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Ragnio

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Posts posted by Ragnio

  1.  

     

     

     


     

    After elven weeks of construction Athalia would like to invite those reading this notice to the cities upcoming opening ball and summer festival, to celebrate the official opening of the city towards the public.

     

    The Stewards and Architects of Athalia are happy to announce the opening of this year's summer festival, taking place all over the city, but mostly on the main square and the festival hall. The once empty square is now colored with banners, tents and even some games! But while this is the case the square isn’t the only part of the festival grounds! Several shops and games can be found in Athalia and even the nearby lands as several ships of Merchants and Story-Tellers have dropped their anchors near the coast and joined the festival with their own activities and events.

     

    With the grand opening of the city we are asking our beloved guests to explore the city, as there are many secrets to solve, unique areas to find and maybe even to locate a house or shop of their liking to claim in the future! But watch out! Don’t slip and fall into the nearby lake or oceans...we don’t want any casualties from shark attacks or sea monsters.

     

    In celebration of the events, the following allies and friends are being invited to the ball;
     

    • The Llyrian Concord and it’s Citizens
    • The Court of Haelun’or and it’s Citizens
    • The Leadership of Vira’ker and it’s Citizens
    • The Druidic Circle of the Mothergrove and it’s members
    • The Duchess of Cresonia and the Citizens of Cresonia
    • The Edict and it’s Citizens
    • The Leadership of Oropo and it’s Citizens

     

    While the ball requires an invitation or recommendation from the Athalian Ministers, the festival grounds are open for everyone to visit and to enjoy!

     


     

    OOC-Information

     

     

    When: 13th, July 2019 at 5pm EST (Start of the Ball) until the 15th, July 2019 (End of Festival)

     

    Where: The Festival and Ball will take place in and around Athalia. To find Athalia use Coordinates -1965 and 1565 or simply follow the roads and signs from Korvassa towards Athalia.

     

    What Events:

     

    • Summery Event Shops with Player-Made Items (7/? Spots Taken)
    • Interesting Story Tellers (2/2 Spots Taken)
    • Fortune Teller (1/1 Spots Taken)
    • A cute Kissing Booth (2/2 Spots Taken)
    • Some Lotter Stuff (1/1 Spots Taken)
    • A grand Feast
    • And much more!

     

    To apply for one of the above spots, simply post a IRP-Letter reply to this thread (Include your discord-tag and IGN at the end of your reply!)

     


     

     

     

  2. Treaty Proposal

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    Vira’ker and the Kingdom of Athalia

     

     


     

    Following proposal was created by the Privy Council of Athalia and Vira’ker to offer and ensure assistance between the city of Vira’ker and the Kingdom of Athalia. Clauses and Proposals are stated within this document and can be edited if one side doesn’t wish to agree on the current ones, such edits needs to be discussed and agreed upon by both sides, either through Ministers or Royalty itself.

     


     

    First Proposal; Assistance in international affairs and trade

     

    To ensure the future co-work of both parties a special clause is being proposed, ensuring that international affairs can be handled easier between the parties and also ensuring that their future co-work can be done without any unnecessary delay in time. The proposed clause states the following:

    Ҥ1 Any member of royalty is to be seen as equal to a lord or lady within the lands of the other party. This does not include the rulers, as they should be seen above such titles.

    §2 Ministerial figures or figures of a privy are to be seen as nobility and guests of the opposing state, while residing within their lands.

    §3 No legislative actions are to be taken against any of the above stated figures, until clear proof of their actions can be provided or the privy of the land, on which the crime occured, agrees to start legislative actions.

    §3.1 The privy or ruler of both parties are required to be informed if legislative actions are taken by the opposite party, as to ensure that a proper investigation and punishment can take place.

     

    §4 Wanted or searched criminals are not allowed to take refugee in either of the parties lands if they are wanted by the other party.

    §4.1 If caught within the land of the opposite party the criminal will be sent to the other party to ensure their proper punishment to be dealt out.

     

    §5 Each Party is allowed to sell and trade within the other’s land, either through the creation of a shop or through streetselling.

     

    §6 Each Citizen of the other’s Party is allowed to work within the land of the other party, allowing a fluid economy.”

     


     

    Second Proposal; Assistance in war and times of danger/need

     

    As the times of war are always present the treaty is also holding the following proposal to ensure that both parties are to be seen as allies and aren’t endangered by their actions in the time of war or the times of other significant danger.

     

    Ҥ1 Both parties are to be seen as allies within the times of war, no military actions are to be taken against either party against each other at any given time.

     

    §1.1 Neither party is allowed to start a war themselves and drag the other party into the battle. Defensive actions (Defensive Wars) are excluded from such.

    §1.2 If one party requests so the other side will be asked to join their forces in times of war. Such a request is not to be denied, unless paragraph 1.1 takes place or the other party is also allied with the third party, as to ensure that they aren’t breaking any other possible treaties with the third party.

    §2 While at war both parties share their military forces, including a set amount of non-living military resources, such as ships, balistar, alchemical substances, etc.

    §3 Non-Living military resources are to be handed back to the original party after the times of war have ended.

    §4 While at war the military resources are to be seen equal in their ranks, as such, a commander of one party has to be seen as a commander by the other party.

    §4.1 In actual warfare the commander of the leading party is to be seen over the commander of the supporting party, as to ensure that no coup d’etat takes place.

    §5 In times of other significant danger both parties are to be informed of such danger.

    §5.1 As to handle such danger both parties are to work together, creating a temporary council to manage the situation.”

     


     

    Third Proposal; Peace and the destruction of such

     

    Ensuring that no war takes place between both parties the following proposal has been created. While it also manages the general peace between both parties it also states under which conditions a war is acceptable.

    “§1 Under normal conditions both parties are at peace and can’t wage a war against each other. However, under the following conditions a war is acceptable,

    §1.1 Breaking the agreements and proposals of this treaty.

    §1.2 Causing major damage to either party, may it be economical, structural or physical.

    §1.3 Ignoring the borders of the other party and their representative laws.

    §1.4 Inducing or supporting a coup d’etat of the other party.”

     


  3.  

     

    The Blooming Kingdom of Athalia

     


     

    2019-06-22_18_07_01.thumb.png.f674459f5db7a9a671b57a40182bc5af.png

     

     


     

    Peak Time:

    While most nations are known for the strong playerbase in EST-Timezones, Athalia is often trying to focus more on the European GMT-Timezone and their playerbase. While this is the case the diversity of the playerbase is allowing activity throughout both timezones, creating an immersive experience for players in either timezones. As such our peak time is often between 2-12pm EST and between 3-12pm GMT.

     


     

    Populace Density:

     

    2019-06-22_18_07_53.thumb.png.45ed9f4d408c4a1c0885f5c63c59e6bb.png
     

    Due to the fact that the Athalian people have a deep-rooted history in regards to racial dispersion and racism, the cultural dispersion of Athalia is a rather leveled out one with a majority of elves and humans dwelling within the settlement but also a fair amount of orcs and other races having influenced the lifestyle within the kingdom. There have been many unique laws set into effect which prevent racism between the races and individuals inside the settlement, as such the relaxed ambiance of the city attracts more people to its wondrous existence.

     



    Brief Descripiton:

     

    2019-06-22_18_04_55.thumb.png.e8f018e95fb56bff49a625da5bc11535.png

     

    The Athalian people are modest individuals who have flourished throughout the years with their teachings based on naturalism and preservation of the natural balance within the ecosystems. They represent not as much strength but instead presenting to others the creative and gentle way of life they have refined upon the tidal cliffs for themselves. As such most of Athalia’s buildings and structures are created with the usage of plants and other natural materials, causing the citizens to carefully maintain the vegetation to further allow the growth of the city and flora itself. The process of conserving such a unique culture is not something easily obtained, the people of Athalia are known to avoid conflict at any cost, as an alternative, they bring new citizens to their safe harbor with their innovations for peace.

     


     

     

    List of players able to assist:

     

    While you may find it hard to find the right person to obtain citizenship or the right person to ask for a favour you can most commonly ask one of the following players for more specific assistance!
     

    • Nolan @TwistedFries – King and Council Leader; Can assist with the creation of treaties, alliances and general questions
    • Delaselva @TheVoidalMage – Minister for Militaric Affairs; Can assist with guard-duties and questions about the law and can also enlist you into the Silverwood Guards

     


     

    Directions:

     

     

     

    To find Athalia, simply follow the roads towards the Isles of Korvassa, which can be located near Sutica. From there onwards you will need to follow the road to the right side and pass Thyra and Cresonia. The road will lead you through a valley and will end at the southern end of Korvassa. You should now stand in front of Athalia! Welcome and enjoy your stay!

    Coordinates:
    -1965 and 1565

     


     

    Important Information:

     

    If you need any further assistance in finding Athalia or if you got any questions, feel free to message TwistedFries on Discord (Discord-Tag: TwistedFries#1055) or by sending us a PM over the Forums. We are also suggesting you to check over the Athalian-Subforum if you want to learn more about Athalia!

     

     

  4. The Athalian people are modest individuals who have flourished throughout the years with their teachings based on naturalism and preservation of the natural balance within the ecosystem. They represent not as much strength but instead presenting to others the creative and gentle way of life they have refined upon the tidal cliffs for themselves. As such most of Athalia’s buildings and structures are created with the usage of plants and other natural materials, causing the citizens to carefully maintain the vegetation to further allow the growth of the city and flora itself. The process of conserving such a unique culture is not something easily obtained, the people of Athalia are known to avoid conflict at any cost, as an alternative, they bring new citizens to their safe harbor with their innovations for peace.

     

     


     

    History

     

    The Athalian people have a deep-rooted history alongside with other cultures and religions, unlike many settlements, the cultural dispersion of Athalia is a rather leveled out one with a majority of elves and humans dwelling within the settlement but also a fair amount of orcs and other races having influenced the lifestyle within the kingdom. There have been many unique laws set into effect which prevent racism between the races and individuals inside the settlement, as such the relaxed ambiance of the city attracts more people to its wondrous existence. Granting all of this, the people of Athalian have been around for many realms though only now they have decided to become familiar with their neighboring settlements, while the objective of nonaggression that they strived to acquire would only be something they obtained presently.

