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Pepto

Triage Team
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Everything posted by Pepto

  1. I'm glad to have introduced you to this server, for what enjoyment you managed to get from it, and what good you've brought not just the server, but the community too. I'm sure everyone would agree that my opinion of you over the past decade (that being you are a talented, and very kind individual), is shared with the rest of the community. I tell you this shit all the time but I figured I should say it here too
  2. Earendur Marsyr made quick work in cleaning his hands of black-powder, after preparing that vessel with the Admiral. A lorraine signed for the poor souls who would find said vessel, if at all the beastmen might find some mercy from GOD, regardless of their vile source.
  3. i would enjoy the buckler again
  4. APPLICATION FOR INTERVIEW FULL NAME: Ser Llewyn Glennmaer AGE: 65 PRIOR EXPERIENCE: 50 years of combat experience. Desert raids, tomb sprawling, darkstalker/mystic/azdrazi/general darkspawn raiding. Slew the gilded queen with Tar-Zorzagar. Won the first victory in a siege against the Mountain. SIGNED NAME: Llewyn METHOD OF CONTACT: (Discord name) Pepto_Bismol_ _Peppito_ (mcname)
  5. I am thankful for daisy this thanksgiving

     

    She let me trade my gun for some programmer socks and now me and crunchy share a cage. 

     

    Also, you can expect my Musin CA application soon. All imp team members should have rodents imho

