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Wretched

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  1. The Orcs are the descendants of Krug, native to the former War Nation of Krugmar of Aegis. The Common term "Orcs" refers to the natural, strong and honorable descendants of Krug. Legally, however, an Orc can be any citizen that has earned his place among the Orcs of the Iron Uzg. No race is more adapted to the harsh deserts and its predators than the muscular Orcs. Masters of combat and wrestling, these seven-foot high goliaths can destroy most prey with their bare hands. To an Orc, the most important thing is the hunt and the protection of his tribe and clan. For that reason, they do not intermix well with foreign cultures. They have a mutual hatred and respect for the Dwarves because of their ferocity and strength. However, they think less of other other races simply because they’re not big enough. Where other races establish cities and build monuments to their predecessors, Orcs establish tribes and build strong clans around the mythic figures of their ancestors. Orcs tend toward nomadic life, but what villages they do choose to establish are usually built from the ruins of other cities, swallowed and spat forth again by the drifting dunes of the desert. Although Orcs can naturally live longer than Humans, their warring lifestyle often ends them before their natural end. The oldest Orc to ever live was Craotor of Clan Lur, who died of old age on the turning of his four hundredth year (one-thousand Orcish seasons). Orcs are just as prolific as Dwarves and Humans, but their children have the shortest period of puberty, sometimes reaching full adulthood in only twelve years. Orcs are also the most likely of their brothers to cull their own, whether purposefully leaving the incapable behind in the desert, or removing the weak through ritual trials. However, the strength of the clan is paramount in an Orc's eyes, and they will defend their young and wise to their very last breath - even if only to provide enough time for the wise to show the young how to best attack after their elder clansmen have fallen. Appearance [placeholder for picture] Uruks Uruks are Orcs of the most common bloodline, they vary from sandy to brown-gray and Green in color, with hair almost exclusively dark brown or black. Their size and musculature set them apart from all other races of the world, sometimes considered giants, ranging from 6 feet to 8 feet. Uruks have long been thought to be utterly dull of wit, although this is largely due to foreign ignorance of the orcish culture. Their strong bloodline is highly valued in combat, and so many are thrust into the warrior culture at an early age, forcing them to take on a practical, no-nonsense approach to their daily life, almost entirely devoid of the formal educations and social graces of the other races. This is often misinterpreted as stupidity, much to the dismay of their enemies. Goblin Orcs of the goblin bloodline are notably smaller than other Orcs, although on average larger than humans. Usually reaching from 4 feet to 6 feet, and not exceeding seven feet, they have lean, sinewy frames. It is rumored that the origins of the goblin bloodline began long ago, when Orcs intermingled with Elves and bore offspring. Goblins generally exhibit heightened intelligence and advanced technological abilities when compared to their larger brethren. Olog Also known as orogs or ogres, ologs are the largest of the orcish subraces. Huge, going from 8 feet to 10 feet, dull-witted towers of flesh, fat, and muscle, ologs are slow-witted and primitive. Ologs are incapable of thinking without speaking their thoughts, possess very limited vocabularies, and are said to have only three emotions, hunger, happiness and rage. Genetics The genetics of the Orcish race pit them at the height of humanoid stature, strength, and stamina. Not only is the average male Orc larger than the male of any other race, but their muscle also makes them considerably stronger and more durable. Most of their weight, in fact, is muscle, and at times a healthy Orc can weigh in at more than 200lbs. Due to these factors, Orcs feel great pride in their power to intimidate the other races. As mentioned before, Orcs are also quite durable. In most cases, they can withstand more pain than any other race, and have little trouble fighting with broken bones or medium injuries. Orcish skin color is also a defining attribute of their race. Their skin is thick, and varies greatly in color between individuals. Orcs can vary in shades of green, blue, red, brown, and black. Their lips have the same color as their skin. And, along with green skin and strength, the other defining characteristic is the presence of tusks. Orcs host impressive sets of canine teeth, but when an Orc reaches adult age, tusks begin to grow. Their tusks protrude from each side of the lower mouth, and the size and number of tusks depends on the age and status of the individual. As an Orc progresses through the social (and sometimes spiritual) laters of their clan or nation, their tusks grow in size. At the very highest levels of age and status, Orcs develop an extra tusk on each side, bringing the total to four. These tusks are often used as weapons in clan brawls or in hard combat. Orcs grow hair like the other races, but at a much slower rate. Due to this (and racial tradition), many male Orcs choose to be bald-headed. Some Orcs that have hair, however, follow the practice of coloring their hair with the blood of their enemies. Because their hair is so dark, this coloring rarely shows until after many dousings, and it is considered to be a sign of a great warrior for an Orc's hair to glow red with the blood of his enemies. Orc eyes are usually brown or black, with a rare few blessed with blood-red. Physical Traits Orcs have a high metabolism which forces them to eat and drink large amounts on a daily basis. This also has the effect of giving them a high body temperature. It also means they must spend a great deal of time searching for food and drink. Orc children grow at a much faster rate then the other races. A child is nearly full grown by their tenth year. An Orcs constitution is legendary. They are very sturdy and capable of performing acts of strength and stamina that few others can achieve. One noted ability that most Orcs share is the ability to eat of drink nearly anything on the planet and derive without it adversely effecting them. This even extends to such things as poison and spoiled food. No Orc has ever been known to starve to death due to their own actions. Orcs eat a lot, almost as much as they drink. The average Orc can consume nearly their own body weight in food and drink at one sitting. Orcs view eating and drinking as a necessity of life, done only to satisfy their bodily functions. The problem is, Orcs are hungry most the time. Mental Traits Orcs don’t think like the other races. They are combative, aggressive, brutish, and nasty. These facts have helped to keep them apart from the other races. The Orc history is full of battles, and each tribe keeps a record of its exploits. The greater the exploits, the greater status the tribe has. It is considered the greatest crime in Orc culture to lie about the exploits of the tribe. It is a matter of pride and many fights have been started by questioning the honor of ones tribe. Some Orcs don’t give any thought toward the natural functions of life such as eating, hygiene, and the like. Instead these functions merely occur for them and they ignore them. This above, all else, has lead to the notion that Orcs are an uncivilized lot. Habits Some think Orcs to be the most disgusting race on the face of Athera. Although this is often debated, there is no doubt that Orcs are a rude and nasty bunch. Firstly, Orcs eat a lot, Orcs view eating and drinking as a necessity of life, done only to satisfy their bodily functions. The problem, is that Orcs are hungry all the time. Being a function of life, Orcs give little regard to how they perform such activities. Their eating habits as I see it are disgusting and few people can, or want to watch an Orc eat a large meal. This notion that performing life’s basic functions run throughout their culture. Any activity that is a natural part of life is ignored and just performed whenever it is needed. This extends to such things as using the toilet I've seen many of them called lurs and otheres do this act in public, changing clothes, and other forms of hygiene. Some Orcs do make special efforts when around other races to contain themselves, but it must be a conscience effort and is often forgotten. This has the unpleasant side effect for Orcs to smell bad, being called the Orc Musk, even though they have just cleaned themselves. Language The orcish language began as a practical series of grunts and snarls, utilized in combat for the sake of brevity and discretion. This distinctive style of speaking evolved into an official language which the orcs refer to as "The Blah". The true blah derives from the ancient tongue of the ancestors, although a more working-class dialect is often used during daily activities which incorporates elements of bastardized common tongue. Some Orcs believe that even in the early days of Krug, the ancestors began to disassociate themselves from the other races. Their deep, thick vocal chords demanded short grunts and guttural sounds, and from there the Blah began to develop. Even though the other races continued to speak a somewhat broad language (Common), two clans -- Blaw and Gragarn -- soon isolated themselves from human influence. Away from the influence of the Common language, these two clans developed the Blah as we know it today; and when they returned to the other Orcs, they saw it as a cultural necessity to keep the Blah as the Orcish language. (Taken from Blawharag) Curse "And you Krug, the most hated of The Descendants, you shall always have the lust of war. You are strong? Well, the strength shall be used against your brothers, used to pillage and murder! Your lust for battle shall be unsatisfied and your descendants shall grow ugly and heartless.” - The Arch Daemon Iblees