     

    During the beginning of these ancient realms, various geographical environments allowed civilizations to form and utilize the area, one being a militarized group made mostly of humans and the other being an advanced architectural group of elven ancestors. These two settlements gathered their strong hatred for each other due to a dispute between borders and natural materials that became scarce in certain areas of the lands. After some time of conflict and bloodshed, the elven settlement presented a treaty that would allow them to share the given land and all peace may be restored. The humans had a different approach when attempting to deal with the situation; sneaking into the elven settlement and slaughtering few members. While this would have provoked the elven people, they only continued to show kindness and peace until a formal treaty was given and looked over once more. After the conflict had passed and the treaty was agreed upon, only then did both settlements and cultures unite and completed the balance they both sought out.

     

    Peace is more than the absence of war, people learned that after the troubles had ended that to live with love is the only way to achieve true peace. When they began these teachings of guiding your actions by a love that is not tainted with self-serving motives and does not cause harm to the balance, you will find the paradise your soul craves. These words enlightened the people of both settlements as the unity showed true tolerance to people unlike them. This idea of neutrality is what brought peace to Athalia, currently allowing them to form alliances with their neighboring settlers and different cultures, religion, and race.

     

     

    The current period of Arcas is one of pure conflict and war between the races, something that would be known throughout the rest of history as did the other wars. The mainlands of Arcas continued to pose more dangerous each moment, bandits taking their chances to ransack people moving along the road, armies of each nation attacking anyone who seems to be an enemy, natural disasters, and so much more. With the Isles of Korvassa growing and becoming much more advanced, people began to seek safety and somewhere of peace away from the wartorn mainlands. Those people formed the new city of Athalia, hailing near the coastal lining of the isles and surrounded by its magnificent vegetation.

     


     

    Religion

     

    Originating from their druidic and elvish influence the state religion of Athalia is Aspectism, yet, most other religious forms are accepted within the kingdom. As such people can freely worship most religions and be part of the kingdom without having any trouble with the laws of Athalia or other citizens. Excluded from such rules are religions which are overly aggressive towards other forms of beliefs or which break the balance itself, such as Necromantic beliefs in demonology and worshipping of dark beings. Due to the strong influence of Aspectism many rituals, often those tied to nature and the seasons, are practiced within the walls of Athalia, often resulting in colorful and rather entertaining festivals.

     


     

    Military and Warfare

     

    Known as the Silverwood Guards the military force of Athalia is known to be lead by a singular leader, which is often being assisted by a council of other fighters. The leader and council members can be of any gender, as all members of the guard force can be, allowing both men and women to partake in the defense of Athalia. Often wearing silver-colored armor each individual is also known to hold a leather-version of their armor to act within the deserted lands to the north without being cooked alive.

     

    Normally guards are being trained in swordsmanship, yet, over the years the focus changed to a more refined usage of spears and tridents to carry out their work, which is often said to originate from their location near the sea and the easier usage of such in their daily work near the waters. Often said weaponry is made out of Ferrum, yet, Aurum weapons are also known to be used by the guard force.

     

    However, while Athalia may hold a guard force of their own they are barely found in battles against other kingdoms and nations, due to their alliances with said nations. Most commonly their alliances are created to maintain peace and order on the Isles of Korvassa, allowing the settlements on the isles to flourish and grow.

     


     

    Politics

     

    Currently, the kingdom of Athalia is ruled by a monarchy and a formed council of ministers that conduct different aspects of the settlement. Each of the Ministers directs their own Ministry which work on their assignments. The function of the Athalian government is based on trust and agreement, while meetings are held almost every few elven weeks.

     

    The Ministry Of Magical Affairs often is in charge of the documentation and granting of permits for casting legal magic. They have been trained in various ways to be able to counter and capture any criminal and or rogue mages that wish to bring harm down to the kingdom. They are to accept only trusted individuals that do not have any criminal record or other foreign issues that could cause problems for the ministry.

     

    The Ministry Of Internal Affairs is in charge of the stewartry and enforcing taxes upon the citizens and owners of homes, shops, et cetera. They are usually seen helping newcomers gain citizenship and homes within the kingdom, while they collect taxes and make sure that no one avoids paying.

     

    The Ministry Of Militaristic and Defensive Affairs documents new recruits for the Silverwood Guards and keeps the kingdom's defenses intact. The Minster tends to do more paperwork as the lower ranks conduct more training regiments, et cetera. The ministry was formed at the beginning of the formation of the settlement as it was to protect the monarch and citizens from harm's way and or any conflict that was presented to Athalia.

     

    The Ministry Of Diplomatic Affairs is one of the most important aspects of the kingdom, used to form alliances between different nations and settlements while keeping good ties with them. The recruitment of different diplomats with good foreign affairs and skills when staying within different kingdoms to bring Athalia’s necessities first.

     

    The Ministry Of Healthcare and Welfare has been created to keep good health conditions throughout the kingdom and to give out legal medical permits to whoever wishes to use their medical knowledge for assisting the kingdom in times of needs.

     

    The Ministry Of Educational Affairs was created to allow young citizens to study and learn about the world outside of Athalia, as such the Ministry is holding school classes for interested people, teaching them about religions, magic, history and even different languages.

     


     

    Marriage and Divorce

     

    Unlike most nations or states, marriages and divorces are a lot easier to get through, mostly due to the simple fact that any minister is allowed to divorce a couple. Yet, marriages still need to be approved by the spiritual leader of Athalia, while any priest is allowed to perform them, making it fairly easy to get married or divorced.

     

    At the same time, same-sex-relationships and poly-relationships are also allowed within Athalia, meaning that a person can have multiple partners, living in a form of family. They aren’t allowed to marry, yet, are seen equally to married couples, creating the feeling of safety within everyone.

     

     


     

    Infrastructure

     

    Athalia’s architecture is mostly influenced by the naturalism and elven aspects of their culture, as most buildings maintain the thick vegetation of flora that spreads throughout the kingdom. Most of the buildings don’t cause harm to the natural terrain and geography of Athalia but actually utilizes it in order to create a unique ecosystem between the citizens and nature itself. They have refined and formed various designs for the structures of the city, while also being adaptable enough to construct their city upon the tidal cliffs of the northern end of Korvassa. Vines and leaves often intertwine with the stone patterns of their roads and foundations of the buildings, natural streams of water flowing down the hillsides as to aid the watering of the nearby land, allowing new flora to grow and to bloom. While the city is closely tied to nature, ancient forests of thick and old trees are scattered across the lands outside of the walls, allowing the natural ecosystem to flourish as intended.

     


     

    Economy

     

    The economy of Athalia is based around numerous trade agreements with other nations and settlements which reside within neighboring lands. The kingdom of Athalia usually trades natural materials such as spices, herbs, and medicines of varying rarity. Athalian merchants are often found within nations and settlements which are allied to Athalia and don’t pose a threat to the individuals, such as Sutica, Urugan, and a few others.

     

    While Athalia is known for these herbal and natural based materials and products for trade, there was often insufficient earnings to be made, causing the people of Athalia to adapt. Through the creation of new wares and new products to sell, thanks to the integration of new cultures and citizens into Athalia itself, the economy is flourishing once again.

     


     

    Magic

     

    Magic is well-known within Athalia and is most often seen as something respectable and something one needs to work for to obtain it. As such, most forms of magic are legalized and allowed to be used within the walls of Athalia, including voidal forms, deific forms, and forms which don’t fall under the Dark Arts. While this is the case, Druidism is the most prominent one and is often seen as the most liked and preferred form of magic within the lands of Athalia, either due to the fact that nature is constantly surrounding a person, as it is part of the city itself, or due to the fertile soil that the citizens walk upon. However, while magic is popular and mostly legalized, the Dark Arts are still seen as dangerous and impure, forbidding such mages the entry to the city as a whole.

     


     

  5. Treaty Proposal

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    Haelun’or and the Kingdom of Athalia

     

     


     

     

    Following proposal was created by the Privy Council of Athalia and Haelun’or to offer and ensure assistance between the Nation of Haelun’or and the Kingdom of Athalia. Clauses and Proposals are stated within this document and can be edited if one side doesn’t wish to agree on the current ones, such edits needs to be discussed and agreed upon by both sides, either through Ministers or Royalty itself.

     

     


     

     

    First Proposal; Assistance in international affairs and trade

     

    To ensure the future co-work of both parties a special clause is being proposed, ensuring that international affairs can be handled easier between the parties and also ensuring that their future co-work can be done without any unnecessary delay in time. The proposed clause states the following:

    Ҥ1 Ministerial figures or figures of a privy are to be seen as guests of the opposing state, while residing within their lands.

    §2 No legislative actions are to be taken against any of the above stated figures, until clear proof of their actions can be provided or the privy of the land, on which the crime occured, agrees to start legislative actions.

    §2.1 The privy or ruler of both parties are required to be informed if legislative actions are taken by the opposite party, as to ensure that a proper investigation and punishment can take place.

     

    §3 Wanted or searched criminals are not allowed to take refugee in either of the parties lands if they are wanted by the other party.

    §3.1 If caught within the land of the opposite party the criminal will be sent to the other party to ensure their proper punishment to be dealt out.

     

    §4 Each Party is allowed to sell and trade within the other’s land, either through the creation of a shop or through streetselling.

     

    §5 Each Citizen of the other’s Party is allowed to work within the land of the other party, allowing a fluid economy.”

     

     


     

     

    Second Proposal; Assistance in war and times of danger/need

     

    As the times of war are always present the treaty is also holding the following proposal to ensure that both parties are to be seen as allies and aren’t endangered by their actions in the time of war or the times of other significant danger.

     

    Ҥ1 Both parties are to be seen as allies within the times of war, no military actions are to be taken against either party at any given time.

     

    §1.1 Neither party is forced to join a War of Conquest, as to prevent the possible endangerment of the party.


    §1.2 If one party requests so the other side will be asked to join their forces in times of war. Such a request is not to be denied, unless paragraph 1.1 takes place or the other party is also allied with the third party, as to ensure that they aren’t breaking any other possible treaties with the third party.

    §2 While at war both parties share their military forces, including a set amount of non-living military resources, such as ships, balistar, alchemical substances, etc.

