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thaddeus11

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Posts posted by thaddeus11

  1. 10 minutes ago, firegirl7894523 said:

    Adept Application

     

    MC name: firegirl7892467

     

    Character Name: Carsandra Ivydale

     

    Discord (Optional): Prefer to give it out with private forum messages. 

     

    Race: Wood Snelf

     

    Age: 56

     

    What subjects do you know?: Non-Magical Healing, with using traditional methods such as herbs, pastes, and teas. Just to list a few.

     

    Are you able to teach?: Yes! I am currently a Medical Officer for a private company.

     

    Do you swear to abide by the rules of the academy?: Yes. 

     

    Note, character will be MIA for awhile for private reasons. Unsure how long that's going to be, depending on certain factors. Will contact you privately when that is finished. 

    Accepted!

  2. The Academy of Khronheim

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    ~Founded in 1648~

     

    The Academy of Khronheim has been founded in order to grow the knowledge of the people of Atlas. While the academy will mainly focus on the arcane of the world, among other magics, we will also focus on other matters of knowledge, such as architecture, religion, and history. For the first time as well, the academy will be headed by the Ironguts, who will bring with them all the knowledge the clan has gathered of the arcane in their expansive history with it. The academy can be found in the city of Khronheim.

    ~~~~~~~~~~~~~~~~

    CURRENT List of Subjects Taught at the Academy

    Fire Evocation

    Water Evocation

    Conjuration

    Illusion

    Defense Against the Dark Arts

    Alchemy

    War Tatics

     


     

    The Ranks of the Academy

    Grand Master

    The Grand Master is the highest rank one can achieve, being voted in by the consul of Masters. Leading the academy in all respects, the grand master is considered to have the final world on all matters. Also, while holding the rank of Grand Master, this scholar is also one of the several Masters.

    Master

    The Master is the second highest rank one can achieve. To gain this rank, a scholar must be committed fully to learning, and be considered the academy’s highest authority on one the taught subjects. Because of this, there are several Masters at any time; The Masters of each respective subject. Each of these scholars are granted a position on the consul of the academy.

    Adept

    The third highest rank one can achieve, the adept is one of the many at the academy who have finished their apprenticeship, and can now pursue the study of a subject on their own. This is also the rank in which a scholar can begin to teach their talents here at the academy.

    Apprentice

    The first official rank of the academy, this is where a scholar has been accepted by an Adept and has officially began their journey into the world of knowledge. They will prove themselves through a couple of stone months before they move onto the title of Adept.

    Initiate

    The Initiate has been granted access to the academy, however, they have not been accepted by an Adept yet. The Initiate will wait until they have been assigned someone to teach them.

     

    Current Members

    Grand Master (Vacant)

     

    Master's

    Dorin Iorngut

    Kardel Irongut

     

    Adept's

    Dimlin Irongut

    Carsandra Ivydale

    Garoll Earl

    Dael'ran

    Bael Tunnelsmasher

    Dwalin Irongut

     

    Apprenice's

     

    Initiate's

    Hogarth Irongut

    Arak

    Robyn Vulnear

    Mercai Hollowbound

    Marradak

    Weatherby Lionheart

    Gunther

    Tiberius Iron

    Enzo Bianchi

     



     

    The Rules of the Academy

    As far as rules go for the Academy, they are pretty loose. However, that does not mean there aren’t any.

    #1: Follow your higher ups orders. This rule is pretty simple. Your higher ups are your higher ups for a reason, they more than likely know what they’re talking about! If they tell you to do something, and you do not listen, then you may be suspended for insubordination.

    #2: No harming others at the academy unless specifically given permission to do so otherwise by a Master or the Grand Master, any use of physical or magical violence towards another will result in suspension or expulsion.

    #3: No use of the dark arts while the study of the dark arts is highly encouraged, they are NEVER to be used. To do so will result in immediate expulsion, and all ties with the practitioner will be cut.

     

     

    Applications

    Initiate Application

    MC name:

    Character Name:

    Discord (Optional):

    Race:

    Age:

    Do you know any magic currently?:

    Which subject do you plan to learn?:

    Do you swear to abide by the rules of the academy?:

     

    Adept Application

    MC name:

    Character Name:

    Discord (Optional):

    Race:

    Age:

    What subjects do you know?:

    Are you able to teach?:

    Do you swear to abide by the rules of the academy?:

     

    We are currently accepting only those who are able to teach their subjects. This includes ALL forms of arcane magic, as well as any forms of scholarly study. If a subject that is not ordinarily taught is offered, we will contact you immediately to discuss the details.

  3. Name of settlement:

    The Free City-State of Khronheim

     

    Peak time:

    EST, peak hours between 3pm-10pm

     

    Populace density:

    Mostly dwarves atm, though all races are excepted. The population currently is booming as we grow more and more. (Nearing 20)

     

    Brief description:

    The City-State of Khronheim was made by the Irongut clan of the dwarves, one of the oldest and most respected of the clans. Built for all to come and find peace to live their lives, the city-state is accepting of anyone that wishes to live within its walls. Following a democratic-republic like government, once proven, the citizens of the settlement will have their voice directly inputted into matters of state. While the settlement is currently still growing, the attractions are growing as well.

     

    List of players able to assist:

    Dorin Irongut (DarthArkous), Dwain Irongut (Hiebe), Dimlin Irongut (Beamon4) Vosirk Blackaxe (ThumperJack_). (If you wish to join our discord, just pm me and I'll give you a link!)

     

    Directions:

    Following the road out towards Kal'Ulrah from the Cloud Temple, at the first fork, taking a left towards the birch plains, the settlement can be found on a lone mountain towards the left of the road. A map is also atteached (Cords: (X:692, Z:863)

     

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  4. *All Across Atlas, papers have been posted on notice boards.*

     

    Today, the 13'th of Malin's Welcome, 1647, the clan Irongut is proud to announce the Free City-State of Khronheim. The hold has been under construction for the past two stone weeks, but with hard work, it has finally come to be finished. A government has also been set up, as detailed below. For now, we welcome all who wish to join us. The location of the hold has been marked on an attached map. We look forward to the joining peoples, and to our future prosperity!

     

    In one stone week (1/26/18), a feast will be held in honor of the holds opening. (Time: TBA)

    Class-System of Khronheim

     

     

    Khronheim is built upon the backs of its citizens, and to be called a citizen of the Free City is a great honor. All of those who wish the boons of Khronheim first begin as residents. A resident is given a house in the lower districts of the city, and must pay a weekly tax. A resident’s status is fixed as such until s/he serves a mandatory four years (four weeks) in the military, never missing a practice.

