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Zeldarina

Old Hat
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About Zeldarina

  • Rank
    Tree Puncher

Contact Methods

  • Discord
    ZeldarinaX#6218
  • Minecraft Username
    ZeldarinaX
  • Email
    None

Profile Information

  • Gender
    Female
  • Interests
    dying

Character Profile

  • Character Name
    North Stow
  • Character Race
    Human

Recent Profile Visitors

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  1. Zeldarina

    Ultimatum to the Barony of Herz, 1682

    (( Okay guys I'm super sorry for the late reply, I've had an incredible amount of irl **** I had to do) North sends a rushed letter in response, the ink scrawled neatly across the white parchment. "I apologize for my late response. I beg that you may be as kind as to offer me another meeting. I will wait till then to inform you of everything, but let me assure you, I had no knowledge it was under your possession. I was lied to. I am more apologetic than I can put into words. I hope this letter finds you well. -Signed Lady North Bellatrix Stow"
  2. Zeldarina

    The Path To Hope

    North unfolds the envelope carefully, She reads over the contents and smiles. “I cannot wait to attend” She says to herself, and then goes to inform the rest of her town.
  3. Zeldarina

    The free Domain of Herz

    The free Domain of Herz Short Description The free Domain of Herz is a barony dedicated to the values of heart, honour, and soul. Any man or woman may become who they want here, free of discrimination and bigotry - no matter what race, gender, or religion. The barony is established to the North of the lands of Nordengrad, embracing woodland, fertile, agricultural plains, and the creatures that run within. History It was a cold winter’s night, and the wind was stirring. Words were lost in the gentle breeze, words of corruption, greed, and injustice. Like silk, these words slipped and slid across the snow and ice, until they found the tall oaken door. With invisible hands and invisible eyes, the words infested themselves across the courtroom. “Trial overruled.” People sigh and tutt, rolling their eyes at the unfairness of it all, however with an air of defeat and sadness, their fury and rage bottled in the grasp of oppression. One woman, Lady North Bellatrix Stow, tore free from the beast of tyranny, and her shouts were not silenced by casual threats, “This is not fair.” She cried out, while in a meeting with the other government officials of the town. “Tis not fair we slave away for our Count and he repays us with treachery and bias. That man was as guilty as charged, and he walks free as a bird.” A murmur of uneasy agreement echoed around the room. “What can we do? Our people cannot rebel, we are workers and farmers, against guards and soldiers, against the knights of the Count.” Someone responds, hopelessly throwing their hands up in despair. Lady Stow stands up from her seat, sending an enraged fist to the table. “Damn their soldiers. Damn the Count. Damn every man who turns a blind eye, damn every man who believes himself to be a God among men, and damn every man who follows them.” People around the room begin to nod, edging in closer to the conversation, the dying flame of hope relit, and smoking. “We shall start our own barony, one free of the damned. One with honour, heart, and soul.” All but one man agreed with her, and with this support, the idea of Herz was born. The barony was founded on the 7th of the Malins Welcome 1681 by Lady North Bellatrix Stow, and, with the help of friends, began to be built brick by brick. Laws The core principles of Herz are centered in freedom, clear oppositions to oppression. The main laws, written by Lady North Stow herself, were scribed under the first acts of Herz to be created. And they declare as follows: Public misdemeanor Act Stealing, pickpocketing, or damage of property are deemed illegal. If you are declared as, or found to be, guily, then you shall have to pay a fine of 100 minas, to be paid to Herz’s treasury. Acts of aggression, such as brawling (outside of arrange duel combat) are deemed illegal. If you are declared as, or found to be, guily, then you shall have to pay a fine of 50-200 minas, to be paid to Herz’s treasury. Public misdemeanors such as public nudity, continuously loud shouting, or disrupting the common interests of the people are deemed illegal. If you are declared as, or found to be, guily, then you shall have to pay a fine of 50-100 minas, to be paid to Herz’s treasury. Major Offences Act Conspiracy, soliciting, or attempts of murder are all illegal. If you are declared as, or found to be, guilty, then you shall be banished from Herz. Murder, or grievous bodily harm is illegal. If you are declared as, or found to be, guily, Then you shall be publicly executed, by means decided by the current leader. Threat to public safety. If you kidnap, ransom, extort, plant explosives, or commit arson in Herz, and you are declared as, or found to be, guily, then you shall be banished from Herz. Depending on the extent of your crimes you may also be publicly executed. Treason, If you plan to overthrow the government for whatever means, and you plan to, or attempt to, do so through force rather than bringing it to the council’s attention, you will be charged with treason. Then you shall be publicly executed and banished, by means decided by the current leader. Government Any citizen can become a council member by simply asking the leader. This is called the open council, worth 1 vote. Out of these members, the most loyal, dedicated, and hard-working individuals can be chosen to become a high council member, worth 2 votes. The people elect a mayor who gets 2 votes, and brings up issues of the people to the high council. The leader herself receives 3 votes herself, and may only overrule if the matter could cause significant damage, or significance to Herz, such as war, allies, or treaties. The high council (and the mayor) convene and discuss topics and different solutions to issues, and then they meet in the forum and call an open meeting, where any members of the open council can come. Here, they vote on the different solutions, and they may bring up any problems they have themselves too. There are also Stewards, these people collect taxes, recruit more citizens, and give out keys to the city, who are made by the high council (and mayor). Trials A trial occurs only if the criminal has lived in Herz for 4 or more years (a month or more) and they have committed a major offence. While they await trial, they are not allowed into Herz. Every council member attends, both open and high members. The leader sits upon her throne, with her lords, ladies, knights, and mayor to her left, her high council on her right (these are referred to as the court) . The accused sits opposite the leader (bound in chains), behind them the open council, and behind them - regular citizens. The accused stands ad speak their case, and then any witnesses or people with extra information must come forward. The accused is now questioned based on the evidence. Once questioning is over, the court gather privately to discuss the verdict. The court votes on whether the man is guilty or innocent. If he is voted as guilty, the default punishment for breaking the law is usually applied, unless a court member believes another punishment would be more fitting (if so then that is voted on). They return to court, and the leader announces the verdict. The punishment is always immediate. Guard The barony has a guard to protect their people and property. This guard is ran by the General, chosen by the leader. The General chooses Lieutenants, who each run their own sector of around 3-5 people. The general gets 2 votes if they wish to attend council, and manage the majority of issues to do with the guard, as well as rallies, patrols, etc. Knighthood One is able to achieve knighthood one of two ways. Either through squiring, or a great feat, the foremost being the most common. To become a squire you must train well and show promise, and then complete the trials. Once you have done this, you will work under a knight or dame, completing both the mundane and exciting tasks, and providing any assistance you can. When your knight believes you are ready, they must inform the leader, and she decides whether to knight/dame you or keep you as a squire. You must speak your oaths to Herz and the leader, and she will accept them. The other way to achieve a Knighthood is through a great feat (or continuous feats) of strength, courage, and honor, and then the leader may choose to gift you a knighthood. Knights are automatically high council, and receive their privileges. Lady/Lord If you contribute massively to Herz, but not in a combatant way, then the leader may choose to reward you with the title of lord or lady. This traditionally comes with a nickname, chosen and given by the leader herself; "Lord of the...", or "Lady of the..." This title, like knighthood, doesn't fall to heirs, however, unlike knighthood, the marriage partner of the lord/lady, shall receive the corresponding title. Banner Building is not completed.
  4. Zeldarina