    §3 Non-Living military resources are to be handed back to the original party after the times of war have ended.

    §4 While at war the military resources are to be seen equal in their ranks, as such, a commander of one party has to be seen as a commander by the other party.

    §4.1 In actual warfare the commander of the leading party is to be seen over the commander of the supporting party, as to ensure that no coup d’etat takes place.

    §5 In times of other significant danger both parties are to be informed of such danger.

    §5.1 As to handle such danger both parties are to work together, creating a temporary council to manage the situation.”

     

     


     

     

    Third Proposal; Peace and the destruction of such

     

    Ensuring that no war takes place between both parties the following proposal has been created. While it also manages the general peace between both parties it also states under which conditions a war is acceptable.

    “§1 Under normal conditions both parties are at peace and can’t wage a war against each other. However, under the following conditions a war is acceptable,

    §1.1 Breaking the agreements and proposals of this treaty.

    §1.2 Causing major damage to either party, may it be economical, structural or physical.

    §1.3 Ignoring the borders of the other party and their representative laws.

    §1.4 Inducing or supporting a coup d’etat of the other party.”

     

     


     

  6. Pact of the Silver Lotus

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    The Llyrian Concord and the Kingdom of Athalia

     


     

     

    Following proposal was created by the Privy Council of Athalia and Llyria to offer and ensure assistance between the Llyrian Concord and the Kingdom of Athalia. Clauses and Proposals are stated within this document and can be edited if one side doesn’t wish to agree on the current ones, such edits needs to be discussed and agreed upon by both sides, either through Ministers or Royalty itself.

     

     


     

     

    First Proposal; Assistance in international affairs and trade

     

    To ensure the future co-work of both parties a special clause is being proposed, ensuring that international affairs can be handled easier between the parties and also ensuring that their future co-work can be done without any unnecessary delay in time. The proposed clause states the following:



    Ҥ1 Any member of royalty is to be seen as equal to a lord or lady within the lands of the other party. This does not include the rulers, as they should be seen above such titles.

    §2 Ministerial figures or figures of a privy are to be seen as nobility and guests of the opposing state, while residing within their lands.

    §3 No legislative actions are to be taken against any of the above stated figures, until clear proof of their actions can be provided or the privy of the land, on which the crime occured, agrees to start legislative actions.

    §3.1 The privy or ruler of both parties are required to be informed if legislative actions are taken by the opposite party, as to ensure that a proper investigation and punishment can take place.

     

    §4 Wanted or searched criminals are not allowed to take refugee in either of the parties lands if they are wanted by the other party.

    §4.1 If caught within the land of the opposite party the criminal will be sent to the other party to ensure their proper punishment to be dealt out.

     

    §5 Each Party is allowed to sell and trade within the other’s land, either through the creation of a shop or through streetselling.

     

    §6 Each Citizen of the other’s Party is allowed to work within the land of the other party, allowing a fluid economy.”

     

     


     

     

    Second Proposal; Assistance in war and times of danger/need

     

    As the times of war are always present the treaty is also holding the following proposal to ensure that both parties are to be seen as allies and aren’t endangered by their actions in the time of war or the times of other significant danger.

     

     

    Ҥ1 Both parties are to be seen as allies within the times of war, no military actions are to be taken against either party against each other at any given time.

     

    §1.1 Neither party is allowed to start a war themselves and drag the other party into the battle. Defensive actions (Defensive Wars) are excluded from such.

    §1.2 If one party requests so the other side will be asked to join their forces in times of war. Such a request is not to be denied, unless paragraph 1.1 takes place or the other party is also allied with the third party, as to ensure that they aren’t breaking any other possible treaties with the third party.

    §2 While at war both parties share their military forces, including a set amount of non-living military resources, such as ships, balistar, alchemical substances, etc.

    §3 Non-Living military resources are to be handed back to the original party after the times of war have ended.

    §4 While at war the military resources are to be seen equal in their ranks, as such, a commander of one party has to be seen as a commander by the other party.

    §4.1 In actual warfare the commander of the leading party is to be seen over the commander of the supporting party, as to ensure that no coup d’etat takes place.

    §5 In times of other significant danger both parties are to be informed of such danger.

    §5.1 As to handle such danger both parties are to work together, creating a temporary council to manage the situation.”

     

     


     

     

    Third Proposal; Peace and the destruction of such

     

    Ensuring that no war takes place between both parties the following proposal has been created. While it also manages the general peace between both parties it also states under which conditions a war is acceptable.
     


    “§1 Under normal conditions both parties are at peace and can’t wage a war against each other. However, under the following conditions a war is acceptable,

    §1.1 Breaking the agreements and proposals of this treaty.

    §1.2 Causing major damage to either party, may it be economical, structural or physical.

    §1.3 Ignoring the borders of the other party and their representative laws.

    §1.4 Inducing or supporting a coup d’etat of the other party.”

     

     

     


     

     

    This pact is valid for 10 years and is to be reevaluated after the time period comes to an end, as to ensure that either party is still approving of this agreement.

     

  7. [!] Within the lands of Athalia one would be able to find notice boards, each covered by thick rose vines and spikes. Upon those boards would be a list for all visitors and citizens of Athalia to read, listing all wanted criminals and banishments that occurred within Athalia, while also holding a short description of each individual.

     

    • A banished individual is not allowed to enter the lands of Athalia without the clear permission of the ministers and only after a vote was done within the council. If entering the land without permission the individual will be removed by force, either through the local guard force or by the nearby citizens.
       
    • Wanted criminals are to be arrested on sight if they are found on Athalian land and brought to the local guardforce. If the criminal is refusing force may be used to arrest them.
       

     

    Banished Groups

     

    Name: The Order of Oak

    Affiliation: None

    Status: Banished and to be arrested on Sight
    Reason: Aiding of September, Impersonation of druids, Acts against the Druidic Mothergrove


     


     

    Banished and Wanted Criminals

     

    Name: Ascanius Dunlai [TheEarthAndWilds]

    Race: Snow Elf

    Gender: Male

    Affiliation: Order of Oak (False Druidic Order)

    Status: WANTED CRIMINAL

    Reason: Aided in mass-destruction through September, harassment of druids and allies of Athalia, Member of the Order of Oak

     

    Asskiss.png.c064323ede91e18744e4f69d308ab0e7.png

     

     

    Name: Lennollire (SubstandardRP)
    Race: Wood Elf
    Gender: Male
    Affiliation: Order of Oak (False Druidic Order)
    Status: Banished

    Reason: Assisting the Order of Oak, helping a wanted criminal
     

    Lennollir.thumb.png.cb201f3cc346531e75bde166c7d44839.png

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Name: Katyja Volskaya (ArchOne)
    Race: Human
    Gender: Female
    Affiliation: /
    Status: Banished

    Reason: Battery, Treason, Deviancy, Disturbance of Peace

     

    body.thumb.png.13070075e012ea6f0df4c7130a593205.png

  8. 1 minute ago, Space_Gene said:

    Give us fly back

    Agreed, we can understand that it is a burden, yet, some people need it to build trees and high buildings, etc.
    Maybe find a solution to handle the /fly situation? Maybe allow Primary Region Owners to hand out fly within the borders of their region?

  9. So, I am one of the few people which aren’t against those changes. Sure, some parts are a bit odd, such as the #-Thing, yet, in total we got a few useful changes in regards to lenghty text replies, item desc. and general updates on the whole /tab situation that players complained about yesterday. The only two things I would add back/change back are:

    • Left-Click to Ping Players (It was useful to stop players or get their attention, as you can’t write fast enough from time to time)
    • Whisper and Quiet Chat (Those are existing, yet, you can only access them with #w and #q instead of #whisper and #quiet, if possible, allow both forms to join the chat)

     

    Else....good job @Tofuus

  10. A druid would pass the grave of Jan, only to place several pots of flowers down around it and even a replica of his shield, made out of flower blossoms.
    “Even despite his hate towards many druids and mages, he never raised his sword against me when I talked with her. He never tried to act against her own wishes. I do not agree with everything he did...how he handled all events and that he fought in so many battles, yet, I approve that he was a great men, one that loved his family and tried to protect it as much as he could. As such he shall rest in peace and become one with the earth once more.”

  11.  

    Codex Justinianus

     


     

    Foreword,

    Every person within the Realm of Athalia and all of its appendages, including vassalized states and the surrounding lands are bound by this codex. While the law is derived from the Crown of Athalia the Crown itself, the Ministries, the Oracle, and the Royal Family are also bound by this codex. No alterations or exceptions are to be made to this codex unless voted and agreed upon by the Privy Council and the Crown itself.

     


     

     

    Table of Content

     

    1. Legally Important Titles and Terms

     

    A. Nobility

    1. The Crown
    2. The Royal Family
    3. The Grand Prince
    4. The Oracle
    5. The Ministers
    6. The State Secretary
    7. The Lords
    8. The Archdukes
    9. The Dukes
    10. The Counts
    11. The Viscounts
    12. The Barons
    13. Honorary Titles

     

    B. Rights of Nobility

     

    C. Duties of Nobility

     

    1.  Laws of Athalia

     

    A. Acts of Violence

    1. Battery
    2. Murder
    3. Manslaughter
    4. Mutilation
    5. Torture

     

     B. Acts of Vandalism

    1. Burglary
    2. Robbery
    3. Vandalism
    4. Arson
    5. Trespassing
    6. Poaching

     

    C. Acts of Theft

    1. Theft
    2. Robbery
    3. Fraud

     

    D. Acts of the Dark Arts

    1. Forbidden Arts
    2. Resurrection
    3. Demonology

     

    E. Acts against the State

    1. Treason
    2. Sedition
    3. Contraband
    4. Obstruction of the State
    5. Tax Evasion
    6. Absconding
    7. Bribery of State Officials
    8. Extortion
    9. Perjury
    10. False Doctorate

     

    F. Acts against Morality

    1. Kidnapping
    2. Dafamation
    3. Impersonation
    4. Indecency
    5. Deviancy
    6. Fornication
    7. Adultery
    8. Consanguinity
    9. Disturbance of the local Peace
    10. Racism

     

    1.  Trials and Punishments

     

    A. Trials

    1. Right to have a fair trial
    2. Roles
    3. Procedure of trials
    4. Mutilation
    5. Torture

     

    B. Punishments

    1. Punishments
      1. Light Punishments
      2. Average Punishments
      3. Average Punishments
      4. Heavy Punishments
      5. Critical Punishments

     

    C. Written Exceptions

     

    1.  Taxation

     

    A. Taxation Costs

    1. Class C Home
    2. Class B Home
    3. Class A Home
    4. Mansion
    5. Shops

     

    B. Tax Exemptions

     

     


     

     

    Legally Important Titles and Terms

     

    The Nobility is defined as the body of all individuals holding heredity or honorary noble or lordly titles, typically holding land in tenure to the State or other members of Nobility. As such one may be ascending to Nobility, while  are others are Nobility from blood.