  2. Elves, or rather, Mali are the swift footed inhabitants of many different terrains, and many different assorted cultures and sub-races. For example, High Elves live in their Silver City. Wood Elves in their trees within their forests. Lastly, the Dark Elven sub-race inhabits caves and forests with thick canopies. These three elven sub-races each also have different cultures. The elves are the longest lived of all the races, some living well over a thousand years. Although they are the longest lived, they have the least new births out of all the races as a result of Iblees curse, only reliably fertile for the first five centuries of their lives and with elfesses only capable of conceiving ten to fifteen years after their last birth. This makes pregnant elfesses a very rare sight. And it is very unusual for more than two siblings to be seen growing together in the land of the elves, as elves mature more quickly than the shorter lived races, reaching the fullness of puberty in about two decades. Appearance Elves have long ears, and tend toward fair skin and hair, just like Malin, their forefather. However, their time among nature has molded them toward a wide variety of appearances. Elves are also the most likely among all of the races to dye their hair in natural colours, with green and aqua the most common and conservative colors. Most Elves choose to keep their hair relatively long, with more active individuals braiding it back to keep it from interfering with their work. The length and texture of an Elf's hair usually speaks for their health and vigor, with longer and silkier locks considered almost seductive. Elves are normally quite tall, usually reaching heights of five to seven feet tall. History The ancient homeland of the elves was known as the Princedom of Malinor which ruled over the elves for many years. In early Asulon a second elven nation comprised exclusively of the supremacist high elves known as the Silver Enclave of Haelun'or split from Malinor. After a period of decline throughout Asulon, the elven nation was destroyed in Anthos by the Conclave of Malin, ruled by Justicars. After years of authoritarian rule, the Conclave of Malin collapsed and through a democratic election, Kalenz Uradir, Sohaer of the Silver Enclave of Haelun'or, controlled by the High Elves, came to rule over all the elves for the next few decades, enjoying reasonably improved strength and protection with human allies, despite the mistreatment of wood and dark elves under high elven rule. After thirty years, a wood elven-led revolt removed the High Elves from power. After a period of disorder, the State of Laureh'lin rose, led by the orchestrators of the revolution. The government of Laureh'lin deemed the High Elves of Haelun'or and their ideals to be poisonous to elven kind, they offered amnesty any high elf who renounced silver law and returned, but hunted down the rest, which many high elves to this day call a genocide. The high elves were not pleased, and after six years, the High Elves of Haelun'or returned from exile with allies and threatened to destroy Laureh'lin entirely if their city was not returned to them. However, due to several diplomatic blunders by Kalenz Uradir, the high elves lost orcish support and Kalenz was banished by his own people. Eventually the two nations worked out a deal with the new leaders of both Laureh’lin and Haelun’or whereby the High Elves would reclaim their city and the mali'ame would continue to live independantly. A segment of the land that once belonged to Haelun'or was given to the mali'ame to construct a city for themselves which they called Leyulin. However, the conflict between the elves was not yet over. Tensions grew between Laureh'lin and Haelun'or, as Haelun'or's Evarir'thilln began increasingly aggressive attacks on the wood elven people, kidnapping and torturing civilians by pouring gold in their eyes as punishment for their protection of Phaedrus Lle'hileia, a former leader of the wood elves who had been the one who had led what they saw as a genocide against them. Soon the two states reached the level of full blown conflict and the mali'aheral of Haelun'or invaded the city Leyulin, which had been abandoned by the wood elves due to its disadvantageous position at the bottom of Haelun’ors plateau. Though Laureh'lin had moved its capital, they and the Dwarves hoped to hold the region from high elven influence. The ensuing battle, known as the "Battle of Leyulin" was ultimately won by the crushing numbers of the high elves of Haelun'or and Humans of Oren. The Wood Elves, during this conflict, retreated across Fiandria to their new city Cerulin (built to distance themselves from their enemy) before peace was eventually made with the "Treaty of Fiandria". However, this peace would not last as long as anticipated. The High Elves of Haelun'or created a entity known as the Emerald Dominion, with the aim of uniting elfkind under them once more. The Dark Elves of Ker’nor joined out of fear of war being declared on them by Haelun’ors Orenian allies. The high elves then proceeded to beckon the Wood Elves of Laureh'lin to join, but on the condition that they remove all ‘impure’ High Elves from their lands. The State of Laureh'lin refused, and thus the Emerald Dominion proceeded with threats of war. It was only an order to cease and desist from the King of Reformed Kingdom of Oren, Andrik Vydra, that saved them from their fate in exchange for wood elven vassalisation. In an attempt to bring the high elves under his control, troops were moved from Oren into Haelun'or, which resulted in the Sillumir of Haelun'or condemning Andrik Vydra to death by acid. Haelun’or was sacked by Orenian forces after the death of the human monarch, and soon the Kingdom declared war on the high elves. Vydra’s heir, Olivier de Savoie offered to vassalize the States of Laureh’lin, which gladly submitted itself to Orenian protection from the high elves. The Dark Elves of Ker'nor soon vassalized under Oren as well. Haelun’or eventually fell after a short skirmish with Oren, and surrendered to vassalization. All the elves were stable under the reign of the human kingdom when the descendants moved to Vailor. It was during this time that Laureh’lin experienced a blooming golden age of population, culture and military strength under its new leader, Tristin Tresery. All elven nations participated in human wars such as the Duke’s War and 18 years war. Haelun’or was eventually given the option to vote for independance from Oren after serving loyally with the Kingdom in the Duke’s war as repentance for Kalenz’s murder of the human’s former king, and voted in favour. Laureh’lin chose to remain with Oren as the wood elven and human peoples had become close. Laureh’lin was made into a principality and several wood elven houses raised to the status of Orenian nobility. Finally, after the long 18-years war against Urguan, in which the Principality of Laureh’lin fought fiercely in on behalf of their Orenian benefactors, the Emperor of Oren granted the wood elves full independence after nearly 50 years of vassalage. Tristin Tresery was crowned a King by his people, and set out to unify all elven peoples. The Dark Elves, now living on the same island as the Wood Elves happily joined this new united state. The high elves, after some coercion, negotiation and wood elven support from Oren, joined as well. Centuries after internal conflict tore apart the elven people, the mali are united once more under the Kingdom known as the Dominion of Malin. With the Wood Elf Tristin Tresery as its King. Wood Elves Wood Elves have brown skin, ranging from a light tan to cocoa colored, and are the most likely of all the races to dye their hair