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Everything posted by squakhawk
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what was your favorite period to roleplay on the server when did you step back from roleplay to take a more staff-role rather than a player-staff role, and why anything you have been dying to tell people but couldnt (and for some reason now can) did you have a favorite place to rp? (i know you had a soft spot for the white rose)
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illythia cackles wildly at merely the mention of the ******* mess of vira’ker. ”These Uialbens are funny – I wonder if I can get their name too if I ask nicely.”
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The LT will usually go by intuition, and it may come down to rolling potentially.
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To The Gentlemen of the North Arcas Axis
squakhawk replied to BardMainHere's topic in Arcas Human RP Archive
ave ave ave ave ave ave ave ave ave -
spells are going through reformatting and may look odd for the next few days
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Illythia poured a drink for herself, thinking more on her friends- now only able to count the number of them to her hand.
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ANOTHER UPDATE TO THE HAELUNORIAN TRAVEL ADVISORY: IRRINOR
squakhawk replied to Ankan's topic in Silver State of Haelun'or
illythia cackled wildly -
everywhere feels the same interesting desert is so far south no settlement on it has survived longer than just a little while, bar maybe thyra. Interesting jungle aswell is so far south and irritating to get to, it did not survive. The same for the mushroom island, and so on. Everywhere on the mainland is just grass. I appreciate the smallest difference with the taiga for the orcs, and I really think the lakey-island-y area north of sutica could be expanded on, and so aswell the ravine and swamp areas near the druids. It feels like that part of the map is a compilation of new builds while everywhere else seems barren and abandoned. The snowy biomes are so far away to warrant building there either, with only Norland being the surviving nation up there. There is little variance in biomes, builds all feel the same as just squares, event builds are always unfinished and while they invoke mystery (the ones up north, in particular, to be vague) they are entirely just left there. The map feels sparse, empty, devoid of life. The only rp to be done is in cities. There is no incentive to explore or settle somewhere that looks the same as the rest. i want to go even further beyond the map between atlas and arcas, in the glaciers- there was so much to explore, so much to see. You had small groups rping in such interesting and wondrous places that nobody even knew about, like the secret tree past the frostpunk-esque city that i would love to see again. The moving glaciers that encouraged so much exploration to break up the roleplay that was evidently a stale break from the rest. It was so fascinating, so interesting! The map seems to have none of it. Atlas had so many, even abandoned, yet still interesting cities that showed their scars and told their stories, and got the player asking and thinking questions. Rivia, a city that was a ghosttown at the end with warclaim chests still there, likely a memory of a city about to be conquered. Santiega was locked off yet it had all these ships off its port with these massive, beautiful walls that you even saw from the worldmap. These ships all around and so many interesting islands and corners and biomes to explore, it was quite literally never boring to explore such an oddly beautiful map. Arcas has none of that. It still feels like launch day. It still feels like the map is confined to your activity square, and that is all.
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would you rather me spoiler the piece into sections? i think it’s fine. stealing the sword of Horen was never actually attempted, either. The question was brought to me and I said it would be practically winning a lottery. These incidents also require LT approval, which one would not approve of stealing an artifact with a couple, if that, tries. I can see your concern, but I will add in the redline I had in mind regardless.
