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Wulfery

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Everything posted by Wulfery

  1. One time back in Atlas I tried to have a democracy in a settlement. Not a majot nation even, just a smaller settlement. You know, trying to set up some cool roleplay idea, make it fun for people, make it feel like a nice tribal thing. On the very first attempt, my opponent in elections instantly started calling in outside people to vote in their favour, to the point where I was contacted by an outside person who told me exactly about it. I mean, it was so absurd to the point, where there were more votes than people in the settlement. And when I called that person out, it turned into a massive drama and they were denying everything. Ever since that day I've realised that democracy is inherently gonna be abused because it opens way too many doors to gain advantage over the other side in really unfair ways. Making a fool proof system will not be a good idea either, because every time a vote is called in, one side has to lose, and apparently no one likes losing, so it turns into a massive drama and oftentimes will cause a split in the community. Generally speaking 2/10, not recommend. Absoloute Monarchy ftw.
  2. Vistulian Clan Gathering ᛜᛝᛜᛥᛜᛝᛜ Travelling through the snow covered valleys of Norland, cladded in a wolven fur figure rested a tarnished banner upon his arm. As wind came down it fluttered vehemently, exposing what hid on the fabric. With two antlers aimed at one another, with two sabres crossed below, it was naught long ago nothing more than a memory for those who lived in the time of Radaghastian glory, but now it stood as a mark for those who didn’t forget, for those whose hearts still yearned for the strong ambition of once lost culture. He stopped close by the centre of a small village. Some flickering lights in the windows showed that the resilient kin was not yet lost. Despite having their home be destroyed by powers that felt of the most ungodly type, losing so many brothers and sisters with whom they shared their memories, they still survived. And even after all those years they managed to gather back, pushed by the patriotic spirit and strong devotion. Clan Kos saw the very beginning of all that was Vistulian, and even after witnessing the fall of sacred Isles, they didn’t let the Clandom end. In their heart it survived. In their memories it lived. In their ambition it was reborn. Merely a flicker of a small light among the frozen north. But not yet gone. And it was them who called upon the clans to reunite once again in a small village of Varelia. So did the figure strike down the banner in the village centre. Clan Vilchyc shall answer the call. ᛜᛥᛜ
  3. The Fall of Vistulia - The birth of Rot For decades the Vistulian Freemen fought against creatures of the utmost wicked origin. Faced with demons, with undead, with vampires of different sorts, faced with nightmares from the depths of the oceans, and with wicked hollow monsters summoned by mages of the ancient paths. They stood first in line to venture into Kivdrona, and there they lost many of their own, struggling against what seemed to be a nightmare that seeped into the realm of living. Time after time they fought back and successfully repelled the monsters away, each time growing more weary of what this world was made of. Outlawing the mages of Voidal arts, seeing how they reached beyond the veil of the known and grabbed power from other worlds, outlawing all the dark magical arts, they hoped to keep away the monsters. They asked for aid from the lightbringers known as the paladins, and so they began to receive it. They sided with allies from all over the Almaris and many times together they repelled the evil. But the very land they lived in was cursed to fall long ago. They only delayed the inevitable. Beneath the city placed upon islands grew rot. In caves that were forgotten even by the Daelish from the centuries ago, the deadly plague was brewing, gods know when it started, slowly infesting all of the nature that surrounded them, slowly seeping into the very wood they used for homes. Dormant, it waited, for the Plague Bearer was yet to demand the harvest. Those that lived upon the isles couldn’t have known about what was happening, as the sickness was invisible even to the druids that so often ventured upon the lands of the Radaghastian, the Cingedoz, the Lechians, The Pasnians, the men and women of the tribes, but they were to be the first to known of it. For what reason? Maybe they will find out in the future. Vistulians gathered in the great hall. They knew that something was wrong, seeing more and more of their kinsmen fall to an unknown sickness that rapidly was turning into a plague. With the High Elder Casimir present, he spoke of his attempts to understand the source of it all, and how to aid those that fell victim to poor fate. None was sure what to do anymore. With more people being moved to the clinic, High Elder decided that it was about the time that those who are still healthy shall evacuate. Until the plague was dealt with, there was no purpose to let people live in such ungodly conditions. As he spoke, a sudden sound of wood cracking and shattering under immense pressure could be heard from the sanctuary island, inside the sacred building. All present quickly snapped their gaze, as confusion and murrmurrs spread around. It was quickly followed by a powerful explosion that shook the very core of the isles, making everyone rush towards the monastery. They were faced with a mean, wearing sickly green clothes, watching the people below with a warm smile. He spoke of the Plague Bearer, of his gift to all of the people. Noting that within an hour all that live here will either join him, or they will wish they could have died long before. In fury, the High Elder ordered for his warriors to fire at the cultist, realising that this man might have been behind it all. Behind all the suffering and death that his people had to withstand over the last year. As the bolts, arrows and slingshots