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Sander

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  1. “Huh! Would you look at that, I guess Emir is useful for something after all. He writes damn good chronicles of our little nation!” Artiev Colborn would laugh.
  2. No tears, only Iconoclasm

  3. Vaur Komitriez II Trouble on the Petra Trouble brews in the North of Almaris. The Holy Orenian Empire, once a mighty hegemon, is no more. From the ruins and dust, new states have arisen, seeking to carve out a legacy and the Kingdom of Haense moved its border south into former Imperial lands. In the air hangs the scent of uncertainty as the leaders of Aaun, Haense, Petra and Sedan vie for control. War is coming. In VAUR KOMITRIEZ II, you become the ruler of one of the four human nations in northern Almaris. You command troops from the mountains of the Attenlund to the plains of Arentania. Can you defend your territory from your neighbours, and will you be able to conquer the North under your rightful rule? Or will you falter, and shall your state perish and crumble like the Empire of old? How to play: Equipment: To play VAUR KOMITRIEZ II, the following equipment is involved: Unit pieces: These pieces represent the army and navy units used in the game. The top row are the Army pieces and the bottom row are the Navy pieces. Yellow is for Hanseti-Ruska, purple is for Aaun, red is for Petra and blue is for Sedan. Dice To play the game, players will require a simple 1-6 dice. (/roll 6) Board Most important to playing VAUR KOMITRIEZ II however, and differing from VKI, is the playing board with all its details. What everything seen on the board means will be explained below under Landscape. The starting setup of the board is shown above. Landscape: The board consists of various types of terrain and has a plethora of markers scattered across it that depict actual places in the north of Almaris. Here is what everything on the board means: Terrain Light green terracotta: plains Dark green terracotta: forest Green concrete powder: hills Blue concrete powder: water Light grey concrete powder: traversable mountains Dark grey concrete powder: impassable mountains Markers 4 walls with banner: nation capital Flower pots: smaller settlements Trapdoors: bridges Occupation: To show who occupies and controls what markers on the map, banners will be used for capitals as shown above. If a capital originally belonged to nation A, but has since been sieged and occupied by nation B, its banner will be changed to that of nation B to show it's occupation. The conquest and occupation of smaller settlements is shown through the use of little flags ((flowers)), the colors of which correspond to the colors of each of the four countries. Yellow for Hanseti-Ruska, purple for Oren, red for Petra and blue for Sedan. Units & Combat: Each turn, a player has to make a choice pertaining to units and combat. They can either deploy units, or move units and optionally fight or siege with them. Deploying units If a player chooses to deploy units during his turn, they essentially skip the turn. The player can then deploy a minimum of 1 unit for his capital, with an extra +1 units per 4 smaller settlements he has under his control. Players have a base unit capacity of 5, +3 for each capital they possess. This means that the unit capacity of each player at the start of the game is 8 for example, but if they'd conquer another player's capital, their capacity would be 11. When deploying units, players are free to choose between army and navy units. These units can be deployed on a free tile next to any smaller settlement they control. This means, however, that if a player does not control a smaller settlement next to a water tile, they cannot deploy navy units. Units can also be deployed directly inside their capital to serve as a garrison. Moving units & garrisons Instead of deploying, a player can also choose to move his units during a turn. Doing this allows the player to move each of his units once if he so desires. Navy units can obviously only move through water tiles and bridges. Army units can only move across land tiles (excluding impassable mountains) and bridges. There can be 1 unit per tile. Units can be in the same tile as smaller settlements or bridges. Moving diagonally is not an option. The distance units can move depends on the terrain they are moving through: Plains or Water (Navy units): 3 tiles per turn Forest or Hills: 2 tiles per turn Traversable mountains: 1 tile per turn If a unit moves through multiple kinds of terrain in one turn, the amount of tiles they can move is determined by the amount of tiles they could move considering the tile they are in, minus the amount of tiles they have already moved. If a unit starts in plains, it can move 3 tiles. If it uses its first move to move into traversable mountains, it can no longer move. If instead it moved into forest or hills, it could move one more tile. Optionally a player can also move army units into his capital to serve as a garrison to defend against sieges. A capital can hold a garrison of 3 units, played on the walls that don't hold the banner. If a capital is next to a water tile, navy units can also be used for garrisons, moving them directly from the water to the capital and vice versa. Fighting Combat in VAUR KOMITRIEZ is done by rolling the dice. In a fight, units fight 1v1 at a time, with the player with the highest dice roll winning. The player that rolls lower loses 1 unit. A battle goes on until either side has no units left, or the attacker retreats. A battle is instigated by player A trying to move into a tile that already has a unit owned by player B. Player A would be the Attacker in this case, with player B being the defender. Terrain also has an effect upon a battle. This is always the terrain the defending unit is in. If a defending unit is in a forest or in hills, they get +1 to their dice roll. If the defending unit is in traversable mountains, they get +2 to their dice roll. Sieging To siege a smaller settlement, a player needs to have one of his units on the tile next to the settlement and roll either 4, 5 or 6 on the dice. If this fails, the siege may continue next turn or with a different unit next to the settlement. Sieging a capital without a garrison is done in the same way. Sieging a capital with a garrison is done similarly to a normal battle, with the siege ending once either all the garrison units have been killed, all the sieging units have died or the attacking player ends his turn. A garrison can also attack units outside its walls, representing a sortie. Sorties are done by the defending player once it is his turn to take actions. National Ideas, Asymmetrical Gameplay & the Goal of the Game: There is no set goal to VKII, no preset achievement that will end the game. Instead, the players pick what the goal of the game is before they start playing. This could, for example, be that the game ends as soon as someone loses their capital, with the conquering player winning the game. Alternatively they could keep the game going until all of the smaller settlements have been conquered by a single player, or any other goal they can come up with. The starting setup of the game is asymmetrical, which means that not all nations are equal. Sedan for example has a defensible position being shielded for the most part by mountains, but only two smaller settlements, whereas Haense is spread out wide and thin, with eleven settlements spread across half the map. This makes for different playstyles to try to achieve the goal of the game, with Sedan for example benefitting from a defensive playstyle, while Haense has to pay attention to a careful maneuvering of units in order not to get their territory conquered. In order to strengthen these different playstyles, VKII adds National Ideas. Each country has a National Idea, serving as a modifier only they have to strengthen the style of gameplay that benefits their nation. They are as follows; Haense: Mother Ruska - Get an additional unit every three turns without having to skip a turn for deployment. Stops once unit capacity is reached. Petra: Knightly Republic - +1 roll to offensive battles. Aaun: Orenian Marching - All units get to move 1 tile extra per turn. Sedan: Defending Arentania - +1 roll to defensive battles.