     

    Once a resident of Khronheim has served in the Khronheim Brigade, s/he may petition to the Consuls for a Khronheim Passport. The requirements for citizenship vary on each individual case, but primarily consist of:

     

    1. Service in the Khromheim Brigade

    2. Impeccable tax record

    3. Citizenship Due (500 minas)

    4. A “Trial of Burden” or “Prova rendica” assigned by the Consuls to prove the resident’s loyalty

      1. This usually entails the collecting of resources, a hunt, the fulfilment of a bounty, or some other component

     

    Once the above quota is fulfilled, one becomes a citizen of the Khronheim culture and is inducted as such in a temple of the Brathmordakin. Citizens of the society have several privileges and responsibilities, including:

    1. The ability to dress as per the Khronheim customs

    2. The ability to pray in temples

    3. The ability to conduct commerce in Khronheim

    4. The ability to take residence in the citizen’s districts and not pay tax

    5. The ability to send petitions to the Consuls for consideration

      1. The ability to attend audiences with the Consuls per griefs

    6. The ability to evoke the citizen’s rights in a court of law, as to ensure a fair trial and due process

      1. With this come the rights of habeas corpus, and a state sanctioned defense

      2. With this also comes the rights to lawsuit and property protection

    7. The right to vote on a Consul.

    8. The right to attend senate meetings and receive a vote.

     

    A citizen of Khronheim society also has certain responsibilities necessary for the maintenance of their Khronheim passport, such as:

    1. The responsibility to serve in the state’s wars.

    2. The responsibility to pay tax for their commerce.

    3. The responsibility to defend the city at all times.

    4. The responsibility to answer the Consul’s call when material resources, funds, or other such material goods are necessitated.

    5. The responsibility to continue serving to protect the lands of Khronheim in the guard force. 

     

    Lastly, there is the uppermost class of Khronheim, the nobility. In order to achieve the status of noble, a citizen must have proven himself to be of exceptional standing with the free city. Only the most pious, brave, and exceptionally talented of the citizens are even offered a chance at this rank. In order to rise to nobility, a citizen must have acclaim, a subjective quality decided by the Consuls of Khronhiem and agreed upon by the rest of the nobles. If a citizen is judged to posses acclaim, he can choose to pay 15,000 minas in nobility dues and can rise to the uppermost echelon of society. Although dwarves traditionally hold this rank, it is common for wealthy and distinguished humans or elves to also rise to nobility.

     

    Nobles enjoy a wide extent of privileges, among which are:

    1. The privilege of wearing purple.

    2. The privilege of holding a Dynastic Name.

    3. The privilege of conducting commerce untaxed.

    4. The privilege of partaking in the Consular Court.

    5. The privilege of confirming a Consul.

    6. The privilege of calling audience with a Consul to expressly settle a dispute.

    7. The privilege of being assigned a personal retainer for safeguarding.

     

    A consul may elevate a person's status with approval from the Senate. This can be done after a resident or citizen has completed a great feat for the service to the City State.

     

    Government of Khronhiem

    Looked over and thought on carefully, the government of Khronhiem has been decided through much debate. The City-State will be run in the following ways.

     

    The Consuls

     

     

    Khronhiem does not have a king, it has two Consuls who share the burden of leadership equally. Often, the Consuls will specialize based on their skill sets; traditionally, one Consul has been an Internal Consul and the other an External.

    The Consuls are advised by the Senate, a collection of all citizens and nobles. The functions of the senate are solely conciliatory, as all administrative decisions must be made conjointly by the two Consuls. The senate can object to consul actions by bringing it up during a senate meeting and having the senate vote on it.

    Consuls are chosen by the vote of the Senate. Traditionally, Consuls come from the Noble echelon of society, but a citizen can become a Consul as well. A Consul spot will be always filled. If one opens up a emergency election will be held. To Consul positions will be term limited to 8 stone weeks. After the term is up a election will be held were the Consul can be re-elected or not.

     

    Powers of the Consul

    Legislative Power

    This power allows the Consuls to draft up and propose document of law. Once proposed, these documents will be voted on by all of the Senate. Consuls can veto any legislation but can be overturned by the senate with a majority of 75%.

    Power of Tax

    This power allows the Consuls to decide how much tax will be levied in any specific area. This includes housing and commerce tax. This includes both internal and external taxes. These taxes will, however, be voted on by the current seats with a simple majority vote needed to pass.

    Power of Diplomacy

    This power allows for the Consuls to act as and appoint diplomats to foreign nations. With this power, the Consuls are able to negotiate any treaties with any foreign power. With this power comes the powers to embargo, to recognize foreign power, and also to declare war. Declarations of War must be confirmed by the Senate.

    Power of Appointment

    This power is granted to the Consul to allow them to create or appoint officials to any department of government created. This power is created so that when necessary issues not needing of attention to Consuls. All powers granted to the department and the officials can be challenged by the senate.

    The Senate

     

     

    The senate is a collection of all residents and nobles within the society of Khronhiem. Citizens have a voting power of one and nobles two. Senate meetings are announced when needed and happen every stone week. Residents can attend senate meetings but cannot vote or interrupt. The senate can suggest changes and vote on them with approval from the Consuls.

     

    Powers of the Senate

     

    Power of Removal

    This power is used to remove any member from office within the City State of Khronhiem. The senate must have a  75% majority to remove a Consul. A simple majority for all other positions.

     

    Power of Legislation

    To suggest and vote on new legislation. If passed with simple majority it goes to the Consuls to confirm. If one or both veto the new law a 75% majority of the senate can overturn their legislation veto.

     

    Power of Appointment Positions

    This power is required a simple majority to veto any consul appointment and their individual powers.

     

    Power of War

    60% majority of the senate must be hand to declare war on a faction.

     

    Irongut Clan Father

     

    A ceremonial position, the Clan Father of the Ironguts, founders of the City state of Khronhiem, is given certain powers. The clan father has the right of passage to anywhere within the city and lands controlled by the free city state. S/he may sit on any meetings and give insight. They also have executive pardoning; they can pardon anyone of their crimes. This can be overturned with a majority of the senate. The power of the veto is also given to strike down decisions made by the consuls. The Senate may overturn this with a majority vote.

     

    Attached to the paper is a map, with the area where the hold can be found clearly marked on the map. (X:692, Z:863)

  5. The Ironguts

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    The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Since the reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and some even among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons,the spelunking of cavernous ruins, and delving deep into the arcane, the Ironguts have been highly regarded among the Dwedmar.

    Ancient History of the Clan

    Spoiler

    Dwain the First Irongut

     

    This is the tale of Clan Irongut, an ancient and powerful family reaching back to the days of Great King Urguan, the father of all Dwedmar. Eight sons was the King of Stone gifted, yet the one who would see to the founding of the Irongut Clan, was the Cave Dwarf Dwain. A strong-willed, brave individual, well-knowing of how to fight, and live to tell about it. But while all these qualities made him a fine dwarf, he would always be, and still is to this day, renowned for his ability to consume copious amounts of alcohol and food, without ever needing to halt. Drinking competitions, feasting, these were all activities where Dwain bested his brothers by far. Urguan quickly took notice of this, and for this he was granted a most fitting name of which was to become that of his lineage; Irongut.