green. Though it is usually a shade of dark red, wood elves are often also born as brunettes. On average they are the shortest of the elves, typically slightly smaller than the average human. Their size makes them the most agile and nimble sub-race, making them more suited for quick attacks and escapes in their favoured woodlands when they choose to fight. They live within their sacred forests, many take up druidism, while others simply live our their lives in coexistence with nature. High Elves Those of the High Elf bloodline can usually be pointed out for their very long ears, platinum hair, and the golden tint to their fair skin. This tint is complemented by their hair, which is usually blonde, though silver and light brown hair is not unheard of. Their eyes range from hues of green to blue, occasionally even purple. It is also not uncommon for an High Elf's eye color to become darker as they age, revealing the accumulation of wisdom. They are the tallest of all elves, and are usually quite thin, making them the sub-race worst suited for physical combat. Despite this they often excel at the use of arcane magic. They often have a strict code which governs their lives, and have a distinct hate for impurity and half-breeds. Dark Elves Dark Elves have quite dark skin, especially for Elves, usually twilight grey or obsidian, though rarely dark blue, with hair ranging from pale blue to black, but usually having white or silver hair as well. They are typically between the heights of their taller high elven and shorter wood elven brethren. They are also the most muscular elven sub-race, making them the best built for combat and the use of a sword. Though elven eyes are usually purple, blue, or green, and very rarely brown among Wood Elves, in rare cases, the eye color of a Dark Elf may include crimson or violet. They, like the High-Elves, have strict codes governing their lives, often not taking half-breeds into their city. Aging Elves develop very similarly to Humans for the first two decades, with both races reaching adulthood near the end of this time frame. Once this point is reached, physical advancement for an Elf slows down so much that it seems as if they aren't aging at all. Elves are also not burdened with the curse of mortality that is present in all Humans, leading to the oldest Elves having an age upwards of eight centuries. While they may be considered immortal by other races and even themselves, there have been cases of Elves dying of old age when they were older than 1000. Due to Elves still being affected by physical harm, such as disease, murder, and internal complications, it is highly unlikely for an Elf to live that long. As of the current date, there are only a few Elves left that are over 1200, as even the oldest Elves alive might not have met Malin, or were quite young when and if it happened. Despite the incredibly long lifespan, their mental progression does not slow. This can be attributed to the fact that "middle age" isn't reached in Elven culture until around five centuries after birth. For this reason, Elves advance their intelligence over many centuries, with relatively young Elves commonly being wiser than the oldest of Humans. Although an Elf reaches physical maturity within a couple decades Elven culture dictates that an Elf is not considered an adult for a longer time, usually half a century to a full century. Language Despite a common misconception, the majority of Elves have little understanding of Ancient Elven and have instead spoken the Common language for at least four centuries. Why the ancient tongue was abandoned has not yet been revealed, however it has been speculated to have been deemed an illegal language, thus explaining the difficulty scholars have had in piecing together the ancient language. While steps have been made to educate the next generation of elves on their language of heritage, pronunciation remains the most elusive element and may be the missing link in the forgotten practice of encouraging the growth of nature through whispered words. There are a few living Elves who know the old language and as such it is difficult to piece the language together in modern times and more often than not, words are sacrificed to make way for the modern understandings. The language itself has evolved very little, perhaps this is the reason very few Elves understand it. Curse The curse of the Elves is one of infertility. Both males and females Elves suffer from this curse, and so do all those descendants from Malin, which means halfbreeds will also suffer from this curse. This is the same to all sub-races of Elves, as they are all affected by it equally. Elves age similarly to Humans in a physical sense until their twenties, making it possible for an Elf to have a child at this young age. This would, however, be highly unlikely because of both the curse and the Elven culture. An Elf would still be considered very young before the first half a century has passed of his life, and so not yet considered an adult responsible enough to raise a child. Elves would be taught to wait until adulthood before they have a child. An Elven couple would have to pass many years together before finally being able to bare a child. When an Elven female is pregnant and gives birth, she will not be able to have another child for at least ten to fifteen years afterwards, but the norm for an Elf would be to wait much longer before having another child. When reaching middle age at about 500 years old, an Elf will become fully infertile, never able to have a child again. This is true for both males and females of the Elven kind.
  3. The Dwarves are a descendant race, the children of Urguan. Native to Kal'Urguan in Aegis, the Dwarves are known to create grand underground cities. Dwarves are best known for their honor, love of war and constant acquisition of food and ale. Although quick to anger, Dwarves show compassion and love to their friends and kin. They are notable for being among the shortest of all beings, usually only three to five feet tall. Dwarves are known for adapting to the underground, though some Dwarves, particularly Mountain Dwarves, prefer living on top of great mountains. Most Dwarves can mine great ores from the ground, craft the finest of armor, and slay the most horrific monsters. The most important thing to a Dwarf is his honor. That being said, they stick to their word. The Dwarves have a mutual hatred and respect for the Orcs because of their strength and might. Dwarves live much longer than Humans. They can live hundreds of years before they finally die out, though not as long as Elves. Most Dwarves, however, tend to die in battle or through mining accidents before they get old. The Dwarves mature in a different way than most other races. Dwarves have a unique outlook upon the outside world, due in part to their strong adherence to the ways of their gods, more known commonly as the Brathmordakin. They believe themselves to be the chosen among the mortal races brought into the world by the Creator, acting as guardians of the world's natural state of balance. Appearance [placeholder for picture] Dwarves are short, generally with long beards of many dark colors. Dwarves are well suited to their mines, and while short, they can be very stocky and muscular. In addition to their beards, they can be incredibly hairy. It is very rare to see a female dwarf (or perhaps their females simply enjoy beards). Mountain Dwarves Mountain Dwarves have a lighter tone of skin, but a bit more muscles on their shoulders. The majority of Mountain Dwarves have fiery red hair. If you are a Mountain Dwarf who is weak, but have fiery red hair, you will get shunned. Usually the red hair attracts others of their kind. Mountain Dwarves make the bulk of any dwarven warband, and often make the finest leaders. Mountain Dwarves are also regarded as fine hunters, and because of this excel in leatherworking. Cave Dwarves Cave Dwarves are known to have greyish skin and darker beards. Their beards are usually seen with braids, keeping their length from interfering with their work. A fashion trend for Cave Dwarves is weaving precious stones and gems into their beard and hair. Finally, their eyes are usually golden, or amber. Cave Dwarves excel in labor such as mining, blacksmithing, and stone-masonry. Often times a cave would would rather be underground than above ground due to their sensitive eyes. Forest Dwarves Forest Dwarves have brown, earth like skin. Their beards are often unkept and messy, with leaves and pines stuck in them. Forest Dwarves are also more compact, or closely united, to each other, unlike the other sub-races. Forest Dwarves are usually skilled in outdoor labor, such as lumberjacking, farming, and fishing. Many will pass the time in their forest dens by smoking various forest substances, or even try substances from far off lands. Religion Dwarven religion is a complex, yet widely accepted norm among dwarven