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Lefty

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  1. Myrkyra, Patron of Darkness, Luck, Cunning, and Deceit (Pronounced Mur - Kai - Rah. Also known as the Mistress of the Night or Lady Luck) History / Origin (All events during the server’s maps have actually happened, albeit slightly edited to account for Myrkyra’s presence in this world) Pre-History During the beginning of existence, Myrkyra was a neutral entity. A being who held no greater power, destined to be a lesser of their divine kind and oathed to a humble task. This was soon to change however, when Llahir, Daemon of Luck, Trickery and Theft was to bless the mortal realm with his presence once more. As he wandered from mortal to mortal performing no less trickery on the first as he did the next, yet when he came across Myrkyra, he was baffled. Here he saw a being much like himself, one who was a near embodiment of the very things he strived to plague upon the world. He saw a being full of conniving, trickery, deceitfulness but most of all darkness. This being was a mere mystery in itself and he grew to love that. Thus he saw what capabilities Myrkyra had as his servant upon the mortal realm, ascending Myrkyra up to the status of Patron, allowing her to reside within her own realm alongside his own, to keep alongside him to share with him in the tomfoolery that they would both create upon this world. Furthermore Myrkyra would thrive with her new found powers that she had always strived for and she had gotten them. Aegis As the War of the Gods had come to an end the eager Patron was ready to test her prowess upon the mortal realm. Through her usual tricks and deceit, she began to convince various people with a future full of riches. Myrkyra would unbeknownst to herself set off a series of events which would create the biggest band of organized thieves ever known to the descendant races. Through her mischievous ways she learned of the location of a priceless portrait of the Wandering Wizard confined within the vaults of Alras, a city heavily guarded by both men and her bitter rival, Aerial. Biting her forever hidden bottom lip, she knew she couldn’t directly intervene, yet did that not stop others from doing her dirty work. Like the wind her whispers found two unique individuals, The Red Raven and the Upright Man, both heard of the location of this priceless portrait and whilst previously knowing each other, this banded them together in order to steal the artifact. Under the protection of the notoriety of the large battle which was taking place within Alras’ lands, the two snuck into the palace, taking the portrait, and with it creating a long lasting friendship which would create a group of thieves known to many as the Master Thieves Guild, a family bound not by blood but by avarice. Myrkyra, after seeing this heist successful, and this band of organized thieves formed, grinned as her impact on the world had caused one of the most important events in world-history. Asulon Before the battle of Salvus, a crew of unsavoury men banded together with one goal in mind, acquiring the riches of the Salvus vaults. It was during these times that the people of Asulon, the two Empires of Urguan lead by Paragon Kjell Ireheart and Oren ruled by Emperor Godfrey namely, planned their invasion of the peaceful land to dispose of its ruler. The Queen of Salvus, Dawn Perea, was a kindly woman of notable prestige-bearing blessings of longevity from Aerial. However, this extended life and undeath sprouted wicked rumours of a sinister origin to these boons. Within a matter of weeks the realm of Salvus was set to be claimed, the Queen dubbed a witch and practitioner of the dark arts. Meanwhile, a gang of thieves were presented an opportunity of claiming Salvus wealth before it was lost to hungrier men by a modest woman in dark robes. With soft words, she assured the chests residing in the vaults were lockless and ripe for the picking. Surely enough this woman’s claims were true as the bandits made away with the plunder, each man a quarter as rich as a single Queendom. Following this abuse of the Salvian vaults, Myrkyra noticed another theft to be planned by the Electromancer known as ‘Floop LightForge’ a peculiar human with a mind for masochism. His goal was simple, he desired the ownership of a renowned anvil. This anvil was the Golem anvil, the only surface upon which a stone behemoth could be forged. With knowledge of the Dwarvish Emperor’s unfamiliarity with this relic’s importance, he stole it from under his nose, sending it back to be repaired without any citizen of Urguan discovering the treacherous theft. However, this wasn’t to last as the High Prophet Arbrek divulged the nature of the Golem anvil, sparking the capture of Floop. Locked by Iron chains within a pool of water, the Electromancer couldn’t fight back against his captors. Thus, under the dead of night, the visage of a robed figure convinced the guards to fetch a drink from the tavern, before assisting in the release of the fortunate criminal. This act would result in the largest show of political intrigue the history of the descendents would ever experience, leading to the hidden war of the Golem Anvils. Anthos Another event, exercising the thieving arts, was once again influenced by Myrkyra and her prying Patron touch. It was the theft of General Gabriel’s breastplate, a piece of armaments belonging to a famed Salvian general, which was claimed by a fellow who remains unidentified to this day. Otherwise branded as, the Cunning Man. Down on his luck, this Salvian citizen, or rather a Salvian homeless man, was fully aware of the value found in the breastplate. Alas, this prized possession was firmly guarded and as much as the city itself. However, this fact didn’t serve as a challenge for the Cunning Man, as his silver tongue and prowess for deceit would aid him in the attempt. As the night fell the Cunning Man abandoned who he was and assumed a flexibility in his persona, he was the guard who was getting drunk in the tavern as much as he was the King of Salvus, James Hightower himself. With costume and word, he walked through the defenses until he hit a snag. The breastplate wasn’t guarded by a man, rather a beast. A lion of Salvus was guarding the armour but also a woman in dark robes. She didn’t pay the thief any mind as she kept the lion under Her sway, pacified. With riches in hand and his daring behind him, the Cunning Man escaped and lived comfortably afterwards, branding his alias in the wake of Salvus. Athera Dwarven thieves were few and, furthermore, secretive. However, once in an age will one Dwarf’s greed be greater than his fellows; the result being a criminal with no guilt in his mind but an empty coffer. Thus, the Goldhand was caught early in his years and taught wicked deeds by his Lord, Grimdugan. Avarice was the key to this pillar of the Brathmordakin, a celebration of Iblees’s influence on the Dwarvish people. Much like all thieves this Goldhand was a swindler, a Dwarf who knew how to speak honed words and pull the strings of mortals. As his hoard grew, the Dwarf’s desire for more dangerous cons did as well as an opportunity presented itself. The Stafyr Duke was conscripted by Oren to