     

    The years went on, and the sons became older. Families had been established, and the clans increasing in size by each passing year. While most of the brothers stayed with their father’s Kingdom, Dwain chose a different path. He ventured out into the wild, new world that Yemekar had forged. While ancient records mention little of Dwain’s endeavors in this period of ancient time, he did return to his father years later, now with two sons of his own. Draco was the eldest, and Heron the younger. A great feast was held that day, with family reunited, upon where Urguan asked his son:

    “Where have you been, my boy?”

     

    Dwain replied with a short nod. “I wish I could tell you father, but I cannot. While I cannot make up for my absence, I do wish to compensate you, for the worry and trouble I may have inflicted upon you.”

     

    Dwain told Urguan of his plans, to build an outpost near the Lands of Horen, in his father’s name. Hesitant, but wise as always, Urguan consented to send his son off to complete his quest. Bringing with him his two sons, Dwain headed off a short week later. After two stone weeks, they made it to the designated spot where the outpost was to be built. But this would be no ordinary outpost, no. Dwain would make his father proud. His two sons were invaluable to him in the construction, and this is where the two young Ironguts truly discovered their differences. Draco was physically stronger than Heron, and spent days and nights perfecting what was to become a masterpiece. On the other hand, while Heron the younger did not possess the strength of his brother, he was a clever lad, and strong in mind. Through his calculations and logistics, he was of great help in the planning and measuring of the construction.

     

    And there it was, the Irongut Manor. Years had passed, and the creation was complete. A grand hall, a walled domain nestled in the hills beyond Oren. Dwain could feel the pride within his heart, how he would rejoice when his father would come to see his greatest creation. While Heron was eagerly wanted to volunteer to accompany Dwain, it was Draco who was chosen to accompany him back to the Kingdom, of whom now both had their own sons and daughters. But unfortunately for Dwain, times had changed. Upon his return to the Kingdom, there was no feast. No songs of union and joy. The king, the allfather and eternal guardian of the Dwedmar race, had perished in his old age. Dwain was heartbroken, and darkness took him. All those years, all the hope, wasted on a futile attempt to impress his father, whom now lay dead before him. The ire, the unquenchable anger inside of him was overwhelming. After a grand, majestic funeral worthy of a Dwedmar King, Dwain and Draco took the long way home, back to where they had now established a home for their clan, Dwain with a heartache heavier than a thousand stones.

     

    Dwain’s Descent

     

    Word of the King's demise had reached the other Ironguts before their Clan Father and Draco’s return, and Heron had already begun to prepare a feast. For he knew that Dwain mourned his father deeply. Tables, lined with the finest from the dwarven cousine, with ale kegs upon ale kegs stacked upon eachother, it was truly a view to behold. But as Clan Father Dwain returned with his son, he was in no mood for fun and kinship. While meal after meal went down the throats of singing and shouting dwarves, Dwain simply sat there, staring at the mug of ale in front of him. Not drinking, not eating. Draco and Heron did not know how to help their father. It soon became clear that Dwain was no longer capable of leading the settlement, as he mostly just sat by himself, reflecting on his past, the present, and the future. Rarely speaking, rarely moving, in a state of deep depression. While Draco soon took charge of the clan hold, Heron wanted to help his father. Somehow he had always felt underappreciated, and not as successful as his brother. He thought he would never be the favourite son of his honourable father, something that had always nagged him his entire life. Heron started studying the many tomes and scrolls his clan had now hoarded for so many years, in order to find a way to cure Dwain from his sickness. Words of Dwain's depression eventually reached out to the other denizens of the world, and the news happened upon the ears of a mysterious merchant, who visited the Irongut Manor several months later. He claimed he had a special deal for Heron, a certain book which might hold the answer to Dwain’s mysterious condition, and how to cure it. Naturally, Heron did not hesitate, and purchased this tome. What Heron found in this ancient book, was in no way something which his brother would allow, for Draco was a righteous man. One does fiddle with such dark arts.

     

    Years went by, with Dwain’s condition in no way any better. The once strong, determinative Dwain was no longer what he used to be, but an old, silent man. Heron had also become more reclusive in his later years; spending a lot of his time in the tombs below the manor, in a secret and hidden room where he had been studying the large book he had been given. It was all written in there. How one could bring the dead back from their graves, how to bend them to one's will. These were the arts he was learning, the dark forces he dared meddling with. Draco on the other hand, having inherited the same fervor and ambition as his father, worked hard on improving his clan, and expand its influences. While most of his sons were hardworking and dedicated, he felt more and more distanced from his brother and nephews. Dwain Irongut was eventually called back to the capital of the dwarves. The Ironborn in his absence took control of the kingdom and the people. Dwain finally after centuries of silence took his personal weapon and marched to the Ironborn throne room. He challanged the Ironborn King to a honor duel and for his outspoken actions the people rallied around him. Dwain was quickly silenced and beheaded for his rash actions. His clansmen were able however to take his body back to the Irongut Manor, Simmpa’s rebellions started.  He was buried in the tombs, returned to stone as all living things must with time. By this time, Heron was fully learned, and in the aftermath of the funeral of Dwain, Draco finally started to notice the strange behavior of Heron. How he had stopped socializing, not sharing any meals with his clansmen, and spending so much time down in the tomb where his father lay. It was as if he had lost his brother too, and the only times he did see him, something was wrong. Heron’s eyes were in no way those of his former self. Darker, deeper.


     

    The Betrayal of Heron

     

    Draco eventually ventured down into the tombs, to have a serious talk with his brother Heron. Stopping by his father’s sealed tomb however, he could hear scratches. Strange noises coming from the other side of the seal. The rattling of bones and swirling of winds. Draco, determined and quick to act as always, reserved little time for reflection. He grabbed a nearby maul used in the seal’s construction, before he smashed it into the tomb wall. Draco narrowed his eyes as dust swirled out from the room, the cracked rocks settling on the floor. Mystical, bright and purple lights shone through the big hole he had created, and the foul scent of death entered through his nostrils. There stood Heron, wielding a staff with a mounted skull. Mangled corpses of both men and animal littered the bloodied stone floor around the grave of Dwain in a peculiar, circular shape, casting long shadows from the purple, bright haze. Draco could not believe what he saw, nor did he know what to feel. Anger or fear. Disappointment or grief. Hatred soon filled his mind as he drew the curved blade Dwain had forged a long time ago, of what is now a famed Irongut relic; Mourgil.

     

    A dark, ominous voice boomed from Heron’s throat, one which did not belong to him. “So you finally found me, brother?”

    Draco stood firm, his sword curled up in his hand as he shouted back. “What is this? WHAT HAVE YOU DONE, HERON!?” he bellowed as he shook his head, staring in disbelief at the horror taking place before him. The shadowy figure simply laughed. “I, Heron, have brought GREATNESS to our clan. ME!” rung in the room as he pounded his chest with his fist. “Not YOU. You shall watch me, as I bring him back to the living, AS I DEFY DEATH ITSELF! He shall know of my great power now, how I am the chosen one!” he roared as raw, crackling energy surged up through his arms, a small orb of blue, misty matter formed in his palm and grew in size. “NO HERON, DO NOT DO THIS!” Draco yelled, but it was already too late. The orb exploded, shooting forward a blending beam of darkness into the stony grave of Dwain.