  4. Petrine-Dwarven Free Trade Agreement of 1898 In an effort to attain greater mutual economic possibilities, the nations of the Commonwealth of Petra and the Grand Kingdom of Urguan have met in the Petran capital of Valfleur and resolved there to sign a Free Trade Agreement. This agreement shall be in effect for twelve years, at which time it will be up for re-evaluation and free to renew or terminate. The treaty consists of the following; Section I: Trade I. The signatories entitle each other the right to one shop or stall in each other’s capital’s market, free of tax to encourage trade, as well as ensuring the free passage of merchants and trade caravans in one another’s territory. II. The Grand Kingdom of Urguan, through the guild of Armakak’s Merchants, pledges to provide in its Petran market the finest of dwarven goods in the fields of smithing, crafting and jewels. III. The Commonwealth of Petra seeks to purchase a suit of armor fit for the Archduke made by the finest of dwarven craftsmanship. The Grand Kingdom of Urguan shall provide such under a fair price befitting the suit’s materials as a gesture of good faith. Signed, HER MAJESTY, Ealisaid Mossborn, Grand Queen-Consort of the Grand Kingdom of Urguan HER GRACE, Renilde I, By the Grace of GOD, Archduchess of the Petra, Countess of Temesch and Moere HIS GRACE, Constanz-Anton, Archduke of the Petra, Prince of Balian HIS EXCELLENCY, Artiev Edric Colborn, Treasurer of the Petra
  5. Bone & Marrow

  6. Artiev Colborn scouted the land with Lambert, frowning "Whole place smells funny... Wonder what Charlie does with his land."
  7. No tears, only cake
    @crazedpudding

    1. crazedpudding

      crazedpudding

      cake terrorist >:I

       

  8. Corpses in the Commonwealth -=- A MISSIVE FROM THE MASTER OF THE HUNT TO THE CITIZENS OF THE COMMONWEALTH OF THE PETRA My fellow citizens; commoners, knights and those of the Old Regime. As I am sure many of you have noticed, over the course of the past year there has been an excess of mysterious deaths in the countryside of our little nation. So far there have been documented 23 cases of dead bodies being found along the country lanes, forest paths and fields of grain. Many of these deceased were commoners from the outskirts of Valfleur and Petra's hamlets, among the dead being several shephers, farmhands, maids who tended lifestock and even children like the seven year old boy found dead up by the ruins of the old military fort. On top of this, a further five individuals have been reported missing from across the Commonwealth with no bodies thusfar having been found. I reach out to you, fellow citizens, for information. As of yet, we do not have any knowledge regarding who or what is the culprit of these poor souls' demises. If anyone has any knowledge regarding the cause of these deaths, even the slightest lead or suspicion, I ask it be reported to me, Commander Lambert or Ser Brandt. The same goes for knowledge of any new deaths or missing persons. As for what we currently know, who- or whatever is the killer, seems to tear up the victim's bodies to a point where their skin is shredded or mangled. In many instances, the corpses are partly eaten, though we do not know if this was done by the killer or some animal that stumbled upon the corpse. Lastly and most notably, the victims either carry serious wounds to the neck or are completely beheaded, suggesting a vicious attack to the throat to be the main pattern. Lastly I wish to issue a warning. While the recent summer months have seen a lull in the number of attacks, there was an exceptional frequency the past winter. Now we are once again heading into wintertime, with the night - the apparent time at which attacks take place - getting longer and darker. I seriously advice against leaving the confines of the estate or place of residence at nighttime, and if one does, they are to do so in the company of others. Never alone. Additionally, during the daytime, do not venture out far into nature where assistance is out of reach. In the name of the Lord, let us pray we overcome the horror that plagues our land. Signed, Master of the Hunt Artiev Colborn [[OOC: This post is part of an eventline I am hosting, signifying the next stage of said eventline. Interacting with the story will have results and keep an eye out for further progress.]]