supply the Crown with wares, where a steward was set to collect them. However, instead of the human steward, the clever con artist approached the crowned nobility on a set of stilts. Through easy words and gleaming grins, the Stafyr Lord was convinced of the false Steward’s legitimacy. Thus, the Goldhand thief made away with a cart full of armour and rations enough to supply the Dwarvish Legion for the coming wars, if he was to share that is. Vailor In Vailor, Myrkyra would strike once again. This time she looked to the seas for her next action of deceit. Once again would the vagabond known as the Cunning Man find himself with Lady Luck’s favour. At the bustling port of Sutica, the man found himself looking upon a fine vessel, bright blue sails with a crow’s nest as high as the city walls, with the head of the ship shaped into a young woman with two daggers at her side. This ship had, unknowingly to the guards, made its way into the port some days prior, yet was somehow left unguarded. Jumping on the opportunity, the man spoke to the townspeople of this grand ship and how it was up for auction. Before he knew it bids would come in loud from the townspeople. As one nobleman believed his bid of 1000 minas had been enough to secure the ship, a cloaked woman within the crowd repeatedly raised the bid. The stubborn nobleman, thoroughly intent on purchasing the fine vessel, stupidly went along with such bidding until rose to 5000 minas. As the Cunning Man called out for the end of the auction, the veiled woman disappeared into the crowds, whilst the nobleman proudly made his way up to the podium as he handed over the minas for the ship, with a nod the Cunning Man directed him down to the ship. The next day, after the nobleman and his men made their way upon the ship to set sail, they made it out into the bay before the ship suddenly began to fall apart, the nobleman and his crew would jump overboard to avoid going down with the ship, whilst the Cunning Man watched from the port, with a grin upon his face. Axios After the Coalition War, the Crown and Helmet of Urguan were still within the custody of a human nation, however, which one was unknown to the Grand King. Whilst he sat in Kobble’s Cobble Tavern, thinking of the artifacts’ whereabouts, he was approached by what he assumed was a man, however with a slender figure. As the man slid into the seat in front of him, the Grand King questioned his reasoning for approaching him, before the man spoke in a soft tone. “A helm for a warrior, a crown for a King, Return them to Urguan, your people sing, Beneath the city where the Northerner’s bide, Your relics remain guarded by those who have died.” With such cryptic words, the man rushed out of the room, leaving the Grand King confused, yet driven. He had no other news of the relics whereabouts, and thus looked to the clergy for assistance. They took it as a sign from Grimdugan, the Lord of Avarice, and thus they gathered his followers, dwarves of the craftiest type yet the most dishonest. With the promise of large reward, the Grand King sent these dwarves into the city of Karlsburg where they would break into the Barbanov Crypt’s, deep beneath the city would they find the Helmet and Crown of Urguan, returning to the Grand King with such relics, the group were rewarded with their bodies weight in gold, and the Grand Kingdom was given by their most prized possessions. Atlas A Farfolk man, of no education nor ability of note simply known as Mulumbu found himself starving within the walls of Presa de Madera. As he begged on the streets for even a single loaf of bread he was turned away at every door. However, Mulumbu found himself at the doors of the city pantry, and as luck would have it one of the local farmers transporting a fresh harvest had just left the building, as he closed the door on his way out, Mulumbu, in a split second of deciding whether to take initiative for the sake of his own life or be himself food for the carrion birds if he were to go on starving, decided to slip through the door and indulge himself to his heart's content of food. Mulumbu feasted like the King of Santegia himself however as he exited the building, his arms full of food for the coming days, one of the guards returned to take post outside the pantry and caught him in the act. Mulumbu stood frozen to the spot, fearful of what punishment would befall a thief, let alone a thief who stole from the city pantry. Yet as the guard was about to undertake the arrest, bells rang from the distance to signal an incoming attack from the forces of Curon. The guard, indecisive on whether to apprehend the thief or protect the city, chose the latter of the two and made his way to the city gates, which left Mulumbu the chance to make his escape through the sewers and out of the city. Yet when the guard force arrived at the gates, there was no raiding party to be found, whilst the bell tower was seen to be empty. All that anyone could remember seeing was a slender hooded figure hastily making their way into one of the city’s dark alleyways. Arcas Within the bustling city of Helena, the Cunning Man would once again find himself with a lust for anything that was not his. As he scoured the rooftops at night looking for homes that were easily accessible and had chests full of goods ripe for the taking, he struggled to find a home to burgle without the need for heavy force. As the man was about to give up, he began to hear the soft voice of a woman humming a melody. Like a moth to a flame the man began to follow the voice along the rooftops searching for the source of the melody. As he followed the voice he came upon a balcony with a gorgeous woman who was perched upon the railings humming as if no one was there. As the man approached, the woman slowly made her way into the house. Yet when the man followed through the surprisingly unlocked doors of the house, he found that the entire building was empty, save for a few chests full of stored goods. The woman was nowhere to be seen. The Cunning Man then took his weights worth in goods, leaving behind his calling card within the chests, and made his way back out through the balcony, wondering if the woman was ever real. Personality Myrkyra a Patron of Darkness, Luck, Cunning, and Deceit. She is not a being to mistake for bearing mirth but rather one whose demeanor clashes with her surroundings save for the grim and somber, a serious nature. Myrkyra is a Patron of the Daemon Llahir, a Patron of those who perform wicked deeds unclaimed by Iblees, her followers consisting of swindlers, cut-purses, thieves, gamblers, and the odd greedy merchant. Her likeness can be found depicted in the Dwarvish Brathmordakin pantheon as Grimdugan, a mistaken representation due to her varying physical guises. Some can claim that Myrkyra is a malevolent deity. However, to most, She is rather a benevolent crutch for the poor and desperate whose lives couldn’t rely on legal income. Furthermore, Myrkyra is fond of bestowing favours to those who boast potential, but the result of these boons often turn into challenging contracts between Her and the signer. This peculiar habit can be attributed to a single sort of prize she clamours for most, the theft of souls from Aerial. A number of explanations attempt