     

    Nobility

     

    Nobility, as stated before, can be obtained through two possible ways, either by birthright or through ascending into Nobility. As such Nobility is often a given right and can also be taken away, depending on one’s action or the actions of a family as a whole. While this applies to most ranks of Nobility others are excepted from such rule, including the Royal Family and unique titles, as those can solely be removed by the Crown itself or through the Privy Council as a whole.

     

    The Crown
    The Crown is defined as a sovereign or monarch of a kingdom, above the royal family and is to be referred to as His or Her Majesty or as My King or My Queen.

     

    The Royal Family
    Members of the Royal Family are defined as siblings or offsprings of the Crown and are carrying the Titles of Princes or Princesses, excluding the Grand Prince or the Grand Princess.

     

    The Grand Prince
    Being the direct and first offspring of the Crown the Grand Prince or Grand Princess is to be seen as the future monarch of the kingdom, as such the future ruler of the land. The Grand Prince or Princess   to be referred to as His or Her Serene Highness.

     

    The Oracle
    Known as the spiritual leader of the kingdom the Oracle is known to act on their visionary sight and are often seen guiding members of different religions, while also maintaining peace within the kingdom. The Oracle is commonly referred to as His or Her Holiness.

     

    The Ministers
    Each Minister is leading a specific aspect of the kingdom, as such, they are also known to manage and control said aspects while maintaining a proper workflow between Ministries. As such they are often referred to as His or Her Ministerial Grace.

     

    The State Secretary
    The individual who holds this tile is formally responsible for the completion of documents passed by the crown while having a general overview of the economic and financial policies. The State Secretary is often referred to as His or Her Honorable.

     

    The Lords and Ladies
    Being a given title the lords and ladies of the kingdom earned their titles through years of hard workmanship and often through aiding the kingdom in events of wars and danger. As such they are often granted bigger landmasses by the Crown and are also able to create vassals underneath them. Their titles are either His Lordship or Her Ladyship.

     

    The Archdukes and Archduchesses
    Archdukes is a title given through the hard work of a duke that wishes to gain a higher title and has shown a stronger devotion to the state more than anyone else.

     

    The Dukes and Duchesses

    Dukes are known to have been working for the crown with such devotion that they have been granted lands which come together to form a duchy, they are beneath Archdukes but higher than counts.
     

    The Counts and Countesses

    Counts are known as a higher form of Nobility for those who transcend to higher expectations from the crown, usually granted more adequate lands which form their county.

     

    The Viscounts
    Viscounts are known as the form of Nobility given to Barons and Baronesses that have served the crown loyally and upheld them in great stature. They typically have more land than Barons which form their Viscounty.

     

    The Barons and Baronesses
    Barons are known as the lowest form of Nobility, holding their titles mostly as vassals to lordships or dukes. As such they are often only holding smaller pieces or land, but more often none at all.

     

    Honorary Titles
    One of the possible honorary titles is known as the title of Knight or Dame. Such title is given through the laborious work and fealty to the crown while it is often granted through the privy council. Typically holding the non-hereditary title of Ser or Dame and given land in tenure to the state or other lords.


     

     

    The Rights of Nobility

     

    While Nobility is often a given right, those with such special right are also given unique exceptions in regards to the law. As such they are holding unique rights and a person is also to be given such rights if ascending into Nobility or stripped away if removed from Nobility.

     

    1. The right to hold a noble title within the kingdom and to be referred to by their respective titles.
    2. The privilege to hold land within the boundaries of the kingdom, which was assigned by the Crown itself.
    3. The right to hold estates within the city of Athalia and on their assigned land outside of the walls of the city.
    4. The right to manage and steward the allotted land as seen fit.
    5. The right to organize a force of armed men within their estates, to train and fit their militia as seen fit, and to protect their estates with their militia.
    6. The right to organize marriage between their houses with their peers.

     

     

    The Duties of Nobility

     

    The Duties of Nobility is for them to manage their lands and businesses, creating job opportunities while also giving valuable resources to the state for growth. They have sworn to the monarch that if any hostile forces were to present themselves to the state, they would raise arms in order to protect all that dwell within the borders of Athalia. They are to uphold the laws that are enacted to protect all, while also keeping loyalty and hope in the state for future generations. Ignoring such duties is often seen as treason against the state and will result in punishments.

     


     

     

    Laws of Athalia

     

    The laws of Athalia were created to ensure the safety of each citizen and also of the state as a whole, as such they are the guideline which every person within the lands of Athalia shall follow. Breaking such laws will result in heavy punishments, reaching from fines to executions.


     

    §1 Acts of Violence

     

    §1.1 Battery

    Known as an intentional act of violence Battery is forbidden within the lands of the kingdom. Breaking such law will result in an average-classed punishment.
     

    §1.2 Murder

    Murder describes the intentional act of taking someone’s life and is as such forbidden within the kingdom, with the exceptions of official executions. Breaking the law will result in a high-classed punishment.
     

    §1.3 Manslaughter

    Manslaughter is known as the crime of killing a being without malice aforethought, or in circumstances not amounting to murder. Breaking such law will result in an average-class punishment.

     

    §1.4 Mutilation

    Mutilation, or also called Maiming, is the act of violently damaging the body part of another being to the stage of it being permanently damaged or even fully removed. Breaking such will result in a high-class punishment within the kingdom.
     

    §1.5 Torture

    Causing long-term damage to the body and/or mind over a longer period of time is known as Torture. As such Torture is forbidden within the whole kingdom and will be punished with a high-class punishment.


     

    §2 Acts of Vandalism

     

    §2.1 Burglary

    Burglary is defined as the tried entering of a building, often with the intention to do a robbery. Doing so is forbidden within the kingdom and will result in an average-class punishment.

     

    §2.2 Robbery (Within a facility)

    Robbery is the crime of taking or attempting to take anything of value by force, the threat of force, or by putting the victim in fear within the facilities of another person. Such criminal acts are forbidden and will be punished with high-class punishment.

     

    §2.3 Vandalism

    Known as the intentional destruction of buildings or other structures Vandalism is not accepted within Athalia and will result in an average-class punishment.

     

    §2.4 Arson

    Arson is known as the act to set a building or structure aflame, causing permanent damage to the building and often destroying such. Breaking such law will result in a high-class punishment.

     

    §2.5 Trespassing

    Entering the ground, house or structure owned by another person without their consent is known as Trespassing and is not allowed within the kingdom of Athalia. Acting against this law will result in an average-class punishment.

     

    §2.6 Poaching

    Poaching has been defined as the illegal hunting or capturing of animals within the kingdom, which is already in possession of another citizen or noble. Poaching an animal will result in an average-class punishment and the replacement of the animal by the culprit.


     

    §3 Acts of Theft

     

    §3.1 Theft

    Theft is known as the act to take someone's belongings without them noticing or without their consent. Doing so and being caught will result in an average-punishment and all of the stolen goods shall be returned by the culprit, else they are forced to do labor to repay for the stolen wares.

     

    §3.2 Robbery (Of a Person)

    Robbery is often classified as the violent attempt to take someone’s belongings, often by creating fear within a person through the usage of weaponry. Attempting Robbery is forbidden and will result in a high-class punishment and the returning of all stolen goods. If the goods can’t be returned the culprit will be forced to do labor to repay for the stolen wares.

     

    §3.3 Fraud

    Fraud is the intentional deception to secure unfair or unlawful gain or to deprive a victim of a legal right. Such acts include scamming and also blackmailing and will result, if performed, in an average-class punishment.


     

    §4 Acts of the Dark Arts

     

    §4.1 Forbidden Arts

    Classified as forbidden arts are the following forms of magic; Blood Magic, Dark Shamanism, Necromancy, Shade Magic, Mysticism, Thallassos Magic, Strength of the Abyss, Frost Witch Magic, Paladinism (of Xan) and other forms which affect a person physically or meta-physically. If performed, taught or in any other way used within the kingdom one will be punished with a critical-class punishment.

     

    §4.2 Resurrection

    Bringing the dead back alive, in any way or form, is forbidden in any possible way within the kingdom of Athalia, this includes the usage of Necromancy, the usage of any relicts, or any other way. Bringing a dead person back will result in a critical-class punishment and the destruction of the undead being.

     

    §4.3 Demonology

    The usage of demons and creatures related to demons is forbidden in the kingdom of Athalia, including their summoning, usage of their demonic powers and the worshipping of such beings. Exceptions can be made by the Crown itself and only after a long-term trial. Breaking the law will result in a critical-class punishment.


     

    §5 Acts against the State

     

    §5.1 Treason

    Treason has been defined as the act of disloyalty intended to undermine the authority of a government official or taking action against the state in order to harm it, knowingly aiding an enemy of the state shall also be classified under this crime, a critical-class punishment is to be given.

     

    §5.2 Sedition

    Sedition is the activity of speech which is used to incite people to rebel against the government's authority, If committed a average-class punishment is to be given.

     

    §5.3 Contraband

    Contraband is formally known as the possession, production, and auction of illegal items which include and are not limited to, literature, substances, weaponry, et cetera. If perpetrated a average-class punishment is passed on.

     

    §5.4 Obstruction of the State

    Obstruction against the state includes the interference and or delay of an investigation conducted by government officials which could be a criminal activity or anything else listed as illegal actions, A critical-class punishment is to proceed.

