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  1. The Lord-Paramount Glyndwr Glennmaer hauled the killer's corpse onto his infirmary's table. The useless would find use in death, even as a husk to house the inner-workings of sanitation-automata. "You'd a quick tongue as well as a quick blade. Whether it was a true tongue remains to be seen...” The Lord removed his gauntlets, so he might rid his infirmary of all the killer's body, barring the bones. The rest would feed the pyre this eve. "Hired by the d... Deerar? Diararr?" A grunt, as he found difficulty with a shoulder blade. "I'm glad I waited so long to cave your noggin in, soldier."
  2. PENNED ON THE 11th of SUN’S SMILE, year 204 of the SECOND AGE The Union of the Pyre and the Unicorn It is with great pride that House Glennmaer formally announces the engagement of our esteemed Lord-Paramount Glyndwr Glennmaer to Lady Irena Amaya Valkonen. Bear witness to this grand union at the Bastion Temple of St. King Caius, Numenost, upon the [3rd November, 2024] at [4 EST]. Events Wedding Ceremony in the Temple The Lordly Scrap™ Feasting and Music in the Palace Invitations Invitations are extended to the following: The Royal House Arthalionath The Noble House Glennmaer The Noble House Gwynadar The Noble House Vourkehardt The Honorable House Roa The Noble House Marsyr The Noble House O’Rourke The Noble House Sarkozic The Noble House Euler - The GOOD and LOYAL Soldiers of the RADIANT GUARD OF NUMENDIL, - And it’s VASSAL LEVIES The Good People of Numendil and its Vassals The BLESSED warriors of the ORDER OF THE PYRE The RIGHTEOUS blades of the ORDER OF ILDON The RESOLUTE stalwarts of the IVORY TOWER The HONORABLE guardians of the ORDER OF ST. EMMA The blessed ally JAY AMARANTH, Righteous warrior of Light. The GLORIOUS Host of KONAN-THEGN The Good People of Numendil and its Vassals The Right Honorable, OSGOD COLBORN, Count of Malkovya, and his noble pedigree. The Honorable, KARL WEISS, Viscount of Novkursain, and his noble pedigree. - Personal Invitations are extended to the following: Vicnan Hawkins-Gylldene and family. Vali av Freysson and family. Asteria Halcourt and family. Ser Victor Rorin and family. Frankly, Anyone Glyndwr might be too silly to remember but is friends with. The Arch-Aengul Raguel, as long as he doesn’t blow anything up and just enjoys himself like everyone else. Io, of the Kingdom of Norland. Scio Rayvenore, the Wanderer. Sagiri of Celia’nor. Emmerich Anarion of Celia’nor. Signed, HIS LORDSHIP, Lord Glyndwr of the House Glennmaer, Lord of Garenbrig, Grand-Master of the Pyre, and Knight of the Realm Irena Amaya Of the Noble House of Valkonen
  3. Lord Glyndwr looked upon the work of his squire, a smile growing the longer he read, culminating in that ever-familiar nod of approval. "This is the work of a very fine Knight indeed." The lord surmised, setting the parchment into the shelves of his office, with some amount of pride.
  4. SEEKING a HEAD OF COURTS FROM THE FIEFDOM OF GARENBRIG PENNED ON THE 7TH OF THE DEEP COLD OF THE S.A. 183 Garenbrig, both town and people, seek a Head of Courts. Any souls who may be interested, inquire within. This position is part of the Garenbrig Court, and ample station, quarters, and benefits will be provided to the one hired for this role. THE DUTY of th HEAD OF COURTS I. Organize Festivity Be it a small competition, a feast, games, or a tournament, the Head of Courts of Festivity is required to host such events on a regular basis, all material provided, on a weekly or bi-weekly basis. II. Assist the Courts Whilst the Court of Garenbrig does not prove as Grand as that of the Capital, it is nonetheless important to the denizens of the Fiefdom. Some members of the Court may require assistance in their duties, and this role serves to facilitate them as best as possible, be it the Brewmaster, Bailiff, or the Lord of Garenbrig. OOC:
  5. Lord Glyndwr of Garenbrig looked upon the blackened stone rising from Numenost's field. "As long as the field burns, Formindon's tower shall too." He half-instructed to a guardsman. The Knights of the Pyre would set out soon.
  6. The Lord of Garenbrig pinned a parchment to this one, in response, with two sides.
  7. Lord Glyndwr looked over the invitation, before folding it up neatly, sliding it into Alteon's chronicle. "How far you've come, soldier."
