Jump to content

_Elrith_

Diamond VIP
  • Posts

    1253
  • Joined

  • Last visited

Everything posted by _Elrith_

  1. Are you down to ride

  2. "Rest his soul," the High Keeper solemnly spoke within the Hearthshall.
  3. White Monster

    1. FlemishSupremacy
    2. gremlockgremlin

      gremlockgremlin

      Boomer juice or chugjug status ain't no secret

       

  4. "Narvaukiaan Bronze would be better," the High Keeper spoke.
  5. Inn Eldrhird av Norland THE RED-COURT OF NORLAND Issued by High Keeper Ellenore Eiriksdóttir, on the 13th of EDVARDSAWND, IAÁ 546, AGE OF DRAGONSFYRE PREAMBLE Centuries ago, before the unification of Norland under a singular rule, the clans & peoples of this land upheld a variety of practices & customs, passed from generation to generation. Many traditions surrounding nobility, leadership, & the governance of land were preserved orally, kept alive by the wisdom of chieftains & elders. Few written texts have been uncovered that describe how these customs functioned, yet the fragments we do have—runic carvings on stones or sagas sung by the skálds—reveal to us the fact that leadership was earned through strength, loyalty, & tradition. Even in the years following the establishment of the Kingdom of Norland, the structures of nobility remained inconsistent. Chieftains of great clans ruled through might, & loyalty was given by blood oaths & shared history. It was not until the time of King Edvard & the rise of the Red Faith that a formal hierarchy of leadership was established. However, the progression from Chieftain to Jarl, household head to Hesir, was not uniform. For many centuries, leaders emerged organically, based on their deeds in battle or service to their people. In the Sixth Age, since the Descension, this has brought a need for greater consistency & order. No longer can leadership be solely a matter of bloodline or personal valor. It must now be structured in a way that reflects the laws of the Kingdom. Thus, we look to the wisdom of our ancestors & the guidance of the Allfather to establish henceforth Inn Eldrhird av Norland, whereby clans may be elevated to the status of Laird, Hesir, or Jarl. The process of elevation is not one to be taken lightly. It requires a demonstration of loyalty, strength, & capability, for leadership in Norland is not a gift—it is earned. To rise within the Hird av Norland, one must prove their worth through years of service, command, & dedication to the well-being of the Kingdom. Just as the efforts of the faithful kindled the flame of the First Hearth, so too must a clan of the Hird be kindled by the efforts of its most noble members. AND SO IT SHALL BE, BY THE WILL OF OUR ALLFATHER, High Regent of the House of Ruric, Regent of the Ashwood Throne, Master of the Order of the First Flame, High Keeper of the Red Faith & the Flame Imperishable, Ellenore Eiriksdóttir CONTENTS RISING INTO THE HIRD DUTY OF THE HIRD HIERARCHY OF THE HIRD RISING INTO THE HIRD In the Kingdom of Norland, it is not only those born into nobility who may rise to power & influence. The Kingdom values deeds & merit above all, allowing clans who have proven their worth the opportunity to ascend into the Norlandic Hird. Clans that seek to be raised must demonstrate unwavering loyalty to the Crown & the Kingdom. This is typically done through years of service, whether on the battlefield, in governance, or through great wealth which benefits the realm. Aspiring clans are expected to accomplish significant feats that mark them as worthy of a place upon the Hird. This can include leadership in times of war, reclaiming lost territories, building strongholds or infrastructure, or providing key support in times of crisis. In many cases, aspiring clans must earn the recognition of existing members of the Hird. Having a sponsor or endorsement from a Jarl, Hesir, or Laird can be an important step in proving the worthiness of a clan. The path to nobility is arduous & fraught with challenges, but it is open to any who prove themselves through courage, wisdom, & loyalty. It is a path that may take generations, as clans slowly build their reputation & rise through the ranks of service. DUTY OF THE HIRD From the first stone laid upon these soils by the hands of our forefathers, stewardship of the land has been a duty as old as the Kingdom itself. Those who bear the titles of nobility are tasked with ensuring the prosperity & protection of their lands & the people who dwell upon them. The harshness of Norland itself demands constant vigilance & effort, & the Hird must see to it that their stewardship is both active & diligent. It is the duty of the Hird to foster the growth of settlements within their domains, ensuring the construction of hearths, halls, & defenses. Villages must be maintained, roads kept passable, & fortifications strong. This labor is not only physical but administrative, requiring foresight & planning