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Mirtok

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Posts posted by Mirtok

  1. This situation was handled at the time of it happening. @SteppeNomad Your emotes were ultimately ruled as Powergaming for a few reasons that you can work on. There were a lot of assumed liberties taken that proved to be unrealistically convenient for your character/situation that were added in after actions were being taken against you. It's poor faith RP to have someone attempt an action on you and for you to say that you were either already prepared for it and completely negate the action or without explaining the motions you took to put your body in particular positions that would be most effective against an action against you- after the action was already performed.

    All actions you take that are involving another player should be written as attempts, especially if you are actively being engaged/constricted in RP. They mentioned you biting through your binds then managing to scramble away in the same emote- both you made seem like were instantly successful and not attempts that others around you would be able to intervene on. You should try to tailor your actions to be agreeable OOCly to your RP counterparts and realistic so that it's all fair RP. When emotes are made and aren't agreeable, that's when RP stalls out and it no longer becomes fair or fun.

    Give and take is the name of the game, knowing when you've realistically lost or cannot do something prevents frustrating escalations and accusations of Powergaming.

    An infraction was issued, a warning this time around, but next time may be a ban.

  2. Your appeal is denied. It was discovered you are alting to avoid a ban on this account. You must appeal your original ban before you may resume playing on the server. You will be given an infraction for ban evading which will push your next appeal to 3 months from now. You may attempt another appeal on or after 17 Feb 2024. Please account for your actions that led to your banning on your old main account and this account.

  3. After a review of what was provided and some discussions from some of the members involved, a verdict has been reached.

     

    The interaction at the Soul Stone pillar will be voided.

     

    The Haverlock character that is being used as a litmus test for who is or isnt Darkspawn is approaching metagaming. Although they have a motivation to seek out Darkspawn due to the seeding spell, this cannot be used as justification for the character to be supernaturally attracted to Darkspawn and subsequently a reliable justification for suspicion. Simply, they aren't a "Darkspawn Magnet" as that could imply that OOC knowledge of who is Darkspawn is being used to put the RP character into situation that would reinforce that affliction. Going forward, do not use this method without more established links between the Haverlock character and actual confirmed Darkspawn characters- and if you do still use this method, ensure the proof of legit RP is well documented if challenged.

  4. 3 hours ago, Destructokeith said:

    I understand the worry about anon posting and how it can be used to spread toxicity but I just wanted to bring my thoughts to the table:

     

    recently I got a warning point for anon posting here is the post:

    image.thumb.png.9ba9f0ddcdb5139995a01d515a9d1663.png

     

    Now to defend why I do it, on this persona and this persona only I never refer to him by his name or even us the name in my emotes, instead opting to us the ** method for ever single one of his emotes:

    image.thumb.png.fc9ff7164ecf47f6ec26855c061ed8df.png (an example emote, used in a dead men event)


    so while I understand its anon posting, it is how that character has always been emoted.

    Another reason I have seen for anon posting is done by people with dark MA and FA's (I.E. Naz, Vamp and blood magic) who want to include a descriptor of an action but do not want to get metagamed for it such as:

    A dark haired man looks up from his papers and scoffs at the letter "it is of no matter, it will not save them" he says as he continues to prepare the ritual

     

    but anyway that's my two cents on the matter, thanks to anyone who reads this and sorry if I never reply 


    Your style for RPing your played character is a fair point. We are adjusting our enforcement to be much more lenient again for this sort of thing.

    As for spooks who don't want to get metagamed. If I wanted to metagame a spook, I'd use their MC Name to do it. Posting a name or descriptions may be a concern that some have but posting at all opens them up to people just looking at their forum profile and learning what their MC Name through various means. After that, its one stop to NameMC or simply typing /seen in-game.

  5. Fair points have been made about higher-effort posts being rolled up with low-effort ones due to the anon posting technicality. At least on my part, anonymous posting was treated the same regardless of who it was as a means of enforcing the standard equally- and not offering much preferential treatment. @Islamadon put it very simply, this was needlessly pedantic.
     

    Consistency is something that teams should strive to have but consistency is difficult if guidelines and rules are too general. It's also hard to be consistent without a formal system for delivering corrective action. Although some might prefer a DM, that leaves little ability for other moderators to know if repeat behavior is occurring or if a prior explanation was even offered. Just as on the server, we have an infraction system that tracks and scales punishment to the severity and frequency of a behavior, so do we on the forums. A 0-point warning is the same as a DM but with the added incentive that you're less likely to get off scot-free if you continue to break rules or side-step standards. For posters who only need one reminder, this hasn't been an issue.
     

    For posters who disregard and don't care about how they conduct themselves, historical records are necessary because DMs will be blown off. I've responded to 100% of warning point inquiries and have provided extensive reasonings for why it was applied. Correspondence isn't the baseline system, only the infractions are- in-game and on the forums. They are what must be given while everything else is extra because we care about people understanding or improving the roleplay space.
     

    90+ infractions have been handed out in the last month. The volume of rule violations on the forums exceeds that which occurs on the server in the same period. Rule violations on the server have the benefit of being isolated from whoever is directly witnessing them. On the forums, all users at all times can see them. Only about 3 moderators are moderating the forums while there are 14 who moderate the server. It is not practical to choose DMing as the primary means of communicating rule breaks. Most people do not desire any correspondence past what is provided in the warning and simply make the suggested adjustments. The vast majority of warnings given were 0 points with points usually being earned when those freebie warnings went unheeded.
     

    Continue the discussions, we are evaluating the public opinion and we are adjusting how we operate to better serve the wants of the community while balancing a sufficient RP quality. You can probably expect a poll to gauge desire for some proposed changes.

  6. 3 minutes ago, Jihnyny said:

    If smne mentions

     

    ’the princess’ just look up their char if ur unsure if theyre being fr. Doing ‘james…’ x50 because you cannot ‘anon’ post is outright stupid. Most of the forum rules are stupid, this proves itself by the fact that you all ‘forum moderators’ dont even enforce one of the rules said by the server.


    Rule 3 is a choice for us to enforce because it's a guideline with suggestive verbiage, not directive. Just like posts that contain no RP and only OOC hidden under a spoiler arent against the rules either- even though rule 1 says: Posts should primarily consist of roleplay.

  7. 9 minutes ago, Ibn Khaldun said:

     

    That is a fair point. Would you say you would want us as forum moderators to make more of an effort to interpret whether a forum reply [with or without direct mention of character name] meets the criteria of harassment, "shit-posting", or otherwise rule-breaking in nature?

     

    Edit: What do you think about the following point: What we want to avoid are throwaway characters used only for shit posting, it doesnt embody any metric of player conduct or RP standards (give and take). Played characters in game are more or less actual characters that can be consequenced for being jerks in RP. Making random throwaways in game too is arguably against conduct and standards.


    To add, when someone chooses to post anonymously and it isn't clear that they are responding as an actual character, then it's obvious to us that they aren't adding to the Role Play. Instead, they are just injecting OOC opinion which more often than not is a negative one. If people want to communicate how they actually feel then they should do so plainly and if in an RP thread put it under a spoiler.