to deduce the reasoning behind this peculiar temptation; the leading theory stating that a rivalry between Aerial and Myrkyra has resulted in her taking satisfaction from the Aengul’s anguish whenever She succeeds in claiming her prize. There once was a lonely old widow She hummed in a subtle billow. “A man for her, now a man me.” For no victim was ever free. She enjoyed the darkness and fog, Creeping her daily slog, As slowly and gently she dragged them away Forever in the dark, they were doomed to stay. “To Trust A Fiend”, a poem recounting the fate of some. circa 1473. Goals Much like the Daemon Llahir, Myrkyra follows in his image of the want for chaos and tricks. However her goals are much deeper than that. She actively promotes thievery, burglary, conning, deceit and anything of the like. Those who possess those traits in abundance are those she favours, by earning her favour however you are slowly signing your life off in eternal servitude to her. Through her own manipulations she will help those she favours at first for their own gain, bit by bit corrupting their mind to worship her every aspect, before eventually succumbing to her deceit and pledging yourself as a loyal follower of her. Those who end up in her servitude may for a time find riches, but in the afterlife, their souls shall forever be trapped within her realm in endless servitude. Abilities Myrkyra’s abilities include being able to appear as many different beings, of a seemingly recognisable nature, yet not of someone who is actually real. For example she could appear as someone dressed as a guard, a nobleman or even a King, but whether the person she is appearing to chooses to believe that she is actually them is down to their own ability to recognize someone. Myrkyra also has the ability to manipulate people mentally, when she speaks it is as if an overwhelming force draws you to her. Obviously it is not impossible to break through her mental grasp but it would take someone of a strong mental capability to resist her manipulation. Finally she is able to entrap peoples souls who willingly offer them to her in service. Through many deceits and manipulations Myrkyra can persuade those she chooses into giving their life service to her, although she may manipulate them, the final choice must be of their own free will, however it is extremely likely after many mental manipulations a person's mind would be so broken that their only final salvation would be to offer their souls to the Mistress of the Night. Appearance To those fortunate to gain Myrkyra’s audience, primarily unbeknownst, She appears as an indistinguishable dark robe whose presence draws in the mist from the air about Her. Furthermore, her shape was assumed to change with each visitation, varying in detail save for the distinguishing dress ambient cues from Her presence. For many aeons, until the coming of the 16th century, Myrkyra’s femininity was unknown to Her followers due to Her tendency towards secrecy through a cryptic tongue and robust attire. This discovery was credited towards one of Her devotees the renowned blind vagabond: Eyeless Rjkurt who, through a game of chance, lured the exchange of his winnings into information. Regardless of these details, Myrkyra’s visage is forever embraced by obscuring fog; yet rumours state those who are graced with a glimpse of what hid below would become greyed in the pupils, forever scarred. “Lady luck, Lady luck. Don’t swindle me today, For it’s a game of chance, that I’ve come to play. A flick of the wrist and a roll of the die! Will fortune grace this sorry eye?” “Luck’s Incantation”, a prayer for a game of Greed’s Hand. circa 1323. Sigil A set of blades are always located in the vicinity of the Deity’s depictions, both expressing unnatural qualities as each silvery weapon is of Daemonic make causing them to warp, twist, and curl expressing a wicked fashion or appear as a common kitchen knife. Whilst this has led many to suggest her representation to be that of a more murderous Patron, there have never been any recorded cases of her followers or those who have represented her to kill in order to earn her favour. The silvery daggers represent the diligence and willingness to commit to the shadows, whilst also being weapons they are also tools, used by the common thief or brigand to successfully commit their acts in order to earn Lady Luck’s favour. “As silver as her tongue, her daggers are, Their presence next to Lady Luck, is never far, For those who wish to earn her favour, Must give their life’s fortune as a waiver.” “A Lady’s Love”. A poem recounting Myrkyra’s lust for a mortal’s life devotion to her, circa 1566. Realm Her plane of existence, Mistmyre, is a sub-realm within the Daemon Llahir’s own realm of madness. Mistmyre is a realm of perpetual darkness and twilight, an almost never-ending forest dotted with ruins, of unknown origin, boasting flora and fauna commonly found thriving in the night. A light fog encroaches most of the plane, with the only source of light coming from the dimly glowing orange lanterns which drift across the sky. The presence of a single moon sits perched up in varying stages during the endless night plaguing Mistmyre. Those who were contracted claimed, or direct worshippers of Myrkyra are said to continue in their servitude to her after death within the Mistmyre. Yet those who find their way to her plane, without earning the Mistress of the Night’s favour, will be forced to search for escape for an eternity. “Your plane is as dark and foggy, as the night can be, Oh eternal Myrkyra shed a light on me, This never ending forest has plagued my mind, Grant me freedom or this very darkness shall turn me blind!” “Never Ending Night”, a cry for help from those who have found themselves within Myrkyra’s realm without invitation . circa 1611. Current Location Presently, Myrkyra continues her slight influence on the world and local events in order to see cunning and deceit thrive. A world where those with ill-intent is a world in which she wishes to create, chaos through lies and success through vindictiveness, she will not stop until the world is her immoral compass, and she is able to drive and direct the descendants into one-upping each other through avarice until they grow fat in their own wealth, whilst from the shadows she deceives these very men to devote their lives to her, so that their souls can forever be in service to her within Mistmyre. She currently spends her time between Arcas and her own realm, choosing her moments for when she wishes to inspire more deceit and trickery. Purpose (OOC) I created Myrkyra with the intent of hopefully inspiring more thievery, con artistry and burglary roleplay. I myself have a character who is a Thief and I hope to create more interactive roleplay with others through the use of my character, Myrkyra and hopefully more thief roleplayers. I have plenty of ideas I can share with the ET about events around her, and also willing to centre my characters roleplay around her worship to help integrate her into the server. Citation I wrote this lore alongside massive help from Charles_Grimlie who is unbelievably talented at writing. I also used information from Llahir’s post in the Lore section.
  2. how strong are the dwarves ?