society. Religious beliefs revolve around a pantheon of gods, they call the Brathmordakin, led by a Creator known as Yemekar. They believe Yemekar forged their world and that the dwarven race were the chosen among all his creations. In return, at Yemekar's will, they would act as the foundations that uphold the world, preserving a state of balance among all the mortal races. There is no greater sin in the dwarven faith than the desire for power and conquest, beliefs they attribute largely towards the fallen Daemon, Khorvad. Dwarves further believe that upon their deaths, their souls are carried by Dungrimm to the moon where they are judged for their actions throughout life. In an event known as the Auction of the Dead, Aenguls and Daemons of the Brathmordakin place bids upon souls, to be taken with them to the dwarven afterlife, known as Khaz'A'Dentrumm. Dwarves who fail to gain are bid are cast into the void, otherwise known as Vuur'Dor in the dwarven language. Here, they are forced to endure an eternity of suffering and despair. Worship of the Brathmordakin is led by the Kirkja Dverga, the Holy Order in the language of the common tongue. Otherwise known as the dwarven clergy, they are led by a High Prophet and his council of Prophets, each representing one of the gods among the Brathmordakin. Worship consists largely of offerings, sermons and preaching, as well as the establishment of temples and shrines across the lands. Most dwarves choose one of the gods who they identify with most to become their patron. Dwarves who have achieved vast greatness throughout their lives and have shown an unending loyalty to the Brathmordakin are named Paragons of the dwarven faith. These individuals are said to feast alongside the gods, ruling over the dwarven afterlife from Khaz'A'Dentrumm. Upon death, all dwarven bodies are buried beneath the ground in great catacombs, usually among members of the same clan. It is seen as an abomination for any dwarf to have shaved their beard, and they are often prosecuted as a heretic. Curse "Urguan, your greed and lust shall overcome you, you are not worthy of the height The Creator gave you, your descendants shall be short, squalid and ugly. You will always seek to find Gold and Gems in the deep underground of the earth, your hunger never satisfied." So said Iblees, according to the works of the Wandering Wizard. The curse of Iblees means that Dwarves are driven to dig deeply into the earth to seek out precious treasures. Dwarves can also display their greed by hoarding other items, including food and ale. Dwarves will as well always remain short, making even half-breeds such as halflings remain with both the curse of greed and shortness. "Urguan, may your descendants be hardy, strong hearted and strong of mind." Although the curse could not be lifted, through Aengul blessing the Dwarves were gifted with certain traits. Honor and strength of mind and body are found in the Dwarves.
  4. Although the Human kind are the most short-lived of all Races, Humans stand between the heights of 4ft to 6’6ft. Being the most adaptable to any environment, Humans are the most diverse and able to achieve great heights in the areas of exploration, political and imperial expansion and the study of all things magical. They are often rather aggressive and inquisitive in nature which often leads the Human race to hold the most active and influential grasp over the world. The political and economical developments and changes are often revered across the realm. Being the most adaptable and malleable race, the cities and homes are often built from the resources often found nearest to the place they settle, and tend to congregate and converge around single leaders. Most are quite happy to adopt the ways and customs of the neighbours of the same race, though due to the Curse of Iblees, the Human race are limited to living, on average, 150 years. Physical Attributes Given their diverse race and sub-races, the Humans tend to have the most expansive and wide range of appearance, though are noted for their lack of intensity in their colouring. The Human hair colour can generally colour the full spectrum; however, it is severely rare to see any single one with full saturation. While purples, blues and greens usually offer a supportive highlight to the hair, the average colours found in human hair range from black to brown, through light and dark yellows, oranges and reds. This strongly matches their skin colour in contrast, as the skin colour of most humans is generally a mixture of light pink and dull yellow, with variations in browns depending on the intensity of the suns climate in the dependent area. The Humans are no longer separated by sub-race, as they all share distinct physiology and their physical attributes are generally dependent on their base culture and habitation. The Humans are instead separated by Culture Groups, where all are considered human, though remain segregated depending on place of origin and cultural differences. Heartlanders This cultural group are often found in urban habitations, such as big cities and towns. Usually hailing from the the larger capitals in the land, Heartlanders, for the most part, are generally well educated, socially able with the majority of the male populace receiving basic combatant training. The Heartlanders are the flesh and blood of the rural metropolitan areas, and are often the home of those who hold governance over the Human Kingdoms. Nobility is considered a symbiotic aspect of the Heartlanders culture, and due to this there is often an established hierarchy within the political fields of the Heartlanders habitations. Those who hail from the former Salvus, Renatus and Auvergne, alongside the modern Savoyardic subcultures would easily fit within the Heartlander Culture. Highlanders Almost opposite to their metropolitan cousins, those who inhabit the surrounding areas are often referred to as Highlanders. Often finding home in small hovels or camps, or in the less traveled regions of the Human Kingdoms, Highlanders are extremely proficient farmers and craftsmen. They hold a closer homage to the distant ancestors than that of the other Human Cultures, and are often more experienced in the arts of hunting and fishing. Highlanders are commonly more interested in face and traditional values as opposed to that of the entire Realm, mostly focusing their unrefined and rustic roots on more practical things; surviving. Those who hold close lineage to Northerners would fit closely within the Highlander Culture division, and subcultures such as Raevir and Kaedreni would also fall under this category. Farfolk Often hailing from far and exotic lands, the Farfolk hold a relatively different physical appearance to their cultural cousins. Due to the climate in these exotic lands, Farfolk most often hold a darker skin tone and follow subcultures that are more varied than other Humans. While they hail from farther lands, the Farfolk hold a seemingly middle ground between the civilized progression of the Heart and Highlanders, often employing practicalities from both. Subcultures such as that of the Subudai or Rassid would collect closely within the Farfolk culture, and those who originate from the southern regions would do the same. Other Attributes Due to their short lifespan, Humans are often very driven in their lives and are known for accomplishing and unimaginable feats. They are pioneers in reality and in their own mind, and are often intelligent beings with the ability to express themselves and output their emotions in more practical means. Aging The Human lifespan is much different to that of any other race, being a short average tenure of 150 years. Whilst some Humans are known to live up to 200, due to their ambitious nature they often die out many years prior to this. The Human Race age normally until they are 18, where it grinds to a slower pace until they reach the age of, on average, 80 where they start to age normally again until death. This is dependent on each human, however, and whilst one human may look to be in his mid twenties at the age of 70, another may already appear as a decrepit old man. This is also dependent on the lifestyle of the human, and will vary between different cultures. A Highlander farmer who works the grain day in day out will look considerably older than a well fed and hygienic Heartlander in the capital city. Curses Due to ancient Horens wish for immortality, when Iblees, the first Daemon to fall, was finally encountered and banished from the Realm, an eternal curse was placed upon Humankind moments before he burst into flames. “You wish for immortality? I will curse you with the opposite, early death for you and your kin. You shall age quickly and die before you experience the fruits of your useless labour.” the fallen Daemon roared, and so as generations continue to pass, the curse of Iblees lives on within each of Humankind, cursed to a live a meager two centuries.
