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Niccum

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About Niccum

  • Rank
    Sending You to Camp Since 1941
  • Birthday 09/22/1996

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  • Gender
    Male
  • Location
    -
  • Interests
    The Order of the White Rose,
    let its memory never diminish.
  • Minecraft Username
    Niccum
  • Character Name
    Ulric von Aesterwald

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  1. did my first proper in two years thursday since i got my leg destroyed in football sir_niccum will rise again !
  2. nobody speak and nobody get choked
  3. BLOOD FOR KINCAID

  4. Blessed Jack Rovin sends memories from the Seven Skies of the feared Checkpoint Three on the road to Malinor in the realm of Anthos. Scenes of fields full of dead elves that neglected to walk around fill the minds of anyone thinking about it.
  5. I think more power in the regards to region ownership needs to be given to the actual in-character leader of an area. For instance, a count will have quite a bit of control over his primary holding, however, a mayor could arguably have more direct power over the specific city, and so on. If there could be some sort of precedence written for it, I think it would make problems like we've had in the last week less existent.
  6. Oren did not exist in the Schism War.
  7. Hopefully the mods have been taking note, then!
  8. The only other thing I can think of, though, is using that rule as an excuse to force PvP on defenders. If I am patrolling with a few guardsman and come across a lone criminal in the act of robbing someone, he should not be able to override the defender default in order to run.
  9. That's a whole different situation, then, and does not pertain to this post. GMs do enforce players who run from RP quite often when the rule was implemented. I called upon the rule multiple times when I was doing my shenanigans in Courland with the Company of the White Cross with much success. I also tried to always warn people of the rule before invoking it, as it was a fairly new rule (that I recall, anyway). If it can't be settled in game, it can be settled in a ban report. No, it was not created in reference to the Babadooks situation. I had hardly any idea of what happened there other than "we almost captured babadooks but he escaped". I've been withdrawn from the various Orenian command and rally chats for a while now. This is more-or-less a problem that has existed since the quiet removal of this rule from the books. If I wanted to address Babadooks' situation in the light I know now, I would also say that he needs to log out as is consistent with the rules that clearly state that while you are on the server, you are regarded as in-character. That rule is put in place to prevent that situation, but nonetheless that isn't the topic of this thread. A countdown would be an improvement, but at the end of the day running from role-play mid-emote is not appropriate for a role-play server.
  10. First and foremost, I could care less about who wins the current serverwide conflict, and I have not attended a raid since my late character's tenure as Chief of Police of Johannesburg, so this post has nothing to do with some of the happenings from the last few nights. This post is not made in response to that, but rather in a collective of happenings that I have witnessed throughout this last map change, both as a bystander and as a guard captain in a major city. My question is simply, why was the rule that specifically forbid running from active role-play removed from the rules list? If it is that role-play should be held before mechanics, and while that has been the case for most of the server's tenure, it seems that this specific rule was only recently added and enforced only briefly. I think that one of the biggest advantages to having the rule around is simply to encourage a higher standard of role-play, especially when helping to combat meta-game and hastily end conflict. When I was playing my character in his role as Chief of Police of Johannesburg, a problem we would run into from time to time was that, in the event of an arrest, someone would just ignore the various emotes and run through the gate, usually to a group of his friends outside. Not that they were intentionally trying to break rules, as I understand people are in Teamspeak casually talking to eachother, but it is extremely annoying to see this rule-break when it is easily fixed by generally prohibiting people to run in such a way. Furthermore, it really does not make sense that someone would be able to run while surrounded by people. Perhaps if the role-play called for it, if they were to successfully emote out of it, they could run, but that would also be running /with/ role-play, rather than running from role-play. It isn't a rule that necessarily warrants banning people for lengthy periods of time, but if GM's are here first and foremost to aid role-play, they should also aid role-play by acting as mediators between two disagreeing parties. Tl;dr: I think the rule that prevented people from running from role-play should be re implemented.