     

    Not everyone may have respect for the immersion of forum RP but it's been a goal since the beginning of the forums that it is legitimate RP and RP threads should have their immersion protected. With how accessible reaction posts have become compared to the past where only feasibly involved characters could respond, we like there to be some actual value added to the thread. As such, we are trying to apply these rules as systematically as possible.

  8. Appeal Denied.

     

    From our investigations, the person you claim is a mutual on an alt shares the same IP with you several times over a long period of time. From the evidence provided for your ban, the RP was borderline explicit but you state that racial slurs were also said on the server. It goes without saying that racial slurs are strictly prohibited on the server. Sexually explicit RP is also not allowed on the server, even as a joke. In your next appeal, please take personal responsibility for the conduct of your account and any accounts linked to your main.

    Post another appeal on or after 01 November 2023.

  9. Appeal Denied.

     

    Your ban will automatically expire on 23 Oct 2023, appeals are not accepted for temporary bans. You are ultimately responsible for anything that occurs on your account. Further use of inappropriate language on the server may result in a 3 month ban. Please take all necessary precautions to ensure this does not happen again. Contact moderation with further questions.

  10. 53 minutes ago, Liam5232 said:

    It reads very well as a grey-area practice, and I like it. It would be interesting to see how others interpret it irp, and if it becomes a lesser dark practice, or people see the mass benefits and shun those who use the feat for evil.

     

    Can you please specify if this is a feat or not in the replies? Im not sure if you mean you weren't sure if it should be a feat or you just weren't sure how to convey it's status and intend for it to be a feat

     

    I originally thought of it to be a feat but once I got to writing it I figured I'd leave it open to the ST on whether or not is should be allowable for general alchemy. Because it has additional practices and procedures involved outside of just extracting signs and brewing potions, it should be a feat.

  11. 8 hours ago, Liam5232 said:

    This, from the bits and pieces I've read, is a great idea, but it's redlines allowing it's application to unwilling participants, and it's partial overlap with Seer lore makes me a bit hesitant to support it. I love the details, but I think this would be best if transcribed into a separate FA branching off of alchemy or a rewrite to make it less powerful. I know many of the potions are rare, but all it takes is for one person to hand out some notes, and it basically becomes common. These are just my skim-through thoughts, but overall, it is a very well detailed and thought-out piece!

     

    I wasn't entirely sure how to specify it as an FA for the submission but I think it makes sense to. I could further describe the disadvantages of performing this kind of work on unwilling participants, essentially the success rate of a proper extraction would be lower. I mainly wanted to leave the door open for players to use it for good (therapy or preservation), bad (memory theft or manipulation), and neutral (make/sell memory trinkets) motives.

     

    I appreciate the feedback!

  12. 16 minutes ago, rdowdy said:

    Me checking the forums every few weeks to comment on alchemy packs that clearly didn't read Botany Lore/Alchemy Lore and made something already being done by 7 separate plants/magical abilities/recipes.

    "Its gankin' time"

     

    In all seriousness this is exceptionally well done and I think fits in a very interesting niche. This is a "mostly for flair" peice I really like and could see myself using.

     

    How does it interact with TAs though? Could I theoretically beam a lesson into my students head?

    Or perhaps begin teaching someone by sending them memories tied to the back of a raven that slowly make them more and more curious about the senders origins until they follow one of the Raven's only to realize it's some mad dwarf screaming about flesh? 

     

    Thanks for the feedback and questions.

     

    With regards to using it for TA/teaching, it could be done with the trade off being that whoever is providing the knowledge is also removing it from their head for themselves. The lore has it that knowledge is an essence but only about 5 minutes worth of thinking. One who is highly skilled or proficient in something can either offer up the memory of the moment it clicked for them in RP (the epiphany) or spend the time to think through a complex concept utilizing the foundational understanding of the subject and then offer that to the student. I'd be open to feedback more on this idea to make sure its balanced well enough that its not a TA easy button.

     

    Your scenario with sending mysterious mind clips to some poor victim, you absolutely could, I reckon the Dwarf would become more insane as they continue to give up more of their own memories to the backs of Ravens for people to find.

  13. Alchemy - Mind Melding

    rUnZfBuW-9JDNmkFzNRkM_dUynLmKKT5ZMN5KbQZRDxZnAKIBpjeIudtAa1CwyIdlFgb6uU3Qkfs0LVGuwPQBKHumPg2ViYq8ityFxT7ZsCvoN6gOzFSPAylPCiLk2y58FWmXHv9PmKN3k8uJEqahQs

     

    Background
    The intricate dance of reality is one of an eternal controlled chaos. Where the various planes of existence ebb and flow in perpetual motion, leaving only sudden moments of lucidity called memories. These memories are what gives life meaning and they become our most precious companions. Even though we may cling tightly to them, their existence is fleeting, often becoming distorted, forgotten, or eventually decaying entirely from our minds. For millennia, many have sought to combat the fragility of remembrance, to commemorate themselves and their experiences, in order to defy time's inexorable march.

     

    Alchemy has often been regarded as the quest for material transformation, with gold and eternal life being its most coveted prizes. However an ambitious branch of this esoteric art, known as Mind Melding, delves deep into these core motivations by offering a solution to the transient nature of memory. Mind Melding does not merely document memories- it captures, preserves, and breathes life into them. By extracting these memories and sealing them within crystalline vessels, an individual's experiences, wisdom, and emotions are granted permanence, ensuring they survive long after their mortal vessel has faded from the physical world- achieving immortality . . . at a price.

     

    Explanation
    Mind Melding is the process of isolating, extracting, and stabilizing certain essences of the mind. Within the mind are four key essences that when combined form a raw memory. These essences organized by increasing levels of complexity are called:

     

    1. Aetherial Essence (Emotions)
    2. Luminous Essence (Visual)
    3. Echoing Essence (Audial)
    4. Immutable Essence (Knowledge)

     

    A practitioner of Mind Melding is called a Remembrancer, performing therapeutic or scholarly services for willing participants and clients. Someone who utilizes Mind Melding for nefarious purposes is called a Neuromancer, often ostracized by all if ever found to be misusing the art.
     

    rhu_2lIWAhXU0u2i1XXaiG0_DmZ1Lj6cyJNxjEjgaFFC8cFlyaVAZXJp-JBUrjqcAHLjTXhl0nOA8KBwPTTUkeGVu1An6Ha0lfSqa9raoE6iigN-UaFvTMit3Q4BB83Vfo9Flq5Lca4slzBfow0Gyc0

     

    The mind is a perfect machine when it comes to producing, combining, and utilizing these essences and memories but is curtailed by its own fragility and malleability- memories can become overwritten or decay. Mind Melding seeks to make up for these shortfalls by deconstructing memories back into essences and subsequently reconstructing those essences back into memories within a more enduring medium.

     

    In order to preserve the integrity of each essence, it is common to extract each one individually. It is possible to extract multiple essences at once but there are greater risks associated with doing so. Once extracted, these essences can be further processed in a number of different ways depending on the intended use. The product of combining all four essences is called a Raw Memory. The process of stabilization changes Raw Memories into Complete Memories. When essences are stabilized but not combined to form a Complete Memory, they are known as Memory Fragments. Memory Fragments can exist as the individual essence or a combination of the others. Once stabilized, Fragments or Complete Memories are then able to be used, be it for consumption, preservation, or alteration. Without stabilization, Fragments or Raw Memories will decay.

