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Balthasar

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  1. Why not amend Dovra-Kul to allow heralds and azdrazi instead of a brand new spell?
  2. THE KNIGHTS OF VANDER DIE RITTER VON VANDER THE REFORMED VANDORIAN ORDER AND THE ORDER OF THE BLACK EAGLE First created during the times of Aesterwald in the form of the Vandorian order and the Order of the Black eagle, the Vanders were the premier example of those who would seek to embody the Vander Code and tenets. After the investiture on the part of Hans Rovin the Markgrafschaft Vanderfell to the Waldenic Diet, it is thus now the duty of the Diet to reinstate the legacy of Aesterwald and the Vandorian Order into the fold once more. By the will and patronage of the Waldenic Diet, the Chivalric Order of the Knights of Vander shall be formed thus, becoming the spiritual successor of those who called themselves Knights of the Black Eagle and the Vandorian Order. Recruitment shall be held locally, from the dynastical representatives of the Waldenic Electorates, as well as those who belong to a Waldenic bloodline. The Knights of Vander henceforth will be tasked with the protection of the Waldenic heritage, as well fulfilling a military role to upkeep the Sacred Law of Waldenia among the polities that belong to the Waldenic Diet. THE CODE AND TENETS OF THE KNIGHTS OF VANDER The Tenets of the Knights of Vander originate from the Vander Code and the code of conduct as it was laid out by the Order of Black Eagle by Saint Otto the Bald; 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 honor and for glory ✠ ✠ To despise pecuniary reward ✠ ✠ To obey those placed in authority ✠ ✠ To guard the honor of fellow Vanders ✠ ✠ To keep faith ✠ ✠ 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 ✠ HIERARCHY THE GRANDMASTER - DER GROßMEISTER Henceforth from the formation of the Knights of Vander, nominal leadership of the Order shall be invested unto the sitting Lord Vandalore, to act as the custodian of the Order, and the representative of the Waldenic Electorates. Upon the ascension of a Lord Vandalore from the diet, so too, shall they ascend as the Grandmaster of the Vander Knights. It is their duty to make sure that the Knights of Vander do not stray from their duties and tenets. THE KNIGHT-COMMANDANT - RITTERKOMMANDANT The Knight-Commandant, hand-picked by the vote of the Waldenic Diet shall act as the de facto leader of the Knights of Vander, acting as the Master of the Order. It is the Knight-Commandant’s solemn duty to ensure the safety of the Waldenic Diet during their conventions, and to ensure that the Order be adequately armed and manned by loyal Squires and valiant Knights. The esteemed Knight-Commandant, aside from the Lord Vandalore, is bestowed shall only answer to the collective decree of the Waldenic Diet during their tenure. THE VANDER KNIGHT - DER VANDER-RITTER The Vanders, revered and esteemed, are individuals who, after enduring rigorous trials and embarking upon perilous quests, have been graced with the sacred Oath of Knighthood by the venerable Waldenic Diet. These valiant souls are renowned for their unrivaled martial prowess and unwavering allegiance to the Sacred Law and the Vander Code. A Knight, in their esteemed station, possesses the power to enforce and report the Sacred Law to the territories of the Electorates, and they have the privilege to select a solitary squire, upon whom they shall bestow the sacred knowledge and teachings of the Order, pending approval from the Ritter-Kommandant and the Waldenic Diet. SQUIRE - DER KNAPPE Squires are those who have been deemed worthy of undertaking the tutelage under a Vander Knight, aspiring to ascend to the esteemed ranks themselves. Squires, regardless of age, are required to belong to a Waldenic bloodline, and are required to endure a demanding and arduous training, crafted to test their mettle and fortitude. Only upon successfully completing this rigorous regimen shall they be presented to the Waldenic Diet and the Lord Vandalore, who shall vote for their inclusion, and prescribe them their ultimate trial, marking their imminent transformation into a Vander Knight. TRADITIONS I. On Speaking of Words When in the presence of an ally, Vander Knights are to behave with kindness no matter the ill words spoken to them in accordance to what the Vander’s code says; “To refrain from the wanton giving of offense”. Vanders are not required to speak truthfully about personal quarrels when asked upon unless the security of the Waldenic