  9. Good read! Didn't understand half of it, but you had me captivated! +1
  10. Artiev Colborn's Mayoral Campaign - A New Paradisus I came to Petra as an immigrant not too long ago, to find a job and opportunity. I could've looked for a job in my native country - Haense - but I didn't. I was drawn to our Commonwealth's promise; the opportunity for new men to arise and make a name for themselves. In this election we do not just vote as citizens of a small town, but as the founding generation of a new nation, a republic where common men and the nobles of the old regime can agree to share power. A nation of promise, that is what drew me to this fair land where I now serve as Master of the Hunt. Now I run for Mayor of Petra's capital, to rise to the occasion and do my part in contributing to this young nation's success. For I believe we have the ability to shape here something truly extraordinary. We did not see the times of Horen and Julia, we did not witness Paradisus, but what if we could shape a Paradisus of our own? I believe Petra can be perfected for all members of our society, starting in Valfleur. That is what I wish to pursue in my mayorship, aiming for the following goals to make this dream come true: -I wish to establish a public library in Valfleur, so that Petra can become a centre of learning and educate those who seek to make their fortune here. I will personally see to it a large donation of books to this cause is secured. -I wish to establish the position of Aedile, of which there will be two. These shall be elected by public election in the town square two years after a mayoral election, giving them a term of four years. The Aediles shall serve to hold the Mayor accountable, ensure the Mayoral budget is spent appropriately and represent the interests of the townsfolk on a day to day basis. This position shall help to keep our town's governing accountable and fair, and with the right to bring day-to-day concerns of the citizens to the Mayor's desk, they keep his rule representative. -I wish to hold a festival to attract visitor with a market to make some extra income for our merchants as well as holding several smaller activities, tying into my position as Master of the Hunt. I shall ensure there be plenty of possibility not just for our citizens to enjoy themselves, but also for our knights and soldiers to prove their prowess and valour. -Lastly, I wish to expand our town's facilities so that Valfleur may provide for everyone's needs and thus in time grow into a true Paradisus. This would include the likes of a herbal garden for the Clinic, a proper training site for the Sons as well as smaller concerns like the improvement of infrastructure. I Shall Not Rest, 'til We Have Built Paradisus in Petra's Green and Pleasant Land! Vote Artiev Colborn!
  11. At the urging of his newfound friends, Artiev Colborn decides to throw his hat in the ring for the election!
  12. The Clock Stopped. The old grandfather clock in the diningroom ticket irregularly. Tock tick tock tock tick. Feodor had gotten used to it however. The clockmaker had neglected coming over to the old man's house for so long now, he didn't notice the flaw in the clock's mechanism anymore. It wasn't just the clockmaker though, nobody came to visit anymore. He understood, sure. People had their own matters to attend to, their own lives, their own business. Jobs to do, events to attend. Feodor understood that few if any would spare the time to come by the home of a relic of a previous generation, someone out of touch with the current times. He understood, but that didn't make him less saddened by the lack of visitors. Back when he was mobile enough of body, and bright enough of spirit, he'd still spend much of his days in the library, the place where he'd worked for most of his life, where he'd built a vast collection of books and artworks he held incredibly dear. In recent years he didn't come there to do work much anymore, but it gave him a place to interact with people, the ones that visited his library, the ones who liked talking with him about literature, or who would come to him to ask questions. He couldn't do that anymore now, the short walk tired him too much and put too much strain on his joints. Not to mention the chest-pains that had become more and more prevalent in recent years took his breath away whenever Feodor exhausted himself too much. It was cruel luck, one could suppose, that he managed to purchase a home shortly before his retirement as Aulic Envoy, where he could waste away in his elderly years. Initially he'd joyfully worked in the little garden outside the house, and hosted dinner parties in the dining room. He... didn't do that anymore either. Sometimes Feodor wondered how the days went by so fast these days, whole weeks would pass in which he felt like he didn't accomplish anythingat all. Not that he had people to host dinner parties for anymore anyways. In his old age Feodor came to regret that he never had children, never married. He had never acted on his attraction for men, but to his regret he'd never forced attraction for women either. Perhaps if he'd done so, he'd have had grandchildren who would visit. There was at least still one person who regularly came by and would talk to him. The lady who had been Sir Feodor's housekeeper for some years now wasn't very talkative to his regret, but she allowed him to continue living in his abode even though he was no longer able to do the cleaning and washing. Yes he was quite content with her, minus the fact that she kept misplacing his things. As Feodor shakily shuffled into his bedroom to put a record into his music box, he found it wasn't on the table where he left it. He knew very well where it was though: the housekeeper had put his records upstairs on his desk as always. Normally he didn't push himself to climb the stairs of his home anymore these days, it exhausted him too much. Normally he'd just wait for the housekeeper to come by again in two days so she could grab it for him. It was a cold morning though, and Feodor wished to hear some music to warm his old heart, so up the stairs he went. Tock tick tock tock .... Halfway up the stairs Feodor stopped. Something had changed. He stood there for a moment, shakily holding onto the railing of the stairway as he listened. The old man could barely breathe under the physical stress of having to climb the stairs, his heart skipping beats as he felt his chest pounding due to heart palpitations for what seemed like the fifth time this week. The clock had stopped, that's it! The clock... Behind him, down the stairs, in the dining room, yes... As Feodor turned about to go back down the stairs and have a look at the clock, his shaky grip on the railing slipped. For a split second Feodor felt dizzy, as if he was floating and was young again and didn't feel the strain of his joints. It was a split second before he realized he was in a free fall down the stairs. As his body hit the hardwood floor, it made only a soft thud, muffled by his thick woolen robe. Feodor didn't really know what he was feeling. Somehow, somewhere as if it was far away, he could sense a dull hurting, a numbing sense in his lower body perhaps? He opened his eyes as he let out a final, raspy breath, looking down the hallway along the floor, the grandfather clock in the distance. There were... black spots in his vision, but nevertheless he could see it for sure now: the clock stopped. Sir Feodor Andrik May *1803/356 E.S. +1883/436 E.S.
  13. MC Name: Sanders_Name Discord: Sander#0004 Image: Description of Image: tapestry/painting to be hung in noble/royal courts Dimensions: 3 wide, 2 high
  14. MC Name: Sanders_Name Discord: Sander#0004 Image: Description of Image: tapestry/painting to be hung in noble/royal courts Dimensions: 3 wide, 2 high
  15. Artiev Colborn wonders since when the crown, not the church, dictates through what rituals people should remember the dead.
  16. He'd beat him to it. As the funeral procession carried the body of Sigismund to the palace, the late King's old mentor looked on from the sidelines, clenching his cane for support. The old May stared forward solemnly, with baggy eyes and quivering hands. There was the body of the boy who'd once been his student, the body of a man who had once been a teen eager to discuss history, politics and art, there was the body of a child he'd seen grow into a man worth looking up to, a father who fostered a family, the body of a ruler, the body of a King, the body of a man he'd followed into battle and whom he'd soon follow again. Feodor had never married, never had kids, but there was the body of his son.