     

    The tomb begun to shake violently as dirt and rubble drizzles down from the now cracked ceiling. The grave broke open, cracking into pieces as an ethereal, decaying body rose from it. There he stood, the dead Dwain Irongut. The father of the Irongut brothers. Draco’s face turned pale as he watched the undead Dwain turn toward what was once Heron, with a dark, cracked smirk upon his face.

     

    “HERON IRONGUT” Dwain boomed. “YOU HAVE PROVEN YOURSELF WORTHY OF YOUR CLAN. KILL YOUR INCOMPETENT BROTHER, MAKE HIM SUFFER FOR HIS INTOLERABLE FAILURES!”

     

    Draco’s face turned bright red as he felt his tears pressing on, yearning for release. Hatred boiled inside of him. “You are not MY FATHER! He would NEVER DO THIS!”

    Heron cackled madly as he tapped his staff on the ground, sending out a wave of purple energy along the cracked floor tiles. “Rise, my minions! FEAST ON THE FLESH OF MY BROTHER!” The mangled corpses that littered the floor around him suddenly started to nudge, rising up to their feet as they lunged at Draco. With a swift, horizontal strike with Mourgil, he sliced one of the ghouls in half before he took a huge leap back, ready for another attack. Draco swung again as another one jumped on him, sliding the blade into the creature’s neck, before he turned around and stabbed another one right through its skull. He suddenly screamed and fell to his knees as another ghoul bit right into his left arm. As he yanked the blade out from the skull to defend himself, another creature grabbed his sword arm, locking it in place as it pressed its foot into the back of Draco.

    All of a sudden, out of nowhere, a bright light emerged from the middle off the room, blinding all, both living and dead, inside the tomb. The two remaining ghouls disintegrated before Draco as he fell over, covering his eyes. As the light slowly got dimmer, he dared to open his eyes. There stood four men, dressed in white robes. Bright, yellow lights beamed out from their palms, crashing straight into the withering body of Dwain Irongut as they shouted in unison.

    “Return to the shadows, foul deamon of Old!”

     

    The dark, ethereal body of Dwain was lifted up by the flows of light, hovering above the cracked grave. Black shadows swirled around him as his eyes began to glow a bright red. Whatever hid inside his body now thundered. “CURSE YOU, SAGES OF AERIEL! YOU ONLY DELAY THE INEVITABLE!”

     

    The shadowy figure exploded as darkness quickly drained out from the tomb, the body of Dwain crashing back into the cracked tomb as bright energy pieced together the broken stone, before fading away. Heron fell to his knees, the demonic staff sliding out from his grasp. Draco hobbled over to Heron, kneeling next to him as the sages carefully watched from a distance.

    “Why, brother. Why did you do this? Is your hatred greater than your love for this family?”

     

    “Father loved you. And I wanted his love more. I did EVERYTHING FOR HIM, YET HE CHOSE… YOU!” Heron slid a dagger out of his pocket as he unexpectedly lunged at Draco. Heron is blasted off as the four sages set him ablaze with their magic, just in time before the dagger pierces the skin of Draco, sending him flying into the wall, engulfed in flames. Draco leaned over, placing his face in in hands as tears ran down his cheeks, into his beard. One of the sages walked up to him and placed his hand on Draco’s shoulder before he uttered: “I can offer you little consolation, for a dear brother is an irreplaceable loss. But I can offer advice.” Draco slowly lifted his head, narrowing his eyes as he stared into the glowing, blue eyes of the sage.

     

    “You must destroy this place and go back to your fellow dwarves, for your sons and daughters will be needed in the centuries to come. So too, shall your nephews and nieces, but forever more will they be tainted by their father’s choice, and must choose for themselves the right path. So it is spoken, and so it must be done.” The sage finished, sliding his hand off Draco’s shoulder as he rose. “We will take care of the Manor, just take whatever supplies you’ll need for the journey home, and be off.”

     

    Two weeks later, Draco finally led his clan back into familiar halls, Kal’Urguan. Here they served their Kingdom for many prosperous years, Draco himself becoming the Lord Marshall of the Kingdom.

    Modern History of the Clan

    Spoiler

    -Aegis-

     

    The Ironguts rebuilt the Irongut manor and lived both there and in the Capital of Kal' Urguan. They are the first clan to discover their past and gain together in many numbers. Two notable ironguts ascend to the throne, King Algrim and King Belin. Kilgrim Irongut becomes the first dwarven mage, and Hiebe Irongut becomes the first and only ascended of the Dwedmar. Ironguts eventually lose their famed manor to the invasion to the Undead and in a desperate attempt to ensure that their dead would not be reanimated, had to burn the bodies of the past Ironguts. The ashes were collected and from then on the Ironguts have always burned the bodies of the dead.

     

    -Asulon-

     

    The early days of Asulon Hiebe was involved with a plot tried to remove the King Thorik but was unsuccessful due the other political leaders backing out due to threats from Thorik. The Ironguts left the dwarven nation and created the Island Nation of Holm. This nation was short lived, and after news of Thorik’s death the Ironguts returned to their brethren of stone. The Ironguts supported the new King Kjell but after many new cities being built and the King never thinking for the best of all. The Ironguts sided with the other grand clans, Grandaxe and Goldhand, rebelled from Kjell and lived in Kal' Dwain built by Darius Irongut. The major clans prospered but then Hiebe, backed by the other clan lords, rebuilt Karik and moved all the dwarves there. Hiebe became King shortly after as the clan lords offered it to him.

     

    -Anthos-

     

    The early days of Anthos where a troublesome time for the clan. While other larger clans used what positions they had in the government to get access to large quantities of food and materials, and growing rich, the Ironguts had no such power. Our numbers where no more than a handful as many had gone missing on the trip. We survived though and with the end of King Omi's reign things turned around for the clan. When Thorin took the crown, so to did Dominic Irongut take the leadership of the clan. We attained a clan hall and power in the government, but for some it was not enough. The young beardlings of the clan felt it was time for the Cave Dwarfs to rise up, so Duregar left the clan taking a few young dwarfs with him and formed the Thunderfists, a dishonorable and rebellious clan. Their fools errand ended roughly an elven week later, and as a result, they where banished to the Iron Aquifer. Now with only a few old dwarfs the Ironguts began to grow again. Our kin new and old slowly trickled in and while still under Thorins rule we stood 15 strong. Following the destruction of Kal’Azgoth and the construction of Kal’Ithrun, Hogarth Irongut became Lord Chancellor shortly after, providing the clan with influence and power. Later on, we joined the Goldhands in the construction of Dol’Garud, a small farming town close to the capital. After the flooding of Anthos, and escape to the Fringe, with a prolonged war against the Carrions of Oren, Grand King Wulfgar Grandaxe abdicated, allowing Hogarth Irongut to seize the throne, and in turn grant Balek Irongut his old position. Hogarth abdicated shortly after however. Hiebe Irongut managed to get hold of the Kal’Varak. In Thales, a treaty was finally signed, putting a stop to the violent warring with immediate effect, allowing us to recover from the huge losses we had suffered.

