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MajesticOwyn

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About MajesticOwyn

  • Rank
    I write books and junk
  • Birthday 06/13/1991

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    MajesticOwyn#9240
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    MajesticOwyn
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    doctorowyn
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    stayfrosty1991@gmail.com

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  • Gender
    Male
  • Location
    Victoria, B.C. Canada
  • Interests
    Cereal.

Character Profile

  • Character Name
    Ruari Hoarfrost of Orvar
  • Character Race
    Highlander

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  1. Is there a Vailor map download? I only see Axios and Anthos in the maps URL.

  2. This is definitely some good feedback and some things I’ve thought of to a great extent already. Allow me to address the “Children of the Forest” comment first, as I’m sure there are several others like you who are worried about it. These spirits have no involvement over nature outside of the realm they exist in. They would not be able to control anything in the mortal realm, nor would the minor spirits themselves likely even be able to manifest within it. They simply exist to give more flavor to the deific realm, and could even be seen as a poor form of imitation by Lagara herself. I will update the synopsis to add this. For the first point, while there is no magic tied in with this lore, there is a standalone submission that has already been posted by Wulfery that seeks to use this as a foundation for it to get accepted. I personally think that even without magic, this lore adds more potential for RP and events and is worth considering. Onto your second and third point, I’ve considered heavily over the years, but I’ll explain to you why I chose not to go that route. One would be the magic itself, which does rely on several of these new deities. The other major reason is the whole afterlife and ancestral approach. Any descendants who worship Lagara and the idols are promised an afterlife in her realm, something that would not be possible if we mixed and matched our gods with existing ones from the different pantheons and cultures on LotC. Living a full and honorable life so that you will be granted entrance into Halvengr is the most important thing to most of the Gorundyr and ancestral worship is pretty far up there. Lagara essentially manipulated these descendants from the beginning in any way that she could so that they developed more inline with her ideals. In the end, I felt that many of the gods didn’t fit well enough with LotC ones, that there was enough unique here to create something standalone. This is just a foundation for even more ideas that seek to appeal to those who like norse mythology and flavor. I wrote it in a way that would not tread upon the toes of already existing groups (Druids, the Orcs with their spirits and ancestral lore) but still capture the spirit of the mythology the culture is based upon.
  3. I would think that even in the worst case scenario where someone experienced only one event with this lore, it would have added something to it. Anyone can make a request for an ET to do an event. We’ll agree to disagree on this, because there is a clear interest for this kind of RP. It adds potential for character development and all of the neat RP that comes with interacting with divine beings. It is after-all a fantasy server.
  4. As far as I know the populace of Arberrang doesn’t know this and it is only a select few of its inhabitants. The people here don’t worship any spooks, nor does it ever come up in RP. This culture and religion has been around since Thales (the full writeup) so we’ve been role-playing it solely based on faith for a long time. The number one thing people have come to me about is getting actual gods that could add flavor and potential to our RP. For now, this has no magic involved. No powers are gifted. It is just a Deity and some demigods to worship and interact with. It’s the next step, essentially.
  5. This post focuses solely on the Deity and how it interacts with the culture. When the word culture is used, religion is often baked in with it. Ones faith and religion is part of their culture, and the Gorundyr worship this deity.
  6. Unlike a specific guild or faction, the Gorundyr are not an exclusive group. Anyone can be one, it is simply a culture. As written in the lore, this culture grew and developed because of the early influence of Lagara and the Idols. They used their abilities to persuade and manipulate the first descendants they encountered into worshiping them as gods. All of this is written on the document.
  7. Preface (OOC) The lore written below is to implement a new neutral Aengudaemon, adding it to the established pantheon on LotC. What we have written hopes to develop just who Lagara is, her realm, and the many beings she has created beneath her. Thank you for reading! Created by: MajesticOwyn, Wulfery, PosidonX7 and xxEnderking Lagara, strumming her harp as she overlooks the serenity of Hastilaegi. (Source) Lagara, Goddess of Lein Hahnu Aengudaemon of Devotion and Ancestry Origin From the beginning of her existence, Lagara relegated herself to the shadows, taking on a role as an outside observer. She watched on in a mixture of envy and horror as her brothers and sisters squabbled over the the mortal realm, each vying for the largest amount of control and power. She secluded herself from them, avoiding any ties or connections, determining it was the safest way to stay out of their endless cycle of conflict. With time these emotions only increased in severity, for Lagara was a being of extremes. Were she to love, it was a deep and boundless one. Were she to hate, it was as if it had taken root into her very soul, coursing through her being. After time, one emotion came to dominate the others. Loneliness. This feeling quickly spread through her, and with it a sense of existential dread. Through this torment Lagara quickly realized that she needed more than to just be the one who watched. She had not forgotten all that she had seen, however, and realized that there was no place for her among the others of her kind. It was their eternal cycle of conflict that she wished to avoid. She desired a realm of her own, one in which she was the most powerful and beautiful. A realm which she would fill with followers and servants who only desired to please her. So, Lagara tapped into her very being, channeling her latent powers into one sole desire: to create a realm of her own. In the beginning, only a seedling; a thought, an idea. Lagara poured every thread of her being into nourishing her creation, smiling upon it as a mother would her babe. As she toiled away, it grew, coursing with her divine power, one which was steadily growing more chaotic. Cradled within her hand, she brought the seed to her chest and planted it into her flesh. With that, the catalyst, which unbound the violent tempest of energy. Thus, Lein Hahnu was born. A Demand of Service Lagara sat at the center of this immense and powerful force as it spread outward, her realm forming before her eyes. The creation was chaotic and uncontrollable, and Lagara soon realized that she may have made a mistake. While she was indeed an Aengudaemon, a divine being of great power, she was immature and inexperienced. What she had forced into existence soon grew out of her control. This was not the only