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was h*cked up for a while but its finally here
https://www.lordofthecraft.net/forums/topic/185817-magic-lore-bloodmagic/ -
“There is no power more pure than what hides in blood.” Fourth Generation Blood Magic There are few powers as raw and primitive as blood magic, an ancient art which predates most existing schools and studies. The oldest accounts of blood magic use date to antiquity in the elder mage wars of Aegis where sorcerers hurled great elemental spells across scorched and devastated battlefields. Among the most obscure, grey, and secretive of the dark arts, blood magic is an art of sacrifice and cruelty for its spells and rituals are drenched in the crimson of the living, donated or stolen. The origins of this grisly art are cloaked in mystery for only the Great Stone Serpent is close to being considered a true master for knowledge is what separates the breeds and iterations of blood magic and this, fourth generation blood magic, is the lineage of Malghourn and he will not so willingly give up his secrets. It is the raw blood of those gifted with souls which fuels blood magic, the namesake of the magic itself. It is from this blood that the fourth generation of blood magi draw strength, it is this substance which they twist and bend to their will in savage blood bending, or the ichor which they spill upon eldritch runes for most gruesome rites and rituals. Blood is a thing of primeval strength, it supports the machinations of the soul in life just as lifeforce supports life itself yet Blood may be exploited, both unshackled with runes, and manipulated with bloodbending. So too is there an ancient, mystical language of blood, an unspeakable yet written language whose words invoke power which blood mages inscribe; there is an immense lexicon of knowledge based in blood and its uses and runes albeit much has been lost to the many bygone eras of the past and a vast majority of those runes and powers are forgotten and those employed by present day blood mages are mere fundamentals. Gone are the days of colossal firestorms and conjured earthquakes. Blood magic use, however, is not without its consequence as the addictive powers of blood will soon become a crutch to a blood mage. After touching a bloodshard and gaining the knowledge of blood magic’s most basic principles, blood mages become quickly addicted to its effects and find themselves dissatisfied with most other magic, unable to bring themselves to learn such so long as they carry the mantle of ‘blood mage.’ As such, the blood mage is one ravenous for such a costly substance, often losing themselves in the carnage of their art with an addiction to power. Blood magic is not without its perils. To be awakened by a bloodshard is to invite the eldritch knowledge of slaughter and bloodshed into one’s deepest memories, an injected lesson of the secrets of crimson. Those who undergo this awakening are thus disturbed by it mentally and changed by it physically. The tangible effects of blood magic include but are not limited to causing one’s skin to pale, hair to lighten or become brittle and dry, eyes to become milky and bags to form beneath them, easy bruising, occasional nosebleeds, appear anemic, or racing or slowed heartbeat. These effects are rarely dangerous medical conditions however they are telltale signs of blood magic use; the player may opt to increase the severity of these features and the character might seek out medical or alchemical remedies to their symptoms. The intangible effects of blood magic include extensive mental disorders; the more affluent the blood mage the more severe their condition and the most common mental traits include but are not limited to irrational thought, paranoia, insomnia, and addiction. It is best to research your character’s mental afflictions as to not roleplay an offensive or distasteful stereotype. Also called cognitive distortions in modern medicine but related to logical fallacies, irrational thoughts include a heaping list of irrational thinking patterns below for simple examples. Bloodshards and the Red Nexus The eldest known living blood mage is no man of Horen, Malin, Urguan, or Krug but a great serpent of Dragur; granted sentience by Setherien following his defeat in the North of Anthos, the drake Malghourn reigns supreme over his lineage of students. This drake-breed of blood magic is what is known today as the third generation and thus is closely related to Malghourn. Donated an original bloodshard from Setherien modeled after the drakaar’s lexicon and dubbed the Red Nexus, the crystalline mass of congealed blood has been chipped at nine times, forming ten shards with the Red Nexus being the prime leftover of the original, colossal bloodshard. These nine gems of coagulated blood borne of Setherien-era hemomancy act as smaller lexicons for Malghourn’s superior Red Nexus which at a mere touch inject knowledge into the mind. To grace a bloodshard is to accept the information of blood’s nature, the craft of blood magic, and the tools to use it. Such complex ideas and philosophy cannot be spoken or instructed, only shown, and thus bloodshards are conduits for making bloodmages. Familiarity with blood and the runes permits a masterful blood mage some vague understanding of the complex language with which Malghourn has stored knowledge into his Nexus. This allows master blood mages to tap into the near infinite knowledge of the Red Nexus at times and potentially glimpse its libraries or adversely communicate with Malghourn through it. Weightless and massive -- no smaller than nine meters and no larger than thirteen -- these floating crystals are spread across the mortal realm and are dearly