     

    -Athera-

     

    With the new Kingdom established in the Kazradin region, many Ironguts had returned to re-unite with their family. While a few handful had gone missing on the voyage to the new promised land, including Clan Father Gamle Irongut, Balek Irongut was promoted to Clan Father, and Hogarth Irongut the Clan Thane. Many Ironguts felt Midgor Ireheart’s reign was oppressive, and with the help of Dwain Irongut, Hiebenhall was established. Midgor was deposed shortly after, and while some moved back into the capital, the majority wished to stay at Hiebenhall. Clan Father Balek then purchased a clan hall in the cave dwarven district of Kal’Agnar, as well as securing a stall for the clan company, Irongut Emporium, to sell their wares. A new Kal’Varak is found, and the old in possession of Hiebe Irongut loses all its energy, rendering it useless. Hiebenhall is to this day still under construction, though largely finished. Balek has since transferred the position of Clan Father to Hogarth Irongut, making Hogarth both the Clan Father and Thane.

     

    -Vailor

     

    Skippy of Clan Irongut became king in Vailor. During this period the Clan itself slowly dwindled in numbers as the eldest of the clans went to their own ways to pursue their own ideas and research.

     

    -Axios-

     

    The Irongut Clan has fallen into a state of repair. The eldest of the clan have returned and are working together to return the clan to its former glory. Dorin irongut is elected Clan Father, and the clan now works on building a hold for all. Splintered from the other dwarven clans, hard times are ahead. But hopefully, prosperity will follow.

    Clan Government and Laws

    Spoiler

    > The majority of decisions are made by the Clan Father, who solely holds the responsibility to lead the Clan. The Clan Father, chosen by a majority vote by the Elders of the clan, should represent the beliefs of the Clan. It is very rare, if ever, that a Clan Father is removed by the Elders. His word is the final say in matters

     

     > Elders of the Clan are elected by the Clan members themselves by popular vote. Elders are responsible for leading the clan members in place of the Clan Father is he cannot be there.

     

    > Elders are to reflect the Clan tenets directly onto the Clan members and beardlings. They also handle the initiation and teaching of magic to beardlings in the Clan.

     

    Clan Culture

    Spoiler

    Forging of Weapons

     

    A tradition where those with the skills to use the Forge will often forge personal weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut.

     

    Beard Braiding

     

    Just having a simple beard is not enough for the Ironguts. The Clansmen can often be seen with braids in their beards. These can be as simple as forking the beard in two or as complex as weaving it into an intricate braid, some even weaving in gems, or adding rings of metal. The clan members grow their beards long and are careful not to burn them in the forge or get torn in battle.

     

    Magic

     

    Ironguts are known users of magic,and the only Dwarven Clan capable of learning Void Magic. Any member of the clan has the right to learn magic, so long as the member can follow the Clan rules. Those inclined to learn should first speak with an Elder in order to begin training. All apprentices are expected to be patient during the process of learning, as it is not a simple one. Magic is considered a sacred tradition within the Ironguts.

     

    Clan Crest

     

    The Ironguts often adorn a crest composed of a mug of ale and a sword to show that it was sent from an Irongut. We take pride in being Ironguts and won’t hesitate if we get a chance to show it!

     

    Clan Banners

     

    The Ironguts have always used their banners to mark their homes and Clan halls in the past. The banner is composed of our Clan crest and our Clan colors, silver and blue

    Clan Diplomacy

     

    Clan Ireheart: Neutral

    Clan Grandaxe: Neutral

    Clan Doomforge: Neutral

    Clan Frostbeard: Neutral

    Clan Irongrinder: Neutral

    Clan Goldhand: Neutral

    Clan Treebeard: Neutral

    Clan Starbreaker: Neutral

     

     

    Records of the Ironguts

    ((Family Tree:  https://www.familyecho.com/?p=JBMRI&c=3rihhyqbxa&f=118731965149584681))

    Clan Father:

    Dorin Irongut (DarthArkous)

     

    Clan Elders:

    Dwain II Irongut (Hiebe)

    Bolgnir Irongut (Tidemanno)

    Dimlin Irongut (Beamon4)

    Hogarth Irongut (Jordan 1921)

     

    Clan Members:

    Tharggus Irongut (Tharggus)

    Sharr Irongut (lordbobby123)

    Balek Irongut (Hobolympic)

    Yeulf Irongut (IronGroot)

    Dwalin Irongut (CordialOblivion)

     

    Beardlings:

    Joulgroul Irongut

    Thalrim Irongut

    Bogmir Irongut

    Govrack Irongut

     

    Hall of the Deceased:

    Deceased:

    Thordon Irongut ((Jordan1921))

    Thrym Sliverfist ((NoobCrafert14))

    Nurrak Irongut ((Destroyer_Bravo))

    Kara Irongut ((skippyoak))

    Gamil Irongut ((Unknown))

    Belin Irongut ((Skinner541))

    Isabelle Irongut ((Unknown))

    Whurgar Irongut ((Owl_7))

    Theor Irongut ((Blob9000))

    Balin Irongut ((darkjames))

    Thak Irongut ((GavinTheViking))

    Ore'zy Irongut ((lawlmansayshi))

    Fariken Irongut((30326))

    Rehki Irongut ((bov61))

    Smalltoe Irongut ((Musboris))

    Nozagen Irongut ((Bov61))

    Lilum Irongut ((KarmaDelta))

    Chase Irongut((Dtrik))

    Goroth Irongut((30326))

    Uldar Irongut ((Tirenas))

    Dun Irongut ((blackhawk77g))

    Skippy Irongut (skippy369)

     

    Honored Dead:

    Hiebe Irongut ((Hiebe))

    Belin Irongut ((Skinner541))

    Darius Irongut ((Blackhawk77g))

    Phelrin Irongut ((ChAnKoEr))

    Susan Irongut ((ABoyNamedSue))

    Algrim Irongut ((Isemburt))

    Draco Irongut ((RP))

    Dwain Irongut ((RP))

     

    Missing (Previous list purged):

    Beardling Yurvo (MonkeyFaceGamer)

    Thorgrim Irongut (irDusk)

    Kilgrim Irongut (Kilgrim_)

     

    Banished:

    Mili Irongut ((Leland22))

    Grimloth Irongut ((jakesimonson))

    Tortek Silverfist ((Axmaynard))

    Bofauk Irongut ((lawlmansayshi))

    Duregar Irongut ((ww2buff99)

    Sili Irongut ((Leland22))

    Aengoth Irongut ((Aengoth))

    Gauldrim Irongut ((Redbench))

     

    Clan Tenets

     

    In-character

     

    1. Respect your elders. Respect those who are older than you. You represent our clan and your actions, good or bad, affect us all.