to ensure that the land is cultivated well & thoroughly. A well-maintained territory reflects the Hird’s strength & dutifulness to both its name & people. The Hird is entrusted with collecting taxes from those who live under their protection. These funds are necessary for the maintenance of the land, its defenses, & the well-being of its people. The Hird must ensure that taxes are collected, using the wealth of the land to improve the Kingdom as a whole. The Red Law, as passed down by the High Keeper & the King, must be upheld within the Hird’s lands. Justice must be enforced by the Hird, ensuring peace & order is maintained. Whether dealing with disputes between common folk or punishing transgressions against the Faith, it is the responsibility of the Hird to ensure that the laws of Norland are respected & followed. The defense of the land falls squarely on the shoulders of the Hird. Bandits, raiders, & outlaws must be hunted down & slaughtered, for their presence threatens the peace & prosperity of the people. The Hird must maintain a force capable of defending their territory from such threats, leading raids against bandits & ensuring that their lands remain secure. The bond between the Hird’s clans & the Ashwood Throne is forged in the fires of loyalty. Every man within the Hird has sworn oaths to defend the King, serve his will, & maintain the peace of the realm. This loyalty is not passive, but an active commitment that requires the Hird to be ever vigilant, ever ready to heed the call of the Crown When the King calls upon the Hird, it is the duty of the Hird to raise a levy of warriors from their lands. Whether to defend the Kingdom from foreign invaders or to suppress rebellion within, the Hird must supply trained & armed men to serve the Crown’s cause. The strength of Norland’s armies depends on the loyalty of its clans, who must lead their people in times of war. The men of the Hird must be present at the King’s court when summoned, offering counsel, pledging their support, & participating in the governance of the realm. To ignore such summons is a grave insult to the Crown & a dereliction of duty. In court, the men of the Hird serve as advisors & witnesses to the decisions that shape the Kingdom. Every man must uphold the King’s Peace within their lands. This means not only enforcing the Red Law but ensuring that no internal strife, rebellion, or disorder arises. The Hird is expected to resolve conflicts, maintain order, & protect the peace of the realm, always with the interests of the Ashwood Throne at heart. HIERARCHY OF THE HIRD JARL The Jarls of Norland stand as the most esteemed Men of the Hird, raised to rule the vast Marches of the Realm & those settlements therein. Jarls are responsible for maintaining the peace & prosperity of their domains. The Jarl's duties include not only stewardship but also the security of the Kingdom’s borders. In times of invasion or rebellion, the Jarl is expected to muster a great force of warriors, acting as a key commander of the King’s armies. Jarls also act as judges, enforcing the Red Law across their lands & settling disputes that arise among their subjects. HESIR The Hesirs are the sword-arm of the Hird, warriors & shield-bearers who have proven themselves on the battlefield & in their service to the King. A Hesir holds dominion over smaller territories or individual villages, where they act as both lord & protector. Their role is deeply tied to military prowess, for a Hesir’s primary duty is to defend the land from raiders, bandits, and foreign invaders, ensuring that the Red Law is maintained throughout their holdings. Hesirs often lead their own warbands, composed of warriors sworn to their service. They are expected to raise levies when the King calls, leading their men into battle alongside their brothers in arms. In times of peace, they oversee the daily needs of their people, ensuring that the village is well-maintained & the Red Law is upheld. LAIRD The Lairds of Norland are the lowest of the Hird; though their domains are smaller compared to the Jarls & Hesirs, Lairds serve as the lifeblood of the Kingdom, managing the farmlands, villages, & households under their care. A Laird’s duties are largely focused on the stewardship of the land & the welfare of their people, ensuring that crops are harvested, taxes are collected, and peace is maintained. Lairds are often seen as the most direct link between the common folk & the Crown, acting as mediators in disputes & caretakers of their communities. AND SO IT SHALL BE, BY THE WILL OF OUR ALLFATHER, High Regent of the House of Ruric, Regent of the Ashwood Throne, Master of the Order of the First Flame, High Keeper of the Red Faith & the Flame Imperishable, Ellenore Eiriksdóttir Scribed by, Brother-Purifier of the Order of the First Flame, Ægir Edvardsson av Ruric
  6. Can someone fix all the images on the Material Alphabet lore page? :[