  17. So this is an interesting question I've thought about now and then, and I believe there's multiple reasons for it. For one, it is useful to realize that the internet is very much divided between languages and the experience you may have on the Anglophone internet may be very different from your experience if you spoke, say, French. (https://labs.theguardian.com/digital-language-divide/) This extends to minecraft servers. As a native Dutch speaker I can confirm there's plenty of Dutch-speaking servers out there that cater to the minecraft players who are less proficient in English or prefer to speak Dutch. Now the Netherlands is a country with 17 million people, and even if you include Flanders in your metric, the number of Dutch-speaking minecraft players obviously pales in comparison to the French number. This means that there's plenty of Francophone minecraft servers out there that cater specifically to the people from France, Switzerland, Wallonia, Quebec etc. etc. I don't want to advertise any other servers on Lotc's forums, but do a quick search on "serveur de jeu de rôle minecraft française" (French minecraft roleplay server) and you'll get plenty of hits. Another important factor to combine with the availability of Francophone servers is the percentage of people that speak English (not even considering the fact that many French people who do speak English, simply refuse to.) Here's a map illustrating this factor: As you can see, it is not only a matter of there being plenty of French minecraft servers and the French internet being quite sizeable and developed (ranking in the top 10 of languages in use on the internet by millions of users) compared to, say, Balkan languages, as you said there were a lot of Balkan people. It's also important to consider that many French people simply don't speak English that well, as for many of them there's no need to. English might be the common language or lingua franca (meaning literally french language) for much of northern Europe, explaining the high number of Dutch, Scandinavian and German LOTC'ers, but for the French... French is the common language. Same goes for Spanish people for whom Spanish is the common language and thus don't learn English. (https://en.wikipedia.org/wiki/Lingua_franca Includes maps of Hispanosphere, Francosphere etc, where these languages are the common language) So, to get back to the question "Where's the French players on my Anglophone server?", you could really also turn it around and ask "Where's all the English players on my Francophone server?"
  18. CONTENT -Child of Haense -Untitled -The Halfling -Ballad of Khorvad -Oren Knight's Wife Resumed -Lament of Phaedrus -Memory of Haense -Flames of Reza -The Refugee CHILD OF HAENSE I was born in Haense I have her sons as brethren I have her ruler as my father I have her pride as comfort I have drunk the waters of her culture I have made her past my own I keep her boldness as my companion I lost in her defeat and live in her victory I breathe freely only in her climate I know her treasures and her tribulations I see her errors in all their beauty And I have done my best, with others To defend her interests UNTITLED With the strength of a thousand daemons The marble crest was clenched Its razor-sharp tip soaked With a wet darker than the void And from that void sprung creation Anything with meaning and without it He who wields it unlimited in ability Except by his twisted, vile and impure Or noble, glorious and honest Creativity, their will to create and To put themselves through an effort Sometimes small yet often great And put a word on that paper THE HALFLING He lives his life To the fullest without regret He finds great comfort In the simple pleasures of it He seeks no great gains For twisted benefit He greets and salutes Every friend and stranger He cherishes dearly That which is worth loving He chooses silence Where silence suffices plainly He celebrates loudly In the tiniest of triumphs He chooses not for venture For he finds value in content And though his vessel may be small His soul is mightier and greater The Halfling. BALLAD OF KHORVAD In Aegis days of old Khorvad There was no justice to be had In Ironborn grip the land was held And ancient tradition there was quelled The tyrant Thorgarn there was lord Who put the scholars to the sword But not all would bow before his throne Brave heroes would fight him to the bone They gathered north at Mount Arvas Where the Remnant of Urguan was Formed by elder dwarven clans of old Who'd fight for freedom rather than gold Then lead by Simppa the exile Forth went they to end Thorgarn's guile Thus thirty years of war, death and strive Were waged and marked ev'ry dwarf alive For kinslaying Thorgarn no rest There was during Simppa's great quest He who put Kal'Urguan under siege And in duel slew his horrid liege OREN KNIGHT'S WIFE RESUMED Down in Oren there lives a knight Known on the field for his might But his wife’s a treasure And so with pleasure She lets in others during the night LAMENT OF PHAEDRUS In forests, oh so dark and damp, where the old trees stand Malin’s wind comes blowing and gives a voice unto the land ’Come hither to me oh withering wind and tell me a story please’ ‘Tell me of Phaedrus Lhe’hileia, oh ancient and soft breeze.’ He was a strong and noble elf in Haelun’or of old He saved the lives of two Sohaers, so valiant and bold Yet the elves of Haelun’or were proud, and not of equal kind Thus Phaedrus and his people left, for a new home they would find ‘Do now not stop oh perishing wind, draw yet another breath’ ‘Please do tell more of Phaedrus before you find your death.’ He founded them a home anew with his elves of woodland kin He built for them a fairer land, with the name of Laureh’lin From there he fought the dark undead, with allies near and far Yet banishment would befall to him, so away then went his star ‘Go on once more oh mouldering wind, for you have not finished yet’ ‘Declare the end of Phaedrus’ tale, before to rest you’re let.’ He moved on to the sons of Krug who invited him as one He learned their ways and magic there, but Phaedrus was not done For a leader he was and a leader he’d be, an Elven Rex so vain But Orcs are of the fighting kind, and so he’d end up slain. ‘Oh Phaedrus! An elf of tales, truly one of legend.’ ‘But to tales you are now reduced, you found your end.’ MEMORY OF HAENSE Looking back on Haense I see her quiet valleys Eating away at Snowy peaks A town and village With quiet alleys That meander like Her clear creeks And in this sublime, Rugged frontier The keeps and castles Stand proud, free and strong The forests and homes These people hold dear Joined by the wildlife In a Northern song The wind blows strong there With her cold clouds of snow storms As it cloaks and smothers the Rays of the sun But in all of her counties Her people always found forms To fight the fight and endure With a new dawn won FLAMES OF REZA In the land of Arcas The Emperor reigned proud From his hold Helena The trumpets echoed loud He had been contested He’d fought his pretender He slew all the rebels And burnt Ves’ splendor Yet there was another Fire that was engorged In the flames of Reza Freedoms desire was forged Reza was a grand burg Ruled by Hanseti’s King Yet the pearl of the north Slipped from its silver string The war had begun there And after it was done The land was exhausted And Reza had not won We known’t how it started The source that gave the spark A candle, torch or oven But the fire left a mark For soon before they knew The blazing heat it spread In the flames of Reza The old Haense it laid dead Now the flames of Reza Houses no longer burn But in the northmen’s hearts The flames they do still yearn. THE REFUGEE Where do the crows fly? Where does the rider roam? Where stand the churches and taverns? And where will the sun rise? Where is the Waldenian’s wisdom? And the Savoyard’s smile? Where is the Ruskan’s sacrifice? And the Hanseti’s honour? Where have the fair brides gone? And the feathers on the wind? Where are the chalices? Where is the light? When the Boar made landfall, When the King marched north, When the Prince passed, When the Auspice comes? Where now the towering walls? Where now shields and swords? And the men in mail who charge? Where are the dreams? When the ages come crashing down, When brothers falter, When man wakes up and finds, That it was all borrowed? Where then?