     

    2. Loyalty to your clan above all else.

     

    3. Help your clansmen when you can. Don't abandon each other in fights, however hard it might be.

     

    Out-of-character

     

    1. Your Irongut character should be your main character.

     

    2. If you're an Irongut and you betray the clan, your character, if killed by an Irongut, is perma-dead.

     

    3. Separate RP from OOC, we’re all friends here.

     

    Proving of the Lineage (Application)

     

    (Copy the below and paste to use)

     

    [ MC Name: ]

     

    What is your name?

     

    Where do you live?

     

    What are your primary skills?

     

    Short biography (5+ sentences):

     

    How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father):

     

    Do you swear loyalty to the Irongut Clan?:

     

    OOC

     

    Do you agree to follow all the rules of the Irongut Clan?

     

    Discord ID? (optional, you can also send it through PM if required)

  6. MC Name: DarthArkous

    Name: Dorin Irongut

    Race: Dwarf

    Age: 512

    Nation of Residence and Willingness to Relocate: No nation of residence, willing to go wherever needed.

     

    Do you currently know any Magicks?: Fire and water evocation, conjuration.

    Are you willing to devote yourself to the Tenants of Truth Absolute?: Yes.

     

    Membership of the Order will require regular participation in the Order’s Activities. Are you willing to devote the required time to the Order?: Yes.

  7. MC Name: Darth Arkous

     

    Character's Name: Dorin Irongut

     

    Character's Age: 500+

     

    Character's Race: Cave Dwarf

     

    Link to your accepted MA: 

     

     

    What magic(s) will you be teaching?: Conjuration

     

    Summarise the Lore of this magic(s): Conjuration is the arcane magic of summoning living things from the void. This particular magic is seen as one of the hardest to master, not only because it requires much more studying than other arcane magics and a deep knowledge of the creatures or plants being summoned, but also because it is one of the most mana heavy magics. There are three sub-classes of conjuration. The first, perennial, the summoning of vegetation, is what most conjurers would start off with. Depending on how adept a perennial conjurer is, they might be able to summon a small flower, or a small tree. The second form of conjuration, morphon, the summoning of animals, is much harder to use, because not only does it require a in-depth understanding of the animal being summoned, but it also requires a control over the animal summoned, requiring much more concentration. The final form of conjuration, primordial, is the summoning of elemental's from the void. This is done only when a conjurer also knows one of the elemental evocations in-depth, and also has a great understanding of conjuration. 

     

    Now, the same as any other arcane magic, a conjurers summons may never last forever, unless a familiar is made. Otherwise, the summon will eventually fade back into the void as soon as concentration or mana has run out. Another cause might also be the death of a creature or elemental summoned through conventional means, ie. stabbing, bleeding out, lit on fire...ect. A conjurer also may not control a plants limbs or body like they would an animals. This could not occur naturally, so it could not occur for a summoned plant either. Finally, making up creatures cannot occur. However, the melding of different creatures can. This occurs when a conjurer has such a knowledge on conjuration and two creatures, that they are able to morph physical characteristics, for example, a mouse with cat ears.

     

    Write up a lesson that your character would give to a student:

    First summons of a student after a connection with the void has been made, and properly trained to keep concentration, as well as the study of a couple of small animals and plants after a couple months time. 

     

    Dorin, waiting impatiently, sat down on the bench near the river he had planned the lesson today for. Running up, the student apologized multiple times for running late and the two sat across from each other. Dorin began, "So, after months of train'n, I do believe it es toime for ye ta conjurer yer first summon. It will be toug', but Oi imagine ye can do it." Smiling, the student nodded and readied theirself. "Now, remember ta make the connection, keep it, and once you've made it strong, ta begin constructing your summon in yer head. Every bit must be precise. The appendages, any other bits on the outside of the body, and all the inside bits." Nodding, the student closed their eyes and began their instruction. After a moment, the student began to break into a sweat, their muscles twitching. For a moment, Dorin thought he would not even begin the summon, however, after another moment, a black sphere appeared in the spot of the students concentration. Small in size, bits of a plant began to spawn, forming finally a small dandelion, the colors weak, and the flower bent over. By this time, the student began heavy breathing. "Bravo! Bravo! You've managed to summon a dandelion. An excellent..." Before Dorin could finish, the dandelion faded away, and the student fell over, breathing very heavily. Laughing, Dorin only said, "We'll have to work on that."

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: Nope.

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yep.

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app: Nope.

  8. 22 hours ago, Tsuyose said:

    yeah im ngl i agree with this

     

    Agreed.

    24 minutes ago, Humanistic said:

    I don't believe there is any necessary reason to be so specific about raiding, banditry, and combat in general. I don't think it's necessary for region owners to flag their lands as PVE, PVP, Peaceful whatever their preferred combat type is. I know combat is inconvenient for many people INCLUDING Orcs at times, but only protecting the idea of Role-play over PVP instead of keeping a balance is horrible. I believe that since Role-Play is a default of the server in general no matter what you do and where you go you will experience it, which is why raiding, banditry, and combat should be filtered with PVP or make it more accessible during combat so role-players can experience something outside of their comfort zones (without complaining about it hopefully) rather than try to resort to at least an hour of combat role-play where as in PVP would either be short-average length of time depending on how well someone can command their party.

     

    In no way does Role-play make you better than any PVPer on the server, because where Role-Players perform in RP and Magic the PVPers perform in Combat and War often times through Role-Play because of the current set of rules.  (Which I find very impressive in war claims, to be able to have obedience and command over a large quantity of people in defense of their lands.)

     

    We've had this exact discussion years back. The server is for those who enjoy both, yes. But as you said, it is predominately for role-play. When PvP is used to dismiss this and allow those who do not wish to participate in a full session of RP where others, the majority, do, then that is their problem and they will have to find those who do like to PvP. Defender default, as many have pointed out, is very good in this situation because it allows for the greatest amount of people to enjoy what they came to the server for, instead of the few dictating how their day is going to go because they showed up and then pulled some diamond armor and weapons out and slaughtered you for some block of iron or something. 

     

    If you came on the server looking for some PvP, then you should find and plan with others who like PvP or just wait until a war. There are plenty of opportunities for those on the server who like PvP to do it, but they just don't take up those opportunities and instead would rather like to spend their time finding some random people or town to raid. Defender default isn't perfect, but it is the best middle ground compared to other options.

  9. MC Name: DarthArkous

     

    Character's Name: Dorin Irongut

     

    Character's Age: 600

     

    Character's Race: Cave Dwarf

     

    What magic(s) will you be learning?: Arcanism

     

    Teacher's MC Name: Lhindir_

     

    Teacher's RP Name: Lhindir

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: Nope!

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes.

     

    Have you applied for this magic on this character before, and had it denied? If so, link the app: Nope.