problem, however. She soon realized that her power alone would not be enough to sustain this crucible of creation, and that the realm would only grow in size and complexity until it collapsed, consuming itself. Just as Lein Hahnu was born, so was its death inevitable. Even with this thought on her mind, she did not despair. It was her realm, she would not stand idly by as she had done her entire existence. Lagara began to create. Her thoughts soon materialized in front of her. Landmasses, structures, even other beings, all born out of her love. Though the chaotic tempest that tore at reality loomed in the distance, a brilliant light above, and a roiling darkness below, Lagara had managed to strike a balance in the center. Her sphere of peace pushed back the threatening forces of destruction, creating a sanctuary at its heart. From her soul, she forged several divine beings called Idols. They would tend to her whims and wants, each created with purpose. With her realm and its inhabitants created, her powers were stretched to their limits. For the first time since, her gaze drifted back to the familiar, though this time it fell upon the mortal realm. With her realm unsustainable, she had concluded that the the descendants were a solution to her problem. From them, she would demand their devotion and love. In return, she would offer them a place in her realm, an afterlife for those who remained loyal servants throughout their lives. Not only did this serve to appease her vanity, it also brought a source of power to her realm. These first descendants who would follow and worship Lagara came to be known as the Gorundyr. This came from Lagara’s name for the creator, “Gorund”, who the mortals believed they were the children of. She had created a conduit that would draw in the power of these souls, the most devout of mortals, and which would also gather the threads of their memories. This spiritual energy would course throughout Lein Hahnu in the form of a vast nourishing river, though not one made of water, but instead essence. It infused itself in the realm, an unstoppable and crushing force which connected all things. Lagara now gazed out over her realm from atop the canopies of a massive tree, which towered above all. From her perch, she was able to rule with absolute authority, her song heard by all. She was, however, a prisoner of her own making. The seed which she had planted in her being, which had formed the realm she so desired, also bound her in place. This made her the anchor for all that was to be, and she knew that if she were ever to perish, so too would her realm in a violent fashion. So Lagara commanded the denizens of Lein Hahnu, both descendant mortals who had bound themselves to her, and the Idols she had born of her own flesh. It was these servants that would do what should could not, guided by her iron hand of authority, nourished by her loving heart. Blood Pact As Lagara shifted her gaze to the mortal realm, she began to influence the descendant races of Aegis. Through her powers, she and her servants would manifest before the mortals in many ways, often taking on the forms of animals and other mythological beings. They soon began to worship and appeal to these beings as gods, and while they had little idea of their true nature, their mythos was shaped by these interactions. These early peoples called themselves the Gorundyr, and it was from them that Lagara would draw the most worthy of mortals to serve her. The Gorundyr built shrines and other places of worship devoted to Lagara and the various other “gods” that influenced them. It was these places of power that Lagara and her followers could hone in on, allowing them to watch and observe their fledgling worshippers. Through her early influence, their culture and way of life was heavily shaped. One early gift was that of language. Lagara bestowed upon them the ancient tongue called Jolfmarr’tal, one which is used by the beings of Lein Hahnu itself. After many generations of observation, Lagara realized she could use these mortals to fulfil her own desires and she began making blood pacts with them. A blood-pact binds a Gorundyr to Lagara through direct connection, or with one of her divine servants. Through her will and power alone, these servants are able to manifest in the mortal realm, to be heard, felt, or even seen. While this is possible, it is extremely draining upon her, and the one manifesting has little power while present in the mortal realm. These visits are brief and few, intended to influence the Gorundyr and in a way manipulate them. To appeal to their core values, and to bind them to her will. These blood-pacts offer no benefit to the mortal who undertakes one, only acting as the truest form of devotion and loyalty to Lagara herself. It is only those who undertake the blood-pact whom are taken to her realm upon death. When a Gorundyr bids farewell to its mortal frame, it is guided by the soul stream to Ebrietaes, just as other mortals would be. It is these Gorundyr who have been marked that are allowed into Lagara’s divine realm. The only physical effect of these pacts are the birthmarks that appear upon Gorundyr who are bound under their oaths. These take the shape of varying forms and are usually connected to the soul and personality of said mortal. Lastly, the birthmarks seem to be hereditary. When one undertakes a blood-pact, their bloodline is bound to Lagara for eternity. Blood-pacts can be broken, however, for Lagara only accepts those who uphold their honor and oaths. Should one commit a grave sin, such as kinslaying, or betray the will of Lagara, their pact is broken. They lose not only her favour and love, but their place amongst in her realm. A Seer of Lein Hahnu pictured he ventures throughout the forest, seeking communion with Lagara. (Source) The Seers of Lein Hahnu Seers are those that bind their lives to their gods directly. They do not follow one, nor do they offer their service to the singular. They are vessels for Lagara and her servants to pass their divine will and knowledge onto the realm of the living, making sure that their words will reach those who need to hear them. To become a seer you may not suddenly just embark on the path of service to the gods. Seers are born to be united with Lagara. From the earliest days they are destined to walk the path guided by her will. Only those who are truly chosen may be able to change their fate, whilst others simply have to accept that fact. Taken away from their parents at their first birthday, they are then brought under the care of other Seers, as well as their servants. Treated with care for their youngest years and watched over, they are taught about language, customs, and worship. The sons or daughters of the Gorundyr that are destined to become seers are to be protected and shaped in preparation for their future of duty and servitude. At the age of five they are put under the test which determines what weapon type they are most fit for. Once that is done, the child will learn how fight with only that singular tool of war. They are taught to master it, understand it thoroughly and deeply with hours of training day after day. By the age of fifteen they have to be able to face their teacher in single combat, the outcome of which must at the very least be a draw. Even with weapon and body training, they still continue their lectures about gods, beasts, and connections with the divine. They have their first lessons about tattoos, and creating bonds with the realm of Lein Hahnu, or how to fight against souls that have been stuck