    1. Show previous comments  2 more
    2. z3m0s

      z3m0s

      You know how it is lefty

    3. Dreek

      Dreek

      Stronger than Italy's national team but weaker than arsenal's mental strength

    4. NotEvilAtAll

      NotEvilAtAll

      Eh, the dwarves are still relevant. They haven’t fallen into inactivity from what I know. And the Holm academy probably brings in a lot of action to the race.

    1. ShIXTank

      ShIXTank

      Carlo sei svogliato quindi non vuoi nexus/Carlo you are lazy ass so you don't want nexus

      Edited by ShIXTank
    2. z3m0s

      z3m0s

      You didn't call nothing lefty

  3. i like the idea of having sea dwarves and if it help promotes your roleplay then thats even better +1
  4. I remember a time called Anthos, a time before nexus crafting, a time where actual blacksmiths such as Lark and Tethras would actually do blacksmith RP, a time without nexus pvp, where my normal iron sword and plain iron gear helped me murder the barnett's every day, a time people where satisfied with the server and not encroached in the forceful implementations of non-role play enhancing plugin so 

    1. Show previous comments  2 more
    2. Dreek

      Dreek

      i mean no one is stopping anyone from doing blacksmith rp 

    3. Soggy365

      Soggy365

      Tethras thought me how to smith a sword one time IRP... that **** took legit half an hour

      *taught

    4. 𝕾𝖙𝖆𝖗𝖌𝖚𝖘𝖍

      𝕾𝖙𝖆𝖗𝖌𝖚𝖘𝖍

      A vanilla LOTC sounds like a long lost dream.

  5. Anyone who is good at making Coat of Arms for human houses could they PM me, offering minas or irl moneys 

    1. Show previous comments  3 more
    2. Bangi

      Bangi

      Google it for sure, if you're not sure about it.

    3. Lefty

      Lefty

      Yeah I'd like an achievement of arms haha

    4. Bangi

      Bangi

      I might be able to help, depending on what you want exactly.  PM me the details, and if someone else wants to take this commission go for it, I am a lazy ****.