    1. Borin

      Borin

      all i understood from this is that staff are rodents

    2. Pepto
  6. THE PRINCEDOM OF TIR-GLAS - MERCHANTRY, COMMODITIES, HOUSING and WORK Penned on the 10th of The Amber Cold, Year 256 of the Second Age FOREWORD In this new land in which we all now reside, many seek to make their way, be it in monetary gain, a search for faith, a want for duty, or merely a roof over one’s head from which to grow. It is this, that Prince Llewyn I takes as his understanding. To this end, the Land of Tir-Glas, more specifically, its capital of Garenbrig, extends invitations out to all, to make business, trade, serve or perhaps reside within the walls of the wooded stone walls of Dawn’s Order. Be you merchant, noble, commoner, tradesman or servant of the faith, all are welcome here to begin or repair their new lives. COURT POSITIONS As the Fiefdom of Garenbrig continues to thrive within the Second Age, many opportunities arise in the fair stone walls of Formindon’s Court. As walls begin to settle into its soils, and as their soldiers continue to serve Idunia honorably and nobly, a search is made for souls willing to take upon themselves responsibility, duty, and leave behind a Legacy, along with a finer life for those who come after them. ILLUMINATOR THE position of Illuminator is a job as creative as its name, seeking to provide a creative outlet for Garenbrigs greatest minds of the arts. Whether scholarly works or that of glass-blowing, the encouragement of such is had to expand upon the culture that is Garenbrig. The Illuminator of Garenbrig: I. The Illuminator showcases the varying arts of Garenbrig, whether through their talents or cultivating others. II. The role of Illuminator is expected to provide and teach alike. III. The Illuminator will be given bed and board within the castle of Formindon, along with any materials and tools they provide. COURT BARD THE position of Court Bard is a job one would likely expect from the given name. Musicians. With halls as grand as those of Garenbrig, and streets as welcoming, Music is not amiss. The Court of Tir-Glas seeks to employ a musician, regardless of magical ability, to write and perform ballads, sonnets, or other pieces, be they stories of Tir-Glas or the wider world. The Court Bard of Garenbrig: I. The Court Bard is expected to perform and create pieces, long or short, to commemorate the events of the world, with a focus upon the Principality. II. The role of Court Bard will be given leave to take on students and the like, regardless of their future prospects, along with bed and board within the castle of Formindon, along with any materials and tools they provide. CASTLE SMITH THE position of Court Smith, again, is a simple one described best simply by name. A talented smith is sought to create unique pieces and specialized equipment to be used by the Order of Dawn. The Court Smith of Garenbrig: I. The Court Smith is expected to create works upon request from the Prince for intended use by himself, or other members within the Order of Dawn. Materials and tools will of course be provided. II. The role of Court Smith will be given leave to take on students and the like, regardless of their future prospects, along with bed and board within the castle of Formindon, along with any materials and tools they provide. They will also be provided with basic Alchemy lessons, should they be required, upon proving skill with the forge as standard. LORD-WARDEN THE position of Lord-Warden is one of militant stock, though with partial focus upon groundskeeping, hunting, tracking and the like. An important duty, considering the copious and expansive woodlands that surround Tir-Glas and lie within its borders. The Lord-Warden of Tir-Glas: I. The Lord-Warden is expected to prove skill at Tracking, Hunting, Marksmanship, melee combat, riding, investigatory practice, and overall outdoor survival. With these skills, they should be prepared to lead the Wardens of Tir-Glas in keeping the borders and woodlands free of Darkspawn, brigands, or other problematic persons. So too would they be expected to escort merchants through the land upon request, be they of Tir-Glas or further abroad. II. The role of Lord-Warden shall be provided with a large Watchtower within the lands of Tir-Glas, from which they may use as staging grounds or as an outpost with their subordinates. So too will they be given bed and board within the castle of Formindon, equipment provided without charge. COURT ALCHEMIST THE position of Court Alchemist entails the production of alchemicals for use within the Order of Dawn. Whilst armaments such as Fire-Flasks or Blasting potions are of course required, other alchemicals may be requested from the Officers or Prince depending on their current dilemmas. The Court-Alchemist of Tir-Glas: I. The Court-Alchemist will be expected to produce Alchemicals for use within the Order of Dawn, be they for throwing, drinking, or treated armaments. II. The role of Court-Alchemist will be provided with apparatus, bed, board, and a laboratory befitting. All donated alchemical material will be given to the Court-Alchemist for use, of which some may be used for personal work rather than alchemicals for the Dawn. STEWARDS THE position of Steward is one of simplicity, the singular responsibility being the providing and recording of housings. Stewards of Tir-Glas: I. Stewards are expected to be present within the town upon the request of persons requiring housing or places of business, to provide such in return for taxes, and to record such upon the official document. II. Stewards will be provided with a home within the town for a lower price. COURT JESTER THE position of Court Jester entails what one would expect. A designated funnypersons for sharing japes, jests, jokes and otherwise humorous practices. The Court-Jester of Tir-Glas: I. The Court-Jester will be expected to be funny. II. The role