four pointed star of Malchediael which is emblazoned on every Idunian banner as attestation to the realm’s devotion. Furthermore, it is often found in branding rituals for knights, where the star is seared onto the aspirant. The Greencloak is an exclusive item for the Rangers. Hailing from Adunian make, this cloak allows the individuals to blend in with their surroundings, and become nearly invisible in grass or trees. † Tar- / Ar- (High Idunic) = The royal prefix, meaning ‘King’ or ‘Monarch’. Traditionally added to the Flexio or Adunic name of the monarch, but never Common. Specifically denoting the regnant monarch, male or female, but never taken by a consort. † Tári- (High Idunic) = The royal prefix referring specifically to queen consort and never queen regnant. † Hîr (High Idunic) = The Adunic word for Lord, pertaining only to Lords of the Adunians, not used when referring to foreign rulers. The feminine form is Hîril. † Aran-în-Eryn (High Idunic) = ‘The King’s Forest’. Used in reference to the protected forests which are the direct property of the royal house, wherein hunting and logging both are limited. † Alduun (Ancient, lost) = The name ‘Alduun’ originates from the times of yore, far into the days of Harren’s reign and the times of the Four brothers. Though, despite the lack of scripture upon the language and its meanings from that time, the name has always been carried through to the current age, alongside ‘Idunia’. † Arglîmir = The island of which the High Kingdom resides, and its capital, Alduun. † Aurë Entuluva! (High Idunic) = ‘Day shall come again!’ informal battlecry of the Adunians during the fall of Almaris, remains popular to this day. Sometimes answered by “Utúlie'n aurë!” meaning ‘the day has come!’ † Caladhril (High Idunic) = ‘Radiant Tree’ the name of the White Tree of Númenost, the first of its kind since the fall of Fai’O Thauid. An ancient symbol among the Adunians, the White Tree once represented the Kingship of the Elendils, but with Caladhril’s seed having been found by Tar-Númenatâr at the summit of Mount Alkayaban, such was interpreted as a sign of divine favor, and thus has come to represent the divine right of the King of the Númenedain and now theRulership of Idunia. † Carnowindil (High Idunic) = ‘Red Pale-Tree’ the name of the Heart Tree of Númenost, and regarded as a sibling to Caladhril. Heart Trees are alleged to be inhabited by aggressive and territorial land-spirits which are said to ward off mischievous fey and unwelcomed Druids, so long as proper respect is owed, for this reason, they are often kept in the center of a Godswood. Carnowindil is the child of the unnamed Heart-Tree kept in Barrowton by Tar-Númenatâr (then Tar-Uriel) prior to the fall of Almaris. † Caledfwlch (Low Adunic) = ‘Hard-Cleaver’. A Carbarum broadsword wielded by Tar-Númenatâr after the slaying of a Cold Drake, has since become the ancestral weapon of House Arthalionath, and associated with the Kingship of that house. † Trugaredd (Low Adunic) = ‘Mercy’ A famous battleaxe which is the ancestral weapon of House Glennmaer. † Men of Darkness (Common) = A name used in reference to any and all humans who practice or accept the practice of Dark Magics, also used to refer to human Xionists, followers of Azdromoth, and occasionally non-canonists.
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[!] Those who had made contact with Tomas Veerlan, found a letter in their mail-box … To the brave souls of our esteemed Caravan, The mists of the Emberrest have proven far more treacherous than the maps foretold. The withered path which we’ve walked, where the sun seldom breaks, and the price which will be paid for it seems to be grave. Furthermore, the isle’s slumber has been disturbed and the tree-thing protector which now lingers in slumber there may return; beware. … many, MANY … would turn back! But this is a great investment and though the road might seem a bit rocky, that is just the nature of things. I seek to delve beyond the surface, and I suspect something lies beneath. Therefore, the caravan’s sight has shifted … If it is of interest and you are not already within my list of employees, direct a bird my way.