  5. (Full Credit to Delmodan) ~*~Druidism~*~ Druidism is one of the most diverse deity magics within the realm. They use a blessing gifted to them from the Aspects to request from nature to enact their abilities. The abilities stretch far and wide, from simple communion with animals and plants to using blight healing to summon mists in cleansing the land. Even myths about the ability of shapeshifting are somewhat known amongst the druids yet it has not been confirmed truly. In the beginning, the origins of the druids remains unknown. Hints of the origins may lie within the druid myth book of The Great War, but what is known for certain is the Aspects granted their blessing onto the first druid where then it continued and created more so that nature and the natural balance was preserved and protected. These servants of the Aspects go forth and wander the land, watching and preserving nature. Their only focus and goal is this as well as spreading the teachings so newer generations may take on the mantle to aid. The ability itself isn't as direct as one might think, it more so opens up a sixth sense in a way, merely connecting one with the natural living world. With every druid, there is some individuality yet the goal for all of them is the same. Some are kinder, some are more harsh, others simply observe, or some may enact nature's will to keep the natural balance. What began as most druids will know was the current foundation of the Druidic Order, created by the Wayward Druid Respiren. An order made to unify brothers and sisters of druidism so that everyone can aid in the balance and spread the teachings to the realm as well as maintaining neutrality with the nations and descendants . Within the history, split offs of the Order have been made. Otherwise known as circles. Circles being formed when opposing views on how to spread druidism occurs. However the Order and the circles may be, the spreading of druidism with its core foundations are still taught and spread. For more information about the history, lore, magic, and various other things, click and view the links below! Magical guide of all things druid: https://www.lordofthecraft.net/forums/topic/136572-natures-guide-to-druidism/ Order links and current other circles: https://www.lordofthecraft.net/forums/topic/138557-~-the-druidic-order-~/ https://www.lordofthecraft.net/forums/topic/138390-the-naelurir-elven-drui/#comment-1309232 The library of the Druidic Order: http://grove.conforums.com/index.cgi Natural occurrences for Druid interaction: https://www.lordofthecraft.net/forums/topic/92342-lorethe-elder-tree/#comment-820568 https://www.lordofthecraft.net/forums/topic/90630-lorefairy-rings/#comment-800665
  6. Lore Denied. Simply put, the concept is a near exact copy of the Dagannoth from Runescape. You didn't even change the name. Getting inspiration for lore from existing fantasy settings is commonplace on LoTC, but we do expect some degree of originality on our server. Locked, moved to denied lore.
  7. Unfortunately this lore has been denied. I am without the time to provide a full explanation at the moment, but be sure to PM me for the full reasoning.
  8. Unfortunately, this lore has been denied. I am currently without the time to provide a full explanation, but be sure to PM me and I will give you the full reasoning.
  9. Thanhium has forever been unmoderated and I kind of like it that way. I suspect that simple agreements will need to be made between players due to the RP effects it'd have on a city. But actually using it on a city would be very unlikely, I'll clarify the explosions now but they were never intended to be very large. You'd need a lot of thanhium just to wipe out a house, and a ridiculous amount to wipe out a city.
  10. (Credit to Lagomorphia) OOC Note: This is a proposed updated version of Lagomorphia’s original Thanhium lore. The document is OOC and is designed so you know how to roleplay with Thanhium. The traits of Thanhium displayed here must be discovered in RP. Thanhium The blue crystalline material known as Thanhium is both a greatly powerful and highly dangerous substance. Once so rare only the dwarves had access to it, the great use of thanhic technology by the Harbingers of Setherien has led to its proliferation throughout the known world. While Arcaurum (aka Magegold), the other well-known magical material, is simply highly receptive to enchantment and conductive to magical energies, thanhium actually contains significant amounts of mana locked up in the crystal. This mana began as heat: thanhium passively saps heat from its surroundings, storing it as the mana within. Thanhic Ore (Lapis) Thanhium rocks, known as “thanhic ore”, are how thanhium is found in the world. These small, usually fist-sized stones are found buried in the earth in large veins. A clear sign of the presence of thanhic ore is the climate: the slow cooling caused by the huge thanhium veins adds up and makes the climate of the area an incongrously frozen tundra, even when it is surrounded by temperate areas and even warm seas. Thanhic Ore in this base form is not particularly useful, its uses extend to being crushed up into dyes and paints - these paints lower the temperature of the rooms painted with it by a few degrees which makes them popular with the Mali’Fenn. Breaking the blue rocks however realeses Thanhic dust into their air, so great caution must be taken. This leads onto another use of the ore in its base form - a poison. The dust is incredibly toxic, and especially so for mages, explained further on. Thanhic Crystal (Lapis Block) Scholars across the realm have discovered various different ways of painstakingly extracting and purifying Thanhium into crystals from large quantities of Thanhic ore. The process is usually a complex one but can be made less so with the use of magical intervention. To discover the method of purifying Thanhium, research and experimentation is encouraged - LMs can be used to oversee the process to inform you if the experiment was a success. A Successful purifcation of the ore will leave you with a Pure Thanhic Crystal - this purified form of Thanhic ore can turn heat to mana fast enough for practical applications. A semi-successful purification results in some thanhic dust being released into the air and the result would be an Impure Thanhic Crystal, which is less potent than a pure crystal and significantly more fragile, bumping into things will cause it to release dust and have a chance to shatter entirely. Those studying the purification of thanhium will likely only be able to form Impure Crystals until they are advanced enough in the field. Failing the purification process entirely would result in either a waste of the mineral entirely, or a large cloud of thanhic dust being released into the air. Thanhic Crystals are powerful and almost immediately form a layer of frost around them on exposure to the air. Dropping a crystal into water will cause a cumbersome layer of ice to rapidly freeze around it. The crystals have weight and durability equivalent to glass or ice, meaning that unless they are thin they cannot be broken with bare hands, but a hammer, sword blow, or dropping them is likely to crack or shatter them. Those who break a Thanhic crystal have more to worry about than broken shards, however, as clouds of thanhic dust are released into the air upon breaking. Thanhic Crystals are the most useful tool for most magical technology. While Thanhium is unable to be enchanted directly, the mana from within Thanhic Crystals can be used to power enchantments, particularly when the enchanted material is Arcaurum (magegold). These enchantments never run out of power so long as the thanhium has heat to absorb and provided the thanhium is given time to “recharge”. The most complex use of this is the Golem Core, which uses a very pure and quite a large thanhium crystal as their power source. Thanhium’s mana is in a way, artificial, it cannot whatsoever be mixed with any descendants personal mana suppy. The two types of mana are intrinsically different, and likewise, any attempt to fuel an enchantment with both Thanhic mana and personal mana, would cause the enchantment to fail and likely, explode. It is impossible for a mage to “draw upon” a thanhium crystal in their possession: they are not mana batteries, and any attempt to would likely be catastrophic. Thanhic armour by nature is quite useless due to its sheer negative effects. It is as brittle as glass, cumbersome to purify into the exact shape of armour, toxic, and incredibly cold, to the point where it would freeze the wearer to death in mere minutes. That said, it has been known in the past for custom Thanhic weapons to be forged, and although brittle and usually a one-time use, their toxic nature makes them particularly dangerous, especially to mages, who