Diet and people are involved. II. On Blackmarking Blackmarking is the old rite of stripping an oathed Vander of their rights and rank by putting them beneath those who have just taken oath into the Order. Blackmarking is seen as a last attempt for a Knight to save themselves and their name before being removed from the Order. The Blackmarked have no rights, no honor, and no name. They are to be referred to as Blackmarked. If needed to specify, they will be named by their appearance or a nickname. III. On Faults Faults are simply actions that are committed by a Knight who is in the wrong and are punishable, either through mental or physical labor. Faults generally exist under the cardinal vices: Gula (Gluttony) Fornicatio (Fornication/Lust) Avaritia (Avarice/Greed) Superbia (Hubris, Pride) Tristitia (Sorrow/Despair/Despondency) Ira (Wrath) Vanagloria (Vainglory) Acedia (Sloth) Faults can also be more specific. For example, harboring the condemned is a fault. If a great number of faults are committed, a Vander will be sought out for Blackmarking, or might be removed from the order entirely. OATH Beneath the mantle of the Vander Knights' embrace, I, [NAME], step forth in solemn grace. Chosen by destiny, to join their noble ranks, to safeguard Waldenic souls, in unity that stands. With resolute devotion, I pledge my sword, To honor the Sacred Law, by which we are moored. In service to the Vander Code, my heart aflame, I shall shield the Waldenic People, in honor and acclaim. Bound by duty, I stand as their stalwart shield, Defending the Waldenic Diet, our common weal. May the Sacred Law guide my steps, pure and true, As a Vander Knight, my purpose is forever anew. In unity with my brethren, an unbreakable bond, Together we shall defend, till eternity beyond. Issued and proclaimed in the name of the Waldenian People, Ausgestellt und verkündet im Namen des Waldenischen Volkes, LORD VANDALORE
  3. ✠ EIGHT WALDENIC DIET Second Session, 14th of Tobias’ Bounty, 1966 ACTHE WALDENTAG Zweite Sitzung, 14. Tobias’ Freigebigkeit, 1956 MERRYWEATHER-ALSTREIM REINMAR-SUTICA MINITZ VELEN MOTIONS ANTRÄGE REINSTATEMENT OF THE ELECTORATE OF HOHENGARTEN Vote: Reinstate Lord FRIEDRICH von AUGUSTEN, as ELECTOR of HOHENGARTEN FOUNDING OF THE KNIGHTS OF VANDER Vote: Found the reformed VANDORIAN ORDER and the ORDER OF THE BLACK EAGLE INSTATEMENT OF KNIGHT-COMMANDANT OF THE VANDER KNIGHTS Vote: Instatement of SIEGMUND von REUSS as KNIGHT-COMMANDER of the VANDER ORDER REINSTATEMENT OF THE ELECTORATE OF HOHENGARTEN During the first session of the eight Waldenic diet the patriarch of HOUSE von AUGUSTEN FRIEDRICH von AUGUSTEN approached the diet with a plea to have his ELECTORAL rights REINSTATED. The Diet took this into consideration and decided to speak further at the next session. At the second diet the Waldenic Electors voted unanimously to RETURN HOUSE von AUGUSTEN its ELECTORAL RIGHTS. VOTE: REINSTATE HOUSE VON AUGUSTEN AS ELECTORS OF HOHENGARTEN JA MERRYWEATHER-ALSTREIM REINMAR-SUTICA MINITZ VELEN Motion passed 4-0. HOUSE von AUGUSTEN will be restored its ELECTORAL RIGHTS FOUNDING OF THE KNIGHTS OF VANDER The second item to discuss was the reformation of the KNIGHTS of VANDER. The spiritual successor of the KNIGHTS of the BLACK EAGLE and the VANDORIAN ORDER. The KNIGHTS of VANDER are tasked with the PROTECTION of the WALDENIC HERITAGE, upholding the SACRED LAW of WALDENIA VOTE: FOUND THE CHIVALRIC ORDER OF THE KNIGHTS OF VANDER JA MERRYWEATHER-ALSTREIM REINMAR-SUTICA MINITZ VELEN Motion passed 4-0. The CHIVALRIC ORDER of the KNIGHTS of VANDER has been founded. VOTE: INSTATEMENT OF SIEGMUND VON REUSS AS KNIGHT-COMMANDANT OF THE KNIGHTS OF VANDER JA MERRYWEATHER-ALSTREIM REINMAR-SUTICA MINITZ VELEN Motion passed 4-0. SIEGMUND von REUSS is instated as KNIGHT-COMMANDANT. DE-FACTO LEADER of the VANDER KNIGHTS VOTE: MOTION TO ADJOURN THE SECOND SESSION OF THE EIGHT WALDENIC DIET JA MERRYWEATHER-ALSTREIM REINMAR-SUTICA MINITZ EINMONT VELEN Issued and proclaimed in the name of the Waldenian People, Ausgestellt und verkündet im Namen des Waldenischen Volkes, LORD VANDALORE
  4. I completely agree with this proposal. I'd even suggest making it 3 months. As is players can just walk in and get their wardren on day 1 and a few weeks later there's a new azdrazi on the block. I imagine the azdrazi community is happy to see new azdrazi CA's, but it devalues the CA if there's 30-something azdrazi running around with hardly any relationships or work with the community. (the community doesnt actually have this problem rn, but what if!!)