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i cant believe 10,000,000 imperial soldiers just died to orcs and dwarves and they only lost 10 people
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yo @Benleft@Greehn @Cupper@TomFunks@jqsmlne @Aeus @Gaja@TheOnlyTub@VolcanicGoat@Werew0lf@woke@wootdahnoot@pkdon@Tide1@Tainga@RatFromTheTrash@Nooblius@Sandman_Plays@Titanium430 @drrandomchangename24/7 @sam33497@hopey@rosorial@Gustando@JakubMaybe@VoidDimensions@milkyi@Seva@Norgeth@ItsMisterPip@JuliusAakerlund @HogoBojo@RaiderBlue@creamynoteblock@greisn@SethWolf@Rig@wowj@MysticalWeasel@Kylo @Golding@Enriquez@pepto
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peace and love to you and 2026
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oh okay, won't drop bones
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«Yippie» Argelion cheered
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Tar-Zôrzagar, The High King of Idunia, spoke “God willing,“ followed by a jovial click of his clogs!
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holy peak
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- recruitment
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[✗] [AMENDMENT] Necromantic Maledictions - Bursting
Lenny replied to Sonybut7's topic in Denied Lore
4 emote blasting potion which also permanently removes one of your minions for the rest of combat. why would any necromancer realistically ever use this spell rather than priming a potion in their offhand after giving their minions a command? i personally prefer when dark magic spells do more damage than a potion almost everyone can make : ) furthermore, I believe sometimes people lose sight of the fantasy aspect of LOTC: there doesn't need to always be an explanation or a physics equation tied to calculating damage from a spell, its magic it goes ouch!- 19 replies
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diddyblud acting like he didnt do this last map outside of wartime 24/7 whilst being chain banned
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Add a way to destroy iron gates with a battering ram / TNT deployable while you are it to avoid annoying fort gaming where people run around for 60 minutes wasting their time which only enables toxicity
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Wight Amendment The proposed change is made in pursuit of reframing Wights from being motivated by ‘fear of conflict’ to entities instead governed by deliberate restraint and calculated judgment. They are better characterized as discerning and pragmatic creatures who only engage in violent ventures when it serves their purpose. This adjustment is made to preserve the reclusive and indirect nature and reinforcing their agency. The reason for the change is to move away from forcing this end-game-ca into a timid and fragile place, and instead moving them to be rational actors who act with great restraint rather than ‘imitation’. Furthermore, the very purpose of them being ‘afraid’ of conflict is out of character and unfitting as their very creation stems from taming an apparition through conflict and the entire path to even become one consists of violence. They retreat to heal, encouraging retreats and strategy. Banishment is a threat, but is not outright complete annihilation. It serves as a deterrent, but similarly to humans, this can be overcome when necessary. The act of becoming a wight is to willingly undergo said transformation, so the fear-driven avoidance is inconsistent with the lore. They are explicitly already stated not to necessarily be any quicker to violence, which implies restraint to act, but they are not outright trembling in fear. This new amendment fits their identity better, and is reinforced by the content of their lore before said paragraph. Current: Despite their existence in undeath and their inability to truly perish, wights seldom wish to engage in direct conflict, dissuaded by the immense torment that comes about as a result of demanifestation. They often work through proxies and associates, opting to oversee their plans from the shadows to evade potential doom. However when cornered–such as facing a life or death situation–they may temporarily overcome this otherwise crippling fear. New: Despite their existence in undeath and their inability to truly perish, wights are averse to direct conflict as they view it with a deliberate caution. The torment of demanifestation renders violence a costly endeavor, but still not unthinkable, and so they seldom squander themselves in open confrontation. Instead, wights often pursue their ambitions through proxies and associates, preferring to oversee their plans from concealment without unnecessary risk. Still, if circumstance demands it, they are fully capable of engaging in combat. 👻👻👻👻 peace n love