suffer Thanhium’s negative effects the most. The Spectre classed creature known as a Harbinger possess a unique magic that allows for the direct enchanting of Thanhium. Their immolation magic, also known as ‘FrostFire’ can be deployed to alter the makeup of Thanhium in a variety of ways. The most prominent use of this is the superhardening of Thanhium to the strength of carbarum metal (iron armour), meaning they possess the ability to forge the only known Thanhic armour, and their corporeal nature means they are quite immune to all its negative effects, making them a particularly difficult enemy for mages. It was discovered after the fall of Setherien that this armour could be used to feed their corrupted essence by drawing from the heat in the air, allowing them to self-sustain themselves without the need of their previous master, Setherien. The Harbingers are also able to feed frostfire into large Thanhic shards to create a Bloodshard. These Bloodshards are collosal red shards of corrupted Thanhium that hold a variety of uses, they release their contained mana as a corrupting blight, killing all life within their vicinity overtime, assisted by its constant and ravenous drawing of heat which only aids in the death of life around it by freezing it solid. Bloodshards also act as a signal booster to a Harbinger’s telepathic connection with its brothers and sisters, allowing for long-range communication when within one’s presence. A Bloodshard is incredibly unstable, however, and if attacked by magical spell or by significant force, it will produce a massive detonation, amplified by both its tainted, pulsating essence, and its natural thanhic supply of contained mana. Breaking the crystals releases clouds of thanhic dust, small but pure particles of thanhium with severe toxic effects if inhaled or ingested. If done carefully, the dust can be created intentionally by carefully grinding down the crystals while wearing a breath mask. High purity thanhic crystals are cold enough to cause frostbite injures from skin contact, meaning thanhic crystals are handled with thick gloves. Due to the risk of the dust both ore, crystals and dust are transported in locked airtight crates which often form layers of ice around them. Any thanhic weapons are stored in sheaths to protect them from abrasion and damage which could release the dust. The Toxicity of Thanhic Dust: Thanhic dust consists of tiny particles of high purity thanhium. It can be inhaled, injested or absorbed into the bloodstream. Unlike most poisons, the effects of thanhium are linear: a smaller quantity causes a weaker version of the same effect. Thanhium Poisoning is caused by being cut or pierced deeply with an abrasive thanhium weapon, from inhaling moderate quantities of the dust, or from ingestion of even a small amount. The poisoning usually lasts for one day/night cycle regardless of strength. Close proximity to Thanhium for an extended period of time can cause it to become absorbed into the blood, mimics its toxic effects without it ever entering the body through the lungs or a cut. Physical Effects: The body can usually cope with the cooling from ingesting thanhium by raising the body temperature. Skin pales as blood vessels contract to conserve heat, and the victim usually feels cold. Once the thanhium poisoning wears off, the victim suffers a high fever. With high quantities of the dust, the victim feels far colder, their skin pales to a huge degree, and the resultant fever can be fatal. The mana, however, can ravage the body and mind. While usually unnoticable, the damage adds up and those who regularly injest thanhium begin to grow weak, physically wither, and begin to go mad. Specific Effects on Mages Arcane Mages poisoned with thanhium from a deep cut, inhalation or injestion find their powers destablised, amplified but backfiring, or just plain gone. Their powers return to normal when the thanhium poisoning wears off. It is not uncommon for mages to experience extreme nausea or even vomit when thanhium poisoned. It is believed that all this is caused by the thanhic mana interfering with their own, either cancelling out or rendering their magic unpredictable. However for mages, the poisoning will take a significant amount of time to wear off, death is a lot more common than surviving being poisoned with Thanhium. Specific Effects on Non-Mages For non-mages, thanhium poisoning has the psychological effect of creating a rush of magical power. With normal poisoning this makes the non-mage dizzy or manic, but when the dust is injested the nonmage can go temporarily insane. It has been reported that with large quantities victims do actually wield unstable magic powers. With no training, they cannot control the powers and are usually only a danger to themselves. Use of these powers also seems to make the other effects more severe, especially the cooling and insanity effects. The sensation of weakness when the thanhium wears off often drives the victim to thanhium addiction. However the effects are much less likely to be lethal to non-mages, but instead, long term effects such as insanity and addiction are common. Extended consumption of thanhium causes chronic addiction, physical withering on a dramatic scale and complete and total insanity. Of these, insanity sets in the fastest. Detonation Of Thanhium: Thanhium absorbs heat and transforms it into mana, and the larger the crystal or ore, the more heat it draws in and thus the more mana it is able to hold. However Thanhium as a simple mineral is unable to regulate the amount of heat it attempts to draw in, and thus exposing the Thanhium to a massive amount of heat, will cause it to overload and release its mana in anyway it can - a large explosion. The size of the thanhium crystal absorbing the heat determines at which point it will explode, and how large the explosion will be. A large crystal will need a significant amount of heat in order to detonate, and likewise a smaller crystal will need less heat to detonate, but the explosion would be significantly less destructive. A Thanhic explosion is destructive mostly to biomatter, whereas while the force of the explosion may topple weak structures, it’s its deadly burst of massive toxicity that causes the most damage. The body would become overwhelmed with Thanhic exposure, both the dust overwhelming the body’s systems and the burst of mana to instantly begin conflicting with mages’ own personal mana. The explosion will completely eliminate magical spells and enchantments within its explosion radius, meaning that enchantments designed to prevent against explosions would be rendered useless against a Thanhium detonation. This adds another factor to how useful it is against mages. You are incredibly unlikely to survive being close to a Thanhic explosion even as a non-mage, and even less so if you are a mage. It is considered to be a biological weapon. The explosion radius of Thanhium is actually quite small, the mana would very quickly disperse. The dust however, would diffuse out into the air, making the air temporarily unbreathable in a slightly larger radius than the actual explosion. Although it is an explosion, it itself does not cause a concussive blast, merely spreading dust around its effective area. The toxic dust will release in a 2 block radius for a football-sized chunk of Thanhium, 4 block radius for a pumpkin-sized chunk, and a 10 block radius a chunk of Thanhium the size of an adult human. For any amount of Thanhium that is larger than an adult human, LT guidance and supervision will be required to continue further with such. The explosion can be amplified by detonating a Bloodshard instead of a plain Thanhium Shard. The explosion effectiveness (effectiveness being radius and duration of the effects) would change depending on the state of the Thanhium used. In ore form, it would be incredibly small, the explosion only slightly larger than the ore itself. Impure Thanhium Crystals would have a slightly increased effectiveness. Pure Thanhium Crystals are what most would aim to use, and would have greater effectiveness. Bloodshards, containing the power of Pure Thanhic Crystals on top of their magical addition, would be the most effective explosive, with radius and the duration of its effects massively increased. On top of that, the Bloodshard would create blight only able to be removed by those of a holy or druidic disposition, even after the Thanhic dust has cleared. Note: The text that has been strike-thrown is currently under review by the LT and will be remedied soon.
  11. Trial period is passed early, heard overwhelmingly good things from Sprites so, good job guys. You may now modreq to have your race set to 'Sprite' - the base race should simply be 'Elf'. Of course if standards now drop then no lore is safe. Keep up the good work!