     

    §5.5 Tax Evasion

    Tax Evasion is when an individual isn’t able to provide full payment in a timely manner, whether it be a civil tax or wartime tax the individual is to be given possibly an extended amount of time before a average-class punishment is passed.

     

    §5.6 Absconding

    Absconding is the act of intentionally refraining to hand oneself over to the custody of government officials at the proper time, an average-class punishment is to be given.

     

    §5.7 Bribery of State Officials

    Bribery is typically the act of persuading individuals or giving temptation with gifts for them to act unlawfully, dishonestly, et cetera. This crime is to be appointed a punishment based on the given circumstances, It could range from an average-class punishment to a critical-class punishment.

     

    §5.8 Extortion

    Extortion is known to be the crime of threatening another individual for benefits that could perchance allow them to rise in station. This includes money, titles, and land, punishment is to be given through extensive understanding of the situation.

     

    §5.9 Perjury

    Perjury occurs when an individual intentionally deceives or withholds relevant information from government officials and during the course of a trial. This crime is to be given a critical-class punishment.

     

    §5.10 False Doctorate

    The work of doctors and nurses are known to be fairly hard ones, requiring intense knowledge on the medical base. As such only licensed doctors, which hold a license from the Minister of Health and Medicine, are allowed to treat patients. If one fakes such doctorate or claims to be a licensed doctor, despite not holding a license they are to be given an average-class punishment.


     

    §6 Acts against Morality

     

    §6.1 Kidnapping

    Kidnapping is the act of abduction, restraining, or confining another individual against their will the possibility of physical violence, et cetera. This crime is to be treated with critical-class punishment.

     

    §6.2 Defamation

    Defamation is when an individual knowingly proclaims false information about another individual with the usual intent of harm upon their name. This is to be given a average-class punishment unless the situation calls for something stronger.

     

    §6.3 Impersonation

    Impersonation is a crime typically used for personal gain as It could lead to the harsh punishment of said person the individual is impersonating, this is to be given a critical-class punishment.

     

    §6.4 Indecency

    Indecency is when an individual dress in such an obscene manner, shall it be sexual or otherwise this is to be given a average-class punishment.

     

    §6.5 Deviancy

    Deviancy is were a individual acts in an unusual standard, usually in political and social behavior. This is to be given a average-class punishment.

     

    §6.6 Fornication

    Fornication is when an unmarried individual fornicates another individual in a public or private setting and would be given a punishment based on the further insight of the situation.

     

    §6.7 Adultery

    Adultery occurs when a married individual intentionally fornicates with another who is not their spouse, this is to be given a average-class punishment.

     

    §6.8 Consanguinity

    Consanguinity is were a individual fornicates or has immoral relations with one’s close family, namely with a father or mother, siblings, et cetera. This shall be given a average-class punishment.

     

    §6.9 Disturbance of Peace

    Disturbance of Peace is where an individual purposely interrupts the common peace within the state by unruly public behavior which ranges from fighting, preaching of false information, immoral acts, et cetera. A heavy-class punishment is passed onto the individual who commits this sort of crime.  

    §6.10 Racism

    Racism of any kind is unwanted within the kingdom of Athalia. Each person is to be seen as equal, despite their race, color, origin or other aspects. Breaking such simple law through the usage of racism will result in a average-class punishment.

     

     



     

    Trials and Punishments

     

    Trials and Punishments are part of every kingdom and their lawful codex and rules. As such the following section is focusing solely on trials and the punishments which are to be given out.


     

    Trials

     

    Right to have a fair Trial

    Unlike in many kingdoms, Athalia is giving each citizen the right to be given a trial, unless their wrongdoings were causing little to no actual damage, in which the time and energy to hold a trial would be pointless. As such citizens are to be given up to average punishments without a trial by the guard forces. Any higher punishments can only be given out after a fair trial was held. A fair trial is often referred to a trial where either side is given a possibility to talk, bring forth evidence or take actions against claims while being judged by a jury or judge. Until the acclaimed culprit is found guilty he is to be seen as innocent, while still being limited in his powers and rights until the trial is concluded (Example: Right to roam the kingdom freely -> Can be limited to the city or a cell alone).

     

     

    Roles at a Trial

     

    Victim
    The Victim is a person harmed, injured, or killed as a result of a crime, accident, or other event or action. They can be a singular person, group or even the state/kingdom itself and are required to be represented at a trial.

     

    Accused Culprit
    A culprit is a person accused to be responsible for a crime or other misdeed. They are the ones being charged by the victim and prosecutor for crimes within the kingdom of Athalia. They need to be present at the trial, else will face the full punishment and are seen as guilty in the eyes of the judge or jury.

     

    Prosecutor
    The prosecution is the part of the victim's party, responsible for presenting the case in a criminal trial against an individual accused of breaking the law. They can talk on behalf of their clients and can represent the victim.

     

    Defendant Attorney
    A defendant attorney is part of the culprits' party, specializing in the defense of individuals and groups charged with criminal activity. They are to bring forth evidences, which show that the accused culprit isn’t guilty of any crimes.

     

    Lay Witness
    Lay Witnesses are witnesses, which saw the actual crime taking places or which otherwise may hold information or evidence against an accused culprit. They are being called forth by the judge or the prosecutor and are to answer correctly at a trial.

     

    Expert Witness
    Expert Witnesses didn’t witness the crime, yet, have extensive knowledge in a matter relevant to a crime, including magical knowledge, knowledge about weaponry and many more topics. They are to be called forth by the judge.

     

    Secretary
    The Secretary keeps an eye on the time each person is allowed to talk, while also keeping track of any pieces of evidence, noting such down on an official document. They are to be present at any given trial and are required to send all finished documents to the crown, so that they may be preserved for the future.

     

    Judge

    A judge is a person who presides over court proceedings, either alone or as part of a jury. Judges are to be impartially and are to conduct each trial, giving out punishment or announcing that a culprit is not guilty. They need to be present at any trial which takes place within Athalia.

     

    Jury

    A jury consists of a judge and several individual state officials, which are given the right to conclude a trial. However, a jury is only been called forth if a citizen of nobility is being trialed.

     

     


     

    Procedures of a Trial

     

    The purpose of the trial is to present all relevant admissible evidence to the court. The jury will decide the guilt or innocence of the accused person. All trials within Athalia gives full rights to all people of different races, social background, and religious beliefs. The Procedure of the Trial is listed below:

     

    1. The accused appears in the dock and a document known as an ‘Indictment’ is presented by the prosecutor. The Indictment details the alleged offence. It is read by the Secretary to the accused who is asked to then plead ‘guilty’ or ‘not guilty’ to the accused crimes.
    2. The prosecutor starts with an address to the judge or jury, outlining the case against the accused, and then calls witnesses to give evidence, who the defense can cross-examine. After the cross-examination has finished, the prosecutor may re-examine the witness. The defense case follows the same procedure.
    3. After all the evidence has been presented, the prosecution and the defense review their cases in final addresses to the judge.
    4. The judge will afterwards review all of the documents and decide upon the verdict of the accused individual, either pleading them as ‘guilty’ or ‘not guilty’.


     

    Punishments

     

    Forms of Punishments

    Within Athalia, four different levels of punishments are to be given out, classified as light, average, heavy and critical punishments. For most crimes a culprit is being charged with laws, which result in average punishments, yet, depending on the crime they may also receive a critical punishment.

     

     

    Light Punishments
     

    • Fines
      A fine is of lower grade sentencing, considered the utmost minimal punishment possible. When a fine is sentenced, the criminal must pay the fine within one elven-week from the day the fine was announced/recorded. If they do not, they face graver punishment.

       
    • Detention
      A detention is of lower grade sentencing, which results in the rights of free movement to be limited to a certain area, often a cell. The criminal has to stay within their confinement, else will receive graver punishments.

     


    Average Punishments

     

    • Forced Labour
      If a criminal did thievery or can’t pay a fine they are to be forced to physical labor, either for the state or for the victim. Such labor can range from easy work as a salesman or to harder work, as the work of a coal miner. The criminal will be under permanent observation until he repaid his debt.

       
    • Branding
      Branding is of average grade sentencing, considered the procedure to take when a criminal must be identified for their crime in the future. This punishment is done in private. When branding is sentenced the branding will be placed in a clear location, usually the head, neck, wrists or palms

       
    • Public Torture
      Public torture is of average grade sentencing, considered the go-to sentencing for medium to severe or recurring criminals. This is the procedure when a criminal is found for charges that require more than the light sentencing but must be dealt with efficiently. Public torture can be sentenced, like light punishments, regardless of a trial. This includes public branding or lashings. Lashings are the most common in public torture, a strict form of punishment dealt with conservative numbers.

     

    Heavy Punishments

     

    • Revocation of Citizenship
      Revocation of citizenship is of heavy grade sentencing, considered the way to punish a criminal and force them into rehabilitation by earning society’s trust once more, usually through gaining a career record and then after repenting for their crimes appealing to the royal court.

       
    • Castration
      Castration is of heavy grade sentencing, considered the answer to male sexual violence. It is the private removal of a male’s genitals, and falls under the act of dismemberment but does deserve its own punishment title due to the common occurrence of it.

       
    • Dismemberment
      Dismemberment is of heavy grade sentencing, considered the procedure to remove the criminal’s ability to repeat a crime. In the case of sexual violence, castration is necessary, though in the case of murder, a hand might be removed, and in the case of repeated disrespect, slander and harassment, a tongue might be torn out. All sentences of dismemberment are specific to the crime and precisely which body part can be removed to prevent the criminal from ever committing such a crime again. This can also be the go-to for recurring criminal acts if public torture does not stop them.

     

    Critical Punishments

     

    • Banishment
      Banishment is of critical grade sentencing. When a criminal has gone so far that they can no longer be rehabilitated into society, nor can they be trusted to be forced into labor and not commit further crimes, they will be banished from Athalia. They are to be thrown out into the wilderness with no supplies where they are forgotten and doomed to die or live a nomadic lifestyle for years to come, never legally to return.

       
    • Execution
      Execution is of critical grace sentencing and is used when a criminal has gone so far that they must be eliminated in public to be made an example of. The main objective behind execution is knowing that there is no other viable punishment and no rehabilitating option for the criminal.