  5. A Herald of Raev origins awoke. Darting upright, as beads of sweat rolled from his forehead. He was disorentied, was it this dream. No... it wasn't a dream; he was there, he saw the Titan, He spoke to him. It was sublime and terrifying - This was the second time he had been visited like this in his sleep. The first time it had changed his life, how would his life change now, he wondered. Whatever was to come, the Herald would be there.
  6. REVOCATION OF THE BARONY OF BODBWODZ Issued and Confirmed by His Highness, Johannes von Alstreim In the year of our Lord, 13th of Sun's Smile, 1963 TO ALL THOSE CONCERNED, For many years now the lands once belonging to the Barony of Bodbowdz have lain empty. Ever since the passing of Baron Cunimund it seemed like his relatives fled the region and none ever presented themselves to the Princely council as the rightful heir of the title. Not since my father ruled and neither when I succeeded him. It is by this letter that I make it known that the Barony of Bodbowdz is revoked and placed into abeyance. The people of Bodbwodz were good to me and my father, there is nothing ill I can say about them. I wish them long and healthy lives wherever they may be - If there are any who still remain in the abandoned barony. They shall be given fair warning before the remaining buildings within the barony are demolished and cleared. Any religious buildings and graves shall remain untouched and remain cared for. GOTT MITT UNS, HIS HIGHNESS, JOHANNES VON ASLTREIM, Prince of Merryweather and the Rhine, Elected Margrave of Vanderfell, Landgrave of Alstreim, Baron of Corwinsburg, Lord of Blackwater, Lord Vandalore
  7. PARADISIAN ADVENTURERS GUILD AILMERE SUBJUGATION ISSUED BY GUILDMASTER VON ALSTREIM IN THE YEAR 1962 TO ALL MEMBERS OF THE GUILD, REGARDLESS OF CLASS SALUTATIONS, The Executive branch of the Paradisian Adventurers Guild has been made aware of the raiders from the northern continent, by the name of Ailmere. Many northerners, from nations such as Haense and Celia’nor have already engaged the raiders. To all adventurers, you are hereby requested to the guildhall in Whitespire, Aaun. Prepare your equipment and supplies for a journey north. Guides learned in the terrain shall take us north. The Guild has pledged its support against the vile raiders, who without a doubt worship dark powers. Due to the severity of this northern invasion, the subjugation as a whole has been designated as Aurum, however, it may be raised to Emerald upon final assessment of the ‘Harrower.’ There shall be loot, experience and advancement to those who heed this call. All activities undertaken in pursuit of this subjugation shall count towards promotions. Any non-registered warrior or sorcerer who has stumbled upon this summons may inquire at the Guildhall for entry into the guild. Any and all hands are needed. SIGNED,
  8. Envelopes, containing the Guild's response within, are stamped with the Sigil of Guildmaster von Alstreim and sent back by way of homing pigeons to the aspiring Adventurers. All applicants approved for further induction. Applicants are hereby summoned to the Guildhall for aforementioned interview.