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The Trinity of the Wild ✦ • ───────────────────────────────────────── • ✷ • ───────────────────────────────────────── • ✦ Vareth had approached the Archdruid of the Sun Circle, Adriél aen Araleth, seeking connection to the natural world. Expecting to be sent into the briar to wrestle wolves or sing to saplings, a quill instead found itself within his hand. “The Druids from the Sun Circle are not insular,” Adriél said. “You must be able to discern for yourself right from wrong.” The initial task was simple in instruction, yet more complex in execution. The recording the truths of other attuned, and to witness the failings and strengths of our own flock. To become an observer, before a participant. With time, this task saw completion and another was bestowed after the elder had peered upon his work. A trinity was spoken of, Life, Hunt, and Death. “The start of life, survival, and death. That is what I want you to go out and find.” The Archdruid granted. Feet dragged him into the gifts bestowed upon the el’Taynuel, as Vareth left the path to Caras Amath. The truth was to be sought, at the behest of his master’s wish. ✦ • ───────────────────────────────────────── • ✷ • ───────────────────────────────────────── • ✦ The Horned Lord ⋈ The first lesson found itself in the silence beneath a fern. Crouching, Vareth watched the dance between predator and prey. Archdruid Adriél had described Cernunnos not as some benevolent King, but as the feeling of the empty stomach. Vareth found him in the lean form of a wolf, stalking a hare. Vareth observed the snap of the jaw, the lack of malice in its kill, and the act unfold. It was not a kill for sport, far from it, as survival demands the cycle to be upheld. The Hunt, in of itself, is not a cruel act. It is the engine which drives the strong, the cycle, to continue; survival. The Cycle is inherited, and it cannot be undone or tampered with. Vareth himself was conflicted by the act of disagreeing with such a notion, to claim that the descendants of el’Taynuel were not part of it yet it was by Acaelen’s will that the kin of Malin were bestowed the quest by Availer, to tend to it. The Crone ❉ The Archdruid insisted the name was uncomfortable to some, “Nemiisae”, Death made manifest and the holder of its domain. “She is as important as the others.” Adriél insisted. Vareth found her manifestation in a fallen oak, toppled by age and weather in the fall of the Silver City. To the untrained, it could be observed as a tragedy, yet it was simply the cycle taking hold. The bark was soft to the touch, weakened, and had begun to give away to moss and fungi. Life had begun to root within the softening wood, and though the tree was dead, yes, it had become a home for others. It was feeding the soil, like autumn leaves falling to nurture the ground. Without this very decay, the forest would choke itself to death with its position as fuel for this large cycle. The Mother 𐂷 And there, amidst Nemiisae’s work, the final piece of the trinity made itself known. Growing directly from the nutrients mulch was a sapling. A single shoot of green reaching toward Sulnûl. The start of life, born from the energy released by the death of old, and would grow old enough to face the hunger of the hunt. The Mother’s part is played as a continuation, and she carries many names. Yet, her dominion is not creation for creation sake, it is more like restoration and inheritance. She does not shun the remnants of death, but she embraces them. In the rot, she finds food. And finally, the mantle of legacy is bestowed upon her restoration. ✦ • ───────────────────────────────────────── • ✷ • ───────────────────────────────────────── • ✦ The Cycle လ Vareth returned to the path, the dirt of the world wreathed his hands, and he had seen them now. The Hunger which drives us, the Death that sustains us, and the Life that rises from it. The Aspects are not gods to be petitioned for favors, but parts in Acaelen’s creation. The lesson was learnt, the trinity is a circle, not a hierarchy. “Acaelen lights your path.” Did Vareth finally offer as his green-hued sockets peered upon that sapling, rising to stand once more and make way back to his home whilst travelling. In this path, he carved his conclusion into stone, chipping away at the tablet to prepare for his elder Adriél aen Araleth, the Autumn Prince, which would soon find itself within his reach; “The cycle is a pulse we have walked alongside for centuries, from the very creation of this land. Our lives stretch long enough to watch forests rise and fall, to see rivers devour their banks and carve new paths, and to witness saplings become tree become dust. The trinity is always upheld, whether by descendant’s choice or not, and they are not separate forces but a current which carves itself through the world in different shapes. The Alderfolk shall not fear it, but embrace it. The Horned Lord’s presence shall be felt with the tension of a bowstring, Nemiisae shall be heard in the creaking of an aged oak and the mercy bestowed upon a stagnating entity, and The Mother will remain the gentle hum from the soil to renew it. It is a constant wheel which turns, and Acaelen forged no throne for these distant forces, but purpose. Their act is expected, and therefore, not to be worshipped. I still find myself respecting their paths, and I believe that is why you have set me on this path, but I shall no longer grant them worship or sacrifice as their purpose does not demand such.“ “iyul’maele asiol oem Acaelan ito kae’leh, el’Tuva Uelln’ehya el’Bilokir Tuva’leh, illern’leh el’Taynuel maele’ehya ay evarn’sae ahe’Malin’onn Lye’ehya.” Found itself carved toward the end of that tablet, coupled with his own name signed; “Vareth” @Aeus ✦ • ───────────────────────────────────────── • ✷ • ───────────────────────────────────────── • ✦