went flying, the man was struck time after time. With his wounds appearing to suddenly rot, get infested, and then as they seemed to turn black entirely, they would instead return to the normal flesh. An entire process of death going over, with rebirth as its final stage. With more explosions being heard all over the island, the green sickly mist began to fill the streets and sip into the homes in which people were dying unable to even save themselves. Soon enough, it was clear that those who will remain will share the nightmarish fate. Realising that their weapons are of no use, High Elder ordered everyone to retreat with the rest of civilians, assisting in their evacuation. They crossed the bridge connecting the Temple Island with the Main Island, hearing gurgling sounds of those who were unable to escape. As they turned about, the mist seeped onto the last streets, starting to overflow from the island. It looked as if clouds of the green rot turned into waterfalls that moved by the walls of the temple isle, reaching the sea below slowly covering it to the point where no water could even be seen. - High Elder! - One of the guards shouted as he pushed through the remaining survivors who in shock and terror filled the central plaza. - The Great Hall Island! It is covered with some ungodly mi..- He didn’t have to finish. In the High Elders head everything was beyond clear now. Whatever twisted thing was behind it - it had succeeded. He was about to turn towards the remaining survivors and order them to cross the main bridge, when something caught his attention. A singular figure appeared from the sickly mist on the Temple Island. It stopped at the bridge, with its head tilted, seemingly observing the High Elder. Behind it, creatures of the rotten realm began to appear. Twisted in their very being, they began chasing in a clumsy way after the survivors, wishing to bring all of the wonderful sustenance to the Plague Bearer. In panic, the survivors ran towards the central plaza. They might be able to fight back the demons, but the issue was the mist, and the looming danger that it will cut them off from the main bridge. Most people under Gabriels Pasciak lead crossed the bridge swiftly, with few strugglers being stuck behind to make sure that no living civilian is left behind. As one after another they retreated, soon only Slith and Casimir remained, fighting back one monster after another. With the Plague Bearers Champion nearing them, High Elder pulled on the armoured man’s arm, dragging him towards the gate. During this entire ordeal, one of the Norlanders appeared, aiming to help them both, but the Plagued Champion throw one of the mutated demons at him, knocking him down by the gate. By sheer instinct, the High Elder struck the demon away from the Norlander, forcing Slith to take the wounded back. As they crossed, so Casimir planned, but the Champion threw one of its weapons, with earth shattering strength causing the gatehouse to begin collapsing on itself, blocking High Elders path from safety. All those behind the bridge looked in horror, as the old man tried to force his way out, striking the wooden logs and planks with his great axe - to no avail. The bridge was burning, as Dalebor set it ablaze, according to Casimirs orders from the past. All of the Vistulians and guests to the isles watched in horror, as the High Elder turned about, aiming to strike at the towering Champion, but right as he raised his axe, a rot and pus covered sword pierced his chest. Sound of steel being torn to pieces as the weapon went clean through plate armour echoed in the lands. He was slowly raised off the ground, gasping for air. His weapon fell to the ground with a loud thud, as with disbelief, Casimir reached to the foul blade, briefly trying to just pull himself off, like if that was going to save him. Though, understanding his fate, he screamed the bravest scream he could muster, reaching for his saber by the hip and using it to pierce the monster's throat with a thrust. It gurgled, surprised at the man's action. Though, the gurgle turned into a sickening laughter, as the Champion stood, not broken, nor killed by the last effort from the leader of all the Vistulians. With it, he was defeated. High Elders head slowly slouched forward, until the crown of Vistulia fell from his head. Metallic clank was heard by everyone - those inside the town, as well as those who escaped. The sign of Vistulian leadership rolled away, as the lifeless body of the High Elder was carried away by the Champion. The isles are gone. But Vistulia lives on with the refugees.
  4. In general I will speak out of my own experience as a settlement leader. Gates are difficult as hell. Gate duty is a boring choir. Oftentimes it boils down to repeating the same sentence over and over again. During events it removes the given person from active roleplay and it defeats the purpose of the server. It brings safety to others, but if no one volunteers, you are forced to actually deny someone with the fun experience. People saying "deal with bandits in roleplay" forget that it is not as simple. Even if you defeat them once, twice, thrice, they can come back again and again. It is a battle with windmills until one side gets bored. Removing citizen doors is a fun idea, sure, but then some communities will be bullied into dying out, as they are too small to hold an active big guard force, or bandits come at times when the activity isn't at its peak. Keep in mind, bandits who come to raid towns don't come as 2-3 people. At least 4 people usually come, and to have 5+ active guards is a hard task even for a nation. And the crp lock won't help when guards need 15 or 20 minutes to gather in bulk usually. Forcing someone to spend x hours at the gate is not a good idea. The fact that if the gate is mechanically opened, people can run through it without any rp is not a good thing either for the idea of removing citizen doors. In general I personally push for keeping gates as often open as possible, but by gods at times there is no other way but to keep them closed for an entire day.
