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Lefty

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Posts posted by Lefty

  1. 1 minute ago, GgDionne said:

    MC Name: MypleSyrup

    Character Name: Thromr Ireheart

    Character Age: 52

    Appearance: “Thromr is 4’2”. It would look like all the hair from his head moved to his face. He would be of average weight and build for a mountain dwarf”

    Bloodline - Feel free to contact Utak (Mickaelhz) or Axel (Lefty_Bojengles) for help: Dreek

    Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Son of Krator Ireheart

    Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: Yes

    What is your Discord?: Famingo#3522

    Image of the skin you intend to use: https://imgur.com/a/JN0Vg8u

    Accepted, welcome to the clan!

  2. 10 minutes ago, Juhti said:

    MC Name: Juhti

    Character Name: Urist

    Character Age: 87, born in 1684

    Appearance: A calm looking dwed standing at 4’7” and 230lbs. He has brown hair and black eyes.

    Bloodline - Feel free to contact Utak (Mickaelhz) or Axel (Lefty_Bojengles) for help:

    Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc):
    Igor

    Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: Yes

    What is your Discord?: Judy#7068

    Image of the skin you intend to use: Bound to change
     

    Urist.png

     

    2 minutes ago, Flutterc4t said:

    MC Name:Flutterc4t

    Character Name: Thodlia Ireheart

    Character Age:87

    Appearance:Black hair brown eyes

    Bloodline - Feel free to contact Utak (Mickaelhz) or Axel (Lefty_Bojengles) for help:

    Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc):Igor

    Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?:Yes

    What is your Discord?:Flutterc4t#6352

    Image of the skin you intend to use:im still currently working on it but this is a place holder

    2018_05_23_skin_2018052312523591999.png

    Both accepted, welcome to the clan!

  3. Would it be possible to release the Heist rules so people at least know what we have to work with so that if there are any Heists being planned things can be modified to adhere to the new rules? Then once the LWC issue has been solved allow people to post the applications? Otherwise great work and keep it up 🙂

  4. 18 minutes ago, Dreek said:

    MC Name: thebulter

    Character Name: Dreek III

    Character Age: 25

    Appearance: Dwarf

    Bloodline - Feel free to contact Utak (Mickaelhz) or Axel (Lefty_Bojengles) for help: Dreek

    Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Son of Dreek II

    Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: Ye

    What is your Discord?: you have it

    Image of the skin you intend to use: you made it lefty

    Accepted, welcome to the clan for the 100th time

  5. Axel Ireheart roars upon hearing the news of the return of his kinsmen

     

    “ARRUUUU! Tae return ov’ a dwed ov’ a great loine! Ah predict great t’ings in t’is lads future. NARVAK OZ URGUAN!”

  6. Axel Ireheart upon hearing the Grand King’s announcement would stand up amidst the crowd and take a moment for himself to speak.

     

    “Ire’earts, ah vow tae restore t’is clan tae greatness, weh shall ‘unce again work togetha’ n’ bring back tae prosperiteh, influence n’ powah t’is clan ‘unce ‘ad. Togetha’ weh shall be unstopabble.”

     

    With that the newly ascended Clan Father would begin construction on the Ireheart clan hall, so that all his kinsmen whether old or new would have a place to call home.

  7. 56 minutes ago, Masouri said:

    MC Name: masouri

    Character Name: Durorn

    Character Age: 34

    Appearance: Durorn would have back hair along with a short black beard due to his younger age, his skin tone is light and his eyes are brown like his old folk of Dreek

    Bloodline - Feel free to contact Utak (Mickaelhz) or Axel (Lefty_Bojengles) for help: Bloodline of Dreek

    Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc):son of Brunmiir Ireheart, son of Derenf Ireheart 

    Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: I do

    What is your Discord?: Masouri#1431

    Image of the skin you intend to use: 

    14225268.png

    Accepted, welcome to the clan!

  8. As Cunning sits at his desk within the guild headquarters, he ponders for a moment. He wonders if the current batch of thieves at his disposal would’ve made it during the olden days, when some of the best thieves in the world occupied membership within the guild. Nevertheless, he thinks about each of his newest members, jotting them down within his journal, before muttering to himself.

     

    “I can work with these recruits, I believe we might have the making of something good here....”

     

    With that he closes his journal and removes himself from his seat, returning to his chambers to rest a while. As he lays upon his bed he thinks about what the guilds next move will be.