  6. There have been a few pirate groups in the past such as Grabthar's crew aboard the Obsidian Flame (him being the most notable) and even in Anthos there was a pirate cove (that was sadly pretty much abandoned) however the problem is that unfortunately the staff over the years have repeatedly made it hard for people to conduct villainy for actual villain rp'ers such as thieves and pirates by repeatedly fixing the rules to suit defenders, such as not being able to unlock chests (which would be a very important thing for pirates and thieves) and I get that you can do it on heists but bloody hell you're allowed like 4 slots and you can't take more than half a stack of anything. The staff have really ruined villainy RP, and I also think it'll be hard to find a staff member who will world edit around your ship constantly (especially with the modreq waiting time because GM's prefer to RP then to answer modreq's and help other people's RP) but anyways that's just my two cents on it, whilst I really hope you make a Pirate group because it will honestly be so fun for you if done right and I'd love to see it successful, unfortunately pirate and thieves groups haven't been around since Anthos due to the very reason that staff have ruined it for all of us with their excessive rules
  7. I enjoy this

    1. Narthok

      Narthok

      Hey Narthok whats up

    2. Lefty

      Lefty

      Hey Narthok, I'm good so I assume you are too

    3. Narthok

      Narthok

      Good to hear

  8. typical of human nations to fight alongside dwarves when it's convenient for them, for example, lorraine who fought with the dwarves against norland literally 3 days ago, but now suddenly chastise others for doing so, sad!