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“Isn’t this the righteous one that stood beside us as Haelun’or saw its judgement and cheered for it? How strange ... I wonder if that threat of his will ever ever be attempted.” Tar-Zôrzagar spoke to his son nearby as he peered over it, “I suppose his ‘courage’ only manifests with a pen in hiding, a shame.” @TomFunks
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“Rook to … D8? No, that can’t be right...” Tar-Zôrzagar muttered to himself within the confines of Minas Aradar, the Palace of Alduun, with his dear friend Hadrian. A game was set on the table between the two, slowly finding its pieces falling off one-by-one, though admittedly it was never played for fun only to gleam what the other side saw. “Harren killed Krug,” he replied to the soon-to-be-Emperor, with a bright smile! “It is simply the will of the LORD GOD, good Hadrian, we simply see it to its conclusion by your initiating hand.” @Werew0lf
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Name of the Artefact: The Sanguine Touch Effects of the artefact: Touched by the origins of the curse which flows over the island of Emberrest and twisted by the primordial vein of living crimson which pulses deep within the earth. This creation seems to have formed from a fallen guardian which was swallowed by this vein and remade in its image. “A pulse was present … yours, yet not -- echoing throughout your flesh.” The Legend of the Emberrest speaks to its origins; that of a great warrior who traversed deep into the caverns in pursuit of quelling this encroaching plague yet met their demise at the hand of the tainted, devoured and used for a nefarious display of power. The curse would bind itself to the wielder’s blood, threading its nefarious origins into their veins and which each heartbeat from there would only allow it to fester and settle deeper, embedding itself through its host. One who accepts the curse shall find themselves slowly attuning to its power, and over the course of [3] weeks (Increasing tier every week) they will find new powers naturally bestow upon them, either through the gleam of a vision through the arm’s desire or from their own empiricism. [Passive, Combative] [T1] - The Living Arm of The Emberrest Upon attunement, and corruption, the wielder’s arm -- whichever they pick -- undergoes a visual and metaphysical metamorphosis. It becomes sheathed in a shifting red-black ‘fire’, streaked with vein-like patterns that move beneath the wielder’s skin. The arm will appear as it is permanently wreathed in this glow, flickering like flames whilst behaving like liquid bloodlight and the wielder’s finger-tips will sharpen, as they gain the ability to utilize its power. REDLINES The limb cannot be fully concealed by mundane means. Wraps, gloves, or armor will give way to or distort to reveal its corruption. Touching the arm will feel warm to the touch, almost like fever, and the pulse often beats out of sync with the wielder’s natural heartbeat. In moments of strain or danger, the arm’s energy will intensify and grow brighter as an aesthetic effect. The wielder would have an additional pulse emitting from the arm. For any magical purpose, this is akin to a secondary heartbeat or separate entity. To those with magical insight, it appears as oozing, red-hued liquid; however, it remains invisible to the common man's eye. Should the arm come in touch with a spell of [Voidal] origin or [Thanhic] influence, it will become unusable for [1] emote. [Passive, Non Combative] [T2] - The Fog’s Tendril The presence of the Sanguine Touch has the ability to subtly warp the environment around the wielder. Crows will often find themselves materializing within the wielder’s vicinity, perched on rooftops, branches, as they passively observe. Additionally, surfaces and objects may take on a faint red-black sheen as the ambient corruption displaces the physical space around the wielder, causing objects to subtly rearrange in harmless, aesthetic ways. Furthermore, a growing comfort will settle in the wielder as they find themselves within the bounds of the Emberrest, feeling a faint connection to the corrupted soil. Leaving the island induces a faint irritability, and it would feel as if the island itself sought to return home, constantly pulling upon the wielder’s mind. MECHANICS [Emote] The Host extended his hand, causing a faint red-black shimmer to ripple across his arm and across nearby surfaces as a pair of crows flickered into existence atop a branch above. With a flick of his wrist, did this shimmer harden onto a stool next to him, and with a pull did the influence of his arm quickly cause it to come careening toward him, settling just before his feet. REDLINES This is a passive ability and