     

    Once isolated, the process of extraction must be carried out or else the essence may be viewed as a rogue agent by the body and destroyed. Once extracted, Essences and Raw Memories are removed from the mind. They can be added or readded to the mind through the appropriate preparation process. Minds are highly likely to reject foreign Essences or Raw Memories after a certain amount of time without employing means to deceive it. In order for implanted essences or raw memories to take long term, it is highly recommended that the subject is sedated and the mind given a dream suppressant- such as the Tum Somnum potion. Stabilized Fragments and Complete Memories are able to be interpreted by specialized instruments. They can also be returned to raw or essence form. Essences may be consumed in their unstabilized form with some risks involved.

     

    A subject undergoing Mind Melding processes may be conscious or unconscious. Consciousness is preferred as the subject is able to aid the isolation process of the desired memory. An unconscious patient will yield unintended extractions or unreliable results due to the potential interferences of the dream state producing its own essences. Subjects should be made to actively concentrate on the intended memory, or as preparation, be exposed to conditions that would immerse the mind in the desired memory. The subject must consume the appropriate isolation agent(s) to release the essence(s) for extraction. Extraction occurs through ethereal osmosis by affixing a Memorite to the back of the neck at the base of the skull. When the body attempts to flush the essence through the spine, the Memorite will intercept it.

     

    Memorite is a form of stabilization. In order to further interpret or repeat interpret essences or memories contained within it, it must be subjected to additional processing. The following are some known interpretation methods:
     

    Memorite with Aetherial Essence: 

    • The Memorite can be turned into a fine powder and inhaled. Due to the light gray hue of the powder, it is often referred to as ‘Gray Matter’. Inhaling the powder will invoke the emotions and feelings of the essence, void of context or tangible details. The effect will last for 1 hour.
    • The Memorite can be inserted into a Chromolizer which reacts to the emissions of the contained essence and displays a range of colors to represent them. Due to the simplicity of the Chromolizers construction, it can be as small as a piece of jewelry or as large as a chandelier.
       

    Memorite with Luminous Essence:

    • The Memorite can be cut such that a lens is formed on its exterior. By bringing the lens close, the images within can be viewed void of sound. Memorites are able to store 5 minutes of images before looping.
    • The Memorite can be inserted into a Macrolumin Projector, where light is hyper focused through the Memorite and channeled to an opaque material. The detail of the images is highly dependent on the quality of light used. The images would lack color. Memorites are able to store 5 minutes of images before looping.
       

    Memorite with Echoing Essence:

    • The Memorite can be cut with a hollow cavity prior to loading with essence. Once loaded, it can be placed over the ear. Depending on the shaping of the cavity, the sound quality is affected. Memorites are able to store 5 minutes of sound before looping.
    • The Memorite may be inserted into a Fonograph that reacts to the subtle vibrations of the material and translates them onto a vinyl disc. This disc can then be replayed. Memorites are able to store 5 minutes of sound before looping but multiple Memorites may be transcribed onto a disc, disc size depending.
       

    Memorite with Immutable Essence:

    • The Memorite, when loaded with Immutable Essence, has been observed to produce electrical signals that can be translated to a mechanical vessel equipped to receive and perform very basic functions. At this time, there are no known devices or vessels that are capable of translating or applying complex thoughts or concepts.
       

    Memorite with a Complete Memory:

    • The Memorite can be inserted into a combination device called an Omnibus that applies the interpretation techniques of the Chromolizer, Macrolumin, and Fonograph. At this time, there is no known device that is able to interpret Immutable Essence to the degree of the others. The memory may then be viewed synchronized with color, images, and sound. Memorites are able to store 5 minutes of a memory.

     

    Extracted essences or raw memories are removed from the mind of the subject. The subject will be unable to recall elements of or the entire memory following the procedure. An unwitting subject of this procedure will likely not even recognize the memory gap unless attention is drawn to it. Excessive essence harvesting may result in dissociation and eventually Memory Bleed. This is a result of the mind's natural processes becoming too unstable to adequately produce, combine, and utilize essences. Excessive harvesting occurs after five failed essence extractions within a 24 hour period or a combined 15 extractions within the period of a week. Memory Bleed leads to either a comatose state or ego death. Mind Melding is a complex form of alchemy that if not carefully and expertly carried out will result in extreme mental harm to a subject.

     

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    Potions & Crafts

    Memorite (Common | Tier 1)

    Spoiler
    • Description: ((Represented with Nether Quartz)) An entrancing crystal, distinguished by its gradient shades of gray, which transition seamlessly into pure white at its edges. Its form is irregular, with multifaceted smooth surfaces that shimmer subtly under light. When examined closely, one might discern faint, cloud-like wisps moving slowly within.

    • Recipe:

      • Base: Water

        • Aether | x2 Endurance

        • Air | x1 Peace

        • Earth | x1 Rigidity

        • Earth | x2 Connection

    • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Combine all dry ingredients thoroughly and ensure uniform grain by further grinding the mixture into a fine powder. Prepare a basin of pure water, combine with fine powder, stir until dissolved. Continue to add the powder mixture every 5 minutes followed by stirring until the water takes on a gray hue. Heat the solution to a simmer and then add additional powder at a ratio of one third the amount added prior to heating. Stir until clear or only lightly gray. Remove solution from heat source, allow to cool. Once cooled, lightly strike the bottom of the vessel containing the solution, allow crystal to form.

    • Effects: Memorite is capable of leeching certain essences produced and present within the mind of living creatures. This is most successfully done at the base of the skull, on the back of the neck. When used to absorb essences or memories that have undergone processing, expose the Memorite to the running liquid containing them. When used to contain essences, it will either emit, flicker, vibrate, or lightly spark- or a combination of all four. The material is durable enough to withstand light physical force but would shatter if struck with a hammer or launched at a hard surface. It is capable of storing essences or memories indefinitely.

    • Redlines

      • Memorites are limited to 5 minutes worth of each essence and 5 minutes of memory when loaded with a complete memory.

      • Will break with excessive force; hammer strikes, launched at hard surfaces, explosives, etc.

      • Requires Memorite Solvent in order to be rendered for additional alchemical processing.

      • Memorites are capable of withstanding artisanal processing for increased function or aesthetics.

      • Memorites may be consumed and would be susceptible to absorbing tissues like the gums, sinus, throat, or intestines.

      • When consumed, the contained essence(s) would be absorbed to the mind. Fragments would be experienced in real time as if for the first time but will fade in potency and become fleeting after 12 hours. Complete memories would become memorable following a sleep cycle.

      • Consuming more than one Memorite with an essence(s) present within an hour period may cause audio or visual hallucinations, emotional flashes, or intrusive thoughts.

      • Consuming more than three Memorites with complete memories within a 24 hour period will result in a dissociative state lasting one week.

      • Is not capable of storing life force or other substances.

      • Players may sign their own Memorites with the description explaining the contained essence or memory within.