  12. Unfortunately this lore is denied. Feel free to shoot me or any other member of the Lore Team a message for details.
  13. Lore organisation/overhaul coming soon. Expect a neat little 'Lore' tab at the top of the forums.

    1. AlternateKy

      AlternateKy

      all hail benbo, the hero gm

    2. chaotikal

      chaotikal

      where's the button to bully necromancers and bloodmages

  14. (Credit to Lagomorphia) Gold / Aurum: Aurum, more commonly known as gold, is a moderately rare mineral found in ore veins all across the world. It holds no immediately obvious special use for it is incredibly brittle and makes for very poor armour and weaponry based on durability alone. Gold is mostly used as a decorative ore more than anything else due to its rarity and naturally gleaming beauty, but that said it remains significantly stronger than Arcarum and use may be made of it in combat, but Iron (Ferrum) will always be the most useful resource in this field. Gold however does hold some interesting properties. For reasons unknown gold acts as a preventative against beings of a spectral nature, and the use from this can be employed in a variety of ways. The most obvious would be to forge swords out of gold as they would cause significant damage to spectrals entities while an Iron sword would do very little - it is as if gold acts as an anchor to physicality, and using it against spectral entities like ghosts, gravens, wraiths, harbingers and wights, forces a rapid demanifestation. Often across the world do the descendants lay down gold plates along the ground, as it prevents spectral entities from passing over them. Even if the spectral creature is able to hover over the barrier still they would find themselves unable to pass - the gold shatters their manifestation to the plane, and a forced attempt to breach the gold barrier would cause instant demanifestation, also known as death. Magegold / Arcaurum: Arcaurum, also known as Mage's Gold, Magegold, or Fool's Gold, is a naturally occurring metal nigh indistinguishable from gold to the untrained eye. While those experienced with gold and magegold can tell them apart from Magegold's duller shine, it is the weakness and brittleness of magegold that makes it so useless, being more like glass than metal. Even the slightest impurity gives it this brittle characteristic, but pure magegold, which is so soft it could be bent by a child, is prone to breaking easily, so most do not go to the effort of refining it to purity as it makes it even more useless. Magegold coins can be broken in half by an even slightly strong human. It was originally known as Fool's gold, as it is slightly more common than gold and can easily be used to make counterfeit coins and gold items that break upon use, but which are indistinguishable from true gold to the eye. Such was the extent of counterfeit minas (which broke when people were felled in battle) that the Asulon-wide currency was changed to promissory notes and precious stones. It was only in late Aegis that Arcaurum's true power was discovered. Most materials resist enchantment, requiring powerful magic or runes. Magegold, however, seems receptive to magic to such an extent that a novice could enchant it and a powerful mage could do great things indeed with it. The potential of magegold is limited only by how fragile it is, even after enchantment. Magegold has a lesser known and less benign use: pure magegold can be used along with ancient rituals, to trap lesser spirits and souls within. This creates an arguably inhumane magical power source, which, when inscribed with the correct runes can be used to animate stone and grant it sentience (golems), and there was one tale of a more powerful spirit resisting and creating an elemental creature. Regardless, magegold is much more valuable today than it was in the past, yet many detest it for its use in counterfeiting and confidence trickery.
  15. (Full credit to 501warhead) “Worry not…” He coughed, feeling his consciousness slipping. “...I go... to meet a friend.” He murmured, passing away in the grasp of his brother-in-arms. Aeriel is a more prominent figure in the history of the mortal races. Benevolent in her actions and her task she is the responsible figure for guiding the Souls of the Dead. Dubbed the Caretaker of Souls she has made it her personal mission to guide and comfort the lost souls on their journey to the Afterlife, her realm serving as a Purgatory of sorts as she spends her time comforting the lost to prepare them for their afterlife. Aeriel’s message is one of kind caution; your soul is sacred and precious - do not waste it so carelessly. She takes her task seriously and zealously demonstrated at such a time when she declared Holy War upon the acts of the Betrayer, Iblees the Fallen. She is considered the Arch-rival of the Fallen Arch-Daemon, ever at each other’s throats because of the actions of each other. Her direct followers, the ancient Ascended, carry out her will with equal zealousness in the image of their Patron, helping the weakened and punishing those who would push the boundaries of Souls. Aeriel is dubbed the title of Arch-Aengul for her strong will and initiative to take action. She has taken the Mongoose as her patron animal as a warning to those who would think to follow the path of the Betrayer. Animal: Mongoose Symbol: A Tree spanning over a hill Color: Silver http://i.imgur.com/8xD6Vz1.png (Telperion) Alignment: Lawful Good Avatar Appearance: Mongoose/Angel Title(s): Arch-Aengul, Caretaker of Souls
  16. [Full credit to 501warhead] [This lore has been implemented for some time. It is now being made public to explain how high level Tinkers are able to create Nether portals] The portals are left over elven portals. The elves, laurhei in particular, had a deep fascination with travel VIA portals (or the concept of traversing over land by manipulating separate, alternate planes). One of the best ways to do so, which the undead did in mass, was using the nether due to the fact that it was tethered to the mortal plane rather well - making travel over long spans of distance in the overworld take a fraction of the time it would if one simply traversed the nether. Obviously, this isn't quite the best route to take as the little fact of it being filled with toxic gasses, lava, a raging and angry Arch-Daemon, and a hellscape of a variety of very deadly creatures made travel through this landscape very dangerous. However, it appealed to a few - as mentioned Laurhei actually managed to build a portal that tethered to a realm with less hostile entities but was more confusing and twisting in nature - this was how she ended up in Athera and eventually Asulon with her followers, the High Elves. However, it wasn't just the high elves that had managed to engineer a stable portal to another realm, although granted they were the first and probably had the safest portal setup. Nay, for routes of fast travel the Mali' under Malin had managed to construct gateways that linked to each other through a forgotten realm. This system spanned the majority of the eastern part of the world, a scattered one or two located in Urguan's land, an increasing amount the further south you go, and then in the south eastern corner where Malin's home rested the heart of this portal-network exists - massive, now empty and lifeless, portals used to move many, many Mali' at once. However, as with most of what was built before the Brothers vanished and the Descendants moved inward to the central continent of Aegis, the portals became unmaintained and eventually winked out, one by one. Queue this era - where tinkering and curiosities have begun to spark once more. Long have the High Elves attempted to rebuild a portal like their Ancestor Laurhei, and while during Athera many tinkers finally managed to get a replica going they were all closed simultaneously by some unknown force, later to be revealed Iblees and his Workers doing as they resurfaced in the later years. However, now as we've reached this land some of the more advanced of these curious engineers have begun to stumble upon these portals once more. The technology is worn down and planes shift and move in relation from each other - the "safe" plane the elves originally used to travel seems to be too far away - not that most of us would even know how to tap into it in this era. Rather, with the recent events unfolding with Iblees' return the nether sits closer than ever before - these portals, once powerful enough to rip open a portal to those hundreds of thousands of miles away, hold just enough potential to open a portal perhaps to the nether... why anyone would ever wish to do so is beyond us, but some seem to be eager to try it.