coveted by blood mage cabals. They are coveted things and as such are often hidden, tucked away things or disguised as mere rocks for they have the durability of stone and the texture of a crystal. Whilst destructible, master blood mages may reconstruct these shards of the Red Nexus from any piece of their remains as well as smaller gems -- dregs -- to either restore a bloodshard or create dregs. -Bloodshards allow individuals to become viable for learning blood magic. There are, at all times, nine, and Malghourn may move them at his will (By LT or ET’s decision and discretion). -Bloodshards MUST be physically built upon the map, or kept in a sharded form for a small period of time (one week in real time) -Any tier 5 blood mage may restore a bloodshard with any amount of its fragments. Attempting this without a fragment or after the last of the nine have been reformed it results in the creation of a simple dreg. -Bloodshards may grant tier 5 blood mages knowledge of all spells thus keeping the magic spread at all times; no knowledge can be hoarded and/or hidden. Future discoveries and additions may also be spread through this manner. Combinations of runes and rituals are not learned, however, and are gained through extensive experimentation. Only bloodmages with a TA may take advantage of this. -ET/LT events may be held for blood mages who touch bloodshards to commune with Malghourn to whatever end. The Powers of Blood Magic Bloodsense The first and most humbled tool in the bloodmages arsenal, a bloodmage can view and see the vitals and internals of their body by entering a heightened state of sensation, past their normal five. This gives bloodmages the tools of awareness and wisdom. Bloodbending A second and more vicious tool of blood magic, the lifeblood of others may be manipulated in various manners to puppeteer bodies after the great blood mages of yore. Unlike most other types of sorcery, users of blood magic are more volatile the closer they are to others as well as when near bare skin or open wounds. Bloodbending may take the form of controlling another’s limb, inducing paralysis, or bursting veins. A blood mage’s most versatile and more freeform abilities come in the branch of bloodbending, the act manipulating blood to cause movement or induce force. All blood bending is restricted to within a twenty meter radius form the blood mage, dependant on reaching out to the intricacies of blood - not a feat conducted over long distances - through immense focus. This not only requires the blood mage to envision their target, but may also for some spells require the victim to have visible skin, be marked by splatters of blood already under the blood mage’s influence or in some cases be already wounded themselves. On a similar note, not all bloodbending is consistent within the twenty meter radius. Some feats can only be enacted within specific ranges, whilst others are performed with greater ease on closer targets. Blood is cost from exertion by the bloodmage, to cast bloodbending spells. -All spells in bloodbending require a ‘tell’ in the first emote of said spell’s emote count, this can be RP’d similarly to a voidal connection wherein the tell is freeform so long as it suggests something amiss with the caster. Examples of a tell could include (but are by no means limited to) a shudder, the emergence of a visible aura, twitches and spasms, assuming a stance/ physically directing a spellcast or fine manipulation of bled blood for aesthetics etc. -Emotes are required to show what is both visible to an audience or people nearby, as well as the pm’d action or effect the bloodmage is having upon their victim. Bloodbending Spells Blood Runes The third and more complex tool of blood magic, runes and rituals are forms of ritualistic acts where usable blood may be used to write glyphs, each embodying meaning and power structured and fueled by blood, either alone to some effect in the case of Force runes or in circles full of various runes to create a complex ritual. There are many runes to blood magic, its unspoken, sanguine language a thing used to invoke primal powers. Detailed in the countless pages of Malghourn’s ethereal tomes of his Red Nexus, taught by the tutelage of a blood mage or a bloodshard’s touch, these glyphs produce abilities born of blood. Runes, words, and rituals, elaborate sentences, both are pure invocations. -Without the setting of a ritual where effects are specified or may be experimented with, runes act simply as an esoteric alphabet. Drawing one without the proper preparations would yield no special consequence, effect, or action. Rituals Where runes are words which invoke meaning and abilities, rituals are sentences which create elaborate effects. There are four types of rituals. Blood Rituals are dependant upon runes chiefly followed by sacrifices used to empower said runes which - with the right management - can achieve great feats. The blood required for specific rituals is measured in litres. Litre count varies from person to person, the specifics outlined below: -Average, typical people have 5 litres of blood, equating to 1 body’s full blood reserves. -Those who’ve touched a bloodshard have 6 litres of blood, due to their enhancement in understanding of tapping into themselves. -Azdrazi, dragons, tree lords, and ascended have 7 litres of blood due to their supernatural or superior states of being. -Voidal Horrors have 10 litres of blood due to their immense storage capacity. -Attempting to draw from, connect, or absorb blood from a Voidal Horror bears unforeseen consequences, such an incredibly unstable mental state that may induce hallucinations, loss of humanity, and insanity, for a brief period (by the horror’s (et’s) discretion.). -Average people can regenerate up to 1 litre of blood per 24 hours in real time. -Bloodmagic runes must be placed at maximum level a half inch to full inch below skin, and may not be etched into bones or organs. Any alteration in makeup of the rune (by severely mutilating or removing pieces) will render the rune, or all runes associated(drawn) with it nulled. The integrity of the rune must be comprimised. -Runes drawn upon players are OOCly consented upon both ends. -If the race is unlisted upon the above, refer to them as bearing 5 litres of blood. This excludes non-blood-bearing creatures, such as Golems. -Blood may never be drawn from NPCs, temp or throw-away characters, or non-player creatures (Meaning in the end, only players.). -Not taking into account The Rite “Ascension of Malghourn” (As it provides blood to be freely used), the following is a list in order of blood usage and its effects, specifically on a Bloodmage’s 6 litres. This does not take into account and does not describe nor redline other’s effect with bloodloss. -A person will not experience the effects of bloodloss as soon as the blood is expelled, with the body taking a moment to recognize the lack of it’s own transport system (12 seconds in narrative for effects to take place, or two emotes.) +Using any amount of blood up to 2 litres yields mild side effects that increase with loss, such as minor physical weakness and loss of stamina, aswell as general coldness. +Using 2 litres of blood leads to notable physical weakness that is represented by one’s actions and lack of ability to perform physical activity for a short amount of time, requiring breaks. +Using 2.5 litres of blood sends the person into a state of unconsciousness briefly, for a couple of minutes (at least 10 narrative minutes) once the blood is used. The person will continue to have faint consciousness, more prone to being knocked out and surprised with detrimented alertness and senses. Their heart rate would be incredibly picked up by this point aswell, supplemented by short and rapid breaths frequently. If they are physically strained whatsoever, they find themselves in a moments notice faint enough to pass out. +Using 3 litres of blood would send the person into an unconscious state for longer than 8 hours in narrative, being lithe and completely drained of strength, stamina, and their general senses. +Using 3.5 litres of blood would bear the prior effects, as well as the inability to regenerate blood through unnatural means, such as the rite of Consumption. This leaves the person disabled in their capabilities for quite some time, not recovering until they have reached 5.5 litres of blood. +Using 4 litres of blood would drain the person of all their resources and energy, PKing them near instantly, unable to regenerate quickly enough through the rite of Consumption or Regeneration. Unlike the previous effects, once a person uses 4 litres, they are sent into cardiac arrest and mass organ failure instantly after casting. Where runes are words which invoke meaning alone, rituals are sentences which create elaborate effects. There are four types of rituals: elemental, summoning, creation and force. Runes can be inscribed for rituals within a relatively short frame of narrative time (provided there is sufficient blood available to fuel their creation) or be painstakingly drawn over the course of weeks and months, though any rune left after a narrative month (an OOC day) without use would dry; any fully prepared ritual in this circumstance would take an additional litre of blood to awaken. -Runes drawn for rituals must be done with immense precision and focus, effectively impossible to scrawl down during combat or within loud environments. -A ritual that takes more than 1 IRL day to prepare will require an additional litre of blood to activate. -Runes drawn from rituals are easily disturbed and manipulated, cancelling their effect. A life rune put on the stone can easily be fractured or shoveled away on dirt as example. Upon the body, such works as a branding and must only be skin deep – allowing an extremely painful “cutting out” to take place, to remove it. Bloodrites The fourth and most deliberate tool of the magic is Bloodrites. Bloodrites are, in a sense, a form of progression and feat to the bloodmage. My accomplishing goals by themselves and with others, mastery over blood and further, themselves, increases. Bloodrites share exclusivity, giving variance in what some bloodmages do and are capable of. This gives a sense of individualism between bloodmages, and encouragement to work together where another’s shortcomings meet. General Redlines -Blood magic may only use fresh, usable blood for its machinations. “Fresh” meaning spilled no longer than a day in narrative-time and cannot be derived from animals or NPCs. -Bloodmagic takes three slots in total. -Bloodmagic does not benefit muscle gain, dexterity, or cognitive ability in any way whatsoever, unless done through the specific spells or runes. -A bloodmage can still be affected by other magical passives. If one knows a voidal magic, they would still suffer from voidal poisoning. -Bloodbending may be cast onto a target with; directly visible skin, bleeding from a wound under cover (armor or clothes), bearing blood upon them (on their armour or clothes), or if having direct grip, unless specified otherwise. -Blood mages must carry a multitude of the listed traits within their personality to reflect an increasingly unstable mental state and fortitude, that correlates with their tier (heightening as time goes along), the same for tells upon one’s player-skin or description/description emotes. A lack of these would be considered