  9.  

    The Legion of Urguan

    X73ihJ5GUGAGRY88dTC-P8RkYgvb8aIq80zPeP6fzrbhfrUiYTzeLvF67ZUfVVF9xbJtsRg73j63bVPCMGCbBWw-BsBv6wuuJ2S_PQC9EYKPzaTDgFSAE_Rf_NQT1rnBtxX6SY5r

    The Dwarven Legion, defenders of Urguan, protectors of the Faith,

    guardians of the people. The sole purpose of the Dwarven Legion is

    to protect and serve the Grand Kingdom of Urguan. It is the main military

    force underneath the Grand Kingdom, and also one of the most prestigious and oldest military guilds. The Legion is known for its notable order and discipline, excessive training and precise execution.


     

    Notable Battles

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    Battle of the Ugluk Fort

    The Legion siege the Orcish fort of Clan Ugluk. The result is a Legion victory and the land is claimed for the Grand Kingdom. This particular land would become the site of Storm’s Crossing and eventually Kal’Ithrun.

     

    Battle of Indagolaf

    The Legion, pushed back from the trenches surrounding the remains of Thoringrad, entrench themselves in the depths of Fort Indagolaf, an underground superfortress. After a lengthy siege, the Legion forces emerge from the fortress in a charge that would route the human, orc, and elven forces

    .

    Battle of Kal’Azgoth

    The Legion forces alongside their allies, led by a dwarf freed from the clutches of Ondnarch, make their way through the deeproads and into the sealed city. It is here that Igor Ireheart, wielding the Hammer of Baradin, sacrifices himself to destroy the essence of Ondnarch and free the trapped Aengul Wyvern.

     

    Battle of the Dreadfort

    Human forces backed by the Legion siege teams attempt to retake the Scourge-held fortress of the Dreadfort. With brilliantly engineered weaponry and the precision of the siege teams, the dwarves blast a path for the human infantry to retake the Dreadfort with their very own Commander Borin Grandaxe killing the Harbinger of Conquest.

     

    Battle of Vengeance

    The Legion and forces of the Treaty of Zion participate in an open field battle in the Orcish sands against the Orenian forces.. After the magic of the realm failed and many persons being teleported across the realm and the Zionists dominated the remaining human forces.

     

    Battle of Hiebenhall

    The forces of the dwarven legion defended the Irongut hold of Hiebenhall against the Kingdom of Oren. The fort was unable to be breached because of its strategic location and the might of the dwarven crossbowmen who kept the human forces at bay. Orenian forces eventually retreated for their inability to conquer the hold and their massive loss of numbers.

     

    Battle of the Grass

    Nearing the end of a bloody war, Grand Marshal Jorik Grandaxe and Grand King Balek Irongut led the first defense of their homeland against an Orcish Horde. With overwhelming numerical superiority, the forces of Urguan forsook their keep and charged the horde head on slaughtering all who sought to endanger their people. The battle marked the end of the war and a lasting peace for the people of Urguan.

     

    Battle of Khro'Nogaak

    The Legion, supported by the Horde of Dunamis and men following the good Faiz Kharadeen, banded together to protect Fort Khro'Nogaak from the Holy Orenian Empire. Pushing the human empire out of Urguan while the fort crumbled around the defenders leaving a mere hill to defend on. Fili Grandaxe and others descended down the mountain pouring alchemist’s fire on the attackers and repelling them decisively while outnumbered.

     

    Battle of Kal’Ordholm

    During the peak of the 18 years war, the dwarves had been driven from the isle of Avar and were fighting back on the mainland. After sustaining significant losses in each of the battles on Avar, the dwarves’ morale was faltering. The Empire of Oren sought to claim the Fort of Kal’Ordholm on the coast of the mainland. Grand Marshal Jorik returned from his injuries and took command at the fort. With the help of allies from Vandoria and Dunamis, the dwarves held a staunch defense and, under the lead of the Grand Marshal, charged out eliminating the remaining attackers and forcing the Empire out of Urguan lands. This battle is cited as a key turning point in the war and caused the Empire to entirely rethink their method of attack.