     

     

    Memorite Solvent (Common | Tier 1)

    Spoiler
    • Description: A clear, luminescent liquid that glows with a soft, silvery-blue hue. When still, it mirrors a moonlit pond under a starless night sky. Silky and slightly more viscous than water, the solution feels velvety when touched, leaving no residue behind. It smells of fresh morning dew with a hint of alpine breeze that is surprisingly invigorating.

    • Recipe:

      • Base: Water

        • Aether | x2 Curtailment

        • Aether | x1 Rage

        • Water | x1 Grace

        • Water | x1 Separation

    • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Place the Water symbol ingredients in a mixing vessel. Add pure water to the dry ingredients until dissolved. Then, add the Curtailment symbol ingredient until the mixture becomes silky. Finally, sprinkle the Rage symbol ingredient in one-fourth increments, allowing foaming to occur and then subside before adding more. Continue to mix the solution until faintly glowing. Bottle in a clear container and seal with a stopper and wax.

    • Effects: Memorite Solvent possesses a unique ability to gently break down Memorite crystalline structures without causing violent reactions. Unlike aggressive solvents, this dissolution works methodically, weakening the bonds within crystals until they dissipate into the liquid. This solvent does not affect essences or memories contained within a Memorite. If consumed in small amounts, it is not harmful to the body.

    • Redlines

      • Consuming more than one batch with an essence(s) present within an hour period may cause audio or visual hallucinations, emotional flashes, or intrusive thoughts.

      • Consuming more than three complete memories within a 24 hour period will result in a dissociative state lasting one week.

      • If not properly stored and sealed, the mixture will spoil and be rendered useless within 12 hours. If containing an essence or memory, they will decay. Spoilage can be checked by swilling the liquid and checking if it still glows.

      • May only store essences or memories for one week before they decay, subsequently spoiling the mixture entirely.

      • Once spoiled, consumption may result in food poisoning.

      • Will not dissolve anything that cannot already be dissolved in water.

     

     

    Aetherial Isolixir (Common | Tier 1)

    Spoiler
    • Description: An iridescent sheen, displaying a myriad of colors that seem to seem to favor hues of red, changing depending on the angle of light. It is velvety to the touch, similar to luxurious silk. Lacking in odor but strong in taste, its flavor is likened to a bitter and earthy root tea. When drunk, it causes a tingly numb feeling in the mouth and throat.

    • Recipe:

      • Base: Aqua Vitae

        • Aether | x2 Clarity

        • Aether | x1 Dark

        • Water | x1 Silence

        • Water | x3 Separation

    • Creation:  Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with Aqua Vitae. Combine the Water sign ingredients in a mixing vessel until uniform. Add the Water sign ingredients to the Aqua Vitae and swirl, the mixture will not fully dissolve and remain cloudy. Allow sediment to settle at the bottom of the basin. Add the Clarity symbol ingredient to the solution and whisk to incorporate air. At this point, the solution should begin to take on a gray color and remain foamy. Lower a small vessel containing the Dark sign ingredient with a wax seal into the solution. Pierce the wax seal with a wooden skewer and allow the contents to interact with the solution slowly. The solution will produce ambient heat and bubbles before waning in activity. Once dormant and red in color, retrieve the small vessel, pour solution into a glass vessel, and seal with a stopper.

    • Effects: This Isolixir is specially formulated to unravel the emotions associated with a memory, isolating it into its pure essence form. Depending on the age or integrity of the memory, the essence will either be true to the event or an exaggeration of it. This essence is then either absorbed by a Memorite or purged by the body.

    • Redlines

      • An Isolixir is only able to extract the respective essence from one memory, for a maximum 5 minutes worth of essence content.

      • Multiple Isolixirs may be consumed at once to extract other essences from the same memory

      • Aetherial Isolixir has a base success roll of 4 out of 20.

      • With each additional Isolixir consumed at the same time, there is a high chance of essence decay or undesirable extraction due to the increased complexity of the unraveling effort on the memory. Subjects should roll out of 20, with the minimum required roll increasing by 3 for each Isolixir consumed. Rolls less than the minimum result in a failure to the most complex essence (Ex. Luminous <  Immutable, Immutable would be the failed essence).

      • Failures must roll again out of 20, anything less than 7 results in essence decay and subsequent permanent damage to the memory.

      • Without a paired procedure involving a Memorite, the isolated essence will not be extracted and will be purged by the body.

     

     

    Luminous Isolixir (Common | Tier 2)

    Spoiler
    • Description: An iridescent sheen, displaying a myriad of colors that seem to seem to favor hues of yellow, changing depending on the angle of light. It is velvety to the touch, similar to luxurious silk. Lacking in odor but strong in taste, its flavor is likened to a bitter and earthy root tea. When drunk, it causes a tingly numb feeling in the mouth and throat.

    • Recipe:

      • Base: Aqua Vitae

        • Aether | x2 Clarity

        • Air | x2 Light

        • Water | x1 Silence

        • Water | x3 Separation

    • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with Aqua Vitae. Combine the Water sign ingredients in a mixing vessel until uniform. Add the Water sign ingredients to the Aqua Vitae and swirl, the mixture will not fully dissolve and remain cloudy. Allow sediment to settle at the bottom of the basin. Add the Clarity symbol ingredient to the solution and whisk to incorporate air. At this point, the solution should begin to take on a gray color and remain foamy. Lower a small vessel containing the Light sign ingredient with a wax seal into the solution. Pierce the wax seal with a wooden skewer and allow the contents to interact with the solution slowly. The solution will produce ambient heat and bubbles before waning in activity. Once dormant and yellow in color, retrieve the small vessel, pour solution into a glass vessel, and seal with a stopper.

    • Effects:  This Isolixir is specially formulated to unravel the visual stimuli associated with a memory, isolating it into its pure essence form. Depending on the age or integrity of the memory, the essence will either be true to the event or an exaggeration of it. This essence is then either absorbed by a Memorite or purged by the body.

    • Redlines

      • An Isolixir is only able to extract the respective essence from one memory, for a maximum 5 minutes worth of essence content.

      • Multiple Isolixirs may be consumed at once to extract other essences from the same memory

      • Luminous Isolixir has a base success roll of 8 out of 20.

      • With each additional Isolixir consumed at the same time, there is a high chance of essence decay or undesirable extraction due to the increased complexity of the unraveling effort on the memory. Subjects should roll out of 20, with the minimum required roll increasing by 3 for each Isolixir consumed. Rolls less than the minimum result in a failure to the most complex essence (Ex. Luminous <  Immutable, Immutable would be the failed essence).

      • Failures must roll again out of 20, anything less than 7 results in essence decay and subsequent permanent damage to the memory.

      • Without a paired procedure involving a Memorite, the isolated essence will not be extracted and will be purged by the body.

     

     

    Echoing Isolixir (Common | Tier 2)

    Spoiler
    • Description: An iridescent sheen, displaying a myriad of colors that seem to seem to favor hues of green, changing depending on the angle of light. It is velvety to the touch, similar to luxurious silk. Lacking in odor but strong in taste, its flavor is likened to a bitter and earthy root tea. When drunk, it causes a tingly numb feeling in the mouth and throat.