    The de Hartcold-Enthelor Pact

    North Stow sighs as she looks over the outdated treaty.
  5. Zeldarina

    Af Markev's diary

    North Bellatrix Stow flicks open the soaked book delicately, as to not tear or damage it further. She squints under the dim light, trying to make out the smudged words, ink reaching out across the torn paper with it's faded fingers. After reading over the words she sighs as she discovers the rest of the short book is stained black, unreadable. "Af Markev." The words drip out of her mouth thickly, as she recognizes the dark name. A chill runs through her body as she sets down the book where it first lay, and she gazes around, only now noticing the odd runes sketched into the floor. She cannot read the runes, but her curiosity grips her, so she stays for a few minutes, her vision focused on each symbol, trying to understand something, but alas... she is fruitless in her labors. After hesitation she leaves, reminding herself to bring it up with a Markev when they next meet.
  6. Zeldarina

    Af Markev's diary

    ((Such a dope post to read. +1 - Adding character response))
  7. Zeldarina

    Arbor's housing papers

    North Stow sits at her desk. She takes her oak stamp, dips it in red ink, and stamps, "RECOGNISED" in bold red letters across each paper. She arranges all of the documents and files them, after dipping her quill in ink and signing "- Signed North Stow, Arborian citizen, Steward of Arbor, Acquisitioner, Scribe of the Senate and Arborian Senator." in thin long loopy writing. North Stow sits at her desk. She takes her oak stamp, dips it in red ink, and stamps, "DENIED" in bold red letters across each paper. She arranges all of the documents and files them, after dipping her quill in ink and signing "- Signed North Stow, Arborian citizen, Steward of Arbor, Acquisitioner, Scribe of the Senate and Arborian Senator." in thin long loopy writing. (Please follow the format provided)
  8. Zeldarina