     

    Battle of Fort Dunamis

    After the brutal loss at the Battle of Kal’Ordholm, the Empire of Oren shifted its fronts to attack the stronghold of the dwarves’ trusted allies at Dunamis. Dunamis fort was then defended by the Legion, Orcs, and Dunamis. In a surprise attack, the defending forces sallied out from the keep surrounding the Orenian forces and absolutely decimating them on the field. In the fighting, both the Emperor of Oren, as well as its marshal were killed and the war quickly came to a close.

     

    Battle of the Bloody Brothers

    After the election for a new Grand King, Verthaik Frostbeard and his followers broke apart from the Grand Kingdom of Urguan. Following the rebellion, the Legion, still highly trained from the 18 years war, met the rebellion in the valley of flowers, slaughtering the traitors decisively. Although this would not mark the end to the Frostbeard’s attempts in the future.

     

    Battle of the Gorge

    With the Orenian Empire once again at the borders of Urguan in Vailor, the Legion was once again spurred into action by Grand Marshal Jorik Grandaxe. With their allies in Courland, Urguan in an unprecedented manner, repelled the Orenian invaders by taking advantage of the sheer walls of a valley. This marked the first time the Orenian Empire lost a field battle in many years.

     

    Battle of the Goldfields

    In arguably one of the largest battles in the history of the descendents, nearly 200,000 men on both sides from the Coalition, to the Empire of Oren met in the field outside the Barony of Cantal. The Coalition won a landmark victory which would eventually lead to the dismantling of the Empire of Oren and a clear victory for Urguan from the oppressing force that had plagued them across many lands. King Algoda Frostbeard followed by King Bastion Ireheart oversaw the collapse with help from a strong Legion led by Jorik Grandaxe. Ever since this dismantling, the Kingdom of Urguan has had remarkably better relations with any human empire that formed thereafter. 


     

    Military Ranks

     

    Grand Marshal

    The Grand Marshal is the Leader of the Dwarven Legion, second only to the King. He is at all times expected to be an example to those under his command, to lead with gallantry and devoid of cowardice.  Everything he says, everything he orders, will be upheld. Disobeying the Grand Marshal comes with terrible consequences.

     

    Commander

    Commanders are exemplary leaders and confident brave soldiers, they take commands directly from the Grand Marshal and convey them to the lower ranks. It is the Commander’s duty to manage the Legion in the absence of the Marshal, as well as organize training and manage patrols. There can only be two commanders at any point in time.

     

    Lieutenant

    The lowest officer rank within the Legion. Lieutenant's have proven both marital ability and the prowess to lead. Responsible for leading soldiers when a Commander or Marshal isn’t present. It is the Lieutenant’s duty to ensure Legionnaires are consistently working to protect and serve the Grand Kingdom of Urguan. There can only be four lieutenants at any point in time.

     

    Immortal

    The most elite soldiers in not just the legion, but the known world. Immortals are legionnaires who have experienced countless battles and who have slain countless foes in the service of Urguan and its people. The Immortals are an ancient rank and there are only a handful of dwed who have ever achieved this rank. Most legionnaires will have already of been made an officer before achieving this rank, but those who do not wish to lead, instead preferring to serve Dungrimm devotedly can one day after years of dedication, become a true Immortal.

     

    Pridebearer

    Pridebearers are the most skilled warriors and hardened veterans of the legion. Extremely competent in the field, they have proved their worthiness time and time again. Pridebearers are dedicated members of the legion and generally are first to be picked to become an officer within the legion. The Pridebearers are derived from their ancient duty of wielding and defending the banner of Urguan. 

     

    Longbeard

    Longbeards are proven soldiers and are amongst the most experienced and disciplined within the legion. Longbeards are chosen from to become officers if there are no suitable Pridebearers ahead of them that can be chosen. Former officers or those who have held the Longbeard rank and above within the legion can return to this rank if they decide to re-join the legion either after retirement or if they were previously an officer who has been demoted. 

     

    Ironbreaker

    Ironbreakers are experienced soldiers in the legion and have proved their battle prowess and loyalty to the Grand Kingdom. This is generally the lowest rank from which an officer can be appointed and is done under very rare circumstances as there must be no other higher ranking legionnaires worthy of the position.

     

    Stoneguard

    A Stoneguard is the base rank for most Legionnaires. The backbone of the whole order. These are your average well-trained Dwed who knows how to fight. Stoneguards typically know all the basics of the legion and are generally given more respect and responsibility.