    • Recipe:

      • Base: Aqua Vitae

        • Aether | x2 Clarity

        • Aether | x1 Dark

        • Air | x2 Sound

        • Water | x3 Separation

    • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with Aqua Vitae. Add the Separation symbol ingredient to the Aqua Vitae and swirl, the mixture will not fully dissolve and remain cloudy. Allow sediment to settle at the bottom of the basin. Add the Clarity symbol ingredient to the solution and whisk to incorporate air. At this point, the solution should begin to take on a gray color and remain foamy. Lower a small vessel containing the Dark sign and another containing the Light sign ingredients with a wax seal into the solution. Pierce the wax seal with a wooden skewer and allow the contents to interact with the solution slowly. The solution will produce ambient heat and bubbles before waning in activity. Once dormant and green in color, retrieve the small vessels, pour solution into a glass vessel, and seal with a stopper.

    • Effects: This Isolixir is specially formulated to unravel the aural stimuli associated with a memory, isolating it into its pure essence form. Depending on the age or integrity of the memory, the essence will either be true to the event or an exaggeration of it. This essence is then either absorbed by a Memorite or purged by the body.

    • Redlines

      • An Isolixir is only able to extract the respective essence from one memory, for a maximum 5 minutes worth of essence content.

      • Multiple Isolixirs may be consumed at once to extract other essences from the same memory

      • Echoing Isolixir has a base success roll of 8 out of 20.

      • With each additional Isolixir consumed at the same time, there is a high chance of essence decay or undesirable extraction due to the increased complexity of the unraveling effort on the memory. Subjects should roll out of 20, with the minimum required roll increasing by 3 for each Isolixir consumed. Rolls less than the minimum result in a failure to the most complex essence (Ex. Luminous <  Immutable, Immutable would be the failed essence).

      • Failures must roll again out of 20, anything less than 7 results in essence decay and subsequent permanent damage to the memory.

      • Without a paired procedure involving a Memorite, the isolated essence will not be extracted and will be purged by the body.

     

     

    Immutable Isolixir (Rare | Tier 3)

    Spoiler
    • Description:  An iridescent sheen, displaying a myriad of colors that seem to seem to favor hues of green, changing depending on the angle of light. It is velvety to the touch, similar to luxurious silk. Lacking in odor but strong in taste, its flavor is likened to a bitter and earthy root tea. When drunk, it causes a tingly numb feeling in the mouth and throat.

    • Recipe:

      • Base: Aqua Vitae

        • Aether | x2 Clarity

        • Aether | x1 Dark

        • Water | x1 Silence

        • Water | x3 Separation

    • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with Aqua Vitae. Combine the Water sign ingredients in a mixing vessel until uniform. Add the Water sign ingredients to the Aqua Vitae and swirl, the mixture will not fully dissolve and remain cloudy. Allow sediment to settle at the bottom of the basin. Add the Clarity symbol ingredient to the solution and whisk to incorporate air. At this point, the solution should begin to take on a gray color and remain foamy. Lower a small vessel containing the Dark sign ingredient with a wax seal into the solution. Pierce the wax seal with a wooden skewer and allow the contents to interact with the solution slowly. The solution will produce ambient heat and bubbles before waning in activity. Once dormant and green in color, retrieve the small vessel, pour solution into a glass vessel, and seal with a stopper.

    • Effects: This Isolixir is specially formulated to unravel the thoughts associated with a memory, isolating it into its pure essence form. Depending on the age or integrity of the memory, the essence will either be true to the event or an exaggeration of it. This essence is then either absorbed by a Memorite or purged by the body.

    • Redlines

      • An Isolixir is only able to extract the respective essence from one memory, for a maximum 5 minutes worth of essence content.

      • Multiple Isolixirs may be consumed at once to extract other essences from the same memory

      • Immutable Isolixir has a base success roll of 12 out of 20.

      • With each additional Isolixir consumed at the same time, there is a high chance of essence decay or undesirable extraction due to the increased complexity of the unraveling effort on the memory. Subjects should roll out of 20, with the minimum required roll increasing by 3 for each Isolixir consumed. Rolls less than the minimum result in a failure to the most complex essence (Ex. Luminous <  Immutable, Immutable would be the failed essence).

      • Failures must roll again out of 20, anything less than 7 results in essence decay and subsequent permanent damage to the memory.

      • Without a paired procedure involving a Memorite, the isolated essence will not be extracted and will be purged by the body.

     

     

    Memory Confluessence (Rare | Tier 3)

    Spoiler
    • Description: A dark mixture of a deep shadowy blue with streaks and flecks like that of gold, rubies, sapphires, and emerald. A thick liquid that moves exceptionally slowly, like the night sky during a long winter. Its smell is subjective, clinging to deeply felt memories, invoking a sense of nostalgia without context as to what for. Its flavor is even more puzzling- as sweet as a cherished moment and as bitter as a lesson learned.

    • Recipe:

      • Base: Water

        • Fire | x4 Balance

        • Water | x4 Order

        • Earth | x4 Connection

        • Air | x4 Peace

    • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with pure water. Add the Water sign ingredients to the basin, mix until fully dissolved. Warm the mixture to a simmer and lightly dust the surface with the Fire sign ingredients. Be sure not to allow the Fire sign ingredients to grow too heavy in layers while adding to the mixture. Allow light bubbles to naturally agitate and disperse the ingredients. Keep mixture at a simmer add the Earth sign ingredients. The mixture will begin to darken and thicken. Remove the heat source, allow to cool until no longer transparent, add the Air sign ingredients and swirl. Lightly agitate solution with mixing utensil going against the flow of the swirl, creating eddies in the mixture. Allow to cool and settle completely once all ingredients have been incorporated. With a clean scooping utensil, remove the thin water at the top of the settled solution and discard. Transfer settled thick mixture into a decanter with enough headroom to allow vapors to form and settle atop the mixture.

    • Effects: The Memory Confluessence is able to combine essences into a stable amalgam very similarly to how the mind would naturally. By adding essences dissolved from Memorites, the essences will seek to slot into their original memory form. If essences are paired with essences from other memories, they will still join but the resulting memory will be slightly uncanny. The Memory Confluessence can be transformed into a Memorite with the combined essences using the normal Memorite processes; No additional ingredients would be necessary if dissolved Memorites are combined with the The Memory Confluessence.

    • Redlines

      • Multiple essences may be added to the Memory Confluessence.

      • Essences from the same or different memories may be added to the Memory Confluessence.

      • Adding multiple of the same type of essence is also possible.

      • When consumed, the contained essence(s) would be absorbed to the mind. Fragments would be experienced in real time as if for the first time but will fade in potency and become fleeting after 12 hours. Complete memories would become memorable following a sleep cycle.

      • Consuming more than one batch with an essence(s) present within an hour period may cause audio or visual hallucinations, emotional flashes, or intrusive thoughts.

      • Consuming more than three complete memories within a 24 hour period will result in a dissociative state lasting one week.

      • If not properly stored and sealed, the mixture will spoil and be rendered useless within 12 hours. If containing an essence or memory, they will decay. Spoilage can be checked by swilling the liquid and checking if it still glows.

      • May only store essences or memories for one week before they decay, subsequently spoiling the mixture entirely.

      • Once spoiled, consumption may result in food poisoning.