in realm of living even after death. The day of their adulthood is also the day during which they have the last chance to become Seers. Whether they are ready for the ritual or not is of no consequence, as they will have to face it anyway. It is intended to test their resolve, willpower, and faith. They will have to withstand painful removal of their eyes, and yet not mutter a single word. All the time keeping themselves in prayer to Lagara. In the last part of the ritual they will have to prove that they are able to witness Lein Hahnu through visions, to prove their connection to Lagara has been established. If yes, they will successfully be taken in as Seers, able to wander off into the world, learning new ways. They are to spread fate and lead those who wish to pass into the realm of the gods upon their deaths. One of the Blessed Isles of Halvengr, floating listlessly through the heavens. (Source) Halvengr - The Blessed Isles At the core of Lein Hahnu is the physical domain of Halvengr, Lagara’s kingdom. It consists of many isles, each home to an array of denizens. These isles are chaotic and ever growing in complexity, thriving with life. There are, however, three main isles which bear the most importance within the realm: Hastilaegi, Alvegen, and Halenlaga. Halvengr was the name that Lagara and her Idols would whisper to the Gorundyr during their blood pacts, etching it into their minds. In that moment, they offer visions of the beautiful paradise that would await them. It is a world that promises eternal life amongst the gods to reward their loyalty and devotion. The river of essence that flows throughout the realm weaves between these islands, made of many condensed threads of memory. These threads are colored differently based on the type of emotion and context of each memory, but each come together and intertwine intimately. Some beings of great power can graze their fingers upon its surface and isolate single threads, catching said memories to be viewed and felt. All of the isles float within the heavenly void, suspended peacefully in the sphere of Lagara’s protection. The void roars all around them, a swirling tempest on the edges of reality. The sky, a dazzling and radiant explosion of light, and the depths below, a pulsing and ever consuming darkness. The Heart-Tree in its moment of creation with Lagara at its center, banishing the encroaching chaos. (Source) Hastilaegi - The Heart Tree Hastilaegi was the first of the isles to be, suspended above the others so as to look down upon them. It is also the smallest of the isles, acting as Lagara’s personal home, and the location of the Heart Tree; born of her divine seed. A gargantuan tree, larger than any ever seen in the mortal realm, dominating the majority of the island. She sits atop it on her throne, clad in a dress of vibrant green made of leaves and ivy. In her hands she grasps a golden harp, which she plays softly, a peaceful but commanding song that fills the hearts of her followers. At the trees base is a peaceful paradise, a collection of gardens and groves that stretch to the edges of the island. It is here that the Daughters of Lagara call their home, humanoid beings of great beauty, headed by Lokaliin. They act as tenders and matrons to all life upon the island. Deep beneath the tree rests a prisoner of great darkness, grasped at by its thick roots, and contained within. This being is guarded by a massive serpent, whose mass is largely burrowed into the earth of the island itself, intertwining with the roots of the tree. Jokull the Burrower he is called, acting as the defender and warden of the Heart Tree. Lastly, we have the resting place of Lagara’s essence conduit, Vakasul. A white tree with blood red leaves which sits in the middle of its own sacred grove, the focus point for the river of essence. It courses through the tree, it’s surrounding network of runestones, and the grove itself. This grove acts as the entrance and exit to Lein Hahnu, which is marked by a large structure made of stone and metal called the Rumdrev. Upon passing under its massive runic engraved gate, you would find yourself within a dome-like room, an ancient device built into the center. It is used by Lagara and her servants as a transporter, harnessing an immense amount of power to send the traveller between the different islands of Halvengr, as well as the mortal realm. Souls delivered from Ebrietaes manifest before Vakasul, wandering the grove in a sort of limbo-like state. After some time, an Idol named Ankou will appear to whisk these souls away to their proper places. The Gates to Alvegen, home to the Sun King and the ancestral land of eternal light. (Source) Alvegen - The Howling Vale Alvegen is the second largest of the islands and the most orderly. A vast landmass of mountains, glaciers, and boreal forests. A large inland sea covers a fourth of the landmass, contained by the rocky exterior of the island. One of the many mountain ranges towers above the rest, home to the Sun King Havardr and his Joriin, a tribe of early Gorundyr who were granted patronage by Lagara. His indomitable fortress, Haemdormr, is built far up on the side of the mountain, its many rooms and passages burrowing deep into the stone. Alvegen is also home to the majority of Gorundyr souls who have been brought to Halvengr over the many generations that have passed. As such, it is the most civilized of the islands. Several cities and settlements spread over the valleys and mountains, all ruled by various Gorundyr Clans, some of which have been long forgotten by their mortal descendants. This land was granted as a gift to Havardr and the Gorundyr and as such resembles their favored homeland. It in some ways mimics what they knew in life, though it has been warped by their own vision of a perfect paradise. Alvegen never falls under the cloak of darkness, an eternal sun looming above. Far in the mountains and the more secluded areas of Alvegen live the giants. Born of the stonefather, Oknar, they vie for the survival of their race against the Gorundyr ancestors that encroach upon them. They are broken into three types, and thus also three tribes. Stone, ice, and flesh. These ancient beings are some of the oldest in Lein Hahnu. One last major being calls Alvegen his home: Auroth. One of Beira’s pups, he is a proud and noble wolf who imposed exile on himself because of internal family conflict. After time, other outcasts and rejects flocked to him for leadership. He now found himself the leader of his own pack, a position he embraced and an oath he gladly swore. The unstable and untameable growth of Halenlaga, hiding a darkness within it’s depths. (Source) Halenlaga - The Primordial Wild Halenlaga was to be the last of the islands and by far the largest. It’s creation was shaped by the violent temporal energies that gave birth to Lein Hahnu. The island is plagued by an unstable verdant growth, utterly uncontrollable and unstoppable in nature. For this reason it is the least inhabited and is often avoided by most, for the depths of the wild are not only fraught with danger, but also a deep and unabiding darkness. In an attempt to tame this realm, or atleast control it, Lagara gifted it to one of her creations, a spirit she had cultivated from her own soul. Andarta, as she was named, tamed small portions of the growth, turning them into serene groves and lush forests. In time, she took in a mate by the name of Belenus, and with this bore many children to inhabit her forest home. They are spirits, able to live in the trees but also take on corporeal forms. Their