     

     

    Written Exceptions

    Known as licenses or, more commonly, as exceptions to the common law those, often uniquely handed out by Ministers or the Crown itself, documents are placing a specified person above parts of the law. Most commonly such exceptions are given out to trustworthy individuals, which served Athalia for years, or to those which are needing said exceptions for their work, mostly doctors and nurseries. Each exception needs to state the name of the holder, the specified law exception and also the signature and sigil of the Minister, which handed out said exception.

     

     



     

    Taxation

     

    Taxation Costs

    Within every kingdom taxes are a fairly important part, as they provide the kingdom with resources for their treasury, which in return can be used to buy building resources, animals, weaponry and much more for the citizens. As such each house owner needs to pay their taxations costs at the local taxation center, where the taxes are collected at the beginning of each elven week.

     

    Class C Home

    A Class C Home is often described as a small house, often containing a singular floor and around 8x5x4 cubic blocks of space. Said houses are often fairly cheap, as citizens often need to pay only 100 Minas to move in and are asked to pay 50 Minas per week as taxation, making those places affordable for any kind of person.

     

    Class B Home

    Unlike the Class C Home the Class B Home is known to be more spacious, often holding two floors, each with the approximate sizing of 10x6x4 cubic blocks of space. Due to the amount of space those houses are a bit more pricey, but still affordable for most people, pricing at around 200 Minas to move in and holding a taxation of 100 Minas per week.

     

    Class A Home

    Class A Homes are often referred to as the most spacious of all homes, besides manors, as they often hold a fairly big amount of space. Most commonly whole family's are living in such homes, as they are given those houses preferable instead of a singular person. Class A Homes are known to hold up to two floors, each floor holding approximately the size of 12x8x4 cubic blocks, which makes the purchase fairly price, standing at 300 Minas, which a weekly taxation of 200 Minas per week.
     

    Manors

    Reserved for Nobility Manors are the most spacious of all homes, allowing nobles to create their own little paradise. However, while Manors are reserved for Nobility not all nobles are granted a manor, either due to the limited amount or due to their actual title. Manors are known to hold 15x10x4 cubic blocks of space and are often having two or three floors altogether, making them rather ginormous. Yet such space comes to a fairly big price, as the purchase alone costs 500 Minas, while holding a weekly taxation of 400 Minas.

     

    Shops

    Shops are unique areas, either stalls or buildings, which are allowing a person to sell their wares. As they are granting a steady income they are often less pricey when firstly purchased, yet, hold a higher taxation cost. Normally shops hold around 6x5x4 cubic blocks of space, yet, some may be bigger or smaller, depending on their location within Athalia. The first purchase costs normally 150 Minas and their weekly taxation is placed at 150 Minas.


     

    Tax Exemptions

    Sometimes granted by the Minister for Interior Affairs or the Crown itself a Tax Exemption is removing someone’s weekly taxation, making their purchase a one-time-deal. Most commonly tax exemptions are given out to specific title holders or to people, which aided Athalia for a long time, allowing them to live without any bigger worries within the city.

  12. Image.png.b3e374ede9a1665c7d4e43de6067691b.png

    The Lex Arcana

    Est anno Domini 1697

     


     

     

    Foreword,

    Every citizen of the Imperial City and the Empire itself is bound by this legislative codex, holding the laws and regulations for magecraft and witchery within the holy empire. The law of the empire is derived from the rule of the Crown to which this codex is itself bound. Alterations, modifications and interpretations of this document are at the behest of the Crown and it’s Ministry for Magical Affairs. No exceptions are warranted to this document unless otherwise stated or approved by the Crown.

    While the Lex Arcana regulates many laws every mage is required to be registered within the Empire and is required to gain permit for their magical crafts, if their magecraft is stated in §2 of the section Legislative Rules in Regards to Magecraft, as the Crown sees it fit to permit the usage of certain forms of magecraft only when granted explicit permission by the Minister or the Crown itselves!

     

     


     

    Table of Content
     

     

    • Ministry for Magical Affairs
       
    • Legally Important Terms
      • Magecraft
      • Witchery
      • Voidal
      • Deific
      • Dark Arts
      • Witch Hunters
      • Magi
         
    • Legislative Rules in Regards to Magecraft
       
    • Legislative Rules in Regards to Witchery
       
    • Punishments

     


     

     

    I. Ministry for Magical Affairs

     

    The Ministry for Magical Affairs is seen as one of the legislative units of the holy empire, placed in charge of magecraft and witchery by the Crown itself, allowing the Ministry to handle magical affairs on their own through the usage of a set of laws and regulations, each approved by the Crown. The leadership of the Ministry isn’t placed in the hand of a single individual, but rather in the hands of the Minister, Deputy Speaker and the Emperor, allowing for a clear guidance and fast and precise decisions. While the Emperor decides upon a Minister at the creation of the Ministry, the Minister is afterwards tasked in assigning a Deputy Speaker to handle the ministry if the Minister is unavailable.

     

     


     

     

    II. Legally Important Terms

     

    Magecraft
    Magecraft is known as the art of magic, which doesn’t act against the general view of the Church or of the Ministry, as such forms of magic, which aren’t seen as direct aspects of Ibless.

     

    Witchery
    Witchery describes the forms of magic, which break the law and regulations of the Ministry or are seen as abominations in the eyes of the Church, either due to their origin or their effect on others and the surrounding land.

     

    Voidal
    Voidal forms of magic are known as forms which use the void or voidal energy for their spells and creations, either by directly opening the void or using already existing mana.

     

    Deific
    Deific forms of magic are known as forms which either use the gift of an aengul or the energy of another deity or realm, besides the void, as their energy resources, such as the Fae-Realm.

     

    Dark Arts
    The dark arts are known as cruel and dark forms of magic, which either toy with the soul or use the deceased ones for their doings. Those forms of magic are also directly tied to demons and often Ibless himself and are forbidden widely.

     

    Witch Hunters
    Witch Hunters are trained individuals, placed in charge to handle magical affairs within the empire and even outside of it on the order of the Ministry.

     

    Magi
    Magi is the general description for a individual with magical talents.

     

     


     

     

    III. Legislative Rules in Regards to Magecraft

     

    §1 The following aspects of magic are legally falling under the definition of Magecraft,

     

    §1.1 Voidal Forms, such as Transfiguration, Telekinesis, Voidal Shifting, Voidal Translocation, Evocation, Arcanism and Conjuration.

    §1.2 Deific Forms, such as Runesmithing and Druidism

    §1.3 Other Forms, such as Golemancy, Chi, Ki and Iconoclasm

     

    §2 Following forms of magic are requiring a permit to be used, else §6 is in order, resulting in a harsh punishment for the illegal usage of magecraft,

     

    §2.1 Within the boundaries of a cities wall, such as Runesmithing, Golemancy and Druidism.

    §2.2 Within the boundaries of the empire, such as Transfiguration, Telekinesis, Conjuration, Chi, Ki, Evocation, Voidal Translocation and Voidal Shifting.

     

    §3 If not stated in §2 no permit is required to be obtained by the mage, yet, the laws still apply to those forms of magic and the mage themselves.

     

     

    §4 Any form of magecraft may never be used for,

     

    §4.1 Burglary; defined as the stealing of goods from one’s property.

    • Minor Burglary; The theft of 200 minas or less, in equivalent goods or coin, Class C-Crime.   
    • Burglary; The theft of 500 minas or less, in equivalent goods or coin, Class B-Crime.
    • Grand Burglary; The theft of 1000 minas or less, in equivalent goods or coin, Class B-Crime.
       

    §4.2 Robbery; defined as the stealing of goods from an individual's body.

    • Minor Robbery; Brandishing a weapon or threatening violence to achieve the theft of less than 200 minas, in equivalent goods or coin, Class C-Crime.
    • Robbery; Brandishing a weapon or threatening violence to achieve the theft of less than 500 minas, in equivalent goods or coin, Class B-Crime
    • Grand Robbery; Brandishing a weapon or threatening violence to achieve the theft of less than 1000 minas, in equivalent goods or coin, Class B-Crime.
       

    §4.3 Assault; defined as physical attack upon another, with the exception of self-defense or an official order from the Ministry or the Crown.

    • Minor Assault; An unplanned attack upon another causing minor injury, Class C-Crime.
    • Assault; A planned attack upon another causing minor injury, Class B-Crime.
    • Grand Assault; A planned attack upon another causing grievous or debilitating injury, Class A-Crime.

     

    §4.4 Murder; defined as the unlawful killing of another Citizen.

    • Attempted Murder; The planned attempt of taking another’s life and failing in doing so, Class B-Crime.
    • Murder; The unplanned killing of anyone's life, Class B-Crime.
    • Planned Murder; The planned killing of anyone’s life, Class A-Crime.

     

    §4.5 Espionage; defined as spying on another Citizen, with the exception of an official order from the Ministry or the Crown, Class B-Crime.

     

    §4.6 Vandalism; defined as the unlawful destruction of property.

    • Unplanned Vandalism; Unplanned destruction of property, Class D-Crime.
    • Vandalism; Planned destruction of property, Class B-Crime.

     

    §4.7 Kidnapping; the unlawful seizure or holding of another in one’s custody.

    • Kidnapping; Holding a person at a place against their own will, Class B-Crime.
    • Slavery; Holding a person against their own will and selling them into slavery, Class A-Crime.

     

    §4.8 Aiding an Outlaw or Criminal, Class B-Crime.

     

    §4.9 Undermining Authority & Defenses, Class D-Crime.


    §5 Any form of magecraft shall not be taught within the walls of an imperial city, without the direct permission of the Minister, Church or Crown.
     

    §6 Any mage is required to inform the Ministry of their arts, so that they will be added to the registry.

     

        §6.1 Failing to inform the Ministry will result in a punishment, the height of a Class C-Crime.

     

    §7 No form of magecraft shall be used within a building of the Church, unless given permission by the Church itself.

     

     


     

     

    IV. Legislative Rules in Regards to Witchery

     

    §1 The following aspects of magic are legally falling under the definition of Witchery,

     

    §1.1 Voidal Forms, such as Sensory Illusion, Cognatism and Mental Magic.