  5. Casimir prepares himself properly, making sure to bring as many of his kinsmen as possible.
  6. In general Based take. Truth be told is that most of the time I feel like I have to create the RolePlay for others to make the given time interesting for many. It's a difficult task for anyone to just spark up the roleplay and to make it flow naturally, but if you manage to do so, people will flow to it as well. Roleplay is not just a - take and no give - thing. You have to think about ambition of your character, about reasons and use those to strike up conversations. Getting on blindly to the server and just hopping around hoping for something major to happen so you have a character development is usually how you end up bored and leave the group/nation/server. I'm always happy to have some folks come up and strike a conversation with me out of blue. For example @Emp_palpatineis a blessed guy who always invites me over for a cup of tea, and by gods, that small bit of RP sparks joy for me. I also try to push onto people who live within the Clandom to be a hospitable bunch, so if some random person comes over, they are greeted with the RP. Invited to enter the tavern, invited for a drink, being presented with an opportunity to try and get some Role Play. And that part above is something that I found always to utterly annoying in many of the nations and settlements I would visit - people just stick to their group and don't have any curiosity about the foreigners. They just run past another player unless spoken to. You don't have to speak with everyone, you don't have to be so wild and outgoing, but at least saying a hello to someone, and greeting them to the place they visited always gives some reason to speak back.
  7. In general I refrained from writing on the topic until I saw through most of other opinions, being rather hard opinioned myself at the start. I was and somewhat sill am a staunch supporter of the road RP, seeing that most of my LOTC experience from the past was based around the military - having patrols, doing gate duty, being outgoing to make sure everyone is safe and secure, yadde yadde. But after having a moment to think, in all honesty - I understand the reasoning behind the concept that FT may be more fitting. It will remove the opportunities for the random encounters and will definitely halt any further chances for a proper road RP, but at the same time well... it makes sense to have the Fast Travel system more than forcing players to walk from hub A to hub B for XX amount of minutes, or be forced to always have a horse on you. RP wise its a terrible decision in my honest opinion - but LOTC wise it is the best decision. This server is about activity grind as proven through the years. Settlements and nations that can bring the most activity to their region have the biggest chance to survive. Seeing, that no one wants to lose their hours, days, weeks, months of effort they've put into building up their place, it is only a natural thing that they will give up RP opportunities for the sake of ensuring survival of their hard work. Any road RP was already dying out, any taverns on the roads are a useless addition that don't work much to help the regional activity at the moment. In this case though, I would at the very least suggest thinking of something that will not cut the road out entirely, instead just make things a bit simpler. For example - Having fast travel only reach a tavern further outside of the settlement or nation - It's a loose idea, which would need far more of thought than just a quick throwaway like I did here, but if done properly, it could perhaps promote at least some chance to both help the activity and at the same time not make the map feel smaller to the point of being absurdly cramped. If you add the Fast Travel, it will make roads mostly obsolete and additionally it will make the map feel far smaller. It is both good and bad. Using Travel Hubs was a great way to make the map not feel as big and troublesome as they currently are. Perhaps another way the issue could be solved is - Make sub-traveling hubs - Giving out a loose example on the below image. IN A LOOSE EXPLENATION People warp from Center Hub to South Hub. In the South Hub there will be Two-Three Carts leading to Active Regions - Not actually direct settlements or nations, but a center point around given region that would be closer to different Active Nations and Settlements. BELOW IS JUST AN EXAMPLE In Point 1 we have Balians, old groove, Freeport. In point 2 we have some A and B settlements that are active and present for at least a month or two. In Point 3 we have Vistulia. Few groups/settlements can apply for a nearby Sub-Travel Hub after being proven active for more than XY weeks. Those Hubs would not have a big no-aggression safety zone, only a more-less big enough one to encompass the sub-hub and 15-25 blocks in every direction. This way, those hubs will still leave the ability to feel the size of the map, not remove entirely the need to travel to places, but also make those walking paths shorter and more managable. If given sub-hubs settlements/nations lose their status due to inactivity, the sub-hub will be removed on RP basis of being abandoned and cart owners going out of business. There @Ark. You got my reply as you asked >:C
  8. [OOC] IGN: WulferyName: Casimir VilchycCrew Name: Yurr MatkaCrew Members: Far1ca
  9. Casimir sat by the Radaghasts Tree that was slowly growing on the shrine island. In his mind plenty of thoughts came and went, as he recalled all the events that led to such a big trouble for them. There was the lingering feeling that something was just not right. That they stumbled upon something that was not meant for them, and they just got tangled in some wild scheme. But the very least, all in all he found his new reason in mind, not succumbing to his concerns and paranoia, instead listening to Bogodar and his advice. He may be young. He may be still stepping in the path of Duhovnik. But to have someone to hold him back whilst in front of the mage felt like a relief. A brief moment of calm amidst of a storm. Enough to not stain his hands with more blood, enough to make sure that his people will be protected and yet won't have to succumb further to the wronged path that Bies prepared for them with his schemes. Hvala Clandom. Hvala Vistulia.