fight against the untameable nature of Halenlaga is a never ending struggle of survival. It became apparent, however, that the chaotic force of Halenlaga was not the true threat, merely a symptom of a violent birth. A darkness had seeped into its dankest depths, one which steadily encroached on Andarta’s realm, threatening to consume it. Manifestations of ill, demonic beings, and eldritch horrors infested it at its core, born of the chaotic darkness which nipped at Halvengr from below. It thrived in this lawless wilderness, as no light ever strayed beneath the surface. This corruption worried Lagara. She knew that if it were to be left unchecked, it would consume Halenlaga and the rest of her realm. While at its core it could not be destroyed, nor tamed, it certainly could be fought. To do this, Lagara created a being named Beira and gave her dominion over her own wolfpack. A wild hunt was called by her and her children as they descended upon Halenlaga, oathbound to destroy the darkness which threatened all life. The primordial forces of light and dark locked in their eternal struggle. (Source) Beware the Darkness and the Light As Lein Hahnu was born, the inevitable conflict between the light and dark began. Both primordial forces, each unstoppable in their nature, were simply the rule of law. They would always exist, and a balance would always be required if existence were to be. At their extremes, both the light and the darkness are absolute, their nature corruptive. The light instills in someone a sense of absolute justice and purity, while the darkness is chaotic freewill, a force of unbridled destruction. While this was simple fact, it did not matter to a being such as Lagara. These certainties threatened her realm and creation, and so she would deny them as she could, just as all conscious beings do. The Isles of Halvengr exist in a sphere of peace, placed between these two destructive forces. To the light and the darkness, it was nothing more than an anomaly. A void that needed to be filled. With time, it would be so. We begin with the Light, which bore down on this realm from above. To some, reassuring, simply a tool to aid in sight and offer warmth. To others, a captivating power from which they could not tear their gaze. From their fortress in Haemdormr, the Joriin were the first to fall to the invincible Light, their very beings warped by its absolute power. We end with the Darkness, which seeped up from below, infusing itself with all that it touched. A much more obvious threat, less subtle in its destruction. From this darkness many entities were born, heralds and servants of its chaotic power. The land itself bore marks of this corruptive force and from time to time some being or another would stray too far, losing itself to madness. Thus, the beings of Lein Hahnu were in a constant struggle to contend with the two forces of power, for they simply existed to be overrun. They had no stake in this eternal conflict, and no hope of altering fate. (Source) Idol: Beira, the Denmother Animal Avatar: The Direwolf Beira, the fiercest of the Idols and the matriarch of wolves. In her soul Lagara infused her strength, wrath, and motherly nature, creating a worthy warrior and champion. From then on, the Denmother would live by these ideals breathed into her from birth. Beira was tasked with the defense of the realm, primarily from the dark corruption that had slowly began to seep through the protective sphere. She was granted the gift of motherhood in return for her loyalty. From her first litter, only three survived. Rahdonir, the first to take breath and thus the eldest. Now her most trusted and loyal kin and the second in command of her warpack. He is the embodiment of strength and leads with fanatic zeal. Korrigan, who was born into darkness, her soul tinged with the very corruption that she and her kind were tasked to destroy. She hunts alone, always at war with the consuming shadows within her. Auroth, the most noble and proud of the three. He had come to love all of his kin, a point of discontent toward his mother and siblings. Only the strongest bore any worth in the wolfpack, for only strength would protect the realm. Auroth exiled himself from his siblings and gathered his rejected kin into a pack of his own, one which would make up for any weakness through the strength and bond of family. (Source) Idol: Oknar, the Shaper Animal Avatar: The Mouflon Ram Oknar is a gargantuan being created by Lagara to act as her smith and architect. From the early stages of her realm, Oknar was tasked with the creation of the isles, and the shaping of each. He wields his massive hammer Himdah Buld, scouring Lagara’s realm in his unending duty to shape her vision into reality. From the jagged peaks of Alvegen, to the verdant wilds of Halenlaga, and all the isles in between. His desire is creation, and in its beauty he takes fulfillment. To Oknar, his grand dream of perfection will never be realized, for there will always be imperfection. It will be one that he chases until the end of time. He is regarded as the stonefather, though not only because of the valleys and mountains he has shaped, but also the beings he created. Early on, he breathed life into stone in an effort to create others like him, who could shape as he did. Mahmul, who he carved from ice, the first of his creations, born from the purest ice he could find. Gohil, who he hewed from stone, docile in nature. He roams the land, emotionless and slow-natured. Fariik, who he shaped from flesh, the last of his children. While the others showed little ability and desire, Fariik was born with a heart of aggression. In the end, all of his attempts made for poor workers. Oknar abandoned his children to their own devices, returning to his duty. While he was a master at creating worlds, he lacked the necessary spark when it came to conscious beings. Idol: Andarta, the Forest Wraith Animal Avatar: A white-pelted Red Deer Andarta bears perhaps the closest bond with Lagara, created as if to be her other half. Andarta is able to manifest in very many different forms, though her usual being that of an incorporeal spirit. Physically, she bears a lithe humanoid frame, covered in various forms of plantlife. Long brutal claws sprout from her fingers, able to gore with ease. Her face is angular and thin, with her eyes looking as if they were two orbs of polished onyx. Andarta regards herself as the Queen of Halenlaga and has dominion over the chaotic wilds which span its surface. She is distant and cold to outsiders, her desire simply to remain secluded in her forests and sacred groves. The only exception would be her relationship with Beira, as the two have grown close together, a bond forged by their mutual struggle against the darkness which infested the depths of the island. After a time, Andarta grew lonely herself, and took on a husband. A mortal man named Belenus who had lived and breathed the forests and their ways. A man who worshiped Andarta alone, tending to her shrines and offering himself to her will. Together, they created the Children of the Forest Ara, the eldest of Andarta’s children, she takes on the form of a small fawn and prowls around the forests, her true purpose unknown. She is regarded as the Spirit of Springs as she is often sighted near them. Borvo, whom appears as a white-furred bear, lives as a Spirit of the River, prowling the banks and protecting them from harm. Cernu, who was given the task of defending the realm from the darkness that threatened it. From an early age he envied Beira and her pack, choosing