     

    Grunt

    A Grunt is the beginning rank within the Legion. All Dwarves can sign up at any time to start their progress within the legion as a Grunt. These beginning soldiers will be taught all the basics they need within their military career.

     

    Promotion Requirement

    Grand Marshal: Selected by the Grand King.

        Commander: Selected by the Grand Marshal, must be a Lieutenant.

      Lieutenant: Selected by the Grand Marshal, must be an Ironbreaker or above.

    Immortal: 750 Honor

    Pridebearer: 500 Honor

    Longbeard: 300 Honor

    Ironbreaker: 150 Honor

     Stoneguard: 50 Honor

    Grunt: 0 Honor

     

    Honor System

     

     In the Legion, prowess and competency can be displayed through the gaining of honor. Honor is gained by completing set tasks and reporting it to an officer. To achieve a higher rank, a certain amount of honor must be reached. If a Legionnaire is inactive, their honor will begin to decay. Honor can also be lost for foolish activity and disobedience.

     

    The ways to achieve Honor in the Legion are:

    Gate Duty: 5 Honor per  hour (Max 1 hour a day)

    Patrol: 5 Honor per hour (Max 1 hour a day)

    Meetings/Feasts: 5 Honor

    Completing tasks assigned by officers: 5 Honor

    Saving a fellow Legionnaire: 5 Honor (Risking your life to save them 10 honor)

    Attending a Training: 10 Honor

    Guarding an important figure within the Kingdom: 10 Honor

    Being critical to a successful mission: 10 Honor

    Recruiting a Dwed into the Legion: 15 Honor

    Winning a Legion organized tournament: 15 Honor

    Raids: 20 Honor

    Skirmishes: 30 Honor

    Battles: 50 Honor

     

    Honor through craftsmanship (can be done max once a week):

    Donating a double chest of cobble to the legion: 5 Honor

    Donating a chest of food to the legion: 5 Honor

    Donating a stack of Iron to the legion: 5 Honor

    Donating a double chest of stone brick to the legion: 10 Honor

    Donating a double chest of lumber to the legion: 10 Honor

     

    Honor can also be rewarded for other exemplary actions.

    OOC

    Being polite, in discord or in game: 5 Honor

    Improving the Rp within the Kingdom (Being seen actually talking to the people within the kingdom): 5 Honor

     

    Dishonor:

    Dishonor occurs when a soldier in the service of the Legion refuses to do certain actions or shows disrespect to individuals of the Legion, in the event this occurs the Dwarf is to be stripped of hours and if the Dwarf is to drop below the requirements of the ranks he or she has earned then they shall be stripped of their rank and medal.

     

     Failure to complete mission: -10 Honor

    Cause the mission failure: -20 Honor

    Misuse of Legion issued equipment: -20 Honor

    Speaking against the Grand Marshal or Commander: -30 Honor

    Harassment/Assault of fellow Soldiers: -50 Honor

    Disobeying the orders of the Commanding Ranks: -50 Honor

    Going Stark Raving Mad: -100 Honor

     

    OOC:

    Jumping around the city, not improving the RP: -10 honor

    Spamming and trolling in discord or in game (oocly) during legion activities: -50 Honor

    Provoking legionnaires in discord or in game (oocly): -50 honor

    Attempted pugsying/actual pugsying: -150 honor


     

    Training

     

    Practice or Training one’s combat skills and labor talents is an important factor within the Dwarven Kingdom as well as the Legion. Formations and discipline are often the most stressed subjects as the Dwarven Legion is well known for its organization and discipline.

     

    Combat Training

    Military practice is often done multiple times throughout the stone week to hone the skills of both recruits and veteran soldiers. It is also to ensure that siege weaponry is in working order. Practice also allows the legion to plan for their battles, and also to give newer recruits a chance to gain experience.

     

    Group Training

    Drilling (Training one’s fighting prowess.)

    Combat Practice (Fighting in Formations in Combat Scenarios.)

    Discipline and Order (Training soldiery)

     

    Trial of Combat

    Before a grunt may obtain the rank of Stoneguard, there are specific objectives he must complete to show his fitness, temperance, and obedience to his superiors. These are known as the Trials of Combat.

    Stage One: Training

    The legionnaire will be led through the default training program that all go through. The legionnaire will experience crucial fitness testing through long-route running and swimming, as well as lifting and throwing various objects. Then, the legionnaire will be given basic weapons training without person-to-person combat. Finally, the legionnaire will participate in basic fist-fighting with his fellows.