    §1.2 Deific Forms, such as Shamanism, Clericalism and Paladinism.

    §1.3 Dark Arts, such as Blood Magic, Necromancy, Shade Magic, Mysticism and the Abyssal Magic.

     

    §2 If a form of magic isn’t directly stated within III. Legislative Rules in Regards to Magecraft or IV. Legislative Rules in Regards to Witchery they are seen as forbidden and fall directly under Witchery.

     

    §3 Any form of Witchery is forbidden within the holy empire.

     

    §4 Using Witchery or teaching Witchery of any kind will be seen as a Class A-Crime.

     

     


     

     

    V. Punishments

     

    §1 The following punishments are applicable for any Class D-Crimes,

     

    §1.1 Fines,

    A fine is of lower grade sentencing, considered the utmost minimal punishment possible. When a fine is sentenced, the criminal must pay the fine within one Saint’s week from the day the fine was announced / recorded.

     

    §1.2 Detention,

    A detention is of lower grade sentencing, placing the criminal within a holding cell for a certain amount of time, either out of safety for others or for their own safety.

     

    §2 The following punishments are applicable for any Class C-Crimes,

     

        §2.1 Branding,

    A Branding is of average grade sentencing, considered the procedure to take when a criminal must be identified for their crimes in the future. This punishment is done in private.

     

        §2.2 Public Torture/Lashing,

    Public torture is of average grade sentencing, considered the go-to sentencing for medium to severe or recurring criminals. This is procedure when a criminal is found for charges that require more than the light sentencing, but must be dealt with efficiently.

     

    §3 The following punishments are applicable for any Class B-Crimes,

     

        §3.1 Revocation of Citizenship,

    Revocation of citizenship is of heavy grade sentencing, considered the way to punish a criminal and force them into rehabilitation by earning society’s trust once more, usually through gaining a career record and then after repenting for their crimes appealing to the Ministry or the Court.

     

        §3.2 Dismemberment,

    Dismemberment is of heavy grade sentencing, considered the procedure to remove the criminal’s ability to repeat a crime. In the case of repeated disrespect, slander and harassment, a tongue might be torn out. All sentences of dismemberment are specific to the crime and precisely which body part can be removed to prevent the criminal from ever committing such a crime again. This can also be the go-to for recurring criminal acts, if public torture does not stop them.

     

    §4 The following punishments are applicable for any Class A-Crimes,

     

        §4.1 Banishment,

    Banishment is of critical grade sentencing, and thusly needs a trial or the approval of the Crown. When a criminal has gone so far that they can no longer be rehabilitated into society, nor can they be trusted to be forced into labour and not commit further crimes, they will be banished from the empire and send into a wasteland desert with no supplies, never legally allowed to return.

     

        §4.2 Execution,

    Execution is of critical grace sentencing and is used when a criminal has gone so far that they must be eliminated in public to be made an example of. The main objective behind execution is knowing that there is no other viable punishment and no rehabilitating option for the criminal.

     

    §5 If a trialed citizen is not found guilty of any magical crimes, yet, evidences that the individual broke other Imperial Laws were documented while the trial took place, the individual person is to be handed to the specific judiciary to be trialed for the recorded crimes.

     

     


     

    In Nomine Dei,

    HIS IMPERIAL MAJESTY, Augustus I of the House of Horen, Emperor of Man, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, Courland, Santegia and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Carolustadt, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera.

  13. Image.png.6e0f661298705c71f63fbfff923541aa.png

     

     

     

    The Imperial Ministry

    For Magical Affairs

    Est anno Domini 1697

     

     


     

    With the stretching borders of the Empire of Man more magical activity was sighted all over the Empire itself, being in need of regulations and management. As such His Imperial Majesty Emperor Augustus I of House Horen, guided by the wisdom and the grace of GOD, does see it fit to establish the Ministry for Magical Affairs to handle the growing amount of magical affairs within the Empire. The powers that the CROWN and GOD bestow upon him does endow this Ministry with the oversight and authority to upkeep, manage and enforce the Lex Arcana within the Empire of Man.

     

     


     

    Duties of the Ministry

     

    • To upkeep and uphold the Lex Arcana in the name of GOD and the Crown.
    • To manage trials, which are caused by the breaking of the Lex Arcana.
    • To organize and maintain permits for the usage of the magical arts.
    • To manage magical affairs and occurences within the Empire.
    • To collect, record and manage dangerous magical artifacts.

     

     


     

    HVmvEbINOfcP0C6Dof2s2fdJtZ8pgXsWmr4c3Kd42qoWXJHokmQ5I9AZ2CRwoHll6Jj3x6W5PdBoOi5H2j5kk3xpVF3ShkTcWbpnlPi0ngONwpDcGFaUxtWMTgrdpo-iI-B66Xvz

    Emperor Godfrey’s Court Wizard, 1360

     

    The Minister for Magical Affairs

     

    His Excellency, the Minister for Magical Affairs is the primary figurehead of the Ministry for Magical Affairs, being in charge of most leadership work. Through the work of the Minister the Ministry is fully functional and can continue it’s daily duty to the best. He is an advisor to the Crown and to the Privy.

     

    Duties to include:

    • Managing the Ministry for Magical Affairs
    • Appointing a Deputy Minister
    • Appointing Captains
    • Advising His Imperial Majesty


     

    The Deputy Minister for Magical Affairs

     

    The Right Honorable Deputy Minister for Magical Affairs is known as the second in charge for the Ministry. The Deputy Minister is known to handle the Ministry if the Minister is unavailable, managing most of the paperwork and also acting as a second leader of the Ministry, aiding the Minister in his work.

     

    Duties to include:

    • Ensuring a smooth operation of the Ministry
    • Assisting the Minister
    • Collecting and Handling Documents of the Ministry
    • Advising the Minister

     

     

    The Captains of the Ministry

     

    The Captains are respected and recognized members of the Ministry, being in charge of most members below them, handing out missions and keeping the rules intact. They are often seen being in charge of bigger groups and are most commonly leading investigations. As such Captains are the leading forces of the Ministry.

     

    Duties to include:

    • Enforcing the Lex Arcana
    • Sanctioning Investigations
    • Employing new apprentices and mage hunters
    • Managing Branches of the Ministry

     

     

    B7vxXSqKEP7dclKHmX8MFjVxIkqpQhw9uQEVtxe7NnZNhvYbY3U9D8FR5_SihOr9C9gCnKIqUjCYuMgqhBdGKg0BRdyET8ymDK_IArL90_cmiMJk3_p-geJq8khLxuvI2jMdK9L9

    Orenian Witch Hunters testing for Witchery, 1337

     

    The Witch Hunters and Seers of the Ministry

     

    The Witch Hunters are trained melee fighters or archers and members of the Ministry, often seen doing patrols or researches on different investigations. As such they are also often found within the city, handling their assigned task or simply helping out the citizens. While the Witch Hunters are known for their combative strength, the Seers are known as the more magical adaptive forces of the Ministry. Seers are trained to use their magic to aid the public and the Hunters in their daily tasks. As such it’s common to see a Seer and a Witch Hunter working hand in hand to fulfill their tasks.

     

    Duties to include:

    • Enforcing the Lex Arcana
    • Tasked with Investigations
    • Employing new apprentices
    • Aiding the citizens in their daily life

     

     

    The Apprentices

     

    The Apprentices are the newest recruits of the Ministry, freshly enrolled and mostly without any proper experience with the Arcane. Due to them being untrained and fairly new they are often tasked to aid the Witch Hunters in their daily work.

     

    Duties to include:

    • Aiding the Witch Hunters and Seers
    • Aiding the citizens in their daily life

     

     


     

    The Adrianic Branch of the Ministry

     

    The Adrianic Branch of the Ministry is tasked to uphold the Lex Arcana within Adria, allowing a assigned Captain to be placed in charge of such. Like the Main Branch of the Ministry the Adrianic Branch is tasked in upholding the Lex Arcana within their lands and are also tasked with handling magical affairs within their domains.

     

    Duties to include:

    • Upholding the Lex Arcana within Adrianic Lands
    • Managing and Informing the Ministry for Magical Affairs about requested permits within their lands

     

     


     

    In Nomine Dei,

    HIS IMPERIAL MAJESTY, Augustus I of the House of Horen, Emperor of Man, King of Renatus, Marna, Mardon, Salvus, Seventis, Savoy, Courland, Santegia and Norland, Duke of the Crownlands, Cascadia, Avar, and Frederica, Count of Carolustadt, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera.

  14. MC Name: Ragnio

    Character's Name: Vahyru Daluon

    Character's Age: 62 (Born in 1633)

     

    Character's Race:

             Farfolk - Human

     

    Link to your accepted MA:

              https://www.lordofthecraft.net/forums/topic/172972-druidism-nature’s-communion-control-ma-ragnio

     

    What magic(s) will you be teaching?

             I will be teaching druidic communion and control (C&C).

     

    Summarise the Lore of this magic(s):

             

    While most people assume C&C is a singular form of magic it’s actually two forms of magic, focusing on the communication with nature and the controlling of it. While the druidic communion focuses around the ability to understand and commune with the local flora and fauna to a certain degree, as such communicating with it, druids are also able to control or request nature to do certain things, such as causing plants to move a certain way. While it is called control it is rather a request to nature itself, asking nature to do certain things, such as moving the vine from one side to another. Yet, not all plants and animals will act directly on the call of a druid, as such a young druid may be able to request smaller plants to move a certain way, while a big tree won’t even listen to their request.

     

     

    Write up a lesson that your character would give to a student:

             

    Another silent night, the sounds of crittering animals could be heard all around the little swamp, fireflies swarming through the air, covering themselves in their lights. Vahyru would slowly open his eyes as he would finally hear the cracking sound of branches being stepped upon by someone, noticing him of the arrival of his first student. Turning towards the tree trunk that lead to the small island he would finally be able to make out the shape of Lae as she balanced over the swampy waters.

     

    With a soft hum in his voice he would greet her, smiling at her as he did so: “Well, you are a bit later, but welcome. I hope the mosquitoes didn’t do too much damage to you.”