  9. PACT OF LA DORADA 10th of Harren's Folly, 1961 PREAMBLE Since the beginning of the Coalition War the Kingdom of Aaun and the Viceroyalty of Hyspia have fought beside each other in countless skirmishes, battles and sieges. Both Aaun and Hyspia have agreed time and time again to foster permanent relations with one another. ARTICLE I - SOVEREIGNTY The United Kingdom of Aaun and the Viceroyalty of Hyspia, or henceforth ‘the signatories’, recognise each other’s sovereignty over their territories, titles, and vassals, including any of the three that the signatories may come to possess in the duration of the pact provided that they were acquired in good faith. ARTICLE II - NON-AGGRESSION The signatories pledge to each other to adhere to principles of peace between each other. They shall not wage war upon one another, nor shall they raise arms against one another, or try to bring harm to the integrity of one another’s realms. This includes but is not limited to: supporting mercenaries and/or bandits in attacks against a signatory; making claims about a signatory with the intent to ruin the reputation of its culture, people, or leadership; and using the well-intentioned articles of this pact to disadvantage another signatory. ARTICLE III - MUTUAL DEFENSE The signatories hereby pledge to assist each other in matters of national defense; an attack on either party by a third party shall be considered an attack against both. Any disputes between the signatories shall first be resolved through peaceful discussion among the leadership of both signatories. In the event that the territorial integrity of either nation is threatened in any manner by an external force, the two shall come together to discuss preemptive measures. ARTICLE IV - TRADE AGREEMENT The signatories are to provide a free stall free of rent in their respective capitals for each signatory to promote economic growth and ties. Any tariffs that may have been imposed on the signatories beforehand are revoked, and the creation of new tariffs is forbidden for the duration of the pact. ARTICLE V - CULTURAL EXCHANGE The signatories shall, in coordination and in comradery, exchange cultural knowledge, books, gifts and coordinate cultural events together. The signatories shall stay in contact with each others’ courts to promote cultural comradery. ARTICLE VI - EXTRADITION The signatories pledge to assist each other with extradition requests and shall not support evident criminals with hiding or otherwise escaping from the authorities of the signatory they transgressed in. ARTICLE VII - DURATION This treaty shall be in effect for a period of fifteen (15) years, after which the signatories may convene once again to discuss renewing the treaty. His Royal Majesty, JOHN ALEXANDER, by the Grace of GOD, King of Aaun, Prince of Alstion, Duke of Vienne, the Lowlands, Balemena and Corazon, Count of Whitespire, Enswerp and Florentine, Baron of Blanchet, Protector of the Realm His Highness, Johannes von Alstreim, Prince of Merryweather and the Rhine etc. High Commissioner of Aaun HIS HIGHNESS, Cesar II de Pelear, Viceroy of Hyspia, Duke of Pacazu, Baron of Arenisca and Del’mar, Lord of Ladorada, Lord of Niseep, Gereon's Hold, and Ciudad de Plata, Gran Maestre of El Orden de Francisco, Protector of the Hyspian People, Protector of the Farfolk, Patriarch of House de Pelear
  10. ♫♫♫ THE DESTRUCTION OF THE SELF Authored by Arpad When we are given life. We are without the self. We do not recall our birth, it is only after we grow in years, learn, accumulate thoughts and emotions. It is only then that we develop ourselves and our psyche. These are necessary steps in the cycle of life. We are all beholden to these rules, no matter race or species. Even the sheep grows, learns and accumulates. It develops an ego. Naturally this psyche is not comparable to that of a descendant. In the same way that descendant psyche’s are not the same as those of the venerable Nephilim. Seekers of Azdromoth enter the same process, they are reborn into a society of dragons, fire and ash. It is new to them, it is alien. And so in the same manner, the Seekers grow, learn and accumulate thoughts and emotions. They are all different and unique, no matter how miniscule they may be. A seeker’s mentor varies, but the process is the same. Seeker’s develop their ego. It is once the Seeker has proven themselves worthy of recognition, of a developed ego that they are marked. They are accepted into the fold, granted a semblance of belonging. Never does the mind cease to develop. Some may levy questions against the mind, questions I have oft asked myself. Is the mind and soul the same? Are they intertwined or are they wholly separate? Verily it is a difficult thing to concretely answer. The An-Gho writes that God is everything, thus we living, breathing and developing beings are divine too. Yet when we die, we do not become Gods. We are trapped in a prison of souls. I digress, this is not the purpose of this text - It is my firm belief that the mind and soul are intertwined. This physical being that we are, is merely to experience this plane of existence, once this experience is deemed complete we are moved to another one. The true self or soul is immortal, there is no end to it and changes in nature. The mind through countless developments throughout our lives is what uses logic and reason to arrive at insight or conclusions about people, events, and life. Whereas the soul is the complexity of all our knowing and believing. It is the representation of our true inner self. It is the observer and the source. The mind is the tool of the soul. The mind creates your thoughts and logic, but it can unfortunately come to dominate the self. Through a process of enlightenment Asioth will be achieved and we will master the mind and the self will dominate. It is through this lifelong experience of achieving Asioth, that we learn, become and some will be blessed with rebirth. Although all will not achieve this state, it is the end goal of our experience. Once I have proven myself to the venerable Nephilim and the father, the Firstborn. I dream to undertake the trials to be reborn, but first I must annihilate myself. Break down the mind and recognize my unity with the world, God and all that is. How are we to undertake the final trials and be reborn, If our ego is unchecked? The disunity of our reborn nature. Destroy yourself and you will become an instrument of Azdromoth. I invite you, be you Seeker or Herald to join me in your own annihilation: You must relieve yourself of material and worldly problems; yet you must have goals in this life. Without the fire of ambition, you are nothing. You must see and understand your own weaknesses; you cannot destroy what you do not know. Do not live in the past or future, you must be in the moment, the now; see the wind, feel the rushing waters, the color of the night. As transient as this reality is, you must experience it. The powerful is not he who conquers others, but he who conquers himself; strength over others is superficial and fleeting, to overcome one's flaws, weaknesses and insecurities is to master one’s soul.