  11. ((yes DA VEDY GOOD
  12. Written by the efforts of Holy Ser Rymuel Elendil and Otto of Vanderfell during the Kingdom of Aesterwald Compiled and Completed by Arminius von Aesterwald, 1594 A drawing of King Arn Rovin during the Schism Wars, accompanied to the left by a young unnamed knight of the Order of Saint Godfrey, and to the right by an armsman of the AesterKorps Introduction "The culture of the Waldenians throughout the centuries has been one of many questions rather than of definite boundaries for the last century. Many Southeron chroniclers have made their best efforts in recording these quiet people in the cold Northern mountains, but to truly understand a Waldenian, one must first speak to a Waldenian. This booklet is a compilation and completion of the writings of many scribes during the time of the Kingdom of Aesterwald, the first and only Waldenian state to have existed. It is through great work and painstaking searching that such old documents were found, and hopefully the various topics addressed can shed some light into the incomplete picture that the world has of the Waldenian folk." - Arminius von Aesterwald A Note Regarding the terms ‘Hansetian’, ‘Waldenian’, and ‘Vandorian’ Hansetian is the name of the northern people, deriving their roots from the Verge nearly a millenium and a half ago. The term Hansetians is used to describe the overall people of the born of the northern soil and from the loins of the original proto-Hansetian peoples. Waldenian is the name used to denote men and women decendant from those who lived inside the borders of the Kingdom of Aesterwald. One does not need to be Hansetian nor Vandorian to be Waldenian, however it is usually a given. Many current Waldenians can trace their bloodlines to at least one Kaedreni and one Hansetian ancestor. Vandorian is the name used to denote all men and women deriving their heritage from the proto-Hansetian tribe of Vandor, founded by the Chieftain Rovyk. However, since such feats as tracing lineage back is nearly impossible, men and women who carry the traits of Chieftain Rovyk (i.e. blonde hair, blue or hazel eyes, etc.) are commonly called Vandors or Vandorian. This leads to a complication in the culture, for those who can actually trace their lineage back are given Vandor privileges under the Vandalore, while those who simply carry Vandor traits are given a slight edge in social rank. Vander is the name used to denote any descendant of an original Waldenian noble, a follower of the Vander Code, and hence someone under the authority of the Vandalore. Although rare, some men are raised to the rank of Vander through a series of trials and years of study by the Vandalore’s side. Not all Vanders are Vandors, and not all Waldenians are Vanders, just as not all Vanders are Waldenian. Recreations of traditional Waldenian clothing by Southeron tailors Traits Appearance Most Waldenians look typically like other Hansetians - tall, stocky brunettes with almost no completely distinguishable features from themselves in comparison to other ethnicities. Their fair skin, though hereditary, is also a sign of the lack of sun in the highland, and hair rarely bleaches in the sun. Rural men keep their hair and beards long, while city-dwellers often have sophisticated trims. Women are generally expected to keep their hair long and flowing, especially if they have blonde hair. Their heads are larger than their Southeron cousins - mouths larger, eyes closer together, and noses shorter than the average human. Despite their odd proportions, Waldenians are not giants over all men as legend generally has it. Most stand at between five and one half to six and one eighth imperial feet. Though a wide margin, it is only slightly above average for humans. Dress Life in the rural northern mountains has been a traditional shelter for the Waldenian people. The rugged terrain and vast spaces between settlements, and the rest of mankind, have made life miserable for many armies not suited for the complexities of region’s climate. Rather than adorn fancied cloth and uniform, Waldenian folk generally dress in simple woolen tunics and gowns with linen undergarments. Their colors vary depending on regional availability, but popular colors revolve around the Waldenian national colors (black, white, and yellow), and green, for its relative simplicity and humbleness. Most do not wear jewellry, either because they do not have the money to afford a luxury, or that they are simply thrifty and save most of what they earn. Men hold back their tunics with large leather belts, sometimes adorned with engraved decor or strips of fur. These belts serve for utilitarian purposes, often being used to carry the tools of the day and a large dagger. Swords, if carried, are always kept in an appropriate sheath on the hip, and it is considered disgraceful to do otherwise. Among younger men, large swords are considered symbols of status and prestige, and many men will walk around with large, two-handed swords, or “zweihanders”. These swords