    1. Show previous comments  17 more
    2. InfamousGerman

      InfamousGerman

      1.8 downfall of toddler empire

    3. KeatonUnbeaten

      KeatonUnbeaten

      calm down, get salty when you stop impersonating narthok ;) smirk

    4. KeatonUnbeaten

      KeatonUnbeaten

      @The South just got shooken hard

  9. everything Alex jones said is coming true PEOPLE, these are DEMONS

    1. TinyBiceps

      TinyBiceps

      stop globalism

    2. LadyRebecca

      LadyRebecca

      Whenever Alex Jones is near Lefty is never far

  10. “We will hunt down the Norlandic swine, until the end of all days be upon us.” - Grand King Bastion Ireheart to High King Donovan de Frey after his denial of Urguan’s peace terms, 14th of the Sun’s Smile, 1609 The Krag, capital of the Kingdom of Norland, circa 1609 Returning home from a long journey to the Citadel of Acael, accompanied by the Grand Marshal, Oyvind Frostbeard, the Grand King brings word to his council of the results of the recent peace talks with the High King of Norland. As he takes his seat within the council chamber, a certain sense of fatigue fills his eyes, his councillors growing impatient at the notion of his silence. “What of the talks of peace?” questions Dwain Irongut. “Did the Norlanders accept our terms?” he asks before looking questionably at his Grand King. “No,” says Bastion firmly, as he lifts his head to look upon his council, the grey under his eyes clear as the light of day, evident to his lack of sleep. The dwarves murmur amongst themselves for a moment, before Zahrer Irongrinder steps up to speak. “Fine by me,” he says assertively. “A grudge is a grudge. It must be paid in blood, lest we risk angering the gods by refusing vengeance for our fallen kin.” Kalviin Ireheart, nephew to the Grand King would then step up to voice his opinion. “Whilst I cannot participate in this war, the undead threat beneath the Krag is something which must be eradicated immediately. With Norland not having reached out to my order, it is evident we must seize control and rid the undead ourselves.” He looks towards the other dwarves with a stern look upon his face, his white eyes glistening in the gaze of the candle light. Azkel Frostbeard’s eyes dart to the dwarf’s in return, his voice echoing throughout the meeting hall. “It seems like the Krag is where we are heading then. I’ve read up all our books on siege mastery, and I think conquering that island fortress will prove a feat never before achieved by the dwedmar of Urguan.” The Grand King would then turn his attention to his Master Engineer, Ogdan Frostbeard. “Do you think it is possible? Can the Krag be sieged?” Ogdan twiddles his thumbs for a moment, looking down at an assortment of scattered blueprints. “Aye, of course it is! Besieging the Krag is as easy as connecting a redstone circuit to a line of thanhium!” the dwarf exclaims with a wide grin, across his face. “I may even have a new piece of dwarven technology up my sleeve - it is not yet perfected but there is a chance it could be used!” Ogdan would reply slyly. Dimlin Irongut would then look towards the Grand King. “Are you sure it is so black and white, your majesty? Did the Norlanders have anything to say?” he queries before Bastion would rise to speak once more. “I believe their exact words were... Mythdort’s body will be waiting for you... Hung up upon the Ash Tree within the Krag. I’ll dig it up just for you.” Upon the Grand King finishing his statement, Grumbis Frostbeard, father of the deceased Mythdort Frostbeard, crashes his iron gauntled fist onto the table in anger, arising from off his seat. “I WILL KILL EVERY ONE OF THEM DAMN NORLANDERS, EVEN IF I HAVE TO CLIMB INTO THE KRAG AND FINISH THEM MYSELF! THEY KILLED MY BOY! THEY KILLED MY BABY BOY!” Quickly, the guards hurry forward and begin to constrain Grumbis and push him back down into his seat. Meanwhile, the Grand King arises from his iron chair for a final time. “This ends now. We shall siege the Krag, destroy their petty kingdom, and put down these axemen once and for all.” “OTHOKMAR AUROKAZ-VAR!” “OK AZUMROS VAR KAVIR!” “YOL-NORLAND KAVIROK!” WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): 1 Type of battle: Siege Date And Time: Saturday May 6th, 2pm EST Side A: Grand Kingdom of Urguan + Allies Side B: Kingdom of Norland + Allies Location and boundaries: Direct Area: x -2200 z -300 Surrounding area of battlefield for reference to location: Terms of Victory VICTORY FOR ATTACKERS- The Krag is taken and all defenders are killed, or are forced underground. VICTORY FOR DEFENDERS- Attacking forces are killed or driven from the field of battle. Upon Victory For... Side A: The Grand Kingdom of Urguan takes control of the Krag, conquering all of Norland’s remaining land. Side B: The Grand Kingdom of Urguan cannot launch an offensive campaign for 2 weeks. Rules: No status switching. All LoTC rules. No golden apples. No one day alts. If a side does not show they forfeit.
  11. “The Norlandic swine have tucked their tails and ran! We must root them from their petty castle like the pests they are.” - Grand Marshal Oyvind Frostbeard addressing his war council after the Battle of Blódskogr, 1608 The dwarven legion meeting their Norlandic foes upon the fields of the Battle of Blódskogr, circa 1608 After the return of the dwarven Legion from their recently won battle in the forests of Dauðurmenn, the Grand King lays plans for a council of war, attended by his most trusted advisors on military affairs, the Grand Marshal and the commanders of each of their respective clan militias. “Our efforts against the Norlandic swine have proved successful, and Dungrimm clearly favours our cause this day,” bellows the Grand King as his council listens to his words intently. “However, we must begin planning our next move,” he says before turning to his Grand Marshal, Oyvind Frostbeard. The old dwarf would step up to speak, addressing his council with a distinct firmness apparent in his voice. “The Norlanders were seen retreating towards a poorly defended castle along the road to their capital. Whilst we could proceed around it and siege the Krag directly, it may prove beneficial to root out any remaining Norlanders in this castle in order to continue with a full forced effort into the heart of their kingdom.” Delric Grandaxe would step up almost immediately to speak upon hearing the Grand Marshal’s words. “Aye! Let’s fook these Norlandic bastards up. I want justice for Avar, n’ if that means taking every damn piece of land in their petty little kingdom, that is what we shall do.” Taking his seat once more, he turns back to address the other commanders. “I am inclined to agree with Delric,” barks Zedgar Ireheart. “We must pummel the Norlanders into the abyss, and that demands we bring havoc upon them at every turn on the road to their island city.” “Whilst I believe besieging this roadside palisade is the best course of action, we must proceed