  19. Full Name of Man - Josef Aleksey Ludovar Date of Birth of Man - 1829 Name of Woman - Analiesa Vasilia vas Ruthern Date of Birth of Woman - 1831 Location of Ceremony - Karosgrad Date of Ceremony (Year) - 1858 Name of Clergyman who performed ceremony - Father Clemens
  20. MAY’S FAIRY TALES: A Collection of Haeseni Children’s and House Tales The King Who Caught Death Once upon a time there was a king, mighty and great. This king had only one enemy, and that was Death. Why did Death have to spoil his life? Why was he, such a grand king, afraid of dying? The king then sent for all of his wise men who on horseback and by carriage arrived at his court. “Mornin’ wise men” said the king politely “My mind is plagued by a question nobody has an answer to.” The youngest wise man, a vain rogue, then spoke up: “Just ask, Sire, ask away! Do you wish to know how many stars there are? Or how heavy all the sand in the great desert weighs? Perhaps you wish to know how your taxes are being evaded! Or how-” But then he was interrupted by the king, who said a bit absent-mindedly: “Well no… Why do we die? See, that is what keeps me busy.” Not one of the wise men had expected such a question. “For the life of me…” The youngest one quietly said. Then the oldest wise man spoke up. “Sire, some people get killed. Others die in accidents. However most by far just die from old age.” Grumpily, the king replied: “Yes I already knew that! But what is Death? And why am I so afraid?” Then the smartest wise man interfered. “Sire, if I may? Perhaps you, Your Highness, should learn to live with Death.” The king jumped up, his anger great, and he yelled: “I DEMAND an answer! What is Death?!” Then spoke a wise man with a wild fantasy, who said: “Shall I tell you how I look at it? See, Death comes to get you, it touches you. So Death must exist in the flesh! We must catch him, then he’s done for! Long live Life! Gone with the grave!” The smartest wise man shook his head and rolled his eyes. “Ah but Death can’t be beaten! For if you touch him, then you’re a goner!” But then the king had a great idea. He said: “I know an elderly, sickly man, one who has, I believe, only an hour or so left to live.” “So Death will come to get him, Death is coming. We’ll build a glass cage surrounding his bed, and we’ll open the door oh so invitingly! Then once Death is inside, on its way to its prey, we quickly close the cage and call it a day!” And so it was decided, and on that same day, they caught Death and put him away. Sad and gloomy, he sat behind the glass, as if he was a ‘living’ museum piece. And never before had the people been so happy! Years upon years they celebrated with glee! But in the long run the partying started to bore them. And so they started playing dangerous games! People jumped off towers into ravines, they wrestled with lions and with wild hogs! They drank gallons upon gallons of poisoned wine and had a war here and there, just for fun. Indeed nobody died, no life was lost. But all the while new babies were born. It became busier and busier, the world started filling up and things got cramped. It got so bad, some people were pushed off the shores, into the sea. Centuries later they had no more fun to crave. Instead most people just longed for the grave. And the king thought: “All right, I am no longer scared, but everything’s so boring and I’ve reigned for so long!” So he called the wise men back together and shouted: “My friends what misery is this?! What do we do?!” The youngest wise man, three centuries old now, said to the king: “Please just free Death, because this won’t end well!” Then the smartest said: “Sure, but who will let him fly? Because whoever opens the door will be the first to die!” So the king rose from his seat, and theatrically said: “Goodbye everyone! I’m going to be dead! My fright of Death is no longer here, instead I realize it is eternal Life I fear!” So he strode to the cage, mighty and great with every breath. And died in the arms of greedy old Death. “Long live Death!” Everyone called out in laughter. And so they died happily ever after. The End. The Wild Man Long ago there lived a King in Hunsow who at his court had the best swordmaster of the realm. The swordmaster was famous all over the world for his exploits with the blade and this gave the King an idea. He sent out his heralds to spread his word: to the man who could defeat his swordmaster in battle, he would grant his daughter the princess in marriage! The word spread like wildfire and everyone was talking about the King’s challenge. Yet nobody dared to take him up on it, for they knew they could not beat the swordmaster. Nobody except a young man from Haense who was so enamored by the Princess that he did not fear the swordmaster’s blade. So the young Haenseman faced the swordmaster in a duel. And though his love for the princess was great, his fighting prowess was not. The swordmaster stabbed, cutted and nearly gutted him and the Haenseman surrendered. He knew he had lost and was severely wounded, so he left the city. Out in the woods he met an old man, who took care of the Haenseman’s wounds. The Haenseman told him of his conundrum and the great sorrow it brought him. After hearing his story, the old man had an idea. For he had a brother, a Wild Man who lived in the woods. And so they set out into the forest, to the Wild Man’s grove. Upon coming there, the young man stowed away in a tree as the elder called for his brother. The Wild Man came out of the bushes of young oak saplings as he heard his brother call him. A thunderous roar sounded through the trees as the Wild Man greeted his brother wholeheartedly and the young Haenseman was frightened so. For the Wild Man was no normal man indeed. He was over eight foot tall, strong as a bear and wore nothing except a loincloth made from oak leaves. He had fiery eyes, a beard long and great and his whole body was covered in hair. After the old man explained the story to his brother, the Haenseman came out of his hiding spot and the Wild Man looked at him with suspicion yet showed kindness. He agreed to help the stranger his brother had brought along and so they went back to the city. The people of Hunsow were filled with disbelief and horror as they saw the swordmaster’s next opponent. The Wild Man however had never held a blade and he knew not how to use it at all! The swordmaster proved a better fighter as the first strike of the duel caused a cut in the Wild Man’s thigh. But the Wild Man was far larger and far stronger. And as his wound enraged him, he tossed his sword aside, lifted the swordmaster up into the air and smote him down onto the ground. The swordmaster couldn’t fight anymore and the Wild Man had won the duel. But nobody was happy, the Princess sobbed and cried in agony in fact! She did not want to marry such a brute of the wilderness, so hairy and