    Stage Two: Discipline

    The legionnaire will be tasked with remembering various codes, phrases, and rules that are associated with being a legionnaire. This is to ensure that all new bodies are appropriately educated in the ways of the Legion.

    Stage Three: Tactics

    The legionnaire will now be forced to learn the different formations, commands, and tactics employed by the Legion. This includes the various Vel, Dree Vel, and Aemiz formations. During this time, legionnaires will be able to finally participate in group v. group fighting. After their successful integration, they are considered Stoneguards.

     

    Duties

     

    Gate Management

    Is the duty in which a Legionnaire is to protect the mighty stone gate way of the capital. In order to promote camaraderie it is recommended that more than one guard is on duty during shifts. During shifts legionnaires are expected to keep the gate open for Dwarves to pass freely in between, but be alert enough to shut the gates for outsiders.

    When an outsider approaches the gates, the guard on-duty is expected to ask their Name, Race, Reason for Visiting, Where they’re from, and if they have any weaponry/magic).

    If they are wearing any face-covering masks, helmets, or hoods they must be removed.

    If the outsider refuses or fails to answer any question or comply with commands then they shall not be granted entry past the gates.

            

     Patrol   

    Patrolling is vital to the Kingdom’s well being be it either; tunnel clearances (when a guard goes into the deep mines and disposes of creeps and critters who may harm the miners) or doing surface checks (where the militant will do tasks similar to the tunnel clearance but on the surface. This is usually the job of a ranger.) Any peculiar sightings are to be reported to the Legion Officers for further inspection.   

        

    Surface Checks   

    The Guard is to wander about the perimeter of the capitol where he or she will be charged with examining the wall that protects the Hold’s border as well as slay and critters who threaten travelers, any peculiar sightings such as wall breaks, mysterious structures, or brigand presence, is to be reported.   

     

    Construction

    Should the nation undertake vast projects, it is the duty of the Legion to offer their assistance, be it in the actual building, or in obtaining the resources to do so.

     

     

    Formations

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    Vel

    - Vertical line.

    - Formation always has the leader in front

    - Line must not pass leader or break form during march

    - Not default stance when inactive

     

    Dree Vel

    - Multiple vertical lines.

    - Formation always has the leader in front

    - Line must not pass leader or break form during march

    - May be default stance when inactive if numbers exceed 8 soldiers

    - Continues going down in rows to accompany all soldiers

     

    Aemiz

    - Horizontal line

    - Formation always has the leader in front

    - Row will not be used during march

    - Default stance when inactive if number is less than 8 soldiers

     

    Tekom

    - Box

    - Formation has leader in the center

    - Important individuals will be hosted on the inside

    - Line must not pass leader or break form during march

    - Rarely used during march due to difficulty to maintain

    - Not default stance when inactive

     

    Thrimmek

    - Arrow Head

    - Formation has leader in the centre

    - Is shaped like an arrow head

    - Officers form the outer points of the crescent

    - Used to absorb charges, primarily infantry charges


     

    Payment and Legion Bonuses

     

    The Dwarven Legion is paid on the representation of active service that is done per year, (weekly) the wage increases as one's rank increases as well thus allowing for a higher income on the well performing soldier's behalf. For legionnaires to receive their payment, they must attend at least 2 practices, 2 officer lead patrols and perform gate duty 2 times throughout that year. However this can be up to the judgement of the Grand Marshal and or Officers, if you have shown activity in other areas of the legion.

     

    Wages

    Grand Marshal: Access to Legion Armoury

    Commander: Access to Legion Armoury

    Lieutenant: Access to Legion Armoury

    Immortal: 500 Minas

    Pridebearer: 300 Minas

    Longbeard: 200 Minas

    Ironbreaker: 150 Minas

    Stoneguard: 100 Minas

    Grunt: 50 Minas

     

    Legion Bonuses:

    While the Legion itself is an entirely selfless organization, focused on the protection of Urguan without expecting reward, there are nevertheless several benefits which come from joining the Legion.