    Arbor's housing papers

    North Stow sits at her desk. She takes her oak stamp, dips it in red ink, and stamps, "RECOGNISED" in bold red letters across each paper. She arranges all of the documents and files them, after dipping her quill in ink and signing "- Signed North Stow, Arborian citizen, Steward of Arbor, Acquisitioner, Scribe of the Senate and Arborian Senator." in thin long loopy writing.
  9. Zeldarina

    Arbor's housing papers

    North Stow sits at her desk. She takes her oak stamp, dips it in red ink, and stamps, "RECOGNISED" in bold red letters across each paper. She arranges all of the documents and files them, after dipping her quill in ink and signing "- Signed North Stow, Arborian citizen, Steward of Arbor, Acquisitioner, Scribe of the Senate and Arborian Senator." in thin long loopy writing.
  10. Zeldarina

    WANTED - REWARD FOR CAPTURE

    *A cloaked figure hurries up to the poster. Leaving but her name "North Bellatrix Stow" and a crow feather. It is apparent you must send a crow to her, and she may have information on your person. * (/msg ZeldarinaX ingame, add me to you buddylist to see when I'm online)
  11. Zeldarina

    Juliet De Honneur In Art

    ty
  12. Zeldarina

    Gnomes

    I put forth the idea of Gnomes, a new race. There are 3 different types of gnomes: Garden gnomes Swamp gnomes Shroom gnomes (or Mushroom gnomes) GARDEN GNOMES PHYSICAL DESCRIPTION: They are 2-3 feet tall, with small feet and small eyes. All of their limbs are in proportion, unlike Dwarves. The men have beards that are thick and long. Hair colour can range from yellow to brown to red, the typically natural hair colours. They are all chubby, and can be obese. Garden gnomes tend to have lighter skin. They often wear bright garments, red, blue, green and yellow, typically with dyed boots as well. PERSONALITIES: They are often cheerful, similarly to Halflings they like farming (of crops), and are often found in fields or in bushes eating berries. They dislike too much work, due to their small frames they are often tired out, and will often have breaks to eat or drink. They spend most of their time eating, stuffing their faces with berries and fruit. They often eat bugs and insects, preferring to stick to the smaller animals (as they are the only thing they can hunt), however if served meat they will eat it, they just do not hunt them themselves. Typically, the woman and the man both work, until the woman falls with child, and then the man also stops working to care for her. They come back to work together. They have a ritual similar to marriage, where the man claims the woman, and the woman claims the man. They could pass as halflings, and do a lot of the time. BELIEFS: They are thorough believers of the circle of life; when a friend dies they bury them with a seed, so that a tree may grow in their place. Religion doesn't play a role in Garden Gnomes, they tend to have beliefs similar to those of druids, of respecting the elements and nature, however don't follow any strict rules, as freedom is an intrinsic value to them. They are mostly peaceful in nature, and things such as race don't bother them, however they prefer to stick to halflings and druii, as they are similar creatures. They don't partake in fighting much, as they don't do much damage, but if duty calls some do offer what little skill they have, which is often very basic and simple. When in a large group they can do some damage. Their weapons are often sticks or wooden swords, and their armour dyed leather. They don't teach them to read and write, as they are rather dim-witted, however they sing, dance, paint, and act well. They are often found riding chickens. As they tend to dwell in human settlements, they don't rule over themselves. When in small groups of themselves however, they share out the food. They believe all politics should be equal for everybody and everything should be shared. SWAMP GNOMES PHYSICAL DESCRIPTION: They are 2-3 feet tall, with small feet and small eyes. All of their limbs are in proportion, unlike Dwarves. Hair colour can range from green to brown to gray. Swamp gnomes have green-brown-grey skin as well, the skin made up of moss and mud. They often wear brown clothes, suitable for water. Their tongues' are black or green, long like a frogs'. PERSONALITIES: They are often grumpy creatures, greedy and simple. They obsess of shiny objects, and make nests off the shiniest items they have. As you might have guessed they reside in swampland, in boggy areas or marshes. Their diet is whatever they can find, as they are scavengers, often eating the remains of kills. They are easily swayed by coin, but things like power and titles don't bother them. They speak simply, and often repeat what they say e.g.: "Hello stranger, stranger yes stranger, hello hello, how is stranger, is stranger on this yes on this day?" BELIEFS: They see coin as their god, the word, "Shiny," is