large! Luckily for her, the Wild Man did not see much joy in marrying the Princess either. He’d much rather go back to his grove in the woods. And so the Wild Man said the young Haenseman who he’d come to help would be the one to marry the Princess! Yet the King refused this proposal as the Haenseman had not defeated his swordmaster. But as the Wild Man pulled a whole tree out of the ground to use it as a club and threatened the King of Hunsow with it, His Majesty obliged. The Haenseman and the Princess got married, the Wild Man went back to his woods. And so they lived happily ever after. The End. The Magical Bottle Once upon a time there was an old Waldenian farmer who lived with his wife and children. They loved each other very much, but they weren’t happy because they were very poor. They had suffered countless bad harvests and one by one the farmer had to sell off his livestock so he could buy food for his family. Then one day, the poor farmer was forced to sell his last cow and so he took it to the market. At the market nobody was willing to buy his malnourished cow until the farmer was approached by an odd little dwarf. The dwarf told the farmer that he’d like to buy the cow, but that he did not have any money to pay the poor farmer. What he did have was a magical bottle. “Lo! Famished tall one! I will gladly take your bovine ware, but alas I have but my magical bottle to spare!” The dwarf cried out as he showed the bottle to the farmer. “A magical bottle you say? But master dwarf, I have mouths to feed and bills to pay!” The farmer complained, as the bottle did not seem magical at all, but in fact rather ordinary. But then the dwarf showed the poor farmer what the magical bottle could do, and they immediately made the deal. As the farmer went home with the magical bottle, his wife was very mad at him. She complained that the farmer had wasted their last bit of wealth and squandered the opportunity of providing a few days of good meals. But the farmer told her to calm down and showed her what the bottle could do. He set it on the floor and pulled out its cork, then out came two tiny men with golden plates and silver forks! They set the table with this luxurious cutlery and then filled the plates with delicious food and poured cups of wine! After putting the little men back in the bottle, the farmer and his family enjoyed a feast like they had never seen before. Then the farmer’s wife went to wash the golden plates and the farmer sold them on the market. From the money he bought new cows, some sheep, beautiful clothes and better furniture so that he and his family could live comfortably! But as the farmer went back home with all of his new property, a jealous man watched him. Indeed this new fortune had drawn the landlord’s attention and he went to the farmhouse to inquire about his tenant’s newfound splendor. The farmer told the landlord that he’d like to buy the farmhouse from him and relinquish him of rent. But the landlord wanted to know where all of the money came from, and demanded the farmer let him know before making any deal. And so the farmer told his landlord about the magical bottle he had acquired. Alas the landlord did not act in good faith towards his tenant. He demanded the farmer would sell the magical bottle to him, or else he’d report the poor Waldenian for witchcraft. With great sorrow, the farmer obliged, selling away the source of his fortune. As months passed, the farmer and his family became poor again and once again the day came where the farmer had to go sell his last cow. He went to the market and to his joy he saw the dwarf there again! The dwarf agreed to buy the farmer’s cow for another magical bottle, and the farmer was pleased. Yet this time, as he opened the bottle at home, two big, angry men came out of it who demolished all of the farmer’s furniture and beat up his family. Once the cork was in the bottle again, the farmer took it to the landlord, trying to sell it to the man who had caused him such sorrow. The landlord wouldn’t buy this magical bottle without first seeing how it worked though. So the farmer agreed to show the magical workings of this new bottle at a great feast the rich landlord was hosting that night… As the feast came to its height, the farmer was summoned and he opened his new bottle. The big angry men came out of it again and began breaking the landlord’s house down and beat up his guests. Pleading for mercy and for the violence to stop, the greedy landlord agreed to give the farmer his old magical bottle back! And so the farmer went home, leaving the new bottle behind once the cork had been put back on. The landlord learned a painful lesson about greed and not to blackmail people. The farmer and his family were happy once again because they lived in great comfort and were taken good care of. And so they lived happily ever after. The End. The Sleeping Soldier King Many remember or have heard of the times and troubles of King Sigismund II, Haense’s ‘Soldier King’. And many have heard the tale of how our brave soldier supposedly took his own life. Yet few seem to know the truth, as that’s not what happened! Indeed our brave Soldier King did not die! As King Sigismund sat alone, contemplating what he was to do after his brother’s betrayal and Haense having entered a second war, he was approached by the Aengul Michael in his moment of need. And the Aengul told Sigismund that he must come with him, that this struggle was not his fate. So the Aengul took the Soldier King with him and told him his destiny. He was to be secured by the Aengul Michael, so that Haense, the country of GOD’s chosen people, could be saved by his return in its darkest moment, when he would once again lead it at the head of the charge. And so the Aengul brought him to a different land than Arcas and took him to a cavern under a mountain. Here he presented King Sigismund with two helpers who for him had prepared a large wooden throne at an engraved table. And they brought him his sword and his shield and his helmet. And the Aenguls told the Soldier King to rest, to sleep so he would be strong once his country would need him the most. So Sigismund sat down on his cavern throne and he yawned once, stretched his limbs and fell asleep. Now there he remains in that cavern in deep slumber. He’s been down there for so long his beard has grown onto the floor through the engraved table. And it shall grow much longer still before he is awakened by the Aenguls of GOD. In the meantime the helpers stand guard for the sleeping Soldier King. They sharpen his blade on their grindstone and polish his shield and helmet, so that once Sigismund the Soldier’s time comes to save Haense, he will be ready to jump into the heat of battle. And until that time comes, Crows circle the mountain, keeping an eye out over Haense, ready to tell the Aenguls of when to awaken