  10. Treaty of Vistulia 5th of Bies’s Month, 89th year of the Reborn Age Signed by: The Horde And Clandom of Vistulia ᛜᛥᛜ Upon the wish from Clandom of Vistulia, the following treaty was drafted and signed with mutual agreement between the Piast of Clandom, Casimir Vilchyc, and the Rex of the Horde, Ar-Borok the Shaman. May it bring no discord, but instead give a better opportunity to unite the two nations and bind them stronger not by the singular banner, but by mutual will of betterment, of mutual aid and unified idea for what may be to come. ᛜᛥᛜ I. On Separate Futures By request of the Piast and his council, Clandom of Vistulia will withdraw from the Horde on peaceful terms, terminating their allegiance in agreement to the terms included within the treaty called “One Horde”. II. On Relations Rex Ar-Borok of the Horde and Piast Casimir Vilchyc of the Vistulian Clandom reaffirm their battle bonds, seeing each other as friends who shared mutual fields of battle for years. Both sides agree to continue the good relation between both sovereign factions, aiming to use this opportunity to strengthen the bonds, instead of weakening them. III. On Sovereignty The Horde and Clandom of Vistulia recognize each other's sovereignty. Additionally both Rex Ar-Borok The Shaman and Piast Casimir Vilchyc recognize each other's right to rule. IV. On Non-Aggression Pact In accordance with the above points of the relation, both sides agree to avoid any military conflict between each other. In case of any transgressions of that point, both leaders or their representatives shall meet on the first possible occasion, aiming to clear the situation and avoid any bloodshed. The Non-Aggression Pact will remain for the lifetime of the rulers. Upon passing of one of them, this pact may be extended upon mutual agreement of the leaders. V. On Trade Both sides agree to open lands for trade with each other, ensuring safety of the traders while they are present within the others lands, as well as safe passage to the cities. Ar-Borok’Akaal, Rex of The Horde Dominus Ixula’Akaal, Warchief of Akaal, Naakh ob Leyd Willy of San’Velku, Envoy of The Horde Casimir Vilchyc, Piast of the Vistulian Clandom, Vodz of Vilchyc Clan ᛜᛥᛜ
  11. Casimir could be found drinking and smoking from his wooden pipe in the tavern, listening to the rowdy clients and spending the best years of his life.
  12. First Grand Vistulian Horserace ᛜᛥᛜ To all the brave men and women of Almaris, to masters of the saddle, to horse breeders and fans of the sports! Vistulian Clandom invites all on this Iskras Dien [5th of August, 4PM EST] to participate in the Grand Vistulian Horserace! All are welcome to participate, with 5 racers per round! Those who shall win the qualifying race will be then given a chance to participate in the Championship race, for which the following prizes are prepared! 1st place - 150 mina, 2 finest Vistulian Horses, 2 saddles, cavalry weapon forged by the finest of our smiths 2nd place - 100 mina, 1 finest Vistulian Horse, 1 saddle 3rd place - 50 mina, 1 finest Vistulian Horse, 1 saddle If you wish to participate, make sure to attach your name underneath this announcement, following the given outline! Anyone who will not sign up before underneath this announcement may do so up to half an hour before the race in person! After that, sign ups will be officially closed! ᛜᛥᛜ Full Name: Horse Name: Allegiance: [A chance to represent and gain renown to aligned faction]
  13. Casimir smiles wide, having another reason to celebrate this blessed day. Seeing his friends grow stronger was a truly amazing sight.
  14. Daelish Treaty of Vistulia Written and signed on the 5th of Lumians Blessing, 87th year of the Reborn Age ᛜᛥᛜ By mutual agreement between Piast Casimir Vilchyc, current holder and guardian of the Daelish Title after its reclamation from Llewelyn The Snake, and Ruadh Mor, heir of the Gromach line, proud man of Daelish Heritage, rightful heir to the Daelish title, the title of Daeland shall be returned back to its rightful kin. ᛜ Both sides agree to the following terms: - Piast Casimir Vilchyc grants Ruadh Mor the Title of Daeland, with it renouncing any claims he has or had to it. - Ruadh Mor acknowledges that the title of Daeland no longer holds any claims to the Vistulian Clandom, its Isles, or any other lands within the southern continent of Almaris. - Piast Casimir Vilchyc promises to acknowledge and support Ruadh Mors right to the Title of Daeland, with it offering his support if he decides to aid the Daelish kin to reunite under one banner. ᛜᛥᛜ Casimir Vilchyc, Piast of the Vistulian Clandom, Vodz of Vilchyc Clan Roy Mor Charleson, Chief of Clan Gromach ᛜ
  15. Casimir could be seen working in the fields, tending to horses as they grazed the Vistulian fields. Around him his kin, around him freemen of the Clandom, around him his work of the past two decades. Remembering the empty isles filled with blinding white houses of cold stone, with a castle that screamed of the abandoned ancestral ways. He remembered so well the first days of his hard work over the Clandom. His devotion to the land, to people who came with him, at first barely a handful, now an entire town. All the events that took place over the years, all the hardship they went through. Truly, a blessed land. A blessed fate for him and his kin. His gaze went to the great hall, as it stood upon one of the isles proudly. Soon, he shall place his oath, and with it, isles will finally have a true leader.