     

    Equipment:

     Gear for combat and traversing the land is available to the forces of the Legion. Upon reaching a new rank a legionnaire will be given a brand new set of armour alongside a weapon, shield and ranged weapon of their choice. Gear is obtained from an officer and a member of the Legion may use his armor and weapons in whatever manner they wish after it has been provided for them. During times of war, equipment will be handed out on the eve of a battle if a legionnaire does not have any, however bonus honor will be given to legionnaires who bring their own gear to battle. A member of the Legion is entitled to keep whatever ‘spoils of war’ are obtained during battle.

     

    Free Barracks Housing:

     A new recruit may gain free housing within the barracks, the recruit that partakes in this bonus will lose their lodging after purchasing a home of any type within the capital or in the kingdom’s surrounding lands.

     

    Tax Discounts: 

    Legionnaires receive a 25% discount on Class A dwellings within Kal’Evraal.


     

    Legionnaire of the Year

    Legionnaire of the year is a rank granted down by either the Commanders or the Grand Marshal, such ways to obtain this honor is by acting appropriately and showing discipline ((both rply and oocly)), whilst performing diligently and accordingly within the Legion.

     

    Legionnaires of the year will be granted double their wages and an armour set upon receiving the award.


     

    Legion Games

    The legion ‘games’ is a like any other traditional practice, however, not involving any real goal for the Legionnaires to obtain other than simply having fun.

     

    Dwarfball

    Dwarf ball is a game which consists of two sides, each team has 3 players, the goal is to knock the opposing 3 players off of their pitch without crossing the middle line.

     

    The Dwarf Sprint

    The Dwarf sprint consists of a race between all of the legionnaires, the dwarf sprint can take place anywhere, however it is most notable for the mountain races.

     

    Beard Wrestling

    Beard wrestling is a game which consists of any number of Legionnaires (as long as it is an even number) and the way this game is achieved is by tying two legionnaires beards together and beginning a ‘tug of war’ with their beards. ((Each dwarf has to /roll 10, and the side getting the bigger overall number, wins.))

     

    Legion Hall of Fame

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    The most decorated Legionnaires will have a chance at earning a spot in the Hall of Fame, located in the Legion’s Grand Hall. This is no easy feat, for a spot in the Hall of Fame is extremely difficult to obtain. A soldier who accomplishes something worthy of such an honour must receive a unanimous nomination by the Grand Marshal and both Commanders. Afterwards, the Grand King himself determines whether the achievement is considered legendary and historical. If successful, the legendary soldier will be granted a spot in the Hall of Fame. Traditionally, a ceremony is held in the Legion Hall to initiate a legend who will be eternalized in the Hall of Fame.

     

    Uniform

     

    All Legionnaires are required to wear the uniform suitable to their rank.

    ((If you need your head placed on one of these skins, ask the officers or fellow legionnaires))

     

    Skins can be found here:

     

    Enlistment

     

    Legion Application Form

     

    Legion Roster

  10. 11 hours ago, sarmadizzle said:

    MC Name: Flexecutioner

    Character Name: Thormyr Ireheart

    Character Age: 239

    Appearance: Like the rest of his bloodline, Thormyr would have long brown hair, sometimes braided to his likeness. Thormyr’s beard would equally be as impressive, long and often being braided as well. Aside from the hair on his head, his eyes would match his father’s, black as night.

    Bloodline - Feel free to contact Utak (Mickaelhz) or Axel (Lefty_Bojengles) for help: Line Igor

    Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Son of Thorgrim Ireheart

    Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: Yes.

    What is your Discord?: Sarmadon (GMRO has it.)

    Image of the skin you intend to use: Going to speak to someone about getting a skin! : )

    Accepted, welcome to the clan!

  11. 5 minutes ago, LouisGY said:

    MC Name: LouisGY

    Character Name: Grimnir Ireheart

    Character Age: 237

    Appearance: Grimnir alike his father would adorn long and braided brown hair. Following his Bloodline as well, his eyes would be almost black. Also having a thick, brushed beard that was kept tidy by dual orange bands. 

    Bloodline - Feel free to contact Utak (Mickaelhz) or Axel (Lefty_Bojengles) for help: Line Igor

    Define who you shall be related to inside the bloodline (E.g, Son of ___, grandson of ___ etc): Son of Thorgrim Ireheart.

    Do you agree to follow the Clan Tenets OOC’ly and IC’ly and face the consequences for their breaking?: I do.

    What is your Discord?: Louis (Already in the discord)

    Image of the skin you intend to use: Spoken with somebody to assist with obtaining a skin!