their King. Thus the Soldier sleeps in waiting to save his people and his land in their hour of need. And when he does… We’ll all live happily ever after! The End. The Language Of The Birds Once upon a time there lived a young man called Ivan, who was the son of a merchant. But Ivan did not have much interest in mercantile practices. Instead, Ivan was interested in nature and one thing in particular: the language of the birds. As Ivan was out in the woods to hunt one day, a great storm rolled in. He saw four little ducklings about to be swamped by the storm, so he went to provide shelter for them with his leather coat. Once the mother duck returned to her children, she couldn’t thank Ivan enough. To Ivan’s delight, she agreed to teach him the language of the birds out of gratitude. Time passed since this occurrence and Ivan mastered the language of the birds. Then, as he and his parents were having dinner one night, a nightingale started to sing just outside the window. Ivan’s father could see that the bird’s song was distressing to Ivan, and so he insisted his son told him what the nightingale was saying in its song. With some discomfort, Ivan told his father the bird said Ivan would be a king’s son rather than that of a merchant and that his father would serve him as a servant. Ivan’s parents were worried about the nightingale’s prophecy and his father was especially angered by the latter half of it. Thus they decided Ivan had to be gotten rid of and they put him in a box and pushed him off into the sea. While Ivan was floating around at sea in the box, a fisherman found him and lifted him onto his ship, saving Ivan. On and around the fisherman’s ship there were various seagulls, and Ivan could understand what they were talking about. They spoke of a storm that was coming and he went to warn the fisherman. He didn’t believe Ivan knew the language of the birds though, and so he ignored Ivan. Moments later the storm struck the small fishing vessel and wreaked havoc on it. Needless to say, the fisherman believed Ivan could speak with the birds now and so when the seagulls warned there were pirates nearby, the fisherman decided to find the nearest port. They would dock in a great city ruled by an old King and they quickly heard of a story that was spreading through the city. The King was being bothered by three crows that stuck around at his window and wouldn’t leave. His Majesty couldn’t sleep because of their persisting noise and it was driving him mad. Thus the King had made an offer to the public; the person who could get rid of the crows could marry his daughter and would get half of his lands. Ivan traveled to the King’s castle to talk to the crows. It quickly became clear to him why the crows kept bothering the King, and so he sought out an audience with His Majesty. Once he was brought before the King, he explained that the crows wanted a royal decision from him: when the mother and father crow each would go their own ways, who should their young crow follow? The King then decided that the young crow should follow his father, and the mother crow left alone while the father crow left with his young. The King was no longer bothered by the three crows at his window and was delighted! He announced Ivan would get to marry his daughter and gave half of his kingdom to him as well. While Ivan got married and ascended his newfound throne, his father’s business ventures had gone poorly and he’d become a beggar. One day the father begged outside Ivan’s castle and Ivan took note. He recognized his father and brought him inside to give him sustenance and warm clothes. Ivan asked his father what he wanted and his father, in defeat, asked to become Ivan’s servant. Ivan was very pleased, because after all this time, the song of the nightingale had come true. He did not resent his parents for trying to get rid of him however, but instead forgave them and provided for them from his new position of wealth. And so they lived happily ever after. The End. Papej Nikirala Once upon a time there lived a woman far away in the cold North. She had a daughter of her own, whom she loved, and a stepdaughter, who she loathed. During a particularly harsh winter, food was scarce and there wasn’t enough for all of them to eat. And so she decided to tell her husband to take the stepdaughter outside into the snow-covered forest and leave her there to die. Her husband obeys and leaves his daughter out in the cold woods. As the young girl sat down in the snow cry, clinging to her green coat, a tall bearded man emerged from the forest. He wore a long blue jacket, a hat lined with fur and big woolen gloves, all of which were slightly covered with snow and ice. He asked the crying girl what was wrong. She explained everything and was kind and polite to this man, who told her his name was Papej Nikirala. Papej Nikirala took pity on this sweet little girl and so he decided to give her a chest full of luxuries: It held beautiful blue and white clothes that were embroidered with fine threads and lined with fluffy white fur. It also contained jewelry; earrings and a necklace with ornaments shaped like snowflakes and made from diamonds so they looked like real ice. The girl put on the things she'd been given by Papej Nikirala and thanked him graciously. Lastly he gave her some stew so she had food and it could warm her up a little. After a while, her stepmother sent her father back into the woods to collect her presumably frozen corpse for a burial. But to the father’s surprise, his daughter was fine and now wearing these enchantingly beautiful clothes and jewels. He took her back home and told her stepmother that his daughter was now beautiful and happy! When the stepmother saw what her stepdaughter had brought back, her jaw dropped and she became jealous. She wanted her own daughter to get the same wonderful things, so she told her husband to bring her out into the woods too. Then, as the stepmother’s daughter was left in the cold forest, she was also greeted by Papej Nikirala. He expected this other girl to also be kind and polite, but instead he found that this daughter was rude and disrespectful to him. She insulted Papej Nikirala, demanding he gave her gifts too, so he froze her in a big block of ice. Later the father went back into the forest to retrieve his stepdaughter from the forest, but he found only her frozen corpse to bring home. The stepmother wept as she saw what happened to her daughter and soon the evil woman died of a broken heart. Thus the father and his beautiful daughter remained together in the house, but despite the losses in their family, there was a sense of peace as there was no longer arguing and strife in the home. They frequently invited Papej Nikirala over for stew during the cold months and befriended him. And so they lived happily ever after. The End. Written by Feodor A. May.