  16. I will go here on a bit of a longer talk I think. First of all - MAP SIZE - The current map size for an experienced player should be great, especially thanks to the fact that we can use the hubs which in turn make the map feel smaller than it truly is. I feel like there are 4 subregions to which I travel. Sure I can get from one to another without using the hubs, but at the same time there is no point. With it comes the fact which I remember from Arcas - we tried to settle any spot on the map using an actual settlement 'booklet' that was used back then. There were only 2 spots we could really use, and both of them turned out to be unusable because other settlement was close enough that it would block us out. That was really disencouraging, especially that it was still a few months before the end of the map. Right now I still find a lot of great spots that could be used if needed and would hate to feel the same way as back then - stuck and discenouraged from making anything. So I'm in favour of keeping the map size in a same note as it is right now, or only a bit smaller, adjusting the unhabitable terrain accordingly to the needs. Second - HUBS - They are a great addition in my honest opinion. Having a reason to TP back to CT every now and then, travel from centralised spots and only there spread out to all the different spots brought to me more encounters on the roads than it did back in the day. It made everything be that bit much closer, so every trip doesn't feel as tidieous as it did back in the day. Additionally, players know now better where to focus if they plan to do any bandit actions, but at the same time, the roads become more active with people so it comes with a greater risk. Third - UNUSUABLE TERRAIN - Having it is fun. Using it is not, because there are not as many world focused events as there used to be I believe. Whether it is the ETs fault or not, I'm not here to judge, there are a handful of players, and it is understandable that they need to focus on bigger groups too. But in general, the terrain except for being an eye candy, doesn't bring much of fruition to RP. Perhaps having some objects of importance akin to mines would bring more interest to it, but in general I think that unless those lands are more used for events, they don't bring much to the RP itself. Fourth - PERSONALLY PREFERED BIOMES - I would love to have some well prepared valleys in mountain regions which would be pre-made into not being accesible from the sides to get into. Having an actual town in a mountain valley would be great, but right now the minecraft benefit of it stands near at 0, seeing that people usually use mechanics to jump into settlements, forcing leaders to raise ugly or overly sizeable walls. Except for that? Perhaps a big forest of giant spruce trees, akin to the image here -> Thank you for coming to my TEDTalk!
  17. Vistulian Narada of the 86th Year of the Reborn Age On the 10th of The Iskras Harvest, 86th Year of the Reborn Age, clans and freemen of Vistulia gathered in the Great Hall. Having faced years of constant wars, years of hardship and troubles that brought suffering to many, men and women of the Clandom finally found a true chance to discuss all that was important. With it, the following topics were discussed and decisions were made. On topic of Llewelyn ap Fawr and his crimes As the war of the Silver Isles came to an end and Piast Casimir Vilchyc was released, the claims of crimes on Llewellyn's side came to be finally placed in front of the men and women of the Clandom. Llewelyn ap Fawr is deemed guilty of all crimes presented to the Narada. Those include the following: - Attempted Oath Breaking towards the Oath given to the Rex of the Horde, showing weakness of his spine and careless behaviour towards the true ancestral Highlander ways. - Attempted coup against the Duchy of Redclyf-Rozania, showing his treacherous ways and eagerness to break all of the ancestral ways for his own sake. - Negligence of his duties and promises placed towards all of the Clandom citizens and towards the Clandom elders. Not ending there, during the wartime, Llewelyn ap Fawr had performed further crimes against the Clandom, which shall now be presented to the world. - Attempting to strike deals with foreign powers to be reinstated into leading position, and banishment of the majority of the citizenry. - Lies and deceit, presenting false accusations towards the Clan Elders of the Clandom, calling Casimir Vilchyc a murdered to his kin, and to his family - of which he was not able to give single name when faced with questioning. - Attempt to use foreing powers to sway external populus to his lies, including utilising enemies of the Isles to try and support his unrightful claims. - Running away from the Isles when faced with accusations, even when presented with a chance to clear his name, going as low as scratching fake laws and announcements onto the Clandoms buildings during night, and during times of rest for all of the citizens. - Attempting to have Piast Casimir Vilchyc executed by