    Accepted, welcome to the clan

  12. I sincerely hope this thread is not lost among the many others that have highlighted the significant disadvantage and restrictions put in place on all types of villains. There needs to be a radical change for villains and restrictions need to be loosened as currently many different forms of RP whether it comes to thieves, pirates or whatever type of villainous RP you are into are basically being told that they have no place on this server, when in actual fact they should play a part of it as much as any other type of RP.

  13.  

     

     

    Master Thieves Guild

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    Written by Raptor and Racker

    INTRO

     

    The Master Thieves guild was one of the first and oldest organisations of criminals, brigands and thieves, banding together with one common goal; to become wealthier. Members of the guild use each other’s talents to help each other out to steal all they can steal, pooling their wide range of skills and talents to accomplish even the most impossible tasks. 

     

    The guild is the very embodiment of “Honor among Thieves”, backing each other up and bringing their resources, skills and wealth together to strive to greater the guild’s wealth, power and infamy. Every member is expected to have the other’s back and every member is expected to treat their partners in crime as brothers. The guild is not an army, but an independent family and brotherhood of thieves, all working towards the same thing.

     

    Disclaimer: All the information on this post is entirely secret. This is not open or public knowledge. It is known to the guild members and the guild members only (with some exceptions). 

     

    GUILD HISTORY

     

    The Master Thieves Guild is one of the oldest organizations in known history, with the founding of the guild occurring over 500 years ago. At the height of it’s powers the guild housed some of the most infamous thieves and criminals of all time. 

     

    These people include Red Raven and the Upright Man, the founders of the guild, who undertook one of the first heists in recorded history, alongside Dune Walker, another original member. Other members included thieves such as The Faceless Man, Lucas Black and Freema Grenedad. The guild can be attributed to heists that include the theft of the priceless portrait of the Wandering Wizard, the break in of the Salvus Vaults, and the robbery of General Gabriel’s Breastplate. 

     

    After 150 years of the guild's existence throughout Aegis, Asulon and Anthos, the guild disbanded as many of its members died or disappeared. It was not until a former member of the guild's last sect of members decided to rebuild the guild so thieves and vagabonds could once again make their mark upon the world, and enrich themselves in whatever infamy and fortune awaited them as a result.

     

    RANKS

     

    Guildmaster

     

    The elected leader of the Master Thieves Guild. Technically, the Guildmaster is still a Master Thief and not above them in rank, however he is the chosen head to make the final call and final decisions e.g. Master Thief promotions, benefactors, large heists and alliances. He is the Master of the guild and head of our band of thieves.

     

    Master Thief

     

    Master Thief is the highest rank in the guild. The Master Thieves must be knowledgeable in all the arts of thievery, stealth and deception. Their job is to teach the lower ranks the necessary skills needed to become a Master Thief themselves. They are in charge of organizing jobs, heists, collecting and setting up dead drops, making contact with new recruits, making contact with benefactors and contacts.

     

    All other ranks answer to the Master Thieves.

     

    Shadow

     

    The elite of the guild. The best of the best. The most skilled and stealthiest thieves among the ranks. The Shadow is the role model for Burglars and Thieves, being the prime example of how they should act. They are unseen, they are swift and they never miss their mark. The Shadows are to assist the Master Thieves in the training and supervision of the Brigands and are also able to orchestrate jobs and heists.

     

    Thief

     

    You now have free reign over the jobs you pull. You are now permitted to do jobs for the guild stated on the job board, suggest and take part in heists, inform the guild of targets and perform your own jobs without supervision. The Thieves represent the guild now and will act accordingly.

     

    Burglar

     

    The Burglars are now allowed to start going on certain jobs. Burglars will be under the guidance of a qualified thief who will teach them how to use the skills they studied in practical use. Burglars must follow the directions of their superior, while working on their skills to be promoted.

     

    To rank up to Thief, one will be tested by pulling a job where they will take the lead. If they succeed, they will be promoted. If not, then they must do another term (length decided by their superior) of study until they will be tested again.

     

    Unbranded

     

    The fresh meat, the new bloods, the brand new recruits, fresh off the streets and ready to be turned into professional thieves. The guild has expressed interest in your talents and has decided to induct you into it. You are not permitted to do anything, nor take part in any jobs. At this point, you are not considered part of the guild, nor privy to any information at all.