of Court-Jester will be provided with apparatus, bed, board, and a costume befitting. Leniency will be given from officers and court officials if jokes are made at their expense. SOLDIER THE position of Soldier, whilst not one of the council or political import, still serves the court. Without a strong arm behind each policy and law, without a blade behind its borders, Tir-Glas is worth little. One could argue that it is this position that holds the most weight, providing experience and loyalty are proven. Soldiers of Tir-Glas: I. All information, trappings, pay, duties, can be found within the attached parchment: THE ORDER OF DAWN - The Levy of Tir-Glas COMMODITIES AND BULK TRADE ORDERS - There are varying commodities available in, and from, the land of Tir Glas. Whether you wish to visit and purchase, or perhaps request BULK ORDERS OF RESOURCES, all budding, experienced, shrewd or generous merchants are welcome to trade. The town of Garenbrig, thanks to its diligent soldiers, laborers, and Quartermaster, has various materials for sale at lower prices, when compared to the wider world. Indeed, the most sought-after produce from Garenbrig is meat rations and Leather. Leather is abundant within the land of Tir-Glas, thanks to its quality soil and grazing grounds. Thus, it is simply sold for less. One can expect to Purchase Leather for a mere 0.3 minas per piece. However, it is important to remember that these prices are not exclusive to Garenbrig, though one can almost guarantee to find stock there for such a price. Indeed, these prices can be found within the Garenbrig, the Capital of Idunia, Alduun, along with other towns within Idunia and the Empire. Beef Steaks are of course offered for the minimal price of 0.1 minas per steak. An easy and cheap way to feed an entire army, if one is so inclined, for a wise man knows that an army marches on its stomach. Horses can be found too, mainly within Alduun, though other locations across the Empire sell such steeds at the behest of House Vourkehardt, of the Dukedom of Ardrossil. These mounts are sold at a competitive and generous price. For the Highest Quality Horses in Azuras. Look for the Red and Black stalls. PROPERTY AND HOUSING - It is believed in Tir-Glas, by commoner and noble alike, that a roof over one's head should not cost a limb. It is to this end that the Prince has declared the housing prices of Garenbrig to be as follows: Large Homes: 20 Minas per Saint's Week Small Farm-Homes: 10 Minas and 64 sheafs of wheat per Saint's Week INTEREST Those interested in any positions, prospects, or properties previously detailed in this missive should visit Garenbrig or write to: Contact: You can contact through a bird IRP/on Discord using these usernames: Pepto_Bismol_ (Llewyn) or jihyunah (Safiyaa) SIGNED, HIS GRACE, Prince Llewyn of Tir-Glas, Vicar of the Bene Lisse, Deacon, Grand-Master of the Dawn, Captain of Idunia, Slayer of the Gilded Queen, and Patriarch of the Royal House Glennmaer HER GRACE, Princess-Consort Safiyaa of Tir-Glas, Master of Tir-Glas Revelries, Physician of Tir-Glas & Idunia, and Daughter of House Vourkehardt
  7. MC Name: Pepto_Bismol_ Discord: pepto_bismol_ Image: Description of Image: Cool ass dude standing on a shoreline with an axe and a lion fr Dimensions: 4 wide, 6 high
  8. "A threat of destruction and servitude, worth naught more than the humor it carries. Too easy, does the oak grow from ash, and willfully, does a Glennmaer take to heart the laws of the old Tar Caraneth. Death before dishonor. A lesson best learned by your own." To the fire, did the missive go.
  9. FROM THE PRINCEDOM OF TIR-GLAS PENNED ON THE 10TH OF FIRST SEED, YEAR 230 OF THE SECOND AGE More Heralds travel from the cliffs of Tir-Glas borders, bearing another message. “From here on, let it be known that in the passing of certain members, and the retirement of Lord-Paramount Glyndwr Glennmaer, new horizons now dawn upon Tir-Glas, and by extension, its Levy. So too shall be retired the name "Order of the Pyre". A time of great strife has since recently passed, and a new age of understanding blooms. To this end, the fierce flame of the Pyre has been allowed to rest and lose its vicious rage, to let the true flame shine through. The flame of GOD, his Light, the Sun. The Princedom of Tir-Glas shall henceforth be protected and manned by the Knightly Order of Dawn. 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 Tir-Glas is under question, as is that of the rest of Aevos. Thus, the newly dubbed “Knights of Dawn”, or the “Order of Dawn” shall begin building its rank to serve this purpose, to protect the peoples of Tir-Glas and Numendil from the threats that lurk in the dark corners of the world. Therefore, if you are interested in Knighthood, Holy Purpose, Guardianship of God's Green Earth, and the Slaying of Fiends, look no further.” Enclosed on the messenger’s parchment, of which he hands out, reads the following information: THE KNIGHTS OF DAWN An order of Guardians, Hunters, and Errantry The Knights of Dawn, (their namesake taken from both the Creator's light, the Purging power of flame, and the life that light provides), serve the Fiefdom of Tir-Glas, a vassal land of Numendil, bordering the Kingswood. Not only does it serve this land, but its crown of Numenost, and the Holy Church. An Order of Courageous soldiers, Knights, Templars, Verdants, and aspiring squires, the Order of Dawn prides themselves on their keen and ready ability to slay great beasts, and swathes of the servants of Iblees. The Sunlight, Rooted Tower symbolizes not only the enduring nature of the order, and the fiefdom it belongs to, but also the purity of GOD’s light, and a shining beacon that all may flock to when in need. The Order sigil consists of the same Sigil as house Glennmaer, (A rooted tower), now serving as their official order of Knights, to represent the enduring Light of Dawn regardless of its surroundings. Green is used as a primary color for Uniforms, signifying the good green land that GOD granted the Descendants. White, the secondary color, signifies the purity of GOD's light, and the white-gold blood that several Knights of Dawn bear. 