to take on the form of a gray wolf, stalking the brushes as they do. Aife, the Spirit of the Oak, who embodies the pride and strength that an oak tree represents. She frolics among the canopies of the trees, taking on the form of a squirrel, her small form often deceptive. Olwen, the Spirit of Luck, whose name many Gorundyr utter, both to curse, and to praise. He takes on the form of a rabbit. Sirona, the Spirit of Mischief, a popular patron of children and the like, who is regarded as a trickster. She appears as a fox spirit and often harasses travellers in the woods. Alastir, the Whispering Wind, a spirit that communes with the trees themselves. It is said that he delivers the words and desires of the forests in the breeze. Alastir is commonly associated with an Owl, with tapestries depicting him as one dating back to legend. (Source) Idol: Maratsu, the Kinslayer Animal Avatar: The Common Raven Maratsu was the first of the sky-gods created by Lagara to defend her realm, the each of them given absolute dominion over the skies. Each had a distinct form, avatars gifted to them, Maratsu’s being that of the raven. Together, they soared throughout the skies of Lein Hahnu, always remaining steadfast in their defense of their matron and creator. There was peace, for a time. Then, it was threatened to all be undone. Maratsu, the stalwart protector, in his naive desire to do good, decided to challenge the darkness which roiled below. He traveled to the very edges of Lagara’s sphere of peace, prowling along the border between serenity and chaos. In his heart, he knew the danger it posed, not only to him but that of the realm as a whole. In an instant, he shifted, plunging himself down into the dark abyss. He had done what no other had ever considered, leaving the sanctuary he had always known to venture into the unknown, to strike at its heart. In an instant, the darkness overtook him, its pure chaotic will infusing with his soul. In his moment of arrogance, the being that was Maratsu ceased to exist. From within the tempest, Maratsu returned, now tainted by an all-consuming darkness. He spread his wings of midnight and called out, a resonating cry which pierced all that heard, full of horror and pain. The chaos that now raged in his mind guided him to Hastilaegi, to the one who dared defy its absolute power. Maratsu, pulsing with shadow, reeked of tumultuous evil and existential dread. He crashed into the serene paradise below, beginning his rampage of destruction. He tore at the pristine fields and the sacred groves, devouring any being that got in his way. Lagara watched in horror as her creations perished before her. With one quick movement, she struck at her harp, a chord that lacked her usual peaceful melody; a call to war. Within moments, the remaining sky-gods arrived, Argal, the eagle and Ankou, the hawk. They struck out at their brother, entering into the fray. Destruction raged across Hastilaegi as they danced in battle, the ferocity in which Maratsu fought only fueled by the chaos that had consumed his soul. As the pair gained the upper hand, Maratsu lashed out at his brother Ankou, piercing him with a brutal talon. Ankou roared out in anguish as he fell back, his form disintegrating in part, as if an acid were eating its way into his flesh. This final strike was interrupted by an ominous and resonating roar, which seemed to come from the depths of Hastilaegi itself. The earth beneath Maratsu quaked and exploded as a massive form erupted from below. Jokull burst forth, his gargantuan form towering above the battlefield.. He gazed down upon Maratsu, yellow serpent-like eyes piercing into him. With a speed impossible for his mass, he struck, jaw unhinging as he devoured the fallen sky-god whole. Jokull carried through with his momentum, burrowing once again into the earth. Maratsu remained within his belly, carried far below the heart-tree, unable to be destroyed. The darkness so infused with his soul rendering him invincible to any attempts Lagara has made to do so. So Maratsu rages, a prisoner bound to the depths of Hastilaegi, a seed of darkness always lingering on the minds of the beings of Lein Hahnu. (Source) Idol: Ankou, the Gatherer of Souls Animal Avatar: The Ferruginous Hawk Ankou the second of the sky-gods, was left scarred and broken by his brothers betrayal, his once proud hawk-form now grotesque and skeletal. As he had writhed in the dirt, dying from the blow delivered from his brother, he had been spared by the one whom created him. Lagara struck at her harp and guided her loving hand outward, purging the little corruption which burned within, replacing it with her divine breath, and with that came new purpose. To Ankou, she gave control of the river of spirit that flowed throughout the realm, and thus made him the master of souls. Tending to the river and all souls within Lein Hahnu is his sole responsibility. When the worthy souls of fallen Gorundyr arrive in the grove of Vakasul, it is Ankou and his minions who welcome them. He is the guiding hand who sees that they arrive where they belong. It is also through Ankou’s power that one may commune with the dead ancestral souls who live upon the Isles of Halvengr. Crypts, grave sites, and other specially prepared monuments to the dead can be used to draw his attention, and that of the souls themselves. It is common for Gorundyr to make each individuals grave a sort of shrine, like the ones dedicated to the gods, so that they may pay respects. Lastly, Ankou is responsible for dealing Lagara’s justice within the realm. Should one of its many beings lose the favour of their mother or commit a grave sin, they are dealt with by him. In this regard, Ankou has an array of minions that assist him in his duties. The Valkyrie, who act as enforcers of Ankou’s will. Perfectly neutral beings who strive to maintain the balance between dark and light. They are situated in both the brightest and darkest places of Lein Hahnu, vigilant watchers and stalwart defenders. The Damned, a procession of souls who have been condemned for crimes such as kinslaying and oath breaking. The large majority of them are bound in a spectral legion which marches endlessly, an eternal prison for lost souls. Should a damned soul somehow escape from Lein Hahnu, Ankou’s wraiths can be sent from the realm to retrieve them so that justice may be delivered. (Source) Idol: Havardr, the Sun King Animal Avatar: The Canada Lynx Harvardr was the first of the mortal descendants to be given divine power by Lagara. In life, he was her most loyal servant, and is largely responsible for influencing her initial followers in their devotion. He formed a tribe of descendants that would be the early Gorundyr, and the first of the clans. While his rule as a king in life was successful, his potential would only increase in death. He was the first mortal to be given divinity in her realm. As he strode through the grove of Vakasul and came before Lagara in her throne, she poured her power into him. As a gift, she allowed him to take a council of his most trusted advisors and bestowed upon him the isle of Alvegen. Here Havardr and the Joriin settled, constructing an impressive stronghold and palace called Haemdormr, built into the side of the isle’s largest mountain. From his table, he was able to see all of the realm, ruling it beneath an eternal sun. This same light, however, was subtle in its nature of corruption. Over time, the light that had always threatened to consume Lein Hahnu from above instead gently seeped into the hearts of Havardr and his Joriin, warping