     

    Once we have expressed interest, you will be taken by a Shadow or a Master Thief on a minor job to prove your worth and skill. Should you succeed, you will be branded with the guild mark upon your forearm and made to take the Oath. After this, you will have officially become part of the guild.

     

    GUILD LAW

     

    Guild Rules 

     

    1. Do not betray the Master Thieves Guild.

    2. If you are caught, do not reveal that you are a part of the Master Thieves Guild.

    3. Do not act above your rank i.e. a Brigand may not orchestrate heists and jobs and a Thief may not command a Shadow or a Master Thief.

    4. Do not act against the guild and it’s members. This includes theft, acts of violence and insubordination.

    5. Keep business with the Master Thieves Guild and your personal life separate. This includes involving other guilds you may be a part of, in jobs and heists for the Master Thieves Guild.

    6. Secrets are secrets for a reason, take them with you to your grave.

         

    Guild Expected Standards

     

    1. Thieves are expected to show a certain amount of finesse when performing a job. Killing is restricted unless absolutely 100% necessary and is frowned upon even then.

    2. Thieves are expected to leave their guild coin behind as a “calling card”. The guild’s reach has no limits and people must be reminded of this.

    3. Thieves are expected not to act against allies and/or contacts of the guild without express permission from a Master Thief.

     

    OOC SECTION

     

    OOC DISCLAIMER/RULES

     

    Understand that you may be ejected from the guild at any time for whatever reason, be it rule breaking (IC or OOC) or we feel you are no longer suitable for the guild, etc. Once ejected from the guild, you may return only if the Master Thieves deem it fit that you should return.

     

    Should you choose to leave the guild of your own accord, the guild will grant you free pardons to roam the world without the guild by your side, provided you keep to your oath of secrecy. Should you break this oath whilst not being a part of the guild, you will be treated the same way as if you were ejected from the guild.

     

    Understand that if you are forcefully removed from the guild for a serious offense (deemed by us), you will be hunted down RPly until the ends of the earth. If you are caught, understand that you may be tortured, beaten and/or repeatedly killed.

     

    DO NOT APPLY FOR THE MASTER THIEVES GUILD IF YOU DO NOT UNDERSTAND THIS.

     

    APPLICATION AND THREAD RULES

     

    THREAD RULES

     

    The guild has been recreated to try and innovate thievery roleplay within the server. The aim of the guild is to provide quality RP for both thieves and their victims and anyone applying should want to create RP that is fun for both sides. We hope to fill the guild with quality roleplayers and not a quantity of roleplayers. However anyone and everyone is welcome to apply and will be given equal opportunity within the guild, whether they are an old player with lots of roleplay experience or a new player with little roleplay experience, provided they want to create fun RP for everyone. With that, here are some simple rules you need to keep in mind when posting on this thread.

     

    1. Do not post your application on this thread, please PM it to the OP (myself) via a PM on the forums or message me on Discord, Lefty#7206

    2. The only posts to be made on this thread are that of an RP nature, please PM me if you have any OOC questions.

    3. If you do have any OOC comments to make, please put them in a spoiler beneath an RP post.

     

    Failure to abide by these simple rules will result in your post being removed (if you do not fix it upon request) and a possible instant denial from the guild.

     

    APPLICATION

     

    The application is not the only form of joining the guild, however it is the most practical. It is for you to express your interest in joining and for us to determine whether or not we would take interest in your character. Sometimes members will be inducted purely based on RP experiences and will not be required to fill out the application.

     

    SEND YOUR APPLICATION TO THE OP (MYSELF) VIA A PM ON THE FORUMS OR MESSAGE ME ON DISCORD, Lefty#7206

     

    OOC

     

    MC Name:

     

    Why do you want to join?:

     

    How will you provide the guild and the LOTC community with a great RP experience?:

     

    Have you read and agreed to the OOC Disclaimers and warnings?:

     

    Discord Name:

     

    RP Info

     

    RP Name:

     

    Race:

     

    Age:

     

    Personality (A paragraph will suffice):

     

    Aspirations and Motives for joining:

  14. Myrkyra, Patron of Darkness, Luck, Cunning, and Deceit

    (Pronounced Mur - Kai - Rah. Also known as the Mistress of the Night or Lady Luck)

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    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

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     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

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    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.

     



     

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