  11. Envelopes, containing the Guild's response within, are stamped with the Sigil of Guildmaster von Alstreim and sent back by way of homing pigeons to the aspiring Adventurers. All applicants approved for further induction. Applicants are hereby summoned to the Guildhall for aforementioned interview.
  12. Johannes von Alstreim had both his bow and crossbow displayed on his oversized bed. He pondered which weapon would be best for the bird hunt. He simply could not make up his mind!
  13. Johannes von Alstreim wiped his ancestral sword clean, it had fed on many Veletzian men this day. As he sat on a small boulder fired from the trebuchets, he saw in the distance many broken spears. It reminded him of how a foolish Veletzer or Stassie, they all looked the same, had attempted to ambush him and his squad from behind, an action the enemy would regret. Johannes braced his own spear into the horse and felled it, the cavalryman falling and being cut down by the men around the Prince. A glorious day, he thought. The Coalition had hardly taken any losses and the enemy had taken massive losses and was routed within a few hours, it only felt like a few minutes
  14. Envelopes, containing the Guild's response within, are stamped with the Sigil of Guildmaster von Alstreim and sent back by way of homing pigeons to the aspiring Adventurers. Apologies for delay. Locate your nearest aviary to read the contents. All applicants approved for further induction.
  15. The Prince of Merryweather had commanded an artillery crew the first few hours of the siege - He swore he had destroyed at least four trebuchets; he even saw limbs and red mists appear as he had miscalculated the shot, but hit anyways. These "good-misses" pleased him, the death of Stassionites placated his angry mind. Eventually the artillery had spent all ammunition. A shame, he had so much more he wanted to do. Without hesitation, Johannes and his crew abandoned the cannon and joined the infantry, as protocol demanded. Cavalry and archers skirmished back and forth on the western flank, this went back and forth before the order for a head on charge was ordered. The Waldenian obeyed and they all charged into the breach cutting down Veletzers, Stassionites and Orcs alike. Later once the fighting was over with, Johannes von Alstreim joined his King's side. Their appearances marred by blood and gunpowder soot, but they were alive, more than alive! They had enacted sweet vengeance and the Lowlands were now restored. "Tandem Triumphans!" They all cheered once the last enemy was cut down. It was a deafening roar, all joined the cheering, regardless of nationality or creed.
  16. The Prince of Merryweather, Johannes von Alstreim sang merrily in Ulrichsburg as he tended to his chores "Go home, Stassie, Stassie, go home!" As the day became night the singing became a hum. The next day he would find himself repeating the singing in his Guild's office in Whitespire!
  17. The Prince of Merryweather tossed his broken lance aside and cried "The Lord is our shield, King John is our sword!" alongside his Aaunic brothers-in-Arms
  18. GUILD COAT OF ARMS HISTORY The Paradisian Adventurer’s Guild, founded in 1956 by Johannes Lothar von Alstreim - Waldenian Princeling of Merryweather - in order to best counter domestic abnormalities plaguing the realms of Aevos brought on by the devastating war between the Grand Covenant and the League of Veletz. With most able-bodied men and women being conscripted and deployed to the frontlines, many nations, particularly the United Kingdom of Aaun, have enacted special measures to ensure domestic stability. In the Kingdom of Aaun’s case, the Prince of Merryweather, vassal to the King of Aaun, John I of the Royal House of Alstion, has formed the Paradisian Adventurer’s Guild under his noble purview, investing his Princely wealth in enlisting the aid of like minded individual - thus the Guild formed one fateful day in the halls of the Black Rose Tavern and Inn within the Royal City of Whitespire. GUILD MISSION The Paradisian Adventurer’s Guild was created with a simple goal in mind: detecting, evaluating, designating, and exterminating the unknown and other extraordinary dangers of Aevos, protecting the mundane from the unnatural threats that roam the untamed countryside and lurk within the dark crevices of civilization. Though headquartered in the Capital of the United Kingdom of Aaun, the White City of Paradisius, colloquially Whitespire, and its Guildmaster of its noble peerage, the Adventurer’s Guild is ultimately a neutral organization; politically unaffiliated, welcoming aspiring Descendants of any background, creed, race or religion, so long they are not wanted criminals or the very same fiends that the Guild hunts. It is designed with time and sufficient growth, that the Guild shall be able to expand internationally, acquiring Writs of Operations and opening