     

     

    Redlines

    Spoiler
    • Mind Melding extractions may be performed on willing or unwilling subjects

    • Mind Melding may be performed on conscience or unconscious subjects

    • Mind Melding may only be performed on living organic creatures

    • Essences are unable to survive outside of the body or an adequate vessel ( Mind Melding solutions or Memorites)

    • The devices mentioned in the Memorite interpretations are able to be built by Remembrancer without any additional requirements.

    • Aetherial Essence are the emotions felt by the originator of the memory in that moment. The essence is able to convey a complete set of emotions or generate the same intensity as the original memory. Consumption of this type of essence without the context of the others would feel like an uncontrollable wave of emotions lasting for at most an hour.

    • Luminous Essence is what was seen by the originator of the memory in that moment. The essence is able to convey shapes, details, and shades, but would lack color. When paired with Aetherial Essence, color is provided. Consumption of this type of essence without the context of the others would feel like watching a silent movie without subtitles. This essence is limited to 5 minutes worth of imagery from a memory. 

    • Echoing Essence is what was heard by the originator of the memory in that moment. The essence is able to convey complex and overlapping pitches, tones, and volumes. Consumption of this type of essence without the context of the others would feel like listening to something while blindfolded. This essence is limited to 5 minutes worth of audio from a memory.

    • Immutable Essence is what the originator of the memory was thinking in that moment. The essence is able to convey internal monologues, an understanding of a subject, and how to perform a technique or procedure. Consumption of this type of essence without the context of the others would feel like being lost in thought, unaware of your surroundings while you focus on the idea. This essence is limited to 5 minutes worth of thoughts from a memory.

    • A raw or complete memory is the entire array of essences that the originator of the memory experienced in that moment. It is able to convey all elements of a memory that each essence would be able to. Consumption of these memories would feel like experiencing the memory for the first time, in real time. The memory will be unable to be recalled until after a full sleep cycle has occurred to allow the memory to implant into the mind.

    • Essences that are not a part of a raw or complete memory are unable to be implanted long term into the mind. They may be temporarily experienced and will become fleeting after 12 hours.

    • A fleeting memory is one that is hazy and hard to remember without the aid of concentration or focus enhancing substances. A fleeting memory may be extracted as essence.

    • In order to extract an essence from a specific memory, the subject must either actively concentrate on the memory during the procedure or be immersed in the context/triggers of the memory.

    • Performing an essence extraction while asleep may experience dream interference. Dream interference can isolate unrelated or even falsified essences. Dreams produce their own essences which can become the subject of the Isolixir inadvertently. If performing an extraction on a sleeping subject, the subject must roll higher than a 10 on a roll 20, they can then choose whether or not the correct essence is isolated for extraction.

    • Consuming more than one batch with an essence(s) present within an hour period may cause audio or visual hallucinations, emotional flashes, or intrusive thoughts.

    • Consuming more than three complete memories within a 24 hour period will result in a dissociative state lasting one week.

    • Excessive harvesting occurs after five failed essence extractions within a 24 hour period or a combined 15 extractions within the period of a week. This is called Memory Bleed. Memory bleed further manifests as a coma or ego death.

    • Another player cannot induce Memory Bleed against other players' will, they have to agree to the RP, OOCly.

    • Essences and memories may only be implanted into a descendants mind.

    • Essences and memories can be altered by a descendant's mind through intensive efforts involving focus and double-think principles. Without practiced meditation techniques or substance enhancement, this isn’t commonly possible.

    • Altered essences and memories can be isolated and extracted like normal.

     

     

  14. The Kingdom of Balian

    lLj2J65Qx9_UhqVBFmfpxthUmZKzKokcatGzJ-pgOKAyJESz955NJvk6RWl2PFfRfWe36RV_LMsQSzR9BsR2iOvWSd3UPhucjp2wOitzaXrhKF4zBQT7iuQzSRu0eGDKgh5nHu2fq4idleWC08m7G6Y

    Spoiler

    ~ The Kingdom of Balian, 1943 ~
    ~ Commissioned by King Adrian Novellen, Cartographed by Rainier DeNurem ~

     

    In a realm where the sun kisses the sea, lies the Kingdom of Balian, a radiant pearl set along the storied Rubicostaissmia. Its warm golden shores cradle islands that rise like emeralds from the clear blue depths to the West. Each a sanctuary of secrets and beauty, shrouding an intense richness of natural wealth. Along the Northern border, the ground ascends to touch the heavens themselves. The mighty Oeste Mountain Range stands guard over the lush oasis below. Its evergreen peaks veiled in mist and mystery run a divide to the Sons of Malin beyond. These towering ridges and cliffs have witnessed eons pass, their slopes rich in lore, life, and the promise of nature's bounty. To the East, the ascending plateaus of the Valle de San Lothar play host to a canopy of white trunked ancients, offering shade upon fertile fields.

     

    The heartland of Balian is a carefully woven tapestry of rolling hills, a symphony of greens, grain, and where palm trees sway in the wind telling the tales of old. The gentle rolling hills at the foot of the mountains are graced by the soft touch of the Rubicostaissmia sun. Like devout followers, they serve as a testament to the Creator's poetry, where every breeze carries a song and every dusk a promise of peaceful dreams. Beneath the gentle waves of the Ruby Coast lies another world altogether. Vibrant coral reefs rise from the ocean floor, teeming with life, mesmerizing beauty, and color. It is said that merfolk and sea sirens dance amidst these coral groves, serenading the marine life with their ethereal songs- spurring an abundance for the Capital City of Portoregne’s fishermen.

     

    Yet, the wonders of Balian are not only in its light touched allure. Deep within the belly of the Kingdom lie veins rich with gemstones. The mines of Balian, legendary throughout Aevos, shimmer with the brilliance of diamonds. This phenomena, a testament to the shared wealth and prosperity of its people. To wander through Balian is to walk through the pages of a living epic. Where every stone, stream, and starlight has a tale to tell. It is a realm of timeless splendor, a beacon for those in search of wonder in its purest form.
     

  15. An enfeebled alchemist- Drasus- reflects on the status of the Human leaders in the world as this treatise comes across his desk . . .

     

    "Imagine wielding the trust and strength of a nation just to turn around and behave cravenly at the most witless of threats. Anti-Imperial or not, if you kowtow to the threats of morons then you are just as pathetic as the wig wearers you abhor. To call yourself a leader, a Human, a descendant of Horen, and bend to faithless raiders- you might as well affix yourself to the bow of the ferry and screech the sea sirens song, you absolute parody of dignity. Thank GOD there are still those who aren't brain addled to the point that the only solution left to them is to erase rational thought so as to assuage the onset of fear wrought of violent threats. Rejecting Imperialism by blindly boot licking a violent Imperialist. For shame. I relish the end of pompous powder touters but at the expense of Humanities moral station . . . what could be worse."

     

    He would sputter and cough after the rant, clearly malding from his own thoughts. The sterilized bottles he was working with becoming contaminated with angered sweat dripping off his ruined brow.