with caution,” interjects Vaddon Starbreaker, calmly from the end of the table before Thond Doomforged interrupts him “Agreed, the Brathmordahkin blessed us with victory this day. However, we cannot become pig-headed and make impulsive decisions, lest this has all been for nothing.” Garrond Frostbeard, the final member of the council then stands to speak. “Aye, we must once more make a sacrifice to the Brathmordahkin, in order to ensure another swift victory, and a hopeful decisive end to this war. We must treat our enemies with respect, but unleash hell upon them when the time comes.” With that the attention is turned once more to the Grand King, after having listened to his council. Having pondered upon their words, he once more lifts himself from his iron chair to offer his verdict. “Very well,” he declares in a stern tone. “Oyvind, prepare the artillery. We will besiege this damned castle, and then press onward towards the Krag”. As he finishes speaking, his councilmen roar in support “NARVAK OZ URGUAN, KAVIIR OZ NORLAND, KAVIIR OZ RURICS!” WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): 1 Type of battle: Siege Date And Time: Saturday April 29th, 3pm EST Side A: Grand Kingdom of Urguan + Allies: Side B: Kingdom of Norland + Allies Location and boundaries: Direct Area: x -1800 z -525 Surrounding area of battlefield for reference to location: Once again, the dynamap is not updated so the fort is not actually on the map. Terms of Victory VICTORY FOR ATTACKERS- The fort is taken and all defenders are killed, or are forced underground. VICTORY FOR DEFENDERS- Attacking forces are killed or driven from the field of battle. Upon Victory For... Side A: The Grand Kingdom of Urguan takes control of the Norlandic fort and can move in to siege the Krag. Side B: The Grand Kingdom of Urguan cannot launch an offensive campaign for 2 weeks. Rules: No status switching. All LoTC rules. No golden apples. No one day alts. If a side does not show they forfeit.
  12. thank you for your contribution, like I said it's open to editing due to it being a very raw concept and I have no problem with making it a lot less advantageous and more risk worthy
  13. thank you sir although i disagree as black steel coming at stone very fast would most definitely penetrate a castle wall, it's only need to have enough of a grip to stabilize people walking along the bridge it creates. even still you could always just shoot the ground below a wall and then ladder up the side of the wall that way, the black steel arrow only needing to penetrate the ground
  14. (a similar depiction of what a bridge ballista would look like) Background Lore Several months before war was officially declared on Norland, the Dwarves knew that armed conflict was inevitable. They had the numbers, and the resources to bring to the fight to their enemies, but a seemingly unsurmountable problem stood in their path. The island fortress of The Krag. In preparation of attacking this seemingly impregnable bastille, scores of Dwarven engineers were assigned to develop an efficient means of entry. Experiments ranged from explosives, to catapults, to highly dangerous prototypes of flying machines, but all seemed too expensive, or too inefficient to meet the needs of their current dilemma. That was until, the suggestion was made to think of a redesign of an old favorite, tried and true for hundreds of years. Old blueprints created by Nalro Grayhammer, the greatest ever dwarven engineer where dug up from engineering books within the vault of the great library of Kal’Omith. These blueprints, the first concept of the bridge ballista, were originally made to be used in the siege of the Shadow Castle during the dwarves attack on Oren, however were scrapped for a more simple approach through the use of just bombarding the walls. These blueprints were eventually put into use by the current Master Engineer Ogdan Frostbeard, in preparation for the attack on Norland. Thus the Vath-Kahrkrumm (Wall Attacker) otherwise known as the bridge ballista, was put into production. An incredibly useful, yet fickle machine, it utilizes the same mechanics of an ordinary ballista, but instead of bolts it launches two powerful anchors made of black steel meant to be driven into the stone walls of a mighty fortress. In the wake of these anchors follows a bridge, made of rope and dubiously unsafe and flimsy wooden planks. Although strong enough for several armored dwarves to walk across at a time, the fragile bridge is prone to swaying in high winds, and can be easily broken through by a prepared defender. The reliability of this war machine is low at best, and it is often prone to misfires, or simply not reaching it’s intended target. However, by time constraints and the expertise of Dwarven engineering inspectors, it was deemed ready for battle. In Game Operation Each ballista is mounted on wheels and is mobile, however only has the potential of one shot. Loading it and firing it is the same as a normal ballista, however after it’s first shot has been fired, it cannot be reloaded. If a shot does manage to hit, the siege moderator should worldedit a bridge of appropriate length to the target location. If defenders manage to hit the bridge with a siege weapon, it should be destroyed, and any on it at the time should fall or be damaged once the bridge is removed. Suggested Rolling Stats Perfect: 19-20 With a perfect shot I would suggest that the bridge land right on it’s target, with perhaps only a one block difference of high or low. What a perfect attempt would look like: https://i.gyazo.com/fad9a73a3c1a251c8846651eed7b538e.mp4 Good: 16-18 With a good shot, I would suggest the bridge land within the general area of it’s target, perhaps 3-5 blocks off in any direction, requiring the need to deploy ladders to reach it’s intended location. Fair: 12-15 Although not terribly far off, a fair shot should land somewhere around 6-8 blocks from it’s target. Bad: 9-11 Essentially a miss, this shot will land nowhere near it’s intended target, but may still be useful with a bit of ingenuity. Fail: 1-9 The mechanism fails, causing the bridge to fire down into the trench, or the mechanism fails entirely. What a failed attempt would look like: https://i.gyazo.com/011688bc01bf1b9beaf8c4e9093fbaaf.mp4 What it looks like within minecraft: This lore is not set in stone by any means, and we are open to suggestion for changes that may help this piece get accepted. If any player or LM has an opinion or suggestion to make this happen, please do not hesitate to reply or message us.