    Lae would chuckle for a short moment, holding a piece of paper and a pencil within her hands as she would sit down near Vahyru: “No, no, no, I am fine. But I never expected to have my first lesson in a swamp…”

     

    “Oh? Why would you expect something else?”, asked Vahyru straight away, a calm expression resting on his face as he would place a hand on some nearby patches of moss.

     

    “Well, it’s wet...rather loud, thanks to the toads and the critters, and it’s not a class room?”, exclaimed Lae.

     

    “And that is why it’s the perfect place for our first lesson. We are surrounded by nature itself, by flora, fauna, life and eath. Right now you hear, smell and see nature in it’s purest form.” Vahyru would run his finger over the moss, just to pull his hands away from it, causing some fireflies to land upon the moss and acting like a small lamp for him and his student. “You won’t need any paper or anything to write with, Lae. Instead I want you to listen closely and I want you to tell me what you can hear.”

     

    Lae would look confused first, but slowly closed her eyes. Her ears would twitch slightly from time to time as she would listen to the sounds of the swamp. “I can hear the toads….some splashing water...buzzing from insects...I can hear the wind between the leafs…”

     

    “Good, now focus upon each of those sounds, as they will become as clear as a cloudless sky for you at some day.” Crossing his legs Vahyru would move slowly into a meditating position, allowing his body to calm down, his muscles to relax and his breathing to become one with the wind.

     

    “Listen and understand - that is what you will learn at first. Learn to commune, learn to listen, learn to see what you normally wouldn’t see. I want you to become one with nature, one with the voice and one with the endless circle.” Vahyrus voice would echo through the swamp, calm, yet, also rather commanding. “As your first task I will ask you to meditate every day for at least twenty minutes, I want you to listen to the sounds of nature and tell me what you experienced after one week.”

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?:

             Yes, I will inform the MT and LT by using the list!

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

  15. General Information

     

    • Name & nicknames: Fahron Daluon, the wandering Hermit
    • Race: Wood Elf, with parts of Farfolk-Blood in his veins
    • Gender: Male
    • Year of Birth: 1655
    • Religious Belief: Aspectism
    • Voice Reference: Aruvn - https://www.youtube.com/watch?v=ijKAd4CjRqM


    ODdMohJ.png

     

    Physical Description

     

    The average height of a Daluon man is at around, 5’9’’ feet, although the tallest reach heights around 6’3”, often peeking out of most Heartlander males due to their height. Following such genetic structure Fahron is standing, thanks to his elven genes, at a towering 6’2’’, often being able to glance over the heads of most folk easily. Thanks to his daily training and the travels he does every day Fahron holds a muscular body-build holding the weight of 209 lbs.

     

    Due to amber-colored eyes from his mother and the golden-sandy-colored eyes from his father Fahron has a rather gentle and soft mix of those colors, giving him a rather bright orange-golden eye color. Thanks to the same reason Fahron is also holding a rather tanned-olive skin, as his father already had fairly dark skin and his mother being on the tanned skin-tone side, causing him to develop such skin color.

     

    However, unlike most Daluons Fahron doesn’t possess white hair, due to his mother being a wood elf and his father already being a crossbreed of a farfolk and an elf, causing his elven genes to be more dominant and giving him a brownish hair color. Like his father Fahron is also keeping his facial hair cut down to the minimum often showing some stubbles, but barely more than that. While he keeps his beard shaved Fahron is often letting his body hair grow out, either due to the fact that he hates wasting the time to shave or due to the fact that he simply doesn’t care about it as much. As such he is often displaying far-reaching tufts that cover most of his body.

     

    ODdMohJ.png

     

    Personality

     

    • Energetic: Fahrons primary trait is his energetic enthusiasm. He is always filled with energy and helps others out whenever he can without any hesitation. This trait is also very helpful for his travels and his daily life, since it often leaves him in a good and energetic mood.
       
    • Free Spirited: Unlike his father Fahron is known as a rather free spirit, trying to follow his own path and ideals, and staying true to those as much as possible. As such he wouldn’t agree on doing something he isn’t feeling comfortable with.
       
    • Fearful: Fahron is known to show a rather kind and gentle side, yet, despite such a facade he is also able to bring fear to those that are acting against his ideals, not hesitating to let his voice be heard and him taking physical actions. Besides from such his talents in strategic thinking is turning Fahron into an enemy no one wants to fight against.
       
    • Unorganized: Like father, like son, Fahron is fairly unorganized, often losing stuff or being unable to find important documents. Most of his backpack seems cramped and is so unorganized that it can take Fahron more than a few minutes to find a single item within.

     

    ODdMohJ.png

     

    Strengths

     

    • Helpfulness: Unlike most people Fahron is often trying to help people instead of himself. Sure, he wants to achieve his goals, but he also wants to support the people he likes, may it be physically, mentally or any other possible way.
       
    • Fast thinker: Fahron might be a hermit and wanderer, but in reality he is a rather fast thinker, using his surroundings and given information rapidly, for example to create an escaping plan. Being a fast thinker is also helping him in his daily life, especially in the wild and in other dangerous situations.
       
    • Experience in Shortsword- and Kama-Usage: Unlike most folks Fahron prefers the usage of shortswords or Kamas about everything. He was trained in this form of combat for most of his life and he knows where to place his hits to take an enemy down in the shortest amount of time.

     

    ODdMohJ.png

     

    Weaknesses

     

    • Arachnophobia: Despite befriending many animals and creatures easily, almost inherently, Fahron hates spiders more than anything else. As soon as he sees a spider around him, he will try to put as much distance between him and the arachnid as possible. Another way of Fahron to take care of spiders is it to throw a lot of stuff in the spiders direction, trying to kill it with the impact of, as an example, books, plates and even flower pots.
       
    • Arthritis: Due to Fahrons lifestyle and the overuse of his whole body he started to develop a form of arthritis. Most of the time he feels a slight pain in his hands and wrists, but is often trying to ignore the pain in his daily life. However, he is receiving a rather strong drawback of the arthritis after every fight, causing his eyes to water up and to curse, due to the amount of pain.
  16. On 8/21/2018 at 9:02 PM, MoonsWolf_ said:

    Unknown.jpeg.b00e99cd5ff96335e166e5999fc51ef3.jpeg

     

     

    The light of predawn shown over the sea cast shadows in the alcove that were farther than the light could reach. A figure leaned against a stone pillar carved into the sea worn rock. Her cape fluttered as the sea breeze shoved its way into the small cave, the red tailed hawk screeching as it flew away into the light of oncoming dawn, her letter tied to its leg.

     

    To the captains of these seas

    ~~~

     

    MC-Name: MoonsWolf_

     

    Character Name: Son'ya Sparrow

     

    Age: 132 years old

     

    Race: Snow Elf

     

    Hometown: The Snow Elven City

     

    Possible Goals to Achieve: To sail the sea's would be and honor, and I know Aeriel will take care of my soul. And if it is written that I am to die on the sea it will be right. My main goals are to travel the world and to live and let live. The sea can take as easily as give, and therefore I would like to rest my life in her hands.

     

    Wanted Role/Job: I would like to help in anyway I can. I am an artist, and therefore a cartographer might be a good fit. But in any case, I will gladly become a sailor.

     

    Discord: MoonsWolf_

     

    An owl would land on the shoulders of the figure, holding a small letter:
    " Thank you for applying to our small Guild! We will welcome you with open arms as one of our new sailors!"

  17. Minecraft Account Name(s) Ragnio

    Discord Ragnio#1060

    How long have you played on LoTC? Barely over two years

    Timezone and Availability I am living in germany, so the GMT+2-timezone (Central European Summer Time). I am available mostly from 6pm up to midnight, so roughly 6 hours a day. At weekends I am available for around 8 hours per day.

     

    What lore are you versed in most?

    Thanks to my work on the Wiki-Team I am well-versed in the areas of magical Lore, including most magic forms (Since I am reworking all the magic-wikipages) and also most of the general magic lore. Next to that I am also fairly well-versed in the areas of Flora and Fauna, since those areas are fairly appealing to me and I wrote lore for each of those two topics myself. The last major topic that I am fairly versed in is the Creature-Lore that the server has, ranging from active to even inactive creature-lore.

     

    Give a summary of any staff positions you have held on LoTC

    I was the Media-Coordinator for some time, before I had to leave due to me finding a job and starting work just three days later. Right now I am one of the Wiki-Moderators, handling mostly the formatting and reworking aspect of the wikipages, with the main focus on the magic pages at the current point.

     

    Have you ever written lore for LoTC?

     

    Yes, I have written several smaller pieces of lore for the server, mostly Flora- and Fauna-Lore. Yet, I am also working on another lore piece at the current moment and may assist in another Lore-rework over the next few days. The unpublished lore pieces can be send as documents to the reviewing Director or Manager of this application. All of my posted lore can be found here:

    Atlasian Cliffhanger: https://www.lordofthecraft.net/forums/topic/157257-the-creature-index-2017/?page=5
    (Third post from the top - Accepted Lore)
    Witch Tooth: https://www.lordofthecraft.net/forums/topic/158518-plant-index-2017/
    (Last post of the first page - Denied Lore)
    Southern Spineroot: https://www.lordofthecraft.net/forums/topic/158518-plant-index-2017/
    (Last post of the first page - Accepted Lore)
    Bitter Reed: https://www.lordofthecraft.net/forums/topic/158518-plant-index-2017/
    (Last post of the first page - Accepted Lore)
    Wolven Shroom: https://www.lordofthecraft.net/forums/topic/158518-plant-index-2017/
    (Last post of the first page - Accepted Lore)
    Horizon Rose: https://www.lordofthecraft.net/forums/topic/158518-plant-index-2017/
    (Last post of the first page - Accepted Lore)
    Meh'kat: https://www.lordofthecraft.net/forums/topic/172748-fauna-mehkat-animal-lore/
    (Pending Lore)

     

     

    Have you ever received a blacklist or ban?

    I am currently blacklisted from any Direction-Positions, due to me leaving the Media-Team in a rush and without resigning in the appropriate time of a few weeks. Besides from that I don't have any other blacklist-entries or any bans that I am aware of.

     

    Who do you not get along with on the Lore Team?

    Right now I come along with all of the Lore-Team, thanks to the fact that I am working with a lot of them on the Wikipage-Reworks.

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