is purely aesthetic and as such grants no combative benefit. The environmental shifts cannot cause harm, inflict fear, or impede another player’s movement or actions in a combative manner. The crows summoned passively can’t be used to glean any information normally unobtainable to the player, but they may be utilized for simple area interactions like fetching a letter and handing it to another, et-cetera but are thematically symbolic otherwise. Alterations to flames are cosmetic, and they do not increase damage, duration, or heat intensity. The red-black environmental sheen may only shift or rearrange objects in visually flavorful but physically negligible ways, so no blocking doors or altering terrain or structures. Manipulations must remain small and atmospheric, they cannot destroy or be used maliciously. The irritability that is induced upon leaving is aesthetic. [Combative] [T3] - Sanguine Burst - ACTIVE When calling upon the cursed essence of the Emberrest, a wielder of the Sanguine Touch may marshal the corruption into a volatile surge of force. It is used by channeling this tainted blood from their arm, the corruption will then strengthen and begin to coil and sharpen as it manifests into thin vibrating ribbons of blood. Then finally, with intent, these strands are unleashed as a fan of narrow, penetrating, crimson spikes in a [3]m wide CONE, travelling [2m] forward (See image in redlines). These rivulets carve forward in straight lines and sear with the heat of corrupted lifeforce before they fade into a red haze, drifting away. MECHANICS [First Emote] The wielder begins to channel their corrupted blood, their arm taking on a pulsing red-black glow as faint, twitching filaments of crimson stretch from their tainted arm. [Second Emote] The corruption condenses which causes the filaments to tighten and sharpen into thin lines of blood. [Third Emote] The Sanguine Burst is released and [3] narrow projectiles fire out in a wide fan. REDLINES Sanguine Burst is an offensive ranged spell and as such may not be used to defend, parry or block. Sanguine Burst shoots out [3] small projectiles. Sanguine Burst may only be used [2] times per combative scenario. If the wielder was to dodge, attack, or do any other ability whilst charging, it will subside and cancel. The spikes must travel in straight lines and cannot bend, curve, home, or track any targets. The projectiles do not cause any lingering effects beyond brief visual residue to the environment, like a trail of red-hued mist. The wielder may not move more than [2] blocks while charging or casting the spell. The spell can not be held indefinitely, and will dissipate if not used upon being charged. Upon being charged, it must be expelled within [3] emotes, or it will fade away and be nullified. The spikes which it releases cut with the sharpness of a steel blade, akin to a dagger being launched. Therefore, as they are akin to projectiles, they would penetrate [MEDIUM ARMOR] and pierce deep into the target's flesh, though they are reliably halted by [HEAVY ARMOR], which would only suffer dents. The spikes will always fire from the wielder’s finger-tips, allowing them to control the height of which they will be launched from, ex: aiming at torso-level. The shot spikes may hit several characters within range and spread, and depending on distance, may be concentrated to only hit one target. For example, if one was to put their hand up to the skin of another, all the spikes would hit that [1] target. The stone block represents the player, and the diamond block represents the cone, extending maximum [2] blocks out, and starting [3]m wide before concentrating toward the apex of the cone. The spikes may hit up to [3] blocks (up or down) in height. Redlines of the Artefact: The artifact will replace the limb of the host and in the instance one wishes to rid themselves of it, they must amputate their entire arm from the shoulder joint. As a lingering consequence, The Emberrest will become a source of intense dread should they ever return to the region. If the arm is decapitated or rendered useless through too much damage, the item representation must be /use’d. In the instance the arm is forcefully removed, ST must be informed. The host will always feel like they are missing a piece of themselves as long as they are a host to the curse, as the arm is not actually theirs yet they will still be able to move it and feel pain through it. This could optionally grant the host a feeling of paranoia, obsession, and anxiety as they feel like their arm is missing. The arm may only be ‘taken’ by another player by amputating it, where an ST ticket must be made to update accordingly. Should another player wish to indulge in the curse, they must contact the owner of the CArt beforehand. For gameplay, the arm item is represented as Black Glazed Terracotta to avoid abuse and the individuals 'blessed' with this boon are also marked in a hidden comment to track. Explanation of the Artefact: Hailing from the source beneath the Emberrest, this taint has been formed as a ‘gift’ bestowed by its malevolent creator. For one which descends into the depths of the