  16. Genealogy of House DeNurem

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    Always Faithful, Always Loyal
    Ov Uskog, Ov Usiellig

     

    House DeNurem Family Tree

     

    The History of House DeNurem

    House DeNurem's legacy traces back to the early 1300s, when Mirtok DeNurem, while faithfully serving the Teutonic Order, laid the foundation. The name itself, 'DeNurem', pays homage to the Order's birthplace in the lands of Aegis, Nuremberg. In adherence to the customary nomenclature of Northern cultures, 'DeNurem' roughly translates to 'from Nurem'. Mirtok, alongside his brother Darius DeNurem, a Mali’ker with questionable blood ties, chose to forego siring progeny during their formative years, wholly dedicating themselves to the cause of the Teutonic Order.

     

    It was during this period of fervent service that the respected DeNurem Industries was established in the year 1330. The company was later formally integrated into the Teutonic Order, and emerged as the epicenter of technological research and the crucible of military production for the organization. In recognition of his dedication, Mirtok was eventually elevated to the rank of OrdernMarschall, or General, within the Teutonic Order.

     

    As the era of Aegis drew to a close after the collapse of the Nether, House DeNurem, along with the Teutonic Order and the newly founded Realm of Hanseti, found themselves forced to seek refuge in Asulon. After their journey, the House's membership remained largely limited to the two brothers. In Asulon, Mirtok played a pivotal role in establishing the capital city of Dresden. However, after a disagreement with the new Hochmeister of the Order, Samuel Bealcrest, led to Mirtok and his brother's exile to the Northern region of Hanseti. It was here that Mirtok founded the city of Watcherstadt, committing his followers to stand vigil against the Kingdom of Renatus, their aggressive Northern neighbor.

     

    After Samuel Bealcrest's assassination, Mirtok's rapidly ascended to the position of Hochmeister and worked tirelessly to fortify the Realm. He enlisted the Hansetian civilian population into military service, instilling the values of the Order throughout. Additionally, the Realm's defenses were bolstered against potential invaders from the Northern kingdoms through a series of strategic construction projects. Tensions escalated between the Realm of Hanseti and the Kingdom of Renatus with the emergence of Godfrey Horen. After years of bitter military conflict, Mirtok sought an audience with Godfrey, leading to a pivotal meeting at the grand sentinel statues guarding the gate into the Realm of Hanseti. It was there that Godfrey articulated his vision for a united Humanity, an Empire. Moved by the original goal of the Teutonic Order, Mirtok aligned with Godfrey's vision and pledged the Order, and subsequently the Realm of Hanseti, to his cause.

     

    ztuIrZkI4SjDHaMAApakg5P3FMb4ejQVISqP4y4edf5I2S5GwhLUK7Gz6f8RhXoSLi82Cl10FbqVOZXJUZhMrQj2Ke8gHB6pxnPsveI0bwGIEQRvSjvvYXwPAC4la_p8k4WDu9uCvM2Bm14qpXUz6-8
    ~ The Hochmeister, Mirtok DeNurem, 1350 ~

     

    With the inclusion of Hanseti in the Imperial vision, the Holy Orenian Empire finally took shape. House DeNurem was granted a duchy, with Mirtok named the Duke of Hanseti. Additionally, the Teutonic Order was recognized as an official knightly order, conferring gentry status upon all its members. Darius DeNurem joined the side of the Emperor, being dispatched on countless personal missions from which he was rewarded greatly. He received a personal knighting from the first High Pontiff, Gideon Silverblade, and was appointed Count of Karth for his service. Darius would later be elevated to the sole Imperial Justice, acting as Godfreys answer to domestic malcontent. In the later 1300s, Mirtok would lead the Teutonic Order in expanding the Empire's influence and strength across the known world. Following several military conquests, Mirtok was elevated to the status of King of Hanseti, establishing House DeNurem as a royal lineage alongside the venerable House Hightower.

     

    In 1414, the lands of the Kingdom of Hanseti were rendered uninhabitable by calamitous flooding. This disaster extended its reach to the rest of the Descendant nations, prompting a forced migration to the uncharted continent of Anthos. House DeNurem, entrusted with sailing ahead of the Imperial ships, secured a foothold in the untamed lands. Mirtok established a colony in the North of the Imperial settled lands, carving out from the vast Northern mountains Castle Greywynn as his capital. Leading the Teutonic Order, House DeNurem became the stalwart protectors against the Northern wastes, home to a host of twisted creatures, including the Bohra, a fierce race of boarmen prone to mindless violence.

     

    SsAusIx9ocXi9qPYcJZ12w2J5VV5bqAaElMQGy3XuqTkbWoBqc1PxulNfZqIz47m518YhX-FCK2mKVxDNgZ9Pk-OoH46f3To3f4haX0nZXysrEpPUVioSEN8PCRHeTAOxuXRYf_naJu6keZJhZX1Tv4
    ~ Castle Greywynn, Anthos, 1419 ~

     

    When the final boats arrived at Anthos in 1420, the Empire began to take on its new form. Under Emperor Godfrey Horen's direction, House Blackmont and House Carrion were placed as subjects of the Kingdom of Hanseti. This decision sowed internal strife within the Kingdom, as House Blackmont had long been rivals of House DeNurem and the Teutonic Order. Mirtok forged an alliance with neighboring House Green through his marriage to Allison Green. In 1425, Mirtok and Allison welcomed twins, a son named Booker DeNurem and a daughter named Winter DeNurem. This alliance grew stronger as noble and royal houses within the Empire extended mutual military support against House Blackmont, a rebranded version of the notorious House Flay that had terrorized many in Asulon.

     

    A civil war eventually erupted within the Kingdom of Hanseti, with Augustus Blackmont, the head of House Blackmont, challenging House DeNurem's claim to the throne. The war initially favored House DeNurem and their noble alliance, until House Blackmont secured a marriage alliance with House Chivay. With the formidable Order of the White Rose joining the war effort, members of the noble alliance began to defect in fear. Those who remained by House DeNurem's side included House Hightower of the Kingdom of Salvus, House Silverblade, House Ishikawa, House Green, and the Order of the Lions. The civil war came to a climactic end during the Battle of the Dreadfort in the mid-1400s. Although House DeNurem was defeated, Augustus Blackmont did not claim the title of King.

     

    _QI3f4QgcS-jBqpCBxpRqKGypczU_Vl0QvFX7VLvaAhu_igL17Y8mgSIojfjpKdcOj3olqECZjJnBSbdxbr5d0mMt840H3ApUTJs36UHwqLcibIQyib1Fg0ZNmV1A5oiwNXd7NuZcen6S0GdBeWS8qY
    ~ The Battle of the Dreadfort, 1430 ~

     

    In the aftermath of the defeat, Mirtok DeNurem rallied the remnants of his forces and directed them towards a campaign into the Northern Wastes. Bohra attacks had intensified during the civil war, threatening to spill into the rest of the Empire if left unchecked. Mirtok vanished from the lands of Anthos during this campaign and was not seen again for decades. In his absence, House Blackmont and House Carrion largely claimed the lands of the Kingdom of Hanseti as reparations from the civil war. Emperor Horen, son of Godfrey, disbanded the Teutonic Order after Jonathan Black's failed interim administration and the mysterious destruction of Castle Greywynn.