    1. Islamadon

      Islamadon

      requires us to have pngs that arent deleted [i wish to retcon into minecraft enchant font]

    2. wowj

      wowj

      @Islamadonyou can just put google doc png's in then never delete the google document or change the images on that

    3. _Elrith_

      _Elrith_

      okay but like can we do either of these things relatively soon :]

  7. Norland rebuild has been pasted, go visit!

  8. The High Keeper documents the Journal of Tancred within the Hearth Temple's library.
  9. @Llirlet my people go...

  10. A Nordling from an ancient & bygone age ruminates upon a dark omen. The days to come would be harsh upon her weary mind.
  11. what is this imgur thread, norland teamspeak 2016? christ almighty

  12. The Kingdom of Norland's borders are not properly documented here, at least in reference to roleplay. The Western region is essentially a Swiss Canton headed by the Principality of Wessrik, not beholden to much of the political machinations of the Kingdom itself. I don't know if you care to trouble yourself with Roleplay boundaries, but at minimum the OOC bounds are correct.
  13. least controversial james2k take
  14. TREATY OF NUREMBACH THE BLACK HILLS COLONIZATION Bound in Blood, Faith, and Flame in the Year 24 AOD | 5th of THOROMIRSANGR, IAÁ 535, AGE OF DRAGONSFYRE Between the Krol & Sejm-Rada of Wessrik and the Kingdom of Norland THE PRINCIPALITY OF WESSR AND HIGH KINGDOM OF NORLAND Who are hereby designated as the SIGNATORIES agree to a pact of complete non-aggression. No man of the KINGDOM OF NORLAND nor the PRINCIPALITY OF WESSR shall draw blades upon the other, nor shall the constituent vassals of either Kingdom or the armies of their respective Sovereigns come to meet each other in battle. As per ancient Narvaukiaan tradition, a Purifier shall be sent to the PRINCIPALITY OF WESSR to deliver a sword forged in the flames of the Hearthfire, & from a branch of the Ashwood Tree. Any breach of this term shall be resolved through the appropriate diplomatic channels of either State. ARTICLE I: RECOGNITION OF SOVEREIGNTY, COLONIZATION, STATE LOAN & PAYMENT The HIGH KINGDOM OF NORLAND will recognize the sovereignty of the PRINCIPALITY OF WESSR; that NO INFRINGEMENT of their sovereignty will be made past the outlined borders. The KINGDOM OF NORLAND will provide to the monetary funds not covered by the Wessr for the colonization of the Black Hills as well as a momentary standing force to repel the daemons that lurk there. In RETURN, the PRINCIPALITY OF WESSR will provide an annual tribute of furs, fish, and weaponry & that coin which is made from the sale of these until the DEBT is paid in FULL to the KINGDOM OF NORLAND. ARTICLE II: MARTIAL INTEGRATION & ALLIANCE The SIGNATORIES hereby engage in a full martial alliance in time of war. If war is ever waged against either signatory, the other shall muster arms to defend their mutual ally’s territories, claims, & titles. If war is ever waged against the enemies of either signatory, the other shall muster arms to wage war alongside their ally’s armies. Henceforth the SIGNATORIES will commit to a martial integration in said times of war, the Wessr providing adequate heavy Dragoon/light Huzar, livestock, gunpowder & cannonry; the Norlander providing daemonsteel, ferrum, and other raw resources. BUREAUCRACY ARTICLE III: SUMMONING OF THE PURIFIERS Hereby the SIGNATORIES establish the right for the Wessr to summon, at will, the Purifiers. In efforts to handle any potential threats of ‘Darkspawn’; by classification of the Red Faith. The Purifiers will act as auxiliaries to the Sovereign of the Wessr, taking direct order from the Sovereign itself & functioning as elite guards for the Sovereign. The Purifiers will act as per the laws of the Red Faith & will adhere to the honor of the Red-Lord. Furthermore, the KINGDOM OF NORLAND will extradite Maleficarum of the Wessr, returning said individuals ‘unspoiled’, to the best of their ability. ARTICLE IV: EXTRADITION Hereby the SIGNATORIES establish the right of both nations to request extradition of criminals to one another’s nation. To incur such, a letter must be sent to each respective government to call for the extradition of the criminals for trial. Once such is arranged, the respective lands shall prosecute as they see fit without intervention. ARTICLE V: TRADE Hereby the SIGNATORIES establish the right for those who consider themselves as merchants to trade & sell in the signatory states, provided it breaks no known law of the land. ARTICLE VI: DURATION Hereby the SIGNATORIES establish the duration of the treaty to be indefinite. Should leadership change on any side, the parties involved reserve the right to reevaluate this agreement as they see fit. Any changes to the terms of this agreement require the unanimous approval of all signatories. If one of them opts to depart the alliance at that time, it will be done without complexity. AND SO IT SHALL BE, BY THE WILL OF THE FATHER, High Regent of the House of Ruric, Regent of the Ashwood Throne, Master of the Order of the First Flame, High Keeper of the Red Faith & the Flame Imperishable, Ellenore av Eiriksdóttir
  15. The Great Happening...