  21. From the Office of the Aulic Envoy THE AMBASSADORIAL REFORMS OF 410 E.S. This writ shall lay out and officialize the changes and reforms made to the Ambassadorial system by me so far in my tenure as Aulic Envoy. It shall serve not only to formalize these changes, but so too also to pave the path to a well-organized, well-trained and well-regulated clique of diplomats for my successors as Aulic Envoy. I: Any ambassador of Haense shall only have one post - read: nation or other entity with which to maintain diplomatic ties - assigned to him- or herself. This serves to keep the ambassador’s attention and dedication focused to one post alone as well as to avoid matters such as a conflict of interests and the hoarding of positions, depriving others of such career opportunities. II: Any future ambassador of Haense must possess, at the very least, a certain degree of intellectual training in the sense that they: 1: Hold a solid grasp on the Haeseni culture, especially the national language of Naumariav, which they ought to be able to speak with at least average proficiency; a skill that shall be tested before being eligible to become an ambassador. 2: Possess a satisfactory degree of expertise and knowledge on the workings of both the state and society of the post they aim to be assigned to, entertaining an understanding of their post’s politics, governance and culture. III: Any ambassador of Haense must, for obvious and logical arguments, be at least of the mature age of 14 and have lived in the Kingdom of Hanseti-Ruska for a minimum of 10 years. IV: Any ambassador of Haense is expected to take initiative in their position and beset their work with diligence, granted they check with the Crown or Aulic Council to ensure their efforts are in line with Haeseni foreign policy. V: Any ambassador of Haense is expected to make diplomatic visits to their post and should it be found they are in contempt of this obligation, their status as an ambassador ought to be reconsidered. Signed, His Excellency the Aulic Envoy, Feodor May
  22. A Call to Those seeking Adventure and Freedom: The Establishment of the Haeseni Staalmarsh Company The Haeseni Frontier. It is part of the human spirit, specifically of that of the Highlanders, to long for the frontier. To wish to see the sights of the sublime wilderness, to breathe the air of the wild, unpolluted by smoke and stank, to live in freedom by one’s own means. That longing to leave behind the town-life, where one slaves away in dark offices and workplaces for little coin only to spend it all on paying the taxes on one’s miserable, damp apartment. For any man or woman who has that longing, who wishes to take the leap and enjoy the fruits of their labor, who wishes to become a self-made person who looks upon their efforts after a day of work and take a rest with pride in their efforts: I call you! I call you to join in the company of settlers and adventurers that is the Haeseni Staalmarsh Company. Arms of the HSC. The Haeseni Staalmarsh Company has been established under the governorship of Leopold Tieck and has by Royal Charter been granted the right to settle and exploit the Staalmarsh basin that forms the eastern frontier regions of the Kingdom of Hanseti-Ruska. Anyone willing to join in this company of freedom-seekers shall be welcomed to a life out on the wild frontier, where one works for their own benefit and is granted the chance to live life by their own means. A map of the territory of HSC operations; the Staalmarsh swamp’s basin. If this promise of a free life out in the wild, where one is joined by like-minded individuals, appeals to you: send a letter to Company Governor Leopold Tieck (Sander#0004) and head out east to the far edges of the Attenlund.
  23. From the Office of the Aulic Envoy JOB OFFER: HAESENI AMBASSADOR With the recent unfortunate passing of Ambassador Odrin Aleksandr Baruch - may he rest in peace with the Lord - the Kingdom of Hanseti-Ruska now finds itself without an ambassador to the Kingdom of Elysium. Needless to say, the Haeseni government seeks to fill this vacant yet important position post haste now that a period of mourning for the late ambassador has been allowed to transpire. Thus the Office of the Aulic Envoy offers this job to any good Haenseman or -woman who is interested in filling this position and who meets the following requirements: It is required that applicants for the position of Haeseni Ambassador to the Kingdom of Elysium are 14 years of age or older. It is required that applicants for the position of Haeseni Ambassador to the Kingdom of Elysium are Haeseni citizens and have been for at least 10 years. It is required that applicants for the position of Haeseni Ambassador to the Kingdom of Elysium speak the Haeseni national language of New Marian. Note: Fluency not required yet proficiency shall be tested. It is required that applicants for the position of Haeseni Ambassador to the Kingdom of Elysium posess at the very least a basic understanding of the Elysian Kingdom, it's culture and it's government Those men and women who fit the aforementioned requirements are encouraged to seek out His Excellency the Aulic Envoy, Feodor May, in order to apply for the job.
  24. [!] Across the Canonist nations of Almaris, a poster is pinned in various public spaces:
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