  8. FROM THE FIEFDOM OF GARENBRIG PENNED ON THE 12TH OF THE DEEP COLD, YEAR 181 OF THE SECOND AGE More Heralds travel from the cliffs of Garenbrig’s borders, bearing another message. “From here on, let it be known that the Levy of Garenbrig is no more. The Fiefdom of Garenbrig shall henceforth be protected and manned by the Knightly Order of the Pyre. In a land bordering the great Aran-In-Eryn, or “Kingswood”, the need of warriors of Noble Stock has been deemed increasingly necessary. Suffering adversity from Cultists, their dark gods, great beasts, poachers and undead, the safety of the Town of Garenbrig is under question. Thus, the newly dubbed “Knights of the Pyre”, or the “Order of the Pyre” shall begin building its rank to serve this purpose, to protect the peoples of Garenbrig from the threats that lurk in the dark corners of the world. Therefore, if you are interested in Knighthood, Holy Purpose, and the Slaying of Monsters, look no further.” Enclosed on the messenger’s parchment, of which he hands out, reads the following information: THE KNIGHTS OF THE ORDER An order of Guardians, Hunters, and Errantry The Knights of the Pyre, their namesake taken from the sigil of House Glennmaer, serves the Fiefdom of Garenbrig, vassal land of Numendil, bordering the Kingswood. An Order of Courageous soldiers, Knights, and aspiring squires, the Order of the Pyre prides themselves on their keen and ready ability to slay great beasts, and swathes of the servants of Iblees. The Tower-Pyre symbolizes not only the enduring nature of the order, and the house it belongs to, but also the purity of GOD’s flame, and a shining beacon that all may flock to when in need. The Order sigil consists of the same Sigil as house Glennmaer, now serving as their official order of Knights, though the sunset hues of Glennmaer banners are replaced with a dark gray, to represent the enduring Light of the Pyre regardless of its surroundings. Green is used as a primary color for Uniforms, signifying the good green land that GOD granted the Descendants. Being a Knightly Order of Numenedain origin, it follows three simple rules as part of its Dogma: I. Follow the Scrolls, and take to heart the word of GOD. II. Follow the Code of Chivalry, be you Knight or Soldier. III. Hunt the beast wherever it hides. No corner of the Realm is to be left without the Light. As alluded to within the dogma, the Duty of a Pyre soldier, Knight or not, is to make their name through the guardianship of Garenbrig, by hunting any servants of the dark within their fiefdom, and bordering lands. Whether it be sprites and pixies swapping babies in the crib, or goliaths that threaten the land with their thunderous gravity, it is the duty of the order to be rid of them, swiftly and without fear. RANKINGS AND TRAPPINGS The Knightly Order of the Pyre consists of three ranks. I. Initiates Recruits of the Order, yet to prove themselves in a conflict. Armed with lighter arms and armor to facilitate training and conditioning. This rank serves as a trial of sorts, and soldiers rarely spend much time as an Initiate. II. Man-At-Arms Infantry Soldiers of the Order, who are not knighted, but are trained and oathed to service. These soldiers receive full gear in the form of Coats-of-Plate / Brigandine, various weaponry, shields, rations, and of course, a Saint’s-Weekly pay. If a Man-At-Arms does not bear the title of “Squire”, their duties do not include the dressing and serving of Knights, for they are merely expected to follow their orders and learn from them. Being a Man-At-Arms qualifies any man or woman for Knighthood, providing they display excellence. This is done through proving worth, and being dubbed an "Aspirant". Those who are offered the rank of Aspirant, and refuse, are promoted to Serjeant, and are given further responsibility for leading small groups of soldiers. Squires are, by extension, considered to be on par with Aspirant Men-At-Arms. III. Knights Soldiers who have proven themselves, and taken it upon themselves to learn the ways of the Knight, according to the recommended and widely accepted list of training that all Numenedain squires undergo. These men and women are often Knighted after a loyal, decently lengthy service, for displaying excellence. Once Knighted, they are given the appropriate Plate armor of Garenbrig, and provided with their own Heraldry, either to their specific likings or chosen by the Lord of Garenbrig, whichever is preferred. Ranking System Initiate Man-At-Arms (Regular) Man-At-Arms (Aspirant/Serjeant) Knight Knight Commander Lord/Lady PRACTICE Whilst the Order of the Pyre isn’t a church-based Order, it still aims to serve GOD primarily, along with the Kingdom of Numendil, through acting as a protection from wayward evils. To this end, the Knights take up a Crusade-like practice of “Going Errant” on a regular basis. Banding together as a single host to scour the lands of Numendil, and perhaps further abroad, to hunt and purge the Dark, be they servants of Iblees or Otherwise. To this end, all are given training with the Lance, and Horse, so that they may more efficiently make their searches. Along with riding and lance training, they will also be instructed on how to combat various beasts and evils, according to the current Numenedain standard, and how to “test” for Darkspawn. DEEDS Members of the Order, be they Knight, Man-At-Arms, or Initiate, are all entitled to their own scroll. These scrolls record every deed that a member has enacted. The slaying of beasts, the ousting of Darkspawn, the saving of a Life. Anything noteworthy is forever recorded in their scroll, with numerous copies created, allowing their name to gain fame and glory across Aevos, and not just in the halls of Formindon. Members are also entitled to display their trophies in the sanctum of Formindon, where they can be seen by any and all members of the order, in whatever state they wish to display said trophies in. Unless they leak blood (or similar) down the walls. ENLISTING To enlist within the order, contact Lord Glyndwr of Formindon. Or, fill out an application / stop by Garenbrig.