foreign power, spreading lies which were promptly shown as such even by the very soldiers that captured Piast before. Those followed claims were witnessed first hand by both the captors from the foreign Kingdom, as well as Clandoms freemen who were granted the right of visitation to the captured Piast. With that, Llewelyn ap Fawr is deemed as guilty of all charges. From this day, he is stripped of all his titles, his clan is shattered, as Llewelyn is the last of his line. Llewelyn shall be from this day known as “The Snake” and by Clandoms decision shall be named as such. Llewelyn The Snake shall from this day be banished from the isles, and if seen, he is to be brought back for punishment, dead or alive. On topic of the Clandoms Ruler With official condemnation of Llewelyn The Snake, Clandom had met together to put into motion a vote for the new leader. Called by Piast, despite his reign as ‘regent’ in place of the previous Reig, all freemen of the Clandom were given a chance to cast their vote for the leader, whoever they may see worthy of such a position. With a majority of votes, Piast Casimir Vilchyc was reelected into the leading position. Elder Brennus hal’Cingedoz was placed second, as Piast was faced with rightful claims by Cormack, brave charioteer of the Isles. Facing his concerns and doubts, he presented Piast with a demand to prove his worth, to which Piast agreed. The election and voicing of Cormacks concerns sparked a major dispute amongst the Clandoms members, forcing Piast to scold all present of recollection, that Narada is a sacred ground which shall be respected and treated as time to work together for a brighter future of the Isles, instead of being a place for bickering and insults. On topic of the Daelish Title Having removed Llewelyn The Snake from his power, and stripped him of all the titles, the title of Daeland was left under Piasts Casimir's Vilchyc oversight. Knowing that this title is considered important to the Canonists, additionally understanding the trouble which came with all the wrongdoing that both the Douglass clan had done towards it, as well as Ap Fawr clan, Piast has decided on the following. A public notice to all of the men and women of the Daelish heritage is sent forward, offering them a chance to reclaim their rightful title, and do with it whatever they will deem as proper. It shall hold no right to the Isles or any other lands, as they belong to the Clandom itself, but the pride and honour of the title itself needs to be maintained. Seeing that no Daelish people live anymore in the isles, Piast sees it as sacrilege to hold any right over the title himself, being from a Radaghastian kin. With it, the missive is especially aimed towards the Daelishmen who are known to reside within the Grodno lands, acknowledging their claim to the title, and seeing it just to discuss in neutral ground the future of the Daelish Title. On the topic of The Isles Acknowledging Cormacks concern over the Isles, their sacred titles, and similarly many more matters that come with change of power, with cultural differences, and mutual work not to let one kin overtake another, or similarly one kin be treated as better than other, Piast Casimir agreed to the following. Within the next two years, Daelish Isles shall be renamed with agreement between Casimir Vilchyc and Brennus Hal’Cingedoz, to a name which shall be held sacred not by cultures, but by all freemen of tribes. Isles shall remain as the part of the Vistulian Clandom, and with such, the main title of the Clandom shall remain the way it is. Until new name comes for the Isles, they shall be referred as the Sacred Isles. On the topic of Brennus Hal’Cingedoz Over the decades of hard work that Piast had put into the Isles of the Clandom, he was always supported firmly by the allied clan of the Cingedoz people, first under the rule of Gaisorix Hal’Iskradron, and followed by his heir Brennus Hal’Cingedoz. With it, Piast Casimir Vilchyc exalts the clan Hal’Cingedoz, making it one of the currently two Exalted Clans in the Clandoms Isles. With that, Brennus Hal’Cingedoz is also presented with a title named after his ancestral lands, Tribedom of Thegnorix, being recognized as the uniter of the Cingedoz kin. When the Clandom shall one day expand, they will be granted with land of their own, which they may cultivate and maintain by their own desire if they so wish. On the topic of Lesnisk Minto Being the protector of nature, Lesnisk of the Clandom brought a lot of worth to the isles, seeing that two blessed by Radaghast creatures called sprites visited the Isles. To further his work, he requested for the following: - Sanctuary Isle shall have free access to the underground lush Sanctuary, giving all citizens a chance to experience its beauty and worth. - Clandoms lands shall be given a proper care to bring more plants and vegetation into it, and give a better chance to attract more animals of all sorts. To both of the requests, Piast had agreed, seeing them as just and reasonable, appreciating the work that Lesnisk is doing.