new Chapter Houses throughout the Realms of Aevos to best counter the growing need to deal with the world’s abnormalities. GUILD HIERARCHY The Guild prides itself on its inclusivity, accepting all who seek to safeguard civilization from the abnormal - race, creed, religion, nationalities; all are made irrelevant in such a pursuit. Accomplishments, skills, and competency shall set Adventurers apart, with those successful earning themselves increasing prestige, fulfillment, spoils, gold and rankings. It is not expected for Adventurers to dedicate their entire existence to the Guild, and that they can take on Quests and Bounties whenever they are able. There is no quota to fulfill, and no senior officer to report to. The only burden to carry is the desire to see the Realms of Aevos safe from abnormalities, the Guild shall facilitate the rest to see this done. The Council Any organization requires a hierarchy and management. This Guild is no exception. The Adventurers do not boast a complicated hierarchy with intricate bureaucracies, rather priding itself on streamlined simplicity instead. There exist only two senior members to administer the guild, along with their staff of Clerks to manage the day to day affairs of the Adventurers. In due time, Chapter Masters shall represent the Guild’s interests abroad, as new Guild Chapters are opened in other cities, thus forming the Guild’s Council. Guildmaster The guild master is tasked with the management of the Guild, he posts all missions, approves new candidates, and arranges payment and promotions. New Guildmasters are appointed by directives of the prior office holder, and in the instance that the entirety of the executive of the Guild are made incapable, a general assembly of all Adventurers shall form to elect a new Guildmaster. The current Guildmaster is Prince Johannes Lothar von Alstreim of Merryweather @Balthasar Prince Alstreim Vice-Guildmaster The right hand of the Guildmaster. Has the authority to act in the Guildmasters name, and should they be absent, they assume control of the Guild. The current Vice-Guildmaster is Tiber of Whitespire @seannie Tiber Whitespire Guild Clerk Clerks are tasked with the overall organizing and dispatching of adventures to their appropriate bounties. Should an Adventurer be considered to be woefully unprepared for their Bounty, the Guild Clerks reserve the right to prevent their dispatch to Bounties until remediation - to best maximize likelihood of survival. They are paid an annual salary and cannot register to become adventurers due to the potential of scheming and liability issues. The Adventurer’s Corp The ones tasked with carrying out the Guild’s primary reason of existence - the Adventurers. Responsible for delving into unknown wilderness, or scouring the depths of a long forgotten ruin. They are the front-line against the unnatural, paid contractors that protect the Realms of the Descendants. Ever since its formation, the Guild has been divided in ethos by two factions; one dedicated to the wholesale and indiscriminate slaughter of the dangerous unknown, and the other for the documentation and experimenting of such to best discover the truths of the world - though both groups cooperate in tandem still, each realizing the need for unity against the horrors of Aevos. Carbaurum-class Adventurer These adventurers have reached the apex of their field. Their mettle has been tried and tested countless times and are without a match in their field, as such, not much remains to prove themselves. The trials and tribulations of Aevos are of a miniscule affair to them, and now enter the Hall of Honored Heroes of the Paradisian Adventurer’s Guild. Emerald-class Adventurer Guild veterans and figureheads to those of lesser rank, acting as captains in the field. They are the ones initiating missions and often the ones leading them as well. Emerald-class adventurers are without a digit or two and perhaps even the less fortunate one is without a limb, but even then they are a foe the monster cowers from. Aurum-class Adventurer The middle ground, adventurers who have dedicated blood, sweat and great effort to the guild mission. Truly they’ve made monster hunting their way of life, thus being afforded the privilege of picking any mission their rank allows. Further advancement requires a demonstration of great skill and captaincy. Ferrum-class Adventurer Proven warriors of the Guild, the regulars. These guild members have proven themselves as middling fighters, they’ve picked up the basic tenets of the guild, but are still not considered fully-fledged members. Copper-class Adventurer The trainees of the guild, the lowest of the low. New and untested members will fall into this category. Copper-class Adventurers don’t have many pickings in contracts and are not permitted to go on missions alone, always with another more experienced adventurer who acts as a mentor as to best mitigate the possibilities of needless casualties. In due time, they shall prove themselves able. CODE OF CONDUCT The Adventurers Guild has a few rules that the adventurers are expected to take to heart, to ensure a safe working environment for everyone. The higher-classed adventurers are expected to enforce the code of conduct. 