  9. In the dim light of dawn, the Lord of Garenbrig stood by the ancient willow in his courtyard, the weight of his armor dwarfed by the heavier burden of his grief. He muttered to himself, his voice low. "Raug, my friend, my brother in Owyn... You stood tall, and broad, with a heart even greater than your brawn. In a world that saw you only as a beast, you chose the path of nobility, of honor. Many doubted you, but never did you waver. Your faith, as steadfast as your courage, and your bravery shone brighter than any of Michael's Pyres. You knelt in prayer as humbly as any saint, and in battle, you were a force of righteousness. You fought not for glory, but for justice, for the weak, for the small. You taught many of Numendil what it truly means to be a knight. Now, the world is dimmer without your towering presence, your booming laughter, your unyielding spirit. Rest well, noble Raug. Your journey does not end here; it transcends into the legends we shall tell for generations. My children will know your tale. Flame guide you."
  10. Bishop Galadain Aquila looks over the parchment before him, declaring the death of his Daughter. His finger skims the words, as the warrior-bishop read the passage in whispered murmers to himself, furrowing his brow at the detailed betrayal. "You absolute ******* melon."
  11. PENNED ON THE 1ST OF SUN’S SMILE, S.A 188 History The Aduno-Highlander, as it is today, stems from old cultures of Atheran Highlander clans, their Drengrs, whom co-mingled with cultures of Adunians that held similar ways of life. Namely, mountainous living arrangements, survival methods and habits. Not only this, but these two bloodlines both shared in their usage of certain apparatus, in terms of arms, armament, and every-day clothing. The most evident and glaring example of this can be seen in the Kilt. Whereas nowadays, the Aduno-Highlanders no longer wear this dress other than the rare ceremonial occasion, they do hold dear some old traditions and values. Humble beginnings, and fiery conclusions. Men and women born of simple origin and stock, raising themselves up, and often leaving this mortal coil in heroic manner. Indeed, after multiple Highlander families died out one by one, at least four old warrior-clans lingered, refusing to follow their fellow clans into the grave, and found themselves adapting to other cultures and surroundings. Leaving behind most of their tribal natures in favor of the perceived stability of Heartlander Kingdoms of the time, they found themselves taken under the wings of Santegia as Retainers, Kings-Guards, and Royal Executioners. In their hall of Brynmor, the Briar keep, these clans did yet live. The Briars, Glennmaers, Flynts and Thornes. Whilst they prospered here together, their time too ran out, as did that of Santegia and Axios, resulting in the death of the Thornes, and the diminishing of the remaining three bloodlines. Eventually, the Flynts found themselves a small pocket of Petra to live in, under the guidance of Queen Renilde, once again comfortable in their humble circumstances. The Briars, albeit the last surviving member of that clan, and the Glennmaers, of which there were three, became sellswords. From Axios to Almaris these three clans persisted separately, severed from each other by time and cataclysm, yet all connected through their purpose. Warriors true, each and all, did they survive on the bread of those who could afford their blades. Sellswords with no renown, yet simply happy to live on. It was then that the Flynts happened upon Petra, and but a stone’s throw away, did the Briars and Glennmaers, what little remained, find Ser Uther Pendraic. Though loyal service did they provide, yet again blood did falter. The remaining Briar took to the poisoned utterings of the tyrant drake, and soon after fell, Ser Mordred the Mad eventually living up to his name. Ser Alwyn Glennmaer alone, first of the Adunic Glennmaers, held patriarchal sway over the blood of the old clans now, with his young son Garen Glennmaer under him. As years passed, the legend of Barrowton grew, eventually erupting into the pale grandeur of the Exilic Kingdom of Numendil. House Glennmaer prospered under the rule of Tar-Numenetar, once their Knight-Commander and Warband leader, now great King of the Adunians. Martial skill and loyalty alone did ever Uther ask, and that is what he received. In turn did he give the house of Glennmaer grace beyond compare. Wealth, Land, security, and a seat of their own. From one old warrior and his son, did stem the sprawling blood of house Glennmaer, and on that Hill in Numendil did Formindon sprout, the Crucible of which the fiefdom of Garenbrig would emerge. So now, another Bastion of Aduno-Highlanders sits in the lands of Numendil. A place of humble men and women, where the line between GOD’s green earth and man’s innovation are blurred, the resolute stone of those old Highlander clans melds seamlessly with the graceful green Adunic glades, and hearts burn