powergaming, and/or metagaming. -Physical wounding upon the body effects blood levels and usage. This is up to player discretion of how much blood is lost (within reason), with the minimum being .25 litres per wound and bleed emote at the minimum. -Temporary effects gained during rites (Knowledge of Rapid Circulation, over-capped blood levels, and writing runes during combat) are only available during those rites. Should the rite be interrupted, these effects would go away. -A bloodmage may never go over their blood-litre upper-limit, unless doing The Rite of Regeneration or The Final Rite. -If a bloodmage no longer needs a teacher or has a teacher, they may substitute a T5 bloodmage for any teacher requirement for rites. -All runes may be learned and drawn. But, the specific, single-rune effects for Binding, Silence, and Power are only gained by achieving the proper ritual. If one were to use such runes for say, a creation ritual - that is allowed. However, one that has not undergone the proper rites, may not use the rune for their effects (Writing power upon a person, enslaving constructs with binding, etc.). -Blood may not be stored outside of the body for later use in any capacity. -Blood is taken from the bloodmage’s pool as soon as the spell begins it’s cast (The first emote). -Line of sight is required for all bloodmagic spells unless specified (Sensing counts as having line of sight). -A bloodmage if making flesh-to-flesh contact may not be wearing any sort of cover upon their casting hand. -A bloodmage may not make use of a casting implement or focus (Unless using an MArt that allows such.). -Pre-Loregames teaching applications are not grandfathered in once the lore is accepted. -A bloodmage may only take one rite from each tier, and they are not interchangeable. They are aswell marked upon the MA of the bloodmage. -Bloodmagic when used at a range is defined as having voidal focusing – Dodging or quick movement, damage, or focus-disturbing effects will cancel a spell. Bloodmagic when used in melee is defined as having a stronger concentration of voidal focusing. They may only be interrupted by being physically displaced (more than a push), or damaged to the point of drawing blood. Tier One (Lasts two weeks.) During tier one, a bloodmage may learn; Sensing, Manipulation, and Runes. Tier Two (Lasts three weeks.) During tier two, a bloodmage may learn and complete; Contortion, Congealing, Siphon, Force Rituals, one Tier One Rite Tier Three (Lasts four weeks.) During tier three, a bloodmage may learn and complete; Scabbing, Concussion, Hemorrhage, Bloodsculpting, Summoning and Creation Rituals, one Tier Two Rite Tier Four (Lasts five weeks.) During tier four, a bloodmage may learn and complete; Exsanguination, Freezing, Rapid Circulation (Only if having completed The Rite of The Brutal), one Tier Three Rite Tier Five During tier five, a bloodmage may learn and complete; Tearing, Enhanced Sensing, Final Rite weeks stacking cumulatively, totaling to 14 weeks in total from start to finish.Players may optionally take longer should they wish. Purpose Bloodmagic has an aesthetic almost essential to dark magics. However, it bears a problem that each write seems to bite more than it can chew- taking on a daunting task to fill an aesthetic which can so easily be manipulated to powergaming and so susceptible to abuse. In my take and write on bloodmagic, I’ve taken a focus back onto the cores of bloodmagic, avoiding archetypes that did not make sense. Bloodmagic is supplemental to a character’s identity and purpose, as should any magic. I have thought scenarios and worries of my take on the magic and went through multiple ways to interpret or view them to avoid the great error that bloodmagic faced before- vagueness, and little clarity. It was difficult to tell often what things did and why, and how. Hopefully in this write, I’ve supplemented redlines that add and benefit to abilities to make them clearer. I have tweaked problematic features or numbers while still maintaining the identity that bloodmagic left, and giving it that of a true wielder of blood. I hope with the materials provided, a great standard of darkmagic roleplay can be set by the tools I’ve laid before, and that the concept of magic-stacking or tool-kitting is entirely dissuaded and removed, by my changes that disencourage such playstyles. I am hoping that bloodmagic provides archetypes, choices, and roleplaying scenarios that are fun and exciting to new bloodmages and old. I spent a long time thinking about the magic and what it should and shouldn’t do with a strong mind for strengths and weaknesses. I know that the changes I’ve made are sufficient to balance the magic out to be a magic that’s clear, defined, and with a purpose in mind. Some of the changes I am more excited about are the defining of manipulation and it’s detailed editing, alongside the aesthetics and progression. With ample edits, I do believe that this generation of bloodmagic will be to stay. References: Blood Magic Blood Magic Rewrite Blood Rituals and Runes Blood Shards Blood Rifts Zarsies’ Blood Magic Guide Awakened Blood Magic Third Generation Blood Magic Previous and referenced lore writers: Raptor14 TauFireWarrior Mephistophelian Swgrclan Sorcerous_ Zarsies TheKingOfTheMoon Credit for this lore: Squak (Author) And to all the (for now) anonymous people I outsourced advice and consultation from, from the bottom of my heart, thank you.
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though he was not present, lucian poured one out for him and the boys.
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Lucian gratefully awaited the return of his dragonsblood. He would not leave them for another Empire again.