1. It is forbidden to steal from another adventurer, during a contract. 2. It is forbidden to assault another adventurer, during a contract. 3. It is forbidden to fabricate falsehoods about achievements. 4. It is forbidden to discriminate against an Adventurer’s culture, race or religion - the Guild is for all, so long as politics and religion are not brought into missions. Legalities: 1. It is not required for adventurers to be on favorable terms. It is only required that adventurers prioritize completing contracts. 2. Adventurers must adhere to the principles of neutrality during a contract, adventurers incapable of separating their feuding nationalities shall be made unable to be in the same Party for quests. 3. Lower-classed adventurers may attach themselves to higher-classed adventures to participate in more dangerous contracts. 4. Numerous breaches in Conduct shall result in the termination of an Adventurer’s Badge. THE ABNORMALITIES REGISTRY The Guild does not only kill monsters, it also documents the hostile or abnormal beings found on our plane of existence. The creatures are categorized into classes, based on their threat level, with each class being expectedly more dangerous than the prior. With discoveries being made every day, the guild is well aware that documentation will always remain incomplete. Anyone with information on new creatures is encouraged to bring the information to any guild members, to which they will be rewarded on a monetary basis based upon the significance of their discovery. Copper-class Abnormalities: Feral Goblins Vodniks Skeletons Zombies etc. Ferrum-class Abnormalities: Boggens Harpies Fiskmen Skelts Ratiki Drowners etc. Aurum-class Abnormalities: Venators Ents Gryphon Jabbernacks Cockatrice Liches Trolls etc. Emerald-class Abnormalities: Basilisks Drakes Wyverns Giants etc. Carbarum-class Abnormalities: As of yet, the Guild has not designated any abnormalities suitable ranked Carbarum. HOW TO JOIN To enroll, one must seek out the Guild Headquarters upon entering the Royal Capital of Whitespire, Kingdom of Aaun, within the upper floors of the Black Rose Inn. An appointment will be scheduled with a senior official of the guild, typically arranged by a Guild Clerk, who will then assess the qualities and integrity of the potential adventurer. Once approved, the adventurer is granted membership into the guild and their copper-class badge, henceforth an official guild member. Past experiences, be it that it is comprehensive with ample evidence, an applicant may under extreme cases be allowed to skip one or two classes. To contact the appropriate guild official who can process an applicant's interview, one must simply fill out the following form below and send it off to the guild headquarters in Whitespire by bird, courier or mail. A relevant authority will respond at the earlier opportunity. The criteria for enlistment is as such; be at least fifteen years old. In a fair physical and mental condition. The Paradisian Adventurers Guild does not take responsibility for adventurers injured or killed during their contracts. APPLICATION FOR INTERVIEW FULL NAME: AGE: PRIOR EXPERIENCE: (if any) METHOD OF CONTACT: (Discord name/Mcname) Current guild members may withdraw their membership from the guild, if for whatever reason they are unable to continue their work with the guild. To resign one must locate the nearest guild official and issue a notification of resignation. This notification will be brought to the guildmaster who will then process it himself, the adventurer's registry is stricken and their badge is returned.
  19. ✠ EIGHT WALDENIC DIET First Session, 15th of Godfrey’s Triumph 1956 ACTHE WALDENTAG Erste Sitzung, 15. Triumph des Gottfried, 1956 MERRYWEATHER-ALSTREIM REINMAR-SUTICA MINITZ MARIGNAN VELEN MOTIONS ANTRÄGE ELECTION OF THE NEW LORD VANDALORE AND MARGRAVE OF VANDERFELL Vote: Appointment of JOHANNES LOTHAR von ALSTREIM as 15th Lord Vandalore and Margrave of Vanderfell INVESTIGATE THE STATE OF THE ELECTORATE OF HOHENGARTEN Vote: Investigate the Waldenic status of the Electorate of Hohengarten. To be ready by the second session. ELECTION OF THE NEW LORD VANDALORE AND MARGRAVE OF VANDERFELL On the 10th of Godfrey’s Triumph, 1956, the Eight Waldenic Diet convened on the matter of electing the supreme cultural head and protector of the Waldenic peoples. After the untimely death of Lord Vandalore HEINRICH LOTHAR von ALSTREIM. The Electorate of EINMONT, represented by THERESE von THEONUS nominated herself for Lord Vandalore. Likewise the Electorate of