  18. A warm introduction - A Tale from the Vistulian Tavern - A fine Narada! - Velichko Duhovni spoke to the people gathered in the tavern. They have just finished discussing the situation in Vistulian Clandom, previously known as the Daelish-Vistulian land. Seeing that their Piast was captured nearly a year ago, it came as no surprise that there was a lot that had to be done. In the end, running a leaderless settlement in such a fresh state was quite troublesome. - Vladimir will be happy to receive the Screowl. Minto yurr idea was a blessing, iedin that will help the muz find a bit morre… compassion… to the crreaturres of the Radaghasts forrests. The joy from the conversation in the tavern continued for a while. As the Lesnik of Vistulia - Keeper of Nature, for those of you who may not be familiar with the odd Vistulian terms - stood up to go outside, in a bit of a haze he struck face first into a man who blocked the entrance to the tavern. - U-uh..? - Minto spoke surprised, looking up. In front of him stood a man with a truly brutal demeanour, holding a bardiche upon his right arm and a crude smile on his face. - So! The famous Vistulia! Deserts brought many interesting news about your land! - Raspy voice broke the conversations inside the tavern. All eyes turned towards the entrance, as a group of ruffians made their way behind the leader, firmly blocking the way in. - Do tell me friends! Where can I find your gold and other valuable trinkets? I’m sure you won’t mind to share! Well… they did mind. Floor in the tavern was covered in blood. Four of the bandits were sprawled out on the ground motionless, having all sorts of fatal wounds. But it wouldn’t have been a proper brawl if it would be so one sided. Vistulians took quite a hit as well, having their Vojvodz - A marshal of sorts, once again for those who may be unfamiliar with our dear friends from the south! - sprawled out on the ground with broken ribs and a firmly roughed up face, Fable the wonderful ticking machine not ticking anymore, and with Minto stuck under one of the motionless bodies. In the end, they captured the leader, and lost one of the bandits as he escaped before they could react. But the one they took into captivity was worth enough. After some truly kind convincing, they found out all they needed to know… Men who scaled their cliff sides and snuck way in as the Vistulians were taking part in Narada were from a travelling warband that marches through the southern deserts. Having no precise tie to any of the nations, they were only looking for a pretty penny, and thought that taking the most primal of the Southern Nations would be easy picking. Of course, as the previous story tells, they seemed to have made a bit of a miscalculation. It happens to everyone! Shavad, leader of the small vanguard told them that their main goal was to only scout the isles, but seeing an empty central isle they got greedy and tried to take the glory for themselves, not aware that the entire community was in a Great Hall at the Narada. In the end, Vistulians released the man after he bought his freedom, in accordance with Radaghastian culture. Having found out that this was but a fraction of the actual warband, they knew now that they would soon have to deal with a bit more than just a few ruffians. When and how? They weren’t sure. All they were told was that Tyrvald, the desert Warchief, would not give up as easily, once he smelled a coin. So it was a good time to prepare their arms.
  19. Casimir waves his wooden pipe from a balcony in the palace. Why? Because he is not allowed to have a firestarter, so he can't light the pipe up. But at least they treated him nice even during the capture.
  20. Casimir chews on some cookies made by his dear friend Flour.
  21. Call of Treason - Narada on the 83rd year of the Second Age Gathered in the Great Hall of Daeland, men and women of the Clandom waited patiently as Piast Casimir observed all those present. Once it was finally time to begin, Jasna sounded her horn, giving a sign that the Narada had begun. And so Piast spoke. ᛜᛥᛜ Llewelyn ap Fawr is accused of treason and oath breaking. His actions and often most the lack of them have proven to the citizens of the Clandom that he does not hold the values that Tribal Highlanders should, bringing shame not only to himself, but to those that would dare to follow his plans. With that, Llewelyn ap Fawr is accused of cowardice, having faltered when the Dwarves declared war on the Horde, daring to try and speak of treaties with the Kingdom of Haense. With it, he shamed himself, his kin and his clan. He is accused of negligence to the isles and carelessness to his status, having only recently given any attempts to take up the work that he left on others, despite sacred promises made that he shall stand arm to arm ensuring well being of the Daelish Isles, carrying the weight just as much as all those who brought them back to life - on which, he had not done even half of it. Lastly, Llewelyn ap Fawr is accused of scheming, having time after time brought up ideas of betrayal to those who showed aid to the Daelish men and women in their time of need. Having spoken of actions against the men of Redclyf, he brought dishonour for all of his clan - not only the ancestors, but those that will come too. ᛜᛥᛜ In face of those accusations, Narada voted and decided as follows. Llewelyn ap Fawr is to be stripped of all his titles and rights of rule. All present voted in favour. Llewelyn ap Fawr shall not be banished from the isles for the time being, giving him a chance to defend himself. Majority voted in favour. Llewelyn ap Fawr shall be brought to Narada, to be judged in front of all the gathered, giving him a chance for defence. He can come by his own will, or by force. Followed by the above statements, Narada voted for the next ruler of the Isles, until Llewellyn's judgement is made. Piast Casimir Vilchyc shall take over the Clandom of Daeland-Vistulia, leading it until Llewelyn shall be brought to justice and trialled. No other contender was offered, all present voted in favour of the Piast. ᛜᛥᛜ Until decision is made in regards to Llewelyn ap Fawr, Daelish title is given to Piast Casimir Vilchyc. By his decision, it shall not be used until the trial is done. If accused will be found guilty, Daelish title shall be given to the Daelish of Cingedoz clans of the Clandom as vassal title. If the accused will be found not guilty, he shall have his titles returned to him. ᛜᛥᛜ With that the Narada ended. All men and women, highlanders of different cultures, musins and elves saw to the common cause, knowing what had to be done. Hvala Clandom. Hvala Vistulia.