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 Dawn soldier, Knight or not, is to make their name through the guardianship of Tir-Glas, 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 Dawn consists of Four 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 / Wardens 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. Wardens are akin to Men-At-Arms, though equipped more-so for ranged combat, scouting, and hunting. In terms of ranking, however, Wardens are on par with Men-At-Arms, with the single exception being the Lord-Warden. This is mostly assumed considering Lord-Warden must be a Knight to take that role. III. Bannermen Akin to the Sergeants of Numenost, this rank is the height of soldiery within the Order of Dawn without being a Knight. A junior officer rank, expected to show the lower ranks the ropes, guide them with their experience, and assist in the recruitment process. In terms of trappings these soldiers are more often trusted with rarer materials and alchemicals. IV. 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 Tir-Glas, and provided with their own Heraldry, either to their specific likings or chosen by the Prince of Tir-Glas, whichever is preferred. Some Knights, when service length allows, are granted land on which to build a manor, so that they may raise a family and build their own House within Tir-Glas, Numendil, and Canondom. Uniforms Initiate Man-At-Arms Warden Bannerman Captain Knight PRACTICE Whilst the Order of Dawn serves as the Levy of Tir-Glas, 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. MAGIC Within the Order, some are permitted to practice the use of magic, albeit with strict codes and rulings. Voidal magic is prohibited, due to its nature of destruction, poisoning, and propensity for chaos. Akin to this, any practice that makes use of sacrificing, harming, or otherwise harassing other canonists, is also prohibited. Examples of this would be Necromancers, or Warlocks. However, in recent times as light shines upon the inner workings of the Aenguls, it has become apparent that some magics indeed stem from them, and are blessed boons. It is important to remember, that these magics are only ever allowed within the Order of Dawn if the benefactor in question does not require worship, sacrifice, or the selling of one's soul. To this end, at present, Templars of Malchediael, House-Mages, Bardmancers, and Verdants are the only sanctioned magical practitioners within the Order. ON VERDANCY Verdancy is the practice of the Verdants. Akin to Templars, they are knights who take the boons of Aenguls, though rather than taking the blessing of Malchediael, they take the Blessings of Cernunnus and Ceridvena. More commonly are these Aenguls known by their first-spoken names, by Malin's folk in their ancient pacts, as Cernunnos and Cerridwen. However, upon taking their names in Flexio, the tongue of GOD, do they spell and speak otherwise. Indeed, this is the stark difference between the practice of Druidism, in that Verdancy is a practice that requires no worship of these angels. Merely, akin to a Templar's reverence to Michael, and their willingness to live by his tenets, a Verdant serves to protect the balance that GOD created our world with. This is more than enough, for the Aenguls of the Hunt and Nature to share their boons. Verdancy is treated with great scrutiny by the Order of Dawn, to ensure that those who practice the use of the so called "Aspects" do not overstep. Their duty is to combat the dark, and heal the unnatural blights upon the world. Nothing more, and nothing less. Should a Verdant become overzealous in their love and willingness to spill blood for the good of nature alone, they would find themselves under severe penalty, through banishment or death. There can be no room for misplaced faith. 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 solely 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 Prince Llewyn Glennmaer I (Pepto_Bismol_), Or fill out an application / visit Tir-Glas
  10. MC Name: Pepto_Bismol_ Discord: pepto_bismol_ Image: Description of Image: Propoganda poster for the Order of Dawn. Dimensions: 2 High, 1 Wide
  11. ✠ - Rider: Lord-Paramount Llewyn Glennmaer ✠ - Champion: Fella III ✠ - Realm: Númendil ✠ - Liege or Lord: N/A
  12. FROM THE FIEFDOM OF GARENBRIG PENNED ON THE 8th OF SUN'S SMILE, YEAR 230 OF THE SECOND AGE Long has the descendant of Horen struggled with the plight of morality, of purpose, and belonging. Wayward souls often find themselves amongst the droves of lesser men. At best, mercenaries, and at worst, servants of Iblees. A dire circumstance, brought upon by a lack of guidance. A lack of light. To this end, does the Order of Dawn set forth this path, dubbed the “Path of Dawn”, so that these such souls, be they penitent, lost, without purpose, or desperate, can find a place within the world, and within GOD’s light, in service to the greater good and the Church. This is by all means, the path of a Crusader. A champion of HIM ON HIGH. It requires patience, compassion, discipline, strength, wisdom and above all else, faith. TRIALS The path of Dawn is a series of Trials, taken at one’s own pace. The purpose of such is to test the qualities listed above. Each trial may be repeated in the case of failure. To fail is to learn, and it is not the end. The Trial of Loyalty The first step upon the path of Dawn, is to devote oneself to service. As this path is written and set out by the Order of Dawn, the service one swears to is, of course, to the Order of Dawn, and by extension, Garenbrig Numendil, and the Church. Thus, the Trial of Loyalty is to prove said Loyalty through military service