their personalities. They become beings of absolute justice and purity, reinforced by their divine right to rule. Not all were naive to the Light’s seductive power and thus Ankou sent the Valkyries to watch over the Joriin with a careful eye. Were it to ever to reach a catalyst, they would be there to maintain balance. And so the Sun King ruled with a unwavering sense of justice, as did his Joriin. In total they numbered six. Hlifhildr, the Sun Maiden, Havardr’s beautiful bride and loyal queen. In life, she had been a shield-maiden and a fierce warrior in her own right. She was always willing to please her husband and answer to his every whim. Taranis, the Forgemaster. He constructed Havardr’s realm, from its massive keeps, statues, and gates, to his spear forged of light, Dagor’kaen. Rodun, the Master of Knowledge, who constructed the grandest libraries and archives to record the history of the Gorundyr and all else. Not only were these in written texts, but also memories which he extracted from the river of spirit which connected all the souls of Lein Hahnu. Muir, the Dreamwalker, who spent her time living the lives of others, rather than her own. She had become a master at delving into the river of spirit to isolate single threads. The more Gorundyr who ascend to Halvengr, the more she has at her fingertips. Barid, the Unifier, who acted as Havardr’s greatest champion and general. A masterful tactician and fierce warrior, he was the iron fist with which Havardr maintained his rule. Svalinn, the Gleeman, who was not blind to the fate of the Joriin. He was the embodiment of good nature and joy, and a true artist. He spent his time away from Haemdormr, instead visiting the many cities and villages which dotted the hills and valleys around Alvegen, spreading his love for art and joy to the Gorundyr abound. One of the many beings of Halvengr, venturing forth into the realm. (Source) Minor Beings Agantyr A gargantuan sky serpent, twin to Jokull. Agantyr’s form dwarfs some of the isles themselves, floating listlessly through the sky. He is tasked to act as a warden of the skies, protecting Lein Hahnu from any of the latent energies threatening to break in. His final duty is to prevent anyone from making the same mistake as Maratsu by venturing out of the protective sphere and into the chaos outside. Draug An ancient guardian who slumbers beneath the sea which spans over the surface of Alvegen. Draug is rarely ever encountered or seen, though it is said his form is giant, that of a many headed sea monster. He is the patron of sailors and fishermen to whom they pay respect and prayer. They whisper to him for protection, both on Halvengr and in the mortal realm. Argal of the Sky The third and final sky-god and now the last remaining, his form that of a massive eagle. Argal and his brood make their nests on Hastilaegi, placed amongst the branches of the Heart-Tree. They act as defenders of the island itself and guard the realm below from any would-be threat. Mimir and Haenir, Wardens of Lein Hahnu Mimir and Haenir are living manifestations of the river of spiritual energy which flows throughout the realm. Born to protect the Grove of Vakasul, they act as guardians to both the grove itself, and the Rumdrev. Their forms are that of twin colossal bears, shaped of stone by a loving hand. Runes cover their bodies, with the largest being on their foreheads, glowing faintly with blue mist. The runestones around the grove bear the same marks, all of which seem to pulse together, as if a unified heartbeat. Synopsis Lagara and her Idols are attracted by shrines and heavy activity of worship by the descendants. She can focus in on these to locate them. Shrines found in this way can be blessed, indicating they are places where the gods will hear those who pray and offer. These places would feel as if they had been touched by her hand, in many ways. Some examples include a passive aura, a powerful background pulse of energy which can be felt, but not harnessed. Whispers in both common and Jolfmarr’tal delivered on the wind. Passive visions for those who linger too long or choose to sleep there, teasing the wonders of Lein Hahnu and the gods themselves. These dont convey a ton of information, just enough to draw the desire and interest of any descendants. They can visit the Gorundyr in their dreams, or do so physically through apparitions or visions. This follows the current rules of manifesting in the mortal realm by Aengudaemon, and would be used to simply facilitate roleplay. The forms in which they manifest are the listed animal avatar, but can also be their humanoid forms. It is up to the preference of the individual, allowing several options. Blood Pacts offer no benefit to a Gorundyr and only seek to bond them to Lagara and her Idols. The only physical trait being a birthmark based on their personality. (To allow people the freedom to pick something most relevant to them.) Ancestral souls which have gone to Lein Hahnu (and ONLY Lein Hahnu) can be communicated with through shrines of worship in the mortal realm, acting much like ones devoted to the gods. These shrines, often gravesites or crypts, can attract the attention of Ankou, allowing interaction with the souls of fallen Gorundyr. Anyone can worship Lagara and become a Gorundyr. It is simply a group of people and a culture that were shaped due to her influence on their earliest ancestors. Naturally, larger concentrations of worship are more likely to attract her notice. The Rumdrev harnesses the power of the river of spirit within Lein Hahnu to act as a bridge between the Isles of Halvengr and the mortal realm, capable of transporting beings. The River of Memories which flows through Lein Hahnu sustains the realm and Lagara’s power. The more mortals and other beings who reside in the realm, the more the river is strengthened. This is Lagara’s main motivation for seeking mortals for blood-pacts, as it is this power she needs to maintain to keep the forces of chaos from consuming her realm. At a lesser stage, Lagara is a vain and selfish god. She desires to be worshipped and loved by many. To her, she is the most powerful and beautiful being to exist. She is a true neutral Aengudaemon, entirely self absorbed in her own world. The Idols are Lagara’s main servants, and the ones who have influenced the Gorundyr the most. Any beings mentioned under them are minor in nature, simply related to their stories. They are the most powerful beings in the realm, other than Lagara. In the end, the goal of this submission is to create actual gods that can interact with the Gorundyr culture in some way, played by the LT or ET. Unlike most Aengul and Daemon, this submission alone does not seek to give any additional boon or power to the Gorundyr or any other mortal. It is simply to take our belief beyond that of faith and add all sorts of potential for RP. The Children of the Forest are spirits that only hold any power or control within Lein Hahnu itself, and not outside of it. They are simply to add flavor to the deific realm, and do not have any involvement with the aspects or other spirits. It is likely they would not even be able to manifest in the mortal realm, or if they were able, it would be without any ability whatsoever. They could simply act as supplements to an event or messengers of some sort, their only significance being that of their connection to Lagara and her realm. That is all! Thank you for reading and we hope you enjoyed this lore submission. Please feel free to post your feedback, as well as any questions! We would love to hear it.