MERRYWEATHER-ALSTREIM, represented by JOHANNES LOTHAR von ALSTREIM, nominated himself for Lord Vandalore. The Electorate of REINMAR-SUTICA sponsored LUDWIG BISHOP. VOTE: APPOINTMENT OF JOHANNES VON ALSTREIM AS THE LORD VANDALORE AND MARGRAVE OF VANDERFELL JA MERRYWEATHER-ALSTREIM REINMAR-SUTICA MINITZ VELEN ABWESEND EINMONT With all the majority votes in favor of JOHANNES LOTHAR von ALSTREIM. A vote for THERESE von THEONUS and LUDWIG BISHOP were unnecessary. INVESTIGATE THE STATE OF THE ELECTORATE OF HOHENGARTEN After the appointment of the 15th LORD VANDALORE, FRIEDIRCH von AUGUSTEN approached the diet wishing to motion it to reinstate the house as Electors of HOHENGARTEN. It was discussed and it was decided to instead investigate the status of the house and at the next session determine if the von AUGUSTENS are ready to rejoin the Waldenic diet. VOTE: INVESTIGATE THE STATE OF HOHENGARTEN JA REINMAR-SUTICA MINITZ EINMONT VELEN ABWESEND MERRYWEATHER-ALSTREIM Motion passed 4-0. MERRYWEATHER-ALSTREIM abstained. Report will be ready for the next session of the Waldenic Diet where the Diet shall also vote on the reinstatement of HOHENGARTEN. VOTE: MOTION TO ADJOURN THE FIRST SESSION OF THE EIGHT WALDENIC DIET JA MERRYWEATHER-ALSTREIM REINMAR-SUTICA MINITZ EINMONT VELEN Issued and proclaimed in the name of the Waldenian People, Ausgestellt und verkündet im Namen des Waldenischen Volkes, LORD VANDALORE
  20. "To have a handful of stray projectiles hit your castle walls and from that your entire castle falls to ruins. Poor craftsmanship" remarked Arpad
  21. Aaun is always looking for new people. It's a very multicultural nation, so you can do whatever you want culturally. There's also plenty of opportunities in business, military and the government, if that's anything you'd be interested in. Feel free to reach out here or on discord @Balthy
  22. Hello Crafters, I was in a discord and someone brought up conflicts near the "public" SS pillars. With the conflict between Veletz and the rest of the world. Is there anything preventing players from waiting at pillars for an unfortunate soul to teleport there and bandit/attack you or whatever? Unsure if theres any rules already but pls lets talk about it :)
  23. MAP OF THE UNITED KINGDOM OF AAUN TABULA AAUNICA AUTHORED & DRAWN BY HIS HIGHNESS, JOHANNES VON ALSTREIM OF MERRYWEATHER CROWNLANDS The Crownlands are the jewel of the Union. It is the most populous region of the Kingdom, consisting of the Royal Capital of Whitespire, New Conkerhove, Applebie. Further west you will find the Principality of Merryweather, where the rural village of Apfelberg is attached to Castle Ulrichsburg, home to the von Alstreims. The region is packed with industry and trade, all matter of peoples ploughing their trades, be it from the sea, the mountains or the land. Nearly all types of enterprises are found here. The region consists primarily of Heartlanders who migrated from the Petran and Cathalon regions of old Oren. Going further west, towards the Langkette where Merryweather is, you will find those of the Arentanian alps, primarily Waldenians and Lechians, who make up a large percentile of the United Kingdom. FLOODPLAINS Moving further east one arrives at the floodplains, sometimes referred to as the Waterland, it consists of small noble estates, that of de Lewes, Varoche, Tiber and Renshin. Who are each of different cultures. There is hardly any industry in the region, the marshlands makes any profitable businesses difficult. Thus most nobles make their income from the capital, working in the palace, running companies or serving in the guard. The cultures of the aforementioned nobles are Savoyard, Illatian, Heartlander and finally Oyashiman. All excluding Renshin, have a much involved history with Aaun and Oren of old, such as the Pertinaxi houses of Varoche and Tiber. As of writing this, the Savoyard house of Ashford de Lewes serves leally as the chancellors of Aaun. PAST THE LANGKETTE Past the Crownlands, going west you will find yourself in the lands of Minitz, Styria and Lemonhill. These lands are ruled mostly independently by their own governments. The ruling families of Minitz and Styria are Barclay and Ivanovich, both founding families of the Union. Further west from Minitz and Styria is Lemonhill, lands overseen by the Mother Church and ruled by a Ser Morgan, a knight of great repute. Andregrad and Kanunsberg (The city names of Styria and Minitz), are both great urban centers with smaller castles dotting the outskirts of the cities. The main industry of both cities are agriculture, specifically that of various foodstuffs and alcohol. Kanunsberg developed a small iron mine to the mountains, which is mainly used in the making of tools, but is without a doubt also used in the arming of the Minitzian Warbands.
  24. "Tandem Triumphans" Cried Johannes
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