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hello! I think your lore needs a lot more work. CA races are typically heavily detailed and incredibly fleshed out. I think what you should do is spend a greater amount of time on the server and get a feel for players, playerbases, and lore. There are darkmagic forces out there, plenty! but if they were so well known, how would they stay around if people know where they are? if you want some advice, your piece needs a great amount of work. Fleshing it out across all boards and adding more redlines, thoughts, and restrictions. A CA lorepiece should look something more like some of the following; these are examples of extremely successful and well crafted lorepieces for CA races. If you’re really interested in these folk here, I’d consider putting a lot more effort into what you’re making before you consider this ready for lore reviewal. While I’m not willing to fully work with you or give much more advice on the piece, these are things to consider if you wish your race to be accepted. It should very much be more on the scale of these lorepieces above, rather than something so short, poorly formatted, and poorly described. I wish you luck!
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i know i myself have been involved in 5-6 magics being rewritten, new and old. i agree with syko that its alright having your new students being put on hold, and items can be put off for a bit. I agree there could be a bit more transparency and I would strongly like to be pushing out loremags quicker but the team is moving at the pace it is. I wish you luck with all your writing, do not be deterred- I at least believe it’ll all pay off in the end.
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ill miss u man ?
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Illythia is just absolutely hysterical when her own nation of Oren is yet to form it’s own military, thrice times now. She wonders how long the forced-centralization may last.
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“Yikes aswell.” said a Count Lucian Renault.
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illythia just cannot stop laughing
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Illythia wept for one of her friends, now lost to corruption, greed, and snakery. ”Killed on his knees before a corrupt leader, a great bastion of faith in what it means to be a true man, passed away today.” Illythia said, rubbing her face to the impending conflicts. ”Reckoning and hellfire upon them.”
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illythia’s cat goes
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high key based as **** would actually make bandits learn what other players do on the server, effectively levels the playing ground of rpers being **** at pvp and vice versa. also would make it so that players stick to what they can do if i got “Shitterhz” banditing me in front of nordengrad and he gets upset that someone happens to walk along, his fault, drag the rp off the road or some **** if i also got shitterhz logging off at the slightest face of adversity and wanting rp encounters at most 30 seconds long, i dont think he should play a bandit if you want banditry rp, take the person off the road, fuckin’ roleplay with them, not “if you give me money ill let you live” and you let them walk away. I think Hotdip and someone else (I think pancakes?) pulled me over right in front of haense crossroads a long while ago. I thought it was silly that people kept walking up and saying “HEY WHATS GOING ON HERE” DRAWS SWORD, but I also understand- its in the middle of the damn road between nations, and we were actually doing roleplay there, with more negotiation than robbery- which I found fun. I dont think it was pancakes and hotdip but – I do thank you for it. Banditry rp now, at least in the north, is just an excuse to pvp really. I think theres more avenues and routes, and restricting it to crp default allows for bandits to actually care about who to bandit, rather than always having a safe net of “Im better at PVP than this N tag or this mage player”.
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[PK POST] I Shalln't never Faulter"
squakhawk replied to GhostSHTR's topic in Arcas Human RP Archive
Illythia, while not speaking to Bjolfr for over a decade or two – does feel remorse for his passing. -
illythia just keeps laughing
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11th of Horen’s Calling, confirmed under Lily of House Lethes and Lucian of House Renault After the revocation of The Lands of York, House Lethes (Then known as Windsor) was an unlanded house, Barons in titular form. Through this, an agreement was reached between Baroness Lily Lethes and Count Lucian Renault. Listed following are the agreements come to, with the relocation of Lethes to be under Stratton, rather than the direct crownlands. Seen as a move that will benefit both houses, and to allow mutual growth and prosperity. 1. The Levies of Stratton and York are to be merged in full under Stratton, with equal opportunity for leadership and command of the levy from leaders of both Renault and Lethes. 2. The Titular Title of “York” is to remain under Lethes as their inherited title unless revoked by His Imperial Majesty, Alexander II, and such is to be recognized by House Renault. 3. The Title of “Stratton” is to remain under Renault as their inherited title unless revoked by His Imperial Majesty, Alexander II, and such is to be recognized by House Lethes. 4. Documents and decisions involving or concerning House Lethes are to be within the presence or direct issue of Count Lucian Renault, as to properly manage the involvement of The County in The Barony’s administration. Signed By; Lucian of House Renault, Count of Stratton, Dragonsblood Lily of House Lethes, Baroness of York Aleksander of House Renault, Dragonsblood Advisor Evan of House Lethes
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