are cradled carefully in their arms as they walk around. Similarly, axes are also adorned in the same fashion by other, more traditional Waldenian populations. Waldenian women dress similarly, but adorn simple gowns in place of tunics. During the spring and summer, colorful flowers and ribbons are braided through their hair and clothing. Waldenian women do not generally like black or green, and hence keep their dresses in light colors upon availability. Like their male counterparts, many women go about armed with a small dagger, especially if they are travelling on the road. Married women do not keep such weapons handy, but have been known to inflict damage with a sharpened letter opener. There are a few items of clothing that Waldenians never wear, and to wear these articles in the home of a Waldenian is to bring great disgrace to his household. Waldenians never wear pointed shoes, and never wear shoes with laces, electing to wear buckles instead. This serves an actual purpose in being able to maneuver around the rocky terrain better, but Waldenians believe that pointed shoes and shoes with laces are a very demonic feature, and idolize the sin of gluttony. A page from the original Piscatoran Law, as seen in the Kingdom of Vanderfell, 1465 Attitudes and Customs Raising Children Although Waldenians are traditionally rural mountain folk, they have become adept warriors out of necessity in the last two centuries. Their cultural discipline and staunch adherents to traditional values make them prime candidates for professional martial training, and this seed of militance begins with the Waldenian childhood. After learning to walk and speak, children are generally put to work alongside their mothers, performing very menial and repetitive tasks throughout the day. This can include anything from gathering the pick of the day to washing the sides of dusty buildings. The goal of this, eventually, is to build a mentally sound individual who can contribute to the community. This is not to be mistaken as similar to the mindset of the Raevir, who contribute collectively to their society. Waldenians contribute as individuals and are driven by individual gain, which inevitably advances their society. Once old enough, by Southern standards, to start schooling or tutoring, Waldenian children take up an apprenticeship, generally under the same profession as their father’s (daughters will take up the profession of their mothers), but can choose to take up work with a close relative or family friend. They will learn and master this profession by the time they are sixteen years old. While undergoing their job training, Waldenian children also start to perform martial training in the form of basic games. As the sons advance in age, their training becomes more and more formal. Treating Guests Waldenians are known for their sternness and general distrust of outsiders, especially those of Raev ethnicity and descent. This does not, however, prevent them from being very accommodating hosts, and it often overshadows their enormous generosity towards their guests. After getting used to the general paranoia of their surroundings, visitors to Waldenian settlements are usually treated with great curiosity. Usually cut off from the rest of the world for much of the year, Waldenians are keen to hear news from the south, and with it fresh discussion. Waldenian women keep the hearthfire ready to cook various delicacies for any willing to eat, and feasting is a necessary evil to celebrate any guest’s presence. One of the more interesting traditions of the Waldenian people stems from their devotion to the ancient Vander code, and belief of the redemption of one’s self through “second birth”, or the adaption of the Vander code into one’s life. Anyone who is taken in by a Vander household, no matter their race or creed, are granted a sense of immunity until they are ready to travel on. This had lead to much conflict between Waldenian villagers and higher authorities when hunting various criminals. This should not be interpreted, however, to suggest that Waldenians harbor any common enemy or criminal. Those who are determined to use Waldenian hospitality for some sort of advantage usually meet grim fates by the villagers themselves. Vander Code The ancient Vander Code has been used for a millenia by proto-Hansetian tribes and their descendants, and remains virtually unchanged in the present day. The code was popularized by Jack Rovin during his ascension to grandmaster of the infamous Order of Saint Lucien - the legendary pontifical bodyguard of post-Exodus fame. The simple, yet powerful creed dictates to “fight”, or to live a life worth living. The code was so important to proto-Hansetians, a common leader of sorts was elected to maintain the code and observe its practice by various Vanders. This leader eventually became the Vandalore. While all true Waldenians follow the code, only a certain few are able to call themselves Vanders. This includes the Vandor families of ancient descent, and the Vander families raised in the last few centuries by the hereditary Vandalore. Why do Vanders