  10. 4 hours ago, Ever said:

    Remember, we're still a survival server- paid LC is a privilege and a luxury, not a right, and the mindset that it will / is always available is probably the wrong one to have.

     

    I'd like to remind you also that the server, although obviously not a democracy or anything, is run by the community. Although this is a small problem, in the past I'd remind you that staff members taking away and not asking or just telling the actual reasons for this sort of thing has always lead to a **** storm. That being said, I understand it will be up tomorrow, not that it matters to me, but next time, think before commenting something so imprudent. 

  11. What is thy name? Dorin Irongut

    What is thy soulname (MC name)? Thaddeus12
    What is thy age? Over 750
    Art thou Undead? No, I am not currently. 

    If so, what form doth thou take?
    If not, art thou willing to die to become one with the Redshrouds? I am very willing. Though I wish to finish learning my studies of the arcane, which shall be soon.

    What is thy mastered profession of craftsmanship? Lumber jacking. I wish to master Alchemy as well.

    What is thy mastered martial profession? I have mastered Fire Evocation, Morphon and Primordial Conjuration,and Water Evocation of which I use as my martial professions.

    Art thou godless? I currently have no faith, aye.

    • Minecraft name(s): Thaddeus12
    • Skype ID: Thaddeus Beadle
    • Timezone: EST
    • Do you hold / have you held any other staff positions? Nope, but I hope to soon! :)
    • What MMORPG/video games have you/do you play (past and present)? I've played a lot of RPG's, however, the only MMORPG I've had long time experience playing is SWTOR, but for a short time I did play WoW. List of RPG's would include any and all made by Bethesda with skyrim alone having more than 1500 hours. The witcher 2 and 3, with over 1000 hours. The Dragon Age series, and some of the Divinitys. Although, im sure there are more im just not remembering.
    • What are your characters? Are you willing to sacrifice any to become a event department member? I have three. Dorin Irongut, my main, he is off limits for any type of sacrificing. Magus Musi, whom I just recently made, and plan on doing a lot of stuff with. And Finally Belba featherfoot. She is my least used character, and I actually plan on getting rid of her and replacing her with a sprite. Although, I am willing to not do that to keep that character slot open.
    • What race / group do you think your events would best cater to? If none in particular, give an example of the type of group that your events would entertain. I think my events would best be done for the dwarves, as that is my main reason why I want to become a member, so they have lots of events for them to do. Thought I think they would also do well for the wood elves, humans. And although I don't really have a preference to how large my events would be, I think i would do best with medium to small seized events.
    • What do you believe are key factors for a successful event? Well, there are a number. The most important of my list would definitely have to be that the event needs to be well planned out beforehand, with details settled, and making sure lore fits. I don't take very kindly to a event that doesn't have correct lore. I also believe RP by the actor should be at its finest, and patience is needed by the actor as well. And speaking of RP, I believe a event should feel as if there isn't a guarantee to anything, and that anyone could, and should try their best to make the event seem fun, though to me, the actor is expected to kick this off.
    • What strengths could you contribute to the event department? Are you knowledgeable in lore or great at organizing? I'm very knowledgeable to our servers lore, having been around as long as I have been. Taking this into account, I'm very good at my RP as well, keeping it from being confusing, and I know how to give fights to make things seem more pleasing for everyone involved. I also like to have a lot of things planned, and in doing so have become great at organizing things. I'm also, to my own knowledge, very likable and most people seem to have no problem working with me, and I have no problem working with others.
    • Why do you want to be part of the ED? I want to be a member of the ED so I can bring events to generaly anyone who asks. Although, my main reason is so the dwarves can be shown some love and have lots of events headed their way, as in the past map, we did not see so much of any of that. I also think that after being on our server for almost five years next month, I should begin to do more for the community that has given me so much in the past.
    • Create three distinct RP scenarios/events based on LOTC lore that you would organize. These are pitches to the managers and the lead, not to the community. Note: not all of the group must be handled at once. Eg: 20+ people via 5 person increments in a dungeon.
      • Near the dwarven capital, domestic animals have been found torn to shreds, their bones picked clean, and even some missing. The local farmers have given a notice tot he king, who has now set out a bounty for what ever might be attacking the local domesticated animals. A group of three dwarves head out to investigate, eventually finding themselves high up in the mountains, into a cave. Here they find a nest of Pygmy dragons, where they must face off and kill them, before the queen of the nest gets involved. 
        • In the kingdom of the wood elves, villages around the capital have been demolished by what sightings suggest is a cyclops. Forced to protect its land from the recent migration of the descendants upon the land it calls home, this large beast has begun to terrorize the wood elf villages in a fit of rage. A large group of villagers stock up on weapons as they prepare to hunt down the cyclops. In doing so, they find a cave in one of the many hilly areas around the wood elf forest, and investigate. Outside of the cave, many cows would be seen, and from what they could hear they assumed there were more inside. However, they would soon hear the pounding of a large being nearby. The Cyclops would appear from the forest, and as it saw the elves, it would roar in rage as a fight would soon begin.
          • As more and more farms with cattle begin to pop up, the likely hood of a local beast taking prey on them has increased. In the plains of Oren, a large amount of cattle have gone missing and the local farmers have set a bounty on what ever may be taking them. Taking the quest, a group of 10 or so men would investigate where the cattle have been disappearing to. Not finding any other evidence than hoof marks dragged through the ground that would suddenly disappear, they would lie and sit in wait. Later that night, they could hear a large roar and a giant, almost chicken like creature would fly over head and land in the nearby field where it would begin prowling the field for cattle. Getting up from their positions the group of mercenaries would charge at what now could be identified as a cockatrice.
    • How long do you plan to stay on the ED? As long as I can. Don't really hold to much interest in any of the other teams, and I like doing this type of RP.
    • Tell me a joke! One night, three dwarves were headed home from their local tavern... Oh wait, dwarves don't leave taverns at night.
  12. The monks are kind of a large part of lore, and it always makes sense for the cloud temple to be at spawn, as that is where they would revive you. I do find it kind of odd that in the past few maps the temple as well as the monks have not been given a fully fleshed out temple and the such as they used to in the old days of the server.

  13. Sure, however, if you're going to do it, then make sure you stay active doing it... Usually we introduce things, and then nothing happens. Look at the bounty system, that was fun, and then the ET got lazy. Really, I think this should be driven by people who are permitted by an app like process, maybe prove you know about the lore about the creature, as well as coming up with a good idea for the boss event and if you do, with some talk beforehand in planning it, then do the boss event. Otherwise, this will fall into a hole with all the other event ideas.

  14. 1 hour ago, Silent™ said:

    Community Indecisiveness.

     

    This is the problem we are all faced with every single time we switch maps.

    Why you ask?

    The answer is rather simple, and in this situation for the 5.0 transition, no matter what decisions the Staff team(s) make on what is going to happen when we switch to our new map, people are going either accept it or complain on and on about it.