Emberrest, they may encounter these defiled marks and eventually find themselves before it. The Sanguine Touch is a vile, parasitic manifestation, a 'gift' of corruption that originates deep within the Emberrest. It is a deliberate taint, painstakingly crafted by a malevolent entity. These underground labyrinths are the true domain of the Sanguine Touch where its influence saturates the air. Explorers will encounter the first signs of this corruption with defiled, pulsating crimson marks that stain the cavern walls. The true goal of this horrific pilgrimage is the source of the Touch itself. Should one survive the oppressive atmosphere and the dread-inducing silence of the depths, they will eventually find themselves standing before the heart of the taint. It is an encounter with a profound malice that marks the end of their journey by being utterly consumed by its raw, sanguine force. ET responsible for the Artefact: Lenny (XDpwLenny)
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THE ROYAL COURT OF IDUNIA [261 S.A] Issued the 19th, in the Year 261 of the Second Age In the name of His Royal Majesty Tar-Zôrzagar Argelion People of the High Kingdom, esteemed allies of the West, and all denizens of the realm: We are convened here under the sacred authority of LORD GOD to inaugurate the first Royal Court of Idunia. From the crucible of past struggles, a new era summons its appointed bannermen. The foundational strength of the Kingdom shall be reinforced, and its heroes shall receive due acclaim. On this day, the declarations of the Royal Crown of Idunia shall be formally proclaimed. ON THE MATTERS OF THE REALM, THE CROWN DECREES: The Line of Kings shall be presented as the security of the High Kingdom, His Majesty shall display his sons to the Court as scions of the Royal House who are ready to serve and endowed with the investiture of royal power. Now, they shall stand tall before the united people of Idunia, so they may all know their faces. The Order of Knighthood demands steeled hearts of iron. Therefore, the announcement and enactment of formal rites from squire to Knight shall be performed upon the following should their presence be; † Elwine Vourkehardt † Castamir Mithrenion † Thândôr Eryndral † Ahn Seojin † Angrûth Glennmaer Those who have served with great honor shall be elevated, and their vows bound to the Creator, Aeradar, and Malchediael. Furthermore, to lead this martial order, the announcement of its Knight Commander shall follow in tow, an act as a great blade of Idunia. The Path ahead lies in unification and prosperity, though we have slain the Gilded Queen, mastered the Sharadûn, our work is not finished. The future calls for the Idunian people to remain united and look toward a horizon of great merriment. “The twenty-first year after the fall of the holiest city, the Lord’s Aengul Artifai descended before Harren and spoke with him. The Aengul said ‘Harren, you are chosen for the vocation of your father. Come, and receive the Lord’s prophecy.’“ Book of Scattering, 31 - 32 With these principal points established, and the subsequent information that holds great significance, the revisions to our methodologies will be announced as we strive for development. The Court proceedings will be extensive, yet demonstrably crucial and the people of Idunia shall have their moment to petition to the Crown. [MONDAY 6PM EST, 12/1/25] BY ROYAL MANDATE AND WRIT OF THE CROWN Signed, HIS ROYAL MAJESTY, Tar-Zôrzagar Argelion Anorion Harren Arthalion, High King of Idunia, Prince of Númendil, Chief of the Númenedain and the Tribe of Harren, Defender of the Númenaranyë, Sovereign of Númenost and Alduun, Knight of the Realm, Slayer of the Gilded Queen, Master of the Sharadûn, Protector of the Adunians
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Jericho observed the events atop a fence near, crunching upon an apple with a duo near; CRUNCH! The displays quickly turned far too gruesome for his own liking with the way of the demons and his tired gaze found itself averting from the scene. He opted instead to tinker with the armament in his lap before a bolt of his shot out toward an apple thrown by his friend, Sautrec, which just narrowly missed its mark; biting off a piece of its flesh. @Cupper@MysticalWeasel
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Hope of Judgement | The Fall of Haelun'or
Lenny replied to Barbarus's topic in The Church of the True Faith
Argelion Zôrzagar, The High King of Idunia, waited for the bells to toll across Idunia and the Royal Capital of Alduun atop the palace walls of Minas Aradar. With the displays in the distance of the work of the Angel, did the bells soon follow in its wake and his hand rose to sign the Rhodesian Cross. “God willing,“ He muttered, content with the resolution.- 26 replies
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“That'd be the first time an uruk noticed a plan.” Argelion Zôrzagar, The High King of Idunia, replied to the Crown Prince of the Empire of Man with a scoff amidst their game within that Imperial Palace, smoke trailing out of the bowl of his pipe. @Werew0lf
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