Fight? † To fear the Creator and maintain His Church † † To serve the liege lord in valour and faith † † To refrain from the wanton giving of offence † † To live by honour and for glory † † To despise pecuniary reward † † To obey those placed in authority † † To guard the honour of fellow Vanders † † To keep faith † † To at all times to speak the truth † † To persevere to the end in any enterprise begun † † To never to refuse a challenge from an equal † † To never to turn the back upon a foe † Traditional Law Code A similarity between various Waldenian villages is the odd unification of their various law codes, known as Piscatoran Law. Its name is derived from the centuries old River Piscatoris, which separated the traditional land of Aesterwald from the rest of the world in the realm of Athera. To live under Piscatoran Law is to live north of the River Piscatoris. One of the most important differences between Piscatoran Law and old Imperial Law is the application of Weregild. Weregild is essentially the price of a man as dictated by social rank. When a man injures or kills another man, the assailant is expected to pay the victim or the victim’s family an established weregild, rather than face capital punishment. Before paying the weregild, an assailant is banished from the realm, and failure to pay in reasonable time usually results in a bounty on that man’s head. Waldenian application of weregild varies per region, but is usually united underneath a county or a duchy, with similar social ranks having similar consequences. Weregild can be established either where the crime was committed or from what region a victim was from. Generally, this is left up to the family of the victim to decide. Pride Modern Waldenians strongly consider themselves descendants and inheritors of both Hansetian and Kaedreni culture, especially after the Exodus. This has been applied not only in their social structures, but in their physical endeavors as well. Waldenian soldiers are among some of the hardest-drilled and most productive officers across the far reaching corners of the Empire, taking both the engineering ingenuity of the classical Hansetians and combining it with staunch Kaedreni discipline and fighting technique. If anything, this is most evident in Waldenian architecture. Houses are constructed with strong frames and steep, sloping roofs. Their ground floors are often elevated off the dirt, but so long as the floor is made of stone or wood, it is not considered unclean. Living in the dirt is considered barbaric and otherwise repulsive, hence, cellars are generally only used for storage. In some villages, the master bedroom is put at the highest floor of the house, while some put the master bedroom at the second-to-highest floor, and reserve the highest for a guest room. Much of this is synonymous with Waldenian castle building, often considered the most secure and among the most beautiful ever created. High walls with thick, sloping crenellations dominate Waldenian styles, with multiple successive entryways and sections being used for multiple fall-back points. Waldenian Keeps, although epic in their decor and scale, are also functional as death traps, and have been known for entrapping whole armies. Among the most prevalent examples, however, is the Waldenian Aqueduct, A purely Waldenian invention, aqueducts were used both to access clean mountain water and to remove waste for villages too high to access water from the ground. These massive works of have been known to run for miles in a single direction, gradually sloping to allow the water movement from its source. Accent An enigma of Waldenian culture is the development of its strange accent, a butchered combination of old Hansetian and Common Tongue. Not all Waldenians speak this way, but many of the older families continue a tradition of using Hansetian words and phrasings. Take for example the phrase, “I will get the bread from the oven, little girl.” Many Waldenians would say this “Ich vill get zhe bread from zhe oven, Fraulein.” The sentence structure from Common Tongue is preserved, while old Hansetian words “Ich” are implemented along with a general inability to correctly pronounce “double-u’s” and and “tee’s”. In addition, Waldenians are famous for saying “jo” or “zhou” instead of “you” and “mutter” or “vader” instead of mother or father. (( Much credit goes to Yopplwasupxxx for originally creating this document and for his notes in completing it after all of this time ))
  13. #freeaengoth2017

     

    no really his posts arent even offensive, doesnt deserve a ban

    1. Wendigo

      Wendigo

      He's not banned, he's been put on moderated content. He's in game is he not?

    2. Niccum

      Niccum

      I think he's under the impression that he has been banned. Nonetheless there are better things to "moderate" than off-topic memes. If the FMs dont think the server has the mental capacity to handle such "offensive" material, they should consider lowering LOTC to a G-rating or simply make it to where you cant see Off Topic material in the little side-bar that shows new threads.