Jump to content

louislxix

- Aether VIP -
  • Posts

    204
  • Joined

  • Last visited

Everything posted by louislxix

  1. ANCHORS AWEIGH The First Summons of the Realm Year 28 of the Second Age https://youtu.be/DCkJ5lGPqFs For any wishing to witness this historic spectacle, we riddle this; “A waterless ocean, from where a ship no longer holds commotion, the prey of a serpentine corrival lost in the sands of time. Once was one, is now in two, here we converse, to honour its fallen crew.” Long did the Ferrymen of Almaris reign over the roads, in current times, many other groups have made themselves apparent - apparent in our lands - such must be resolved either through diplomacy or blood. Showing themselves to be fair contractors, alike our esteemed men draped in teal. In light of this, forthwith does the Ferryman who has remained anonymous up until this point, call a meeting to be held between the organisations of this realm. On the Twenty-Eighth of the Second Age, shall the meeting be held, at a specified location lettered out to all of your known company leaders. Matters discussing our duties and line of work shall commence forth, for the betterment of our groups and the realm itself. Remember always; the poor shall become rich, and the rich poor. Our own pockets lined forevermore! Invitations to the table are extended out to: The Ferrymen @Mickaelhz The Silver Lubba Band @mika1278 The Cauldron Company @ibraheemc2000 The Rustlers @AnonymousAlexa The Goats of Sedan @Emery [OOC: Taking place on the date of 12/06/21 (Saturday) at the time of 5pm EST.]
  2. PvP Blogpost 2021 Hello and welcome to 2021s PvP and villainy blogpost. I’ve been playing a villain but more so a bandit since the start of the map, being last december, and over the course of these seven months I believe myself to have some suggestions on the matter. Alongside myself and my fellow bandits, we all understand that the server shouldn’t be entirely PvP or RP centric, so with this in mind we have tried to conjure some halfway points. With the way raiding and general banditry is, it has essentially boiled down to discussing rules for 2 hours for 10 minutes of PvP leading to no narrative at all. And I know it sounds foolish saying PvP and narrative in the same sentence, but what I mean by that is, there are no goals for raiding or banditry. There are no defined ways to win a raid, or roleplay a raid except for winning the PvP. Raiders will spend 10 minutes being gate trapped with no way inside, just to call it a day and leave. Defenders will gate trap for 10 minutes and win the raid, leaving a heavy 3 or 4 day cooldown, and for what? To help make raids more interesting I suggest this: We have two different variants of raids; Small raids; Large raids. (Remember that all of these numbers have obviously not been tested, and all are subject to change, if this is even appeased by the staff of the server. Small raids will work as they currently do now: Up to nine players may partake on the offensive side of a small raid. A modreq must be made. They will have no other means to enter inside of a city except for the opened gates. No ladders, no battering rams, et cetera. These are primarily used for smaller groups, who are wanting to get the jump on an event or open city with no planning made otherwise. However, in the current system, these smaller raids do not have any consequences. The reason defenders sit behind their walls and gates is because there are absolutely no consequences or results for defending a raid. For example, the Ferrymen wanted to steal supplies from the ISA’s wartime supplies, but moderation did not allow such. This was due to the reasoning of “RP CANNOT HAPPEN DURING RAIDS.” After the raid was called off, we were forced from the tile and couldn’t do anything as a result of the raid either. If there are consequences to raids, there is an incentive to defend your city and citizens. Instead your citizens just don’t join the PvP and let you hide away, and not fight - huzzah - the raid is won. Realistically, if a raiding party entered a city they would be able to pillage, loot and bandit the citizens, et cetera. They can do whatever they want to do if the defenders don't defend. On LOTC, the raiding party can enter the city but have no impact on the raid whatsoever. The defenders are at liberty to sit behind their walls or gate for 30 minutes and call PvP off. This adds nothing to any narrative. Consequences create the narrative and a story behind raiding, but without consequence comes not narrative and only toxicity. Large raids will work as they currently do now: (This will of course require more mod oversight and preparation.) Up to [redacted] amount of players may partake. Some sort of initial cost of [X] mina that the attackers need to pay for maintenance of men. Require either staff approval beforehand, or stricter RP reasoning than typical raids. A predefined raid goal must be set, for example; raiding the bank for mina; kidnapping a person for later ransom; interrupting an event to demand [X]. This must be broadcasted across the server. For example, [!] Scouts of your city have seen men wrapped in green and equipped with siege weaponry marching the roads towards Providence. The men and women of Providence have thirty minutes to prepare! The previously named siege weaponry will be anything from: Ladders. [Itemised ladder crates can be bought from CT, and only one member of the raid can wield them, for example 16 ladders may be used.] A singularly bought battering ram from CT. The defender should have an equal or greater reward for winning a defensive battle then the attackers gain. (This is to provide more reasoning for rallying to defend than not to show up to the attackers.) The buyout price of [X] mina from the attackers will be given to the defenders if they win. The raid leader may be taken by the defenders if they win the raid. These raids should have clear victory conditions on both sides. Either side gaining something from the declared raid. Bandity and raids are currently some of the only conflicts to happen on the server, which makes little sense when all of the battles are uncreative, dull or just not cool. Even in this war, the lack of battles or story to serve between the two warclaims were disturbing. To sum up a 10 year war, there were two big battles and a couple of player-organised raids. Dynamic battles and PvP should be focused to happen more frequently on the map. The only fun example I can think of from the top of my head were two pre-arranged battles with Urguan and Norland. Both of these battles highlight how dynamic PvP is fun and how it can work. Engaging the Urguan rally first at Urguan, but Urguan also lettered Norland to help them in battle. Even though