  8. I have a soft spot for the Gorundyr and Norse-based lore, so this really makes me happy. It's well written and in-depth, and I believe it adds something new to the server. Overall, I think implementing this would only be a positive thing and open up lots of interesting RP. +1
  9. Thanks for the feedback, I'd like to address your concerns. If we compare the Valfothr to a standard Orc, the Valfothr top out at 500 pounds, which is nearly an Orcs minimum weight. Valfothr top out at 8 foot (which would be extremely rare, the average being around 7 foot) where as Orcs top out at 9 foot. I can understand the concerns with their size, but they are still smaller and much weaker than another standard race on LotC, one which has no applications or red tape barring its play. If someone were to abuse the strength of the Valfothr, it should be treated the same as someone abusing the power of an Orc. Or anyone power gaming. My desire is just for the aesthetic of a giant but still in the realm of reason. I didn't make them even larger, like a Troll or Olog because those races clearly have major downsides (their intelligence) and one isn't even playable. At the same time, I didnt just want to make them slightly oversized humans. So I intentionally looked at a standard Orc and used them as a reference for size so that I could make sure they were considerably weaker. Lastly, while the permanent effects of the curse only come into play in the later years of their life, their weakness to fire and the damage it causes to them would be significant at any point. Think how we classify burns. First degree? It'll harden the skin slightly, stiffen it up. Third degree? The skin would completely lock up and turn to stone. I do see that as a major weakness that could be exploited with a bit of creativity on the attackers side. I understand the apprehension everyone has over their size and power, but I personally think something like this can co-exist on LotC and anyone who abuses it can be treated like any power gamer.
  10. Thanks for all the feedback, I can see where everyone is coming from and some solid points have been made. I will definitely take this to heart and think on ways to expand them and make them more unique. I didnt want to go too crazy seeing as races are already very hard to get accepted. Aside from their curse and physical attributes/appearance, most of the unique RP would come from their language, religion, etc. While it seems like this is just the case (I know you said you were sort of joking after) it just comes with the territory of being giants. I suppose their age could be reduced, but since they really dont have human blood in them I figured they could live longer since the curse isnt present. Perhaps that could be revisited. Lastly, just to clarify the curse for anyone, it is not intended to give them an advantage in combat. It was simply something I thought up to give more flavor to the race, and I would never intend for them to be these stone skinned berserkers that are impervious to damage. By the time their skin has hardened to give any significant protection, they'd struggle to even move. Leo basically addressed this with what he said, so I'll just toss in my own comment. Olog and Hou-Zi simply arent giants and dont look anything like my vision for them. Originally I wanted the Gorundyr culture I created to just be giants, so all of the development of that lore was really meant for the Valfothr. I dont see any reason why a race like this couldn't co-exist with the others and even not have the need for an application. Plenty of people can hop into the seat of an Orc without any restrictions, and they are much more physically capable than the Valfothr. I personally dont think there is anything here that would need a barrier like an application. Please keep giving me your feedback, I'd love to hear more!
  11. The Valfothr Descendants of Stone The Valfothr are a race of giants who originated on the isles of Fylkrsfjall, a collection of islands far to the north of mainland Aegis. From their origins as a tribal people to their melding with humans and the Gorundyr culture, the Valfothr have remained a stout and reclusive people. While it is not relevant to the acceptance of this lore, I am including the Gorundyr Culture and Religion post for any interested in the Valfothr, as they and the Gorundyr are culturally one in the same, only differing in appearance. Origin & Early History Oknar the Shaper Each Valfothr know the name of their father from the moment they first take breath of the frigid air. Oknar, the father of stone, who carved the valleys and shaped the mountains from rocky base to jagged peak; a giant mythical being as old as time itself. While he is but one of the revered gods in the Gorundyr pantheon, he is the father of the giants and thus worshipped above all by the Valfothr. As he towered over the mountains themselves, Oknar’s horned visage focused as he swung his legendary hammer, Himdah Buld, creating a trio of beings. First was Mamuul, crafted from a block of the purest azure ice. Oknar had set out to create life in Mamuul and the frost giants, a feat he failed at, instead creating an emotionless being that embodied the harsh unforgiving nature of the desolate mountains. They were reckless, chaotic beings that seemed to hold no regard for their father, their minds simple and unable to develop complex thought. Oknar had decided that he failed at his first creation, so Mahmul was quickly abandoned to his own devices, in turn creating his own tribe of lesser giants to inhabit the deepest frost covered valleys. Oknar quickly moved on to his next creation, this time working with a material he was more knowledgeable of. Out of stone he hewed and carved Golhil, the second of the giant-kin. While he was more successful in this pursuit, the beings were still heavily flawed and showed little interest in anything but roaming the lands, seemingly docile in nature. Unsatisfied with his creations once again, Oknar moved on, leaving his children to fend for themselves. It wasn’t long before Golhil and Mahmul butted heads, throwing both of their tribes into conflict Frustrated, Oknar went to Lagara, another god of the Gorundyr pantheon responsible for creating all living beings. He had it in his mind that he was somehow lesser than her in his creation and shaping of the earth, and to humour him, Lagara accepted. Together they created Fariik, a being that was born of stone and flesh both. Fariik seemed to be the most successful yet, capable of speech, thought, free will and emotion. The savagery of his two brothers was still evident, however, and Oknar decided it was in his best interest to purge his three children and go back to perfecting his craft of the earth itself, seeing them as failures. Lagara took him into her embrace and spoke with him, convincing him that he should not see them as failures, that he had created life. Oknar decided to heed her words, sparing the giants, but nonetheless abandoning them. He would return to shaping the land around him. Abandoned by their father, the giants focused on each other, their erratic personalities and wrath throwing them into conflict. What would follow was centuries of war that would see the destruction of a large portion of all the giant-kin, with Fariik and the Valfothr coming out as the victors. It wasn't long until they were all that remained of the giant kin. New Arrivals Long after the time of Fariik and