    1. Fimlin

      Fimlin

      nothing ever happens

  16. Narvaukiaan Bronze THE BLACK METAL OF MIR A Huskarl of an ancient Jarl of Mir, standing amidst a desolated field of battle, his armor dull & emblazoned in the dark patina of the Black Metal. NARVAUKRBRÚNN This alloy is known to the common tongue colloquially as ‘Narvaukiaan Bronze,’ accurately hailing its origins & composition but neglecting the specific detail that those of a much more ancient Highlander lineage may attribute to it. To the Highlander that keeps to the most ancient of rites, this bronze is further categorized as Rauðrbrúnn & Myrkrbrúnn, ‘Red Bronze’ & ‘Dark Bronze’ respectively. This distinction is essential, as the two forms of the Black Metal heavily influence its desired applications. Regardless of the linguistic nuance of Narvaukiaan Bronze, this metal is an alloy composed primarily of copper, having lesser quantities of gold & silver. It holds a weight only slightly heavier than steel but to a degree that is unnoticeable unless one opts to weigh it upon scales, & unlike the aforementioned, it holds a feeble constitution. As like other bronzes, it is normally brittle in comparison to the more commonly refined steels. Thus, Narvaukiaan Bronze is prone to snapping & chipping under adverse pressures, instead of warping or bending like low carbon steels or iron. Though, this detail neglects the two forms of the bronze, & only describes mutually shared characteristics. RAUÐRBRÚNN As Rauðrbrúnn, the unpatinated form of Narvaukiaan Bronze, it is a darkly hued reddish gold, bright & consistent in shade throughout its form. It catches the light quite pleasantly & gleams like fire, easily polished to a shine. In this way, it is capable of having a sharpened edge but is more prone to chipping & snapping when in excessive use. Most notably, due to the amount of gold & silver alloyed into the bronze, Rauðrbrúnn has effects similar to that of gold, but to a lesser degree akin to slayersteel. MYRKRBRÚNN As Myrkrbrúnn, the patinated form of Narvaukiaan Bronze, it is black hued purplish, similar in color to liver & may be further treated to become a much darker shade, more like pitch than anything in particular. It will not gleam like its previous form, but not necessarily be dull. It is still capable of being polished to softly shine under the light. However, it is not capable of having a sharpened edge whilst this way, & is, to a degree, somewhat more durable when subjected to adverse conditions. Further, unlike its previously mentioned form, Myrkrbrúnn does not have the effects gold might give it. REFINING METHOD Narvaukiaan Bronze is a metal that has gone by many names throughout various cultures. Thus, there are a variety of applicable techniques to create the famed alloy & of course, use it. So long as the ratio of metal is three parts copper, two parts silver, & one part gold, one may create ‘Narvaukiaan Bronze’ at their discretion. To apply the patina, one would need to use a chemical bath. This could be vinegar, copper salts, alum, or any variety of acidic liquids. It would take at least an IRP hour to apply a patina to an object the size of a shortsword. RED LINES Narvaukbrúnn, ‘Narvaukiaan Bronze,’ will never bend under pressure - it is a brittle alloy that is prone to snapping & chipping. This does not necessarily mean it has low durability, but how it breaks is specific to its nature. Rauðrbrúnn, ‘Red Bronze,’ has a durability comparable to that of slayersteel or iron in strength, somewhat weaker than other types of bronze and significantly weaker than steel. Rauðrbrúnn has the effects of aurum. Rauðrbrúnn will not cause a burning sensation upon contact with undead or other weak creatures to aurum unless cited otherwise. Rauðrbrúnn will inflict damage onto the undead and creatures weak to aurum like steel would do to descendants. For example, a sword of Red Bronze will do just as much damage to an undead as a steel sword does to a descendant. Myrkrbrúnn, ‘Dark Bronze,’ has a durability comparable to that of steel, placing it to be on par in relative strength & application. Myrkrbrúnn does not have the effects of aurum. Mykrbrúnn is Narvaukiaan Bronze that has formed a ‘patina,’ a layer of purposeful ‘corrosion’ on the surface of the metal. Thus, it impairs any potential. Purpose This is an intentionally light material submission with no strings attached; it is a widely known craft that is only exclusive in the sense that IRP, minerals like copper, silver & gold are all highly valued. Black Bronze is a real alloy more commonly known as Hepatizon (Greek Antiquity) & Shakudō (Classical Japan). Thus, such is already fully replicable on LotC. Still, for the material to have presence & support its aurum (gold) effects (harming undead), it is only appropriate for it to have a lore submission. I believe this piece works perfectly standalone & should not need further lore pieces attached to it. I wish for it to be simple & concise, working only as it is intended & nothing further. I have taken some creative liberties to enhance ‘Black Bronze’ beyond what real life describes, but nothing in any extreme.
  17. What are y'all doing over there

  18. You are one of the seven serpents of the end of days
  19. Swfit really turned over a new leaf after villainy blacklists were implemented. +1
×
×
  • Create New...