repeated a lot in their sentences. Love in swamp gnomes is rare-none, they get together to mate and then leave, they don't see marriage as necessary, and don't understand other race's ideology of one woman to one man. They are often shunned, called derogatory terms, a common one being toad. It doesn't mother them, and as the word is short and catchy, it caught on, so lots of children are called "Toad" . Other common names are, "Coin," "Shiny", "Mine","Swamp", and "Frog". Despite their simple nature, they do have feelings such as love and hate and trust and distrust, however they prefer to display it in physical gestures rather than words. They are ruled by the, aptly named, "Leader". The leader may change by getting killed by another swamp gnome. They make friends in dwarves and orcs particularly. SHROOM GNOMES PHYSICAL DESCRIPTION: They are 1-2 feet tall, with small feet and wide eyes. All of their limbs are in proportion, unlike Dwarves. The men have beards that are thick and long. They don't have hair. Swamp gnomes have blue-red skin as well, mostly dotted like a mushroom. The men don't wear shirts, just brown or green skirts fashioned out of leaves and mud. The women wear the same skirts, but in a dress form. Their eyes can be any colour, except pure black or white, often the two eyes being different colours. PERSONALITIES: They are shy creatures, who are easily scared, like mice. As a result of this, they are rare to find, living in forests and woods in houses they fashion out of trees, or in the druid grove. They eat mushrooms, herbs and leaves, completely vegetarian. They do speak the common language, but mostly speak very softly, or with a stutter. They are extremely self-preservative, and have sharp core instincts. If scared they let out a very smelly odor, like a skunk. If eaten, they are poisonous. BELIEFS: Shroom gnomes don't stick to one job. All shroom gnomes have a basic knowledge of healing alchemy, cookery, fishing, and tree-climbing. They use magic, their only way of attack if cornered. Magic is seen as a great skill in Shroom Gnomes. They are ruled by a council, which is elected. They don't believe in nobility or knighthood, instead that everybody fights for their kingdom. They are also taught to tame squirrels and small birds, ( which are not used for combat but for collecting resources), and always bring a companion with them. GNOME LORE: The tale of the gnomes differs slightly in each sub-race, but is essentially the same. A human queen - Belladona Goldenguild fell pregnant with her husband - Peter Goldenguild, the King's, triplets. She birthed a boy - Addison, and then a girl - Rosemary, and then another boy - Zagan. Each child grew up to be completely different; the girl was quiet and shy, always in trees and talking to animals, one boy walked the fields cheerfully, and the other son was greedy and slow, stealing what coin he could find. When they all turned 18, their parents died of old age, and so the girl took the throne, as she was first born. The greedy son wanted the throne to himself, and had to get rid of his sweet-natured, golden-haired brother. The tales say he planted a seemingly empty beehive in a tree, and as his brother took a long swipe of the honey, he released a hundred bees on the boy, stinging him to death. Now he needed to kill his sister, he dropped a poisonous mushroom in her stew, turning her blue as she slowly died. The boy went off on his horse, to buy the finest crown he could fine, bringing a heavy sack of minas with him. He entered a swamp however, and the weight of his coin brought him down, making him drown slowly in the mud, his horse managing to escape. The tales go that the tree the golden-haired boy died at took in the energy of his death, and spread out into it's grass. The grass took this life force, turning into the first garden gnomes. The girl's life force went into her mushroom that was in her stomach, making it sprouted out, and take the form of the first shroom gnomes. The last son's life force was evil and dark, and went into the swamp around him, the dark mud rising to take the form of swamp gnomes. This but a tale, told to children however. In actuality, gnomes are a genetic mutation, there is a chance that if a halfling and a dwarf breeds, it will create a gnome. People say that the more you spend with druids the more likely it is your child will be a gnome, but it is hard to prove. Shroom gnomes from forest dwarves and halflings, swamp gnomes from dark dwarves and halflings, and garden gnomes from mountain dwarves and halflings, there is no current gnome for cave dwarves. just a gnome meme lul
  13. Zeldarina

    North Stow In Art [UPDATED]

    Talented artist indeed, ty for the +1
  14. Zeldarina

    North Stow In Art [UPDATED]

    This is North's updated Art, with a background and extended shading. Has to be small because of max file limit.
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