the first giants, the descendant humans rode over the waves and sea and landed upon Fylkrsfjall, stepping onto its rocky shores with a sense of wonder. These humans were some of the first Gorundyr and numbered in the thousands, swarming over the islands and claiming much of it as their own. As they ventured deeper into the mountains and valleys, Gorundyr and Valfothr came face to face, and were immediately embroiled in war. A Fight for Survival Seeing the Gorundyr as intruders, the Valfothr began to attack their fledgling settlements, vowing to drive the invaders back into the sea, whence they came. What followed was decades of violence and devastating war, with losses on both sides high, though considerably more for the Valfothr. The Gorundyr had the numbers, and they had steel. As the giants were forced back and thinned, they began to grow desperate. It was at this point they were approached by one of the Gorundyr warlords, the Chieftain Tyr of Clan Orvar. An uncertain alliance was made between the two, tipping the scales in their favour in the war. A Bond is Forged Victory came slowly as the warring clans clashed all over the isles, though ultimately Tyr and his people brought an end to the bloodshed and were established as the most powerful clan on the isles. Tyr kept to his alliance with the Valfothr and forged a bond between the two people that has lasted since. He gave the giants land, resources, and even educated them. At this point the Valfothr learned of the Gorundyr religion and culture and would quickly assimilate, even creating their own myth and legend within its confines. Hundreds of years later, the two people are as one in all but appearance. Clan Volsung and the Stone-tender Over the waves now calls a horn, heralding the arrival of Clan Volsung and its leader, Gallan the Stone-tender, upon the shores of Axios. Some of the Valfothr have finally left their homeland at the behest of their leader who has embarked on a quest to find the ancient white tree Vakasul and the mythical realm of dreams, Lein Hahnu, both legends of the Gorundyr people. Sent by the Gorundyr priests, Gallan searches desperately to find an answer to sustain his people and fight back against the undead, who have threatened both Gorundyr and Valfothr since the beginning of time. Physical Traits and Appearance The Valfothr are large in stature, their height ranging anywhere from 6 foot to 8 foot, and their weight between 200-500 pounds. They have a variety of skin colours, from pale to ashen, to slate black. They can be identified by their broad shoulders, wide jaws, and thick forearms. By far their most unique feature are the twisted horns that adorn their heads, numbering in pairs, often two or four. These horns are typically wavy and often bend in multiple directions, looking as if they are flowing in the wind. They are extremely tough and nigh impossible to break. The Valfothr almost always have dense and thick hair on their head and face, most commonly coloured white or black, with varying shades in between. Lastly, they lack pupils, instead their eyes being varying shades of pure blue, seeming as if they have a faint glow. The Curse of Stone The Valfothr live up to a maximum of 400 years old, though their bodies and minds seem to degrade much sooner due to an imperfection in their creation. As they enter their elder years, typically around 300 years old, they experience what is known as the “Curse of Stone”. Aging rapidly speeds up and their skin, bones, and joints seem to stiffen and harden as if returning to their original state. Dementia and memory loss is extremely common during this period of time, and when a Valfothr finally ‘dies’ it will turn completely into stone. Strengths and Weaknesses The Valfothr have two main strengths, that being of their physical capabilties and their natural resistance to the cold. These giants have no need of fire or stew to warm their bones and bellies, and they can perform functionally on only a few hours of sleep each day. These beings are stronger than your typical human or any race of a similar stature, but much weaker still than Uruks or Ologs. While a Valfothr’s skin is tougher than a humans, it does not offer any additional resistance to any form of weaponry, with the exception being when the giant is in the late stage of its curse, where its skin would take on the property of hard stone. By the time it would offer any kind of significant protection, the being would be barely able to move and would have lost most of its mental capacity. The Valfothr have a major weakness in their susceptibility to fire. More specifically, when they come in contact to flames or anything similar for extended periods of time, it seems to accelerate the process of their ‘Curse’. A Valfothr that is covered in flames could lose large portions of its mobility as its flesh begins to turn to stone. While the damage from fire may be healed, this is still a major weakness in battle, and the natural progression of the curse in old age cannot be reversed, only simply slowed with extensive treatment. Final Thoughts I created this lore in hopes that it would interest people who like the idea of giants and norse myth. I haven't ever seen lore for giants on the server, aside from fringe ET events, and I thought it would be really cool to include them as a playable race. From the beginning I have fit giants into the lore of the Gorundyr culture and that is why the two are so deeply connected. If you have any questions, feedback, or complaints, I’d love to hear all of it!
  12. Do any builders do commission builds? Looking for something built in creative. PM me or add doctorowyn on skype for details.

  13. Would appreciate it if the Tech Team could comment on this:

    1. MajesticOwyn
    2. Telanir
    3. MajesticOwyn

      MajesticOwyn

      Will do. Wasn't sure if it was a bug or not, so thats why I made a feedback thread. I'll hop on it, thanks!

  14. As someone who is only recently a new druid and has only witnessed a couple blight healing sessions, this proposed change actually makes me pretty excited. Rather than just healing the land with a wave of mist, this adds a much more interesting way to healing, and one that can be creatively expanded upon far more. You can only do so much visually with the current method. As for the issue of Shamanism, I'll touch on what I posted in the Weather Stone topic. Druids should have control of more than just plants and animals. Warcraft druids can harness the power of plantlife, animals, lunar/solar, weather, etc. I do not know much of shamanism, but from what little I know, this addition here isn't anywhere on the level of what a shaman can do. I do not see why some magics cant overlap, so long as it makes sense. and is written well. For sacrifices, I love it. Please keep it in. My character comes from a religion where we do human/animal sacrifice for ritualistic purposes, and no Druid I have talked to seemed bother by it. We already send Dedicants off to go hunt animals for tasks, and many druids hunt and sacrifice as it is. I think it adds more depth. Think how fun it would be to go on a hunt for a unique animal alongside other Druids. I support it 100% Overall, I think this would make blight healing more interesting, and it places weather control in a role far more appropriate, rather than just tacking it on to Druidism other than to say we have it, as Ouity said. +1
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