     

    Had Kowaman said that skills wouldn't be wiped at all, I am certain many people would be complaining about how there are all these players with ultra high skill levels in almost every skill, while they are barely veteran in one or two because they hate grinding.

    Had he said that skills would be completely reset, without the 150,000 Exp., people would be complaining about how they've spent thousands of hours grinding these skills, or just to get the 2,500 hour persona skill perk, and now all that work is going down the shitter, which is still happening.

     

    The staff team try to listen to as many people as they can so they can make a decision that is a compromise for all involved. It's like sitting in a school gym with a few hundred children, who can only agree with each other in small groups, all screaming different ideas for what you should do.

    Still, none of you can accept that it isn't within your unrealistic ideals for how the server should be done because there are many others with far different, however still unrealistic, ideals that want things done the way they say.

     

     

    All of you need to take a few steps back, stop whining constantly, and realize a few facts.

    • Our staff are all volunteers. They don't get paid to do this.
    • It's impossible to satisfy everyone when they all have different ideals.
    • When you spend a lot of your own time doing something, having a bunch of people **** on what you worked on makes you feel awful.

    With that last point, I'd like to go into it a bit more. Imagine you're working volunteer hours on tons of different projects for people who expect nothing less than perfect. Now you finish one of those projects and when you present it they tell you it's awful and that you should remake it entirely different, or just quit what you're doing. You hear a couple of voices saying "Good job" or "This should hopefully work, let's give it a go." however those few nice voices get drowned out by the yelling, the moaning, the ****-spewing. Just all the people in the room who don't like your work.

     

    Now imagine doing this over and over again.

     

    I'm sure you can imagine it's quite a stressful situation, and that it's amazing they haven't just quit their volunteer jobs already. If someone made and then gave you a gift you didn't like, you don't just throw it back in their face and say "It's awful, go make me something else." you kindly accept the gift, and try to like it. Who knows, with time you may come to actually like it, and if not then there's always until they make you another gift.

     

    On top of everything else, there are other things besides grinding on a Minecraft Role-playing server to do. If you do nothing but play the same game day in and day out, you're inevitably going to get bored, and either quit entirely, or end up forcing yourself to play which isn't really much fun. Try different games and learning new things, instead of getting angry at someone or a small group who're trying to please hundreds of people with different tastes.

     

    I'm sure with the new map, having just one or two good skills at the start is going to be so nice when your starting off. You can start building and gathering sooner so you can get to the RP sooner. We're here to have fun, and too many people are forgetting that these days. They do it for some sense of superiority because they can make slightly better stuff than the next guy.

     

    So please remember, our staff aren't our slave labour force, they are our volunteers who try their best and experiment with different things so we don't become a stale rinse and repeat cycle that is unchanging. Also, remember that the staff aren't the fastest to make decisions. They take their time and not always is their decision going to be perfect, we have to live with that. The same as they have to live with constant whining about their faults from people who are no better.

     

    I was going to type an entire thing saying why staff are doing the right things, but not the right way. But that was going to be way to long. To get to my point, the staff compromise. But the thing is they do know the general gist of what people want, but they seem to make descisions without fully telling the community, whom they "volunteer" for as you so kindly put it. ((Which if you volunteer for someone, then you should have enough time to do your job seriously, not half fast like ill explain how they do now. Which before someone says they do take time to make decisions, a 1 hour meeting with one person saying ideas, with the rest going "mmkey" is not thought out. Anyway.)) But the thing is, they know how to listen sure, but they don't get all of it, but they would if they asked first, made a session based on a 75% majority, 25% minority plan, which in this case you really can't since there is really only a do it or don't do it majority and minority, then ask again, and then put the plan into action. This way, everyone knows what is happening, everyone has agreed somewhat, and the only people left crying are the people who are stone set on their minority position, whom you really can't satisfy without doing something entirely for them, that does not include the majority. But the staff don't do that. If they did, then we would be one solid community. All I have to say on the matter. And I know it can be hard and take up time, but again, why did you volunteer if you're not going to put the time in?

  15. MC Name: Thaddeus12

     

    IC Name: Lumen

     

    Original Race (n/a if not applicable): N/A

     

    Transformed Form: sprite

     

    Creator (MCname and RP name, n/a if not applicable): N/A

     

    Briefly explain the lore behind this construct or creature: 

    Sprites are creatures of nature, coming from the Acerfolia flower. Sprite have their own language, that is very hard for descendants to learn and often effects communication between the two races. However, this does not mean that sprites cannot learn common tongue, though it would take them a very long time due to their short attention spans.. Sprites also have their own toxins that they can secrete to defend themselves. Each sprite has their own color, ranging from white to black, and all in-between with each color having its own traits, and personality's. When a sprite dies, they transform into a fine grey ash. This ash, however, is toxic and can kill if consumed.

            Green are known as the more intellectual, with a toxin that can cause sudden rashes that can either be treated, or suffered for a couple of days. Blue are known as the kind and adventurous, their toxin causes bloating the face and eyes. Sky blue are known to be deceitful, using their looks to fool strangers. Their toxin can cause very fuzzy hallucinations . Like their sky blue kin, grey sprite are deceitful, yet with a gloomy twist. Their toxins cause a slight coma like feeling, and often puts whoever is unlucky enough to receive it to sleep. Red is the color of anger, and is not different for the sprites. Their toxin can cause a burning, and irritated like rash. . Black sprites are known as the least likable of their kin, and seek nothing but destruction. Their toxin is quite different too, as it is not released in the form of a toxin, but rather a fungus that can take over the minds of insects, and if it comes in contact with a descendant, then a very irritable rash would form for almost an elven day, with no cure. Purple are thought to be a mix of the blue and red sprites, keeping their heads and often times thought to be the most balanced. Their toxin can cause a very drowsy, calm and tranquil feeling. White sprites are known to be the brightest of their kin, and lead way through for safe passages. Their toxin can freeze the area effected and would be very painful to move or touch.  Yellow sprites are the most tricky and mean of all their kin. Their toxin can cause paralysus, but not to a full extent.  The pink sprites are the most playful, and almost un-mature of the sprites. However, their toxin, like their personality, can cause sudden bursts of energy and happiness, causing no harm to the target. The brown sprites are the most care free and unsociable of the sprites, however they are aggressive compared to their kin, though not to the extent of their black kin. Their toxin is defensive in the way that it causes a terrible smell that would take a few days to wash off. And almost to complete contrast, the orange sprite will attempt to fix any problems it can, and likes to be the center of attention. Their toxin can cause nauseating effects and will often blind and impare ones hearing for a quick get away. Added,almost all sprites have very short attention spans, and need a lot to keep themselves interested throughout their lives. 

           Redlines: - Sprites cannot be trained as pets, they are sentient beings.

    -Sprites cannot thrive in area that are not connected with nature, such as deserts and tainted area. This could proove deadly to the sprite. 

    - Sprites cannot learn magic, however because of their connection with nature, they may commune with flora and fauna.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:No.

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app: Nope.

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