with everlasting fire for what they hold dear. With this newfound home, under house Glennmaer, came a final seal, a coat of arms in Numenedain style: Depicting a blazing Tower, rooted to the ground upon a black & green field, symbolizing their newfound hold, enduring nature, and the purging flame of Owyn. Language Though the Glennmaer house and the population of Garenbrig can often trace their heritage back to those old Highlander clans, the language faded, at least for the Glennmaers, and gave way to the Low-Adunic tongue, also known as Thaudian. Whereas the Flynts retained their language, often referred to as Daelish now, the houses that took root in Numendil traded their gutteral, yet strong speech for a language of flowing words, lofty cadence and symphonically uttered phrases. A language and accent that gives way to the telling of stories, conveying meaning, but also to deliver words with great power. Indeed do the Glennmaers take after their Adunic heritage in their speech and often bardic nature, though the Highlandic roots remain, resulting in rougher tongues and a lower foundation from which their words rise. Whereas sometimes, an Adunian such as old Ser Mordred might speak like gentle rain, the natives of Garenbrig provide a semblance of thunder. Architecture, Climate and Dress With the rise of House Glennmaer came a certain fondness for practicality, yet humble ornamentation. Indeed do the people of Garenbrig often enjoy embellishment, decoration, and adornment, it rarely is done in excess. Streets laden with shrubbery and flowers, cobbles strewn with vines, and climbing fields of moss cement the lands of Garenbrig as one that holds dear the modest beauty of God’s creation. Though, that is not to say that Garenbrig’s people let nature run wild. Nor is it to say that they do not bother with decor of their own making. Carved stone, colorful banners, bunting and harvest-tide adornments remain year-round, for the governing bodies simply cannot bring themselves to remove the simplistic novelty, nor the nostalgia that it brings of old Barrowton, where house Glennmaer began their true ascension. Indeed it is, that Garenbrig has returned to some of that old, simpler grandeur that Barrowton held as a shining beacon of hope in the meek barrow hills. Such is seen most obviously in their arms and armor. Nostalgic, just as their architecture, the Knights and Soldiery of Garenbrig dress themselves in simple, practical plate-maille, taking into account their more rugged terrain. Knights bedeck their plates in fantastical ornamentation, depicting sigils, house-colors, and aspects of their heraldry. Wings, horns, antlers and rooks. Plumes, manes, wreathes, entire animals cast in bronze. As long as their helms can support the design, the Knights often produce it. Where soldiery, Men-at-Arms and huntsmen lack this privilege, adornment is not entirely impossible, and even they can ascend to Knighthood themselves. The common folk wear various types of dress. Some harking back to days of old tradition, and some sporting more modern Adunic designs. Both meld together almost seamlessly, as in the somewhat bleak hillside of Garenbrig, every flower can be admired for its color, be it a shade of old Highlander tartans, or the sleek velvets of Numenost’s elegance. Values Like most of Numendil, Garenbrig values honor and virtue above all else. To live by Horen’s scroll, and for many, to adhere to the code of chivalry. Even the peasantry sometimes practice this way of life, believing it not just to be the realm of Knights, but descendants as a whole, to be the best possible self. Along with their humble beginnings, some consider the denizens of Garenbrig to bear a fondness for humble things. A love for things that grow, good food, warm hearths, and the flowing of one’s favorite brown-colored drink. Yet it is this humble fondness of simplicity and community, that a sense of duty sprouts from. The world can be dangerous, thus the need for loyal soldiers and chivalrous knights is paramount, further cementing Garenbrig as a culture of both martial and agricultural foundation, held tightly together by the ideals of virtue and chivalry alike. Due to their connection, both physically and historically, to the Kingswood of Numendil, superstition is commonplace. After frequent assistance from Fae creatures, especially in the time of Delgorthad’s assault on the Kingdom of Numendil, it is often for the people of Garenbrig to be wary, yet respectful, to the denizens of the woods. Whilst some might seem benevolent, such as the beloved Jenny, the Holy Scrolls and history alike tell of the dangers of the Fae. Fairytales and horror-stories alike stem from the mere existence of the Kingswood, and flights of fancy run amok by tipsy men watching the shadows of the woodland shift. Never-the-less, the horrors and mystery of all things wild make frequent visits to the town of Garenbrig, be they friend or foe.
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