  15. “Let it be officially taken down into the Book of Grudges on this day, the 14th of The Grand Harvest, 1558, that we levy grievance and hatred upon the name of Thomas Ruric and all those who would call him master.” - The former lords of Avar, following its loss during the Eighteen Years’ War, 1558. The dwarven Legion, marching to war against the Holy Orenian Empire, shortly before their victory at the Battle of Goldfield, 1595. As the proud dwedmar of Urguan gather within the chambers of the Ord-Umar, the Grand King Bastion Ireheart stands to address his senators. “Kazahar khazadmar-ur-annak” he says as all eyes within the room become fixated upon him. “Long has our turmoil with the axemen of Norland been of ripe importance to our people, but no longer shall it be swept aside for the greater pursuit of peace. Our people have suffered greatly at the hands of the Norlandic swine; time and time again have we taken them for decent folk, but clearly our trust has been misplaced, and their lack of honour evident through their many misdeeds upon us.” The senators sit in silence as Fimlin, Kaazkazamar of the Grandaxe Clan stands to speak. “Who among us remembers Avar? No dwed here could possibly forget. We sheltered, protected and bled for their people, gave them a home when no one would take them in, only for it to be thrown back in our face. Avar, the land of my forefathers, was robbed from us by the Rurics. Yet the truest betrayal, was their secession to the Empire of Oren. The Rurics and their people, took part in the invasion of our lands, assisting our greatest of enemies. They took part in the suffering of OUR people, the murder of innocent dwedmar, young, old, man, woman and child... This grudge will not go unpaid.” As the room once again falls to silence, Kilgrim of the Irongut Clan steps up to speak. “I have lived to see kingdoms rise and fall, people come and go, and our enemies destroyed one by one. Before his royal majesty, Grand King Bastion, was elected to power, our Grand King Algoda Frostbeard sat upon the Obsidian Throne, the leader of the coalition, and the dwed behind the eventual downfall of the Empire of Oren. He was captured whilst walking peacefully throughout Axios, by none other than a Norlander, before being put in chains and brought to be butchered in cold blood within the keep of Johannesburg. OUR Grand King, OUR kinsman, OUR friend, murdered by these savages... This grudge will not go unpaid.” Aldal of Clan Ireheart, awaits for silence before stepping up to speak. “Yet we, the proud sons of Urguan chose to look past these grievances, and strive for a more peaceful Axios after the great war; indeed, they came to us seeking mercy, in which we gave them such, a pact of non-aggression between our peoples. However we were once again betrayed. They broke such pact, through the murder of an innocent dwarf, and when our benevolent Grand King sought their Prince Ruric out, he lied about such murder to his face, showing the true colours of Rurics and Norlanders alike... This grudge will not go unpaid.” After the previous point, Kerwyr, Kaazkazamar of the Frostbeard Clan, speaks up. “Mythdort Frostbeard, the dwed whose murder at the hands of Uther Grimlee, a loyal Norlandic barbarian, was the reason our pact was broken, yet Norland chose to defend his actions. But what reasons would someone have to kill a dwed travelling in Norland after our supposed ‘peace’, the taking of bread from a gifted food chest. Our innocent dwed was murdered in cold blood, shot through the back with a crossbow bolt, merely for taking the rations he needed for his long journey home to Urguan. Norland even had the audacity to accuse US of attempting to murder their prince, threatening US with war if we did not comply, even after all the kindness we had showed them... This grudge will not go unpaid.” The Kaazkazamar of Clan Starbreaker, Mafraedon, arises to speak. “After all these events, we gave Norland terms, terms of peace for war was inevitable. Ten thousand minas in reparations, a blood oath to never harm another dwarf again, and to make a public and formal apology, so to finally accept all responsibilities for the crimes committed against us. They denied these terms. As we ensued in a cold war of sorts, they once again returned to us, and we gave them the same terms, yet rose the demands to fifty thousand minas, of which they said they could easily pay, yet returned to us their answer not four stone days later, denying our terms, showing a lack of remorse nor want to reason with our people. We gave them kindness once more, for them to only throw it back in our face... This grudge will not go unpaid.” After all the senators speak, the Grand King arises from his throne to speak once more. “I believe it is clear what we must do then,” he says before turning to Morug Goldhand, the recently appointed High Prophet of the Kirkja Dverga. “Would the Brathmordakin favour this decision?” he says, as the old dwed closes his eyes, reciting the prayers of old before turning to the Grand King and muttering his beliefs. “Yemekar created this world in his vision... Norlanders are not what he envisioned, their dishonour a clear affront to their creation - their curse far beyond that of repair. Whilst Anbella weeps at the thought of the loss of dwarven lives, Dungrimm demands justice, his thirst for the blood of our enemies unquenched - Alas, the will of the Brathmordahkin is clear, Grand King, but the choice is yours; will we have peace, or war?” A brief silence pervades the room, as all eyes once more turn upon the Grand King. “We will have war.” “VELAK YOTH OTHOK KRAVIIL KRONUL!” roars Grand King Bastion as the dwarves arise from their seats, war axes high in the air. “NARVAK OZ URGUAN! KAVIIR OZ NORLAND! KAVIIR OZ RURICS” the dwarves shouted, as the Grand Marshal Oyvind Frostbeard began immediately to rally the dwarven Legion to its full force, preparing for war, long and terrible. WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): 1 Type of battle: Skirmish Date And Time: Sunday April 23rd, 3pm EST Side A: Grand Kingdom of Urguan + Allies Side B: Kingdom of Norland + Allies Location and boundaries: Direct Area: X -1650 Z -550 Surrounding area of battlefield for reference to location: The dynamap is not updated and that fort is no longer there, it is just a pathway with some trees and a little open clearing. Terms of Victory VICTORY FOR ATTACKERS- If the defenders are killed or driven from the field of battle. VICTORY FOR DEFENDERS- Attacking forces are killed or driven from the field of battle. Upon Victory For... Side A: The Grand Kingdom of Urguan can move in for a siege. Side B: The Grand Kingdom of Urguan cannot launch another offensive campaign on Norland for two weeks. Rules: No status switching. All LoTC rules. No golden apples. No one day alts. If a side does not show they forfeit.
  16. Yes it is contact Lefty_Bojengles for more info
  17. the guy underneath me lives in kildare he's a bogger dont give him rep lmao

  18. its a meme

    1. Zebanamana

      Zebanamana

      S-so you're telling me that Kincaid didn't get on the server while he was at school and assassinate you?

    2. CaptainBrock

      CaptainBrock

      @Zebanamana Sadly not, Raomir's plan to remove taxes has been foiled!

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