  17. MCname: PIGALOC Why he/she is blacklisted: Killing without roleplay. Conditions of blacklist: Until appealed.
  18. [!] A Large barn owl arrives bearing a note for each of the above, hooting to announce its presence before promptly departing back to the library. The sealed parchment it carries would read as follows: Candidates for the scholarship, prepare your books soon for later this elven day we shall begin the auditioning process. Should you lack a blank tome, the library can offer you one. - Librarian Orithur
  19. Patron: Irel'an Abdication and Surrender ♫ The weights that balance life itself are cruel in their machination, such apathy can only be parried with empathy. In selflessness, no matter the cause, we find true virtue. Benevolences true nature is the purging of selfish endeavors and the promotion of betterment for the overall. -+- Sacrifice to Serenity The unspoken isle and all of its inherent dangers sooner pierce the veil of serenity than add onto it. Within this unfathomable darkness lay an Elven civilization, partially led by a Scion named Irel'an. The one counselor truly built upon the morals of their sanctuary. Each beam supporting their city was a vein to Irel'an’s livelihood, every brick a piece of himself and the dedication he had given to the Elven kind inhabiting their forgotten island. Though solitary, flames are born flickering, and eventually the slightest wind will erode at its heat. Their sanctuary was no exception, and as darkness encroached over their land, the only one truly aware was Irel'an; each tower another eye to survey the city’s interests. As the cults encroached over them, Irel'an took what life he could into an ark, bringing the seedlings to the mainland. Life was lost and the weights of balance were appeased for the time being. -+- Foretold Incumbency Desperation took hold over the migrants; their tears filled with reflections of their loved ones, only to be broken against their cupped hands and cold ground of the North. They landed in the deep cold, where falling snow could cover their tracks in hope of losing their offenders. Prosecuted in truth, they sought refuge where a small enclave would be made. Their cheeks were always stained, caught in a flurry of emotion. Irel'an was the only one to touch another cheek to brush away tears, the only pair of arms protecting another’s vulnerability in a tight embrace. All were devoured with self-pity and loathing, aside from their last standing Scion. Nonetheless everyone knew that their fate was simply prolonged, unaware of the dangers this new land would present. Irel'an knew as well, but refused to let such corrupting thoughts eat away at any remaining sanity that remained in his freezing people’s minds. One by one they fell to disease, hunger and the very cold they thought would cover their departure. In their weakest state animals picked at them, seeing no reason to let the falling numbers go to waste. Wolves and unforeseen beasts ate at the thin lining of flesh on the bone of their civilization wherever they could and left them in a state of paranoia and masochism. -+- Irel'an the Fallen As the once-proud citizens fell around him, Irel'an cared for what was left. A grimace always laid imprinted on his features, but his intentions never faltered. As per history of their land, their even further weakened people were hunted. When Dwarven-kind invaded the land of Vailor, it only took a small regiment of their warriors to take care of the emaciated population of their nigh-abandoned enclave. Irel'an went forth to stop them and was able to keep half of the force away from the town for a moment, but was battered and captured. His own scrawny form was bound in thick links of chain, a lead ball hanging off his left ankle. Soon after he was thrown in the nearest river, tossing and turning throughout the waters like a ragdoll to it's eroding tendencies. It did not take long for the bound Irel'an to drown, face taut in disappointment in himself, unable to keep his brethren living, the seed dead. -+- Ascendency, Rejuvenation The selfless martyr lay at the bottom of an ocean for centuries before Tayl’s sight lay over him and his past. With enough power surged forth he became rejuvenated, able to drag himself to shore. Chains hung from Irel'an’s arms and the ball tore across the sand, the martyr’s strength renewed and thus turning his appearance to represent such. And so he rose, hair bent in knots and matted, chains rusted. From thereon he fell to his knees into the sand, swearing vengeance upon those very first forces who brought ruin to his family. Irel'an has since awoken, empowered and remembering. A host of mixed men and women with chains wrapped around their arms moves behind him, beset by his tale and the reclaiming of ‘their’ land. His will is forever unbroken, harder than diamond, able to pass this trait to others in select instances. His willing flesh regenerates when wounded, and it is so willing that he may take the wounds of others upon himself and relinquish their pain to himself. Though the shackle that once bound the lead ball to his foot remains, the weight is released, and his agility has grown ten-fold. The weights that balance life itself are cruel in their machination, such apathy can only be parried with empathy. In selflessness, no matter the cause, we find true virtue. Benevolences true nature is the purging of selfish endeavors and the promotion of betterment for the overall. So their host repeats to themselves, a hive mind focused on the renewal of their people and solely their rejuvenation; rather than the thought that the darkness that once ate at their land will do so again. -+- Sacrifice Incarnate It is under his follower’s belief that self-sacrifice is the most necessary of traits. Irel'an is no exception, and he frequently shows himself to both his people and their opponents. He often shows as he did prior to his death; cloaked in chains, a single broken shackle hanging loosely off his left ankle, though strengthened from his ascendency. He is not one to allow his boundless followers give all of themselves for him and will thus often help them, whether it is taking on their pain, or preventing it through defense or offense. Though vengeful, he is merciful, and will not bring unnecessary pain. Though a firm believer of justice, it is only that which someone deserves, and is expectant of them to fully accept their punishment responsibly. He will enforce these expectations heavily if need be, he is not a pacifist.
  20. Patron: Lord Knox “The blight that shall pass many.” Introduction; Lord Knox is a patron to Tayl, one of the first patrons and continues to live on to this day - spanning many centuries and lifetimes. Aim; Lord knox is a creature of evil being - he seeks to create a mass of pure destruction within the world and bring it to it’s knees. The goal is to create an ultimate war, pure anger and descend the world into anarchy. Often this is achieved by manipulation, trickery and deceit. Two sides can be paired against each other through these methods to create a small conflict which can often lead to bigger and greater means. He seeks not company - but others to achieve these aims for him. Illusion; Lord knox is an unusual being. His powers allow him to tap into the mundane world and fill it with his desire. Possessing the ability to pass people into a sleep-driven state, he is able to trick the mind to produce anything of his will. He will often confuse beings into thinking that these illusions are real - leading the effects of the illusion to become mentally temporary as well. The illusions are often so life-like that the subject would pass them off as absolute anyways. Lord Knox also possess the ability to to transform into a cloud of smoke - this allows him to travel far and wide to carry out his aims, and also prevents his body from becoming damaged when coming into tight situations. Form; Lord Knox will often be seen wearing a pumpkin atop his head, as is such the infamous signature. However he can also be seen without the pumpkin on - mostly when within close acquaintances. The actual being of Lord Knox is not man, nor spirit - he can be thought of as a mind set. Knox will choose a potential suitor, a potential body. However this ‘suitor’ must be willing to accept Lord Knox upon himself. Lord Knox will take hold of the body. Lord Knox will become the body. The once soul bound to the frame will become buried so deep it will be forgotten. Standing in front of you would be Lord Knox. Sometimes Lord Knox’s body will become incapable of filling out Knox’s duties, he will then seek a new being to live on with. Usually this happens due to age; however other circumstances can become apparent. Bounds; Although yes, Lord Knox’s aim is the destruction of the mundane world - Tayl has placed some restrictions upon Lord Knox to make sure that Tayl’s aim is carried out. Lord Knox is unable to kill another being. He would experience great pain if this were to happen by his hand. Lord Knox is never able to deviate from the path of destruction - his mind will always be set upon the torn world. Lord Knox has the insatiable desire to wear suits.
  21. For those showing interest, Dragur scholars guild post is now up 

     

    1. Ilikefooddude

      Ilikefooddude

      Your face is stupid

       

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