     

    As the Empire announced its exodus to the lands of Aeldin, Booker DeNurem became a ward of the Imperial household and accompanied Emperor Horen. Allison Green and Winter DeNurem remained in Anthos, finding refuge with House Green. House DeNurem slipped into a period of obscurity with the majority of Imperial institutions relocating to Aeldin and the loss of their titular lands. Darius DeNurem, retaining his titles, embarked on a monastic path in pursuit of atonement for past transgressions. He would ultimately complete his exile from the remnants of the Empire in the wake of The Scourge in 1457, a period marked by racial purges against Elvenkind. Darius used this time to orchestrate the takeover of the Princedom of Malinor, leveraging his position to wage war against the new Human Empire, led by House Carrion, in the 1460s.

     

    Following the migration to Athera in 1468 by the nations of the world, House Chivay assumed control of the Empire. It was during this period that Mirtok DeNurem resurfaced, reestablishing House DeNurem as a military power. He revived the Teutonic Order and opted to govern the Hansetian people through a military junta instead of assuming the title of King of Hanseti. Darius retained the title of Prince but abandoned his hold over Malinor and reunited with his brother in Hanseti. Darius wed a woman named Caitlyn, and the couple had a daughter, Elizabeth DeNurem. It was also during this time that he founded the enigmatic 2-11 Mercenary Company. Mirtok used this time to care for his subjects and provide a sanctuary for Northerner kind. He achieved this by forming the Northern Commonwealth alongside prominent Northerner families like Clan Orvar and House Rovin of Aesterwald.

     

    74WP06-nLNgt_ssiwFUAfd8AmV070LyqyGTRbP1SBUcDXoF3O9sHf_QN9epSkzwHmAW1ppO9YDt1mz0Mw-yirv_J6GtBItqbkZirzOWg9AZhKxxaNoiNx4s6a3z-WsxcUECkR7AfNznyLF7QkkI-egk
    ~ The City of Snowdrift, Northern Commonwealth, 1470 ~

     

    During this era of reconstruction, Mirtok was fortunate to reconnect with his daughter Winter. However, in 1472, he chose to disband the Teutonic Order, redistributing its wealth among the Hansetian people and making a substantial investment in the Kingdom of Aesterwald. Mirtok then mysteriously vanished, never to be seen again. Darius DeNurem quietly departed from the realm with his own growing family, which now included his son, Lazarus DeNurem. Winter DeNurem married Francis I, Duke of Adria, and had children under the House Vladov name. In the aftermath of Mirtok and Darius’ disappearances, House DeNurem once again faded into obscurity.

     

    In the Isles of Vailor, around the year 1502, several of the progeny of Darius DeNurem gathered in the Mali’ker city of Ker’nor. This marked the formation of Clan DeNurem as a subset of House DeNurem. Lazarus DeNurem had been living amongst the Orcish War Uzg for decades. In that time, Darius had departed from his son to pursue an undefined agenda. Lazarus would leave the War Uzg after a time and venture out on his own, meeting a fellow Mali’ker by the name of Aearonel while on his journeys. From the union of Lazarus and Aearonel DeNurem came four more Mali’ker children; Grimwald, Aly’shal, Sileath, and Legatus. As well, two grandchildren; Rolim and Alisaera DeNurem. The DeNurem Clan rose to relative prominence in Ker’nor, holding multiple positions among the city's government and military. In the year 1530, the city was devastated by a violent volcanic eruption. Grimwald DeNurem led evacuation efforts for the citizens of Ker’nor and secured a deal with the Mali’ame of Laureh'lin to shelter the refugees. Unfortunately, Clan DeNurem would not be able to reestablish itself and the members of the family scattered across Vailor to seek new opportunities.

     

    It wasn't until the late 16th century that House DeNurem would resurface under the leadership of Darius. After pledging allegiance to Emperor John III Owyn in 1578, House DeNurem rallied House Rothgard and House Huntly to its banner. Darius was granted the title of Baron of Mordskov by the High Pontiff in 1582. Little is known about the events that transpired in the Barony of Mordskov, except that it eventually became perilous to inhabit due to a thanium enriched miasma that permitted the land. Sometime in the mid-1600s, Mordskov had become largely uninhabitable and deserted.

     

    yXywkOakAbuxjhCDFHdu7T4iQCB6nulU8KF6ZuwgiBAj-8upOcupWHD7BVcuDkUo4geVC2GhQn3-Th9Rg7kIumJhoLs2mmDsd-bd8ZXgr2qcqr5NMcYhyNxTYEzgv1GniVArHbaaqWeqOegwDhEoLrQ
    ~ The Barony of Mordskov, 1613 ~

     

    Parallel to Darius’ rule in Mordskov, House DeNurem continued to endure, outside the chronicles of the Descendant races, under the lineage of Booker in Aeldin. Sometime in the 16th century, Booker DeNurem's grandson, Viador II DeNurem, arrived in Vailor and perpetuated his house. In 1725, Alren DeNurem was born, a direct 9th-generation descendant of Booker DeNurem. In 1743, Alren ventured to Arcas and settled in Helena, the capital of the 8th Holy Orenian Empire under Emperor Peter III.

     

    Conscripted into the Imperial State Army during the Rubern War, Alren DeNurem embarked on a distinguished military career. He implemented extensive reforms within the Imperial State Army, greatly enhancing the Empire's offensive and defensive capabilities. Alren commanded Imperial forces to victory in six campaigns and played a crucial role in the success of the descendant nations during the Inferi War. In 1781, he was granted the County of Mordskov, and in 1795, he was appointed as the 4th Generalissimo in Human history by Empress Anne I.

     

    Alren expanded the influence of House DeNurem through his military and administrative triumphs. In 1740, he married Gwyneff Efferstadt, and in 1745, they welcomed a son, Alaric DeNurem. Alaric joined his father in the service of the Imperial State Army, and they both earned gentry titles within the Order of the Lion. Alaric further extended the DeNurem lineage by having six children. Notably, in 1772, Drasus DeNurem was born.

     

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    ~ Portrait of Sir Alren DeNurem the White Bull, Count of Mordskov, 1770 ~

     

    Drasus continued to bring honor to House DeNurem through his scholarly pursuits in architecture and engineering. This led to his appointment as Secretary of the Home Office for the Imperial Government in 1808. After a productive 30-year career in administrative government, Drasus was selected as the Archchancellor under Philip II in 1838. Drasus, a renowned alchemist, followed in his grandfather's footsteps by delving into military technologies. Unfortunately, his reign as Archchancellor was cut short in 1845 by an explosive accident that left him feeble and unable to speak. A few years later, in 1849, the Empire witnessed the ascension of Philip III. This marked House DeNurem's retreat from mainstream politics and prominence. The County of Mordskov was put into abeyance, and members of the House departed from the Empire. House DeNurem gradually faded away as the Holy Orenien Empire descended into turmoil.

     

    In the present era, House DeNurem endures. Its members are dispersed across various Human nations, each finding their purpose and station. Notably, within the Kingdom of Balian, Admiral Dante DeNurem commands respect and authority respectively. In service to the Kingdom of Aaun, Darius DeNurem has emerged to lead the centuries-old 2-11 Mercenary Company once again, becoming a Knight Errant in the process. Other DeNurems have been known to frequent the Commonwealth of Petra and the Most Serene State of Lurin.

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