as an Initiate of the Order. Once completed, an oath shall be sworn to the Order of Dawn. The Initiate shall be promoted and taken on as a fully-fledged Man-at-Arms, and shall be sent to swear the Oath of Tar-Numenatar. The Trial of Faith The second step upon the path of Dawn is to accept HIS light, and to not only know of his word, but to understand it. One must study the scrolls, those of Virtue, Spirit, and Gospel. Upon completion of these studies, when one thinks themselves to be ready, they shall be tested upon the knowledge of the scroll of Spirit specifically, due to its importance in the life of many a crusader. One may converse with anyone, be they priest or layman, upon the contents of the scrolls, should they find it helpful within their studies. The Trial of Wisdom The third step is to train and test the mind. It is all well and good, for a soldier to swing their sword with vigor, though the strength of the arm can only take one so far. Indeed has it become increasingly popular for servants of the dark to make use of complex mechanisms, magics, locks and labyrinths to hide their machinations from our sight. However, as servants of GOD, we are extensions of HIS hand. Thus, light shall be brought to every dark corner of the world; Who shall escape His sight? All things live and perish before Him, and even the mountains are but shifting dunes in His eye. What iniquity shall you hide? This trial consists of two halves. One, to test wit, and one to test perception. The first test comes in the form of three riddles. Each riddle is given upon request by a Knight of Dawn, with the answer being represented by a singular object. The subject of the trial must leave and return to said knight with said object. The second test is to have a Knight of Dawn accompany oneself to infiltrate a lair. It is said within the Order that beneath every acre of land, there exists a hole in which the wicked hide. To purge the heretic, one must delve to their depths, and show them the light they hide from so readily. Thus, one must display prowess at entering the darker corners of the earth, to prove that the eye is sharp, and the mind ready. The Trial of Courage To conquer oneself is to conquer all. To conquer the self, the self must overcome its fear. The Trial of Courage is undertaken under the supervision of a Knight of Dawn, to which the trial’s subject shall admit their deepest fear. The Knight shall then set the trial’s subject upon a task, in which they shall be subjected and exposed to said fear, in a manner in which it can be overcome. This trial can often be the easiest, or the hardest, depending on one’s bravery, or perhaps stupidity. The Trial of Strength The Trial of Strength is a rite of which many descendants undergo, be they Templar, Druid, professional soldier, or mere levyman. Indeed, throughout history, it has become increasingly important that a descendant of Horen should be able to hold their own against the gravest of threats. One needn’t be blessed by a deity, mutated by alchemicals, laden with relics or touched by darker powers to overcome the servants of Iblees. Nay, the strength and wisdom of man is more than enough. If one cannot survive without the aid of such boons, then one is not deserving of them. This trial is undertaken under the supervision of a Knight of Dawn. The trial’s subject must first pick out a quarry using the Bestia Conlectia literature, written and scribed by the Lectorate of Owyn, as these studies are not only widely available, but considered by the Order to be the finest examples of efficient documentation regarding Darkspawn and their weaknesses. Once a quarry has been chosen, the subject must then, either in a fair bout of combat, or simply alone, defeat an example of said quarry. Should the subject find another example of Darkspawn and fell it whilst hunting their original quarry, evidence of this may be acceptable, depending on the Knight, instead of the originally chosen prey. The Trial of Resolve The Trial of Resolve is the final step upon the Path of Dawn. When the trial’s subject believes themselves to be ready, and all other trials have been passed to the satisfaction of at least one Knight of Dawn, then they may set out upon pilgrimage. They must travel, alone, starting at dusk, through the Kingswood of Numendil. No light shall be taken, no artifice, no food and no water. At the heart of the Kingswood, they must rest at the Cross of Dawn, though they may not slumber. A fire must be tended to there, throughout the night, until the sun’s light shines through the trees and banishes the darkness about the pilgrim. It is this light that they shall carry with them throughout their lives, within their very soul, to which no darkness can befall it, unless said darkness is taken in willingly. To this end, would the pilgrim be false, and face the punishment of both GOD and man. BAPTISM Upon completion of these trials, the subject is baptised, if not already so. This marks the true end of Dawn’s trials, though the Path of Dawn continues ever-onward, until the Light taken upon the Pilgrim is returned to the Seven Skies.
  13. Llewyn and Glyndwr both, a rare occassion, looked over the letters addressed to them, standing in the Numenost gardens. They were both taught to be strong, to be Glennmaers and endure. Alas, of all the battles fought, trials seen through, pain and loss, it was this that brought these two towers crumbling down. Like all things, towers can be rebuilt, grievences healed, but akin to a refurbished spire, it would never quite be the same as it was. "May you find peace in the seven skies, Runa. Of Krug's blood you might have been, but you were a beloved sister and daughter none-the-less."
  14. MC Name: Pepto_Bismol_ Discord: Pepto_Bismol_ Image: Description of Image: A golden seal displaying a noseless Tengu's face. Dimensions: 1x1
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