  22. Clan Vilchyc Radaghastian Rulers ᛜᛥᛜ Introduction The Vilchyc family stands as the rulers of the Radaghastian kin, centred around the Daelish Isles. With their ancestral title of Vistulia, all children of Radaghast are finally able to unite together and work for a common goal - something that was tried many times before, but to no avail. They stand by the principles given in the Stareviara faith, showing hospitality and kindness to those that come to their land, as long as the other side wishes them no harm as well. Only because of that the Isles were given a chance to see life again, filling the empty homes with new warmth. Under their rules falls the responsibility for the Daelish-Vistulian Clansguards. With strong military traditions running through the Vilchyc family blood, they are oftentimes seen as leaders not only of the common folks, but of the warbands as well. Culture The Vilchyc clan shows great pride in their culture, representing Radaghastian kin with all of their ways. Speaking the Vistulian language, believing in Stareviara gods, following traditions left behind by ancestors, and leaving behind a legacy worthy of Radaghast himself. Their most common culturally visible deeds are connected with the craft. Having been left with a long legacy of smiths, most men in the Vilchyc family know how to work the forge even at a fairly young age. Similarly with the Kovaceski branch taking on the old legacy, they have incorporated into the clan a woodworking tradition, based mostly around figurines of the deities and other cultural handcraft. Women of the Vilchyc clan are known for their astonishing work with the loom and great abilities when it comes to sewing. Clothes made by the Vilchyc clan can be found being used by many races and cultures, with Radaghastian styled ones being the most common. In Kosheis way, no matter whether a girl or a boy, children of the Vilchyc clan are taught to fight well. With the burden of responsibility over the entire cultural kin, they are expected to be able to defend both themselves and aid those who are unable to do so themself. Whether they wish to pursue military path by joining the Clansguards or if they prefer everyday common work, is in the end up to them, but they are expected to defend themselves at least. Titles Held Clan Vilchyc holds the following titles as their ancestral right Piastdom of Vistulia - The Ancestral title of the Radaghastian Kin Vilkomirs Banner - A warband company banner made by the first of the Kovaceski line History First line of the Vilchyc clan comes from an ancient Gorundyr line of Skarpefanger warriors. Being cursed with their cultural heritage and bloodline that had been shamed by the members, most decided to end the legacy they held by themselves. With the only one left alive being Svetovid, son of Friggr Skarpefanger, he ventured into the northern realms and searched for anything that would give him new purpose in life. From that decision came the first Vilchyc, as Svetovid found himself in caves that were filled with stories of the first Radaghastians, he began to learn. Found himself realising that what was given to him, was the very purpose he looked for, as any remaining Radaghastians might have been closer to a folklore, rather than actual people. On that day he took the last name of Vilchyc, name given to the first of the Radaghastians that arrived to the Radaghasts land from Navia. From this decision after many years came Zakopane, a small mountain village set in the Tatra Valleys found in Fennic mountains. Svetovid with his followers settled those lands, finding a good chance to establish their own culture there. It was a short lived town though, as Bies’s blizzard came one day, leaving the entire village covered by snow for years to come. Many of the gathered there citizens perished, and those that remained left the valleys, seeing this land as cursed. For the next one and a half centuries there were no more mentions of the Vilchyc clan. They seemed to have perished along with the village itself. Few of the Radaghastians band began working on creating other settlements under the Kingdom of Haense, but in the end it came to nothing as well. Only after reaching Almaris, Vilkomirs Banner led by Casimir Kovaceski, son of Vilkomir the Drunkard, the legacy was born anew. With a mercenary contract offered by Reig Llewelyn ap Fawr of the Daelish Isles, Casimir began his hard work to bring forward new life to the isles. Being able to unite many of his kinsmen, previously scattered across the continents, he found a home that was promised to them centuries ago. In it, when more of his kin united under a single banner, Casimir formed the Piastdom of Vistulia, taking the role of a Piast by himself as to help and lead his kin to a brighter future. And as decades passed, he delved deeper into the ancestral stories, finding more information that helped him to find what purpose he had. Finally, after a lost battle in the northern continent, he left the Kovaceski legacy behind, reviving the Vilchyc clan once more, with hope to witness it unite more of his kinsmen under one banner. Location Those that seek to join the Vilchyc clan in bringing back the Radaghastians to life are more than welcome to join. Currently you can find the majority of them living in the Daelish-Vistulian Clandom, on the southern continent. See the map below and you may find your path to us. OOC If you are looking to join us, feel free to come by the Daelish Discord! https://discord.gg/kv3NFFzGS2
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