PvP was ongoing and turned on, the Ferrymen engaged the Urguan rally and Norland later showed up to assist their allies. They joined mid-fight into the PvP. This created a dynamic battle, which spanned the roads of Urguan’s territory. They had to first attack the Urguan rally, then attempt to intercept the Norland rally on the roads. As they were fighting, Urguan joined the massive combative frey. This battle was back and forth and the story this dynamic fight created was much more impressive and cooler than “We engaged Urguan, and killed Urguan.” To create more exciting battles like these two, here are my suggestions: Remove raid caps and raid cooldown on roads and allow allied armies to join mid-pvp. This will hopefully create these road battles where allied armies join together to fight intruding parties of bandits or an enemy army. No raid caps or cooldowns on roads will fix two things; banditry and poor battles. Big battles can happen on roads, as well as bandity will be revived on roads as there is no reason to bandit and waste a CD on a tile. Allied armies joining mid-pvp (if contacted) creates a dynamic sense of PvP and RP relations, where either reinforcements can join the battle, or the two armies have to coordinate to fight the attacking force. This adds more story than a simple one battle fight. Everybody can vouch that Ferrymen vs Norland & Urguan fight was some of the most fun they have had on the server this map. If not by rules, nations should try to cooperate and create these cool battles on the roads. Outside of raiding I would also suggest more open skirmish field battles, at the moment there is little to no reason to leave the safety of a city, or to go out and fight. Saying that, I would suggest this: An open-world sort of King of the Hill location on the map; (This will have to be heavily coordinated, with a system or two being thought up, and put into p6lace.) As example, a fort would be used at this location, inside of the fort would be valuable resources/nodes that are well fought over, being: ST Mining nodes. Some other resource that people will want to keep hold of. Every week (or [X] amount of weeks) there is some sort of mini warclaim where anyone on the server can attempt to take the fort from anybody else. Whoever wins the events will hold the event until the next event. To keep this away from being entirely PvP based, we suggest that the events alternate from PvP sieges/fights, to RP sieges/fights where more siege weaponry and RP-based advantages are used. During the week, have the zone be turned into a “warzone” of sorts. With extra nodes or mini events held within, allowing for anybody looking for combat to contest an area and fight. (This encourages less toxicity, as the nations which have grown for 5 IRL years are not under any real threat.) All of these systems should primarily serve both RP and PvP at the same time. Adding something more than just PvP, for example, scheduled ST events on the locations. For example, a bandit held fort will attack anybody nearby, or wanting to get inside. This is to be tested more so; In the zones, keep inventory and remove armour durability damage, so people can PvP without the constant waste of gear. Though, during the larger events, this should be reversed, where inventories are dropped and armour durability is damaged. Another thing I believe could do with some work, albeit extensive work is the way the map is currently laid out: Roads are too long, and don’t have speed. Killing roadside RP. Roads should have speed on again, and the map should be smaller. (This is far fetched and likely too late to fix now, but this should be kept in mind for any maps in the future. Groups that find themselves in conflict often query this gap in the rules, a dilemma; If a group is called into a city of +9 for something they might have committed, to stand trial as example, if they are attacked, do the defenders default to only being able to have 9 men allowed? Or can they use the rally they came with? Should they be subject to the raid cap even if they came to resolve the conflict peacefully? You can bring your rally to a feast or diplomatic meeting, and if fighting breaks, do your allies have to watch 9 of your men fight? Instead of subjecting 9 people to the rules. Those inviting these groups to feasts or diplomatic meetings should keep this in mind, and RPly tell the group to only bring a certain number of people instead. This ties into everything, thinking things RPly through instead of thinking that you can use a gap in the rules, and later just attack 9 people with your rally of 20+. Without wanting to make this post too long, I want to leave on a few notes. Being that there are two ends to stick to PvP or Roleplay, and that PvP or Roleplay should always stick to their narrative, and if the systems don’t work for the narrative, it should be defaulted to the other. As I think much of the PvP vs RP problem derives from poor mindset, or either group sticking to what wins. By offering more PvP-esque things to do, and making sure RP isn’t taken away from it, I think these systems would provide quality of life for both sides. Where we can all get along for once. PvP default being called in an assasination or fleshed out roleplay to avoid RP consequences should not be allowed as it doesn’t play to the narrative. Bandits on the road shouldn’t rely on trying to fit in PvP default when a good RP narrative from the situation is going on. The way I see it, both CRP and PvP are way too competitive, and I don’t know the fix for it, but I would enjoy some more lighthearted skirms between groups. And as for CRP, more villainy to be encouraged without being stomped out immediately. (It’s finding the balance between reward and not outright demoralising either party.) Going from this, I’ve personally been playing in both Oren and the Ferrymen, two sides which are constantly at ends with each other. The competition between both sides is too tense for what it is, and Orenians patrolling roads to combat Ferrymen should not be a thing that is just so daunting. In recent times though, I’d like to think this has improved a lot. I would love to hear feedback from all sides on the server. Though, I know everybody also loves to get antsy about these posts, so try to keep things respectful! This is what would personally make the server more fun for me, so I’d like to hear what would make it more fun for you. Mod decisions should be quick and consistent during raids. It’s better to have a wrong decision which is solved in minutes. Rather than waiting 3 hours for conflict to start, through messaging every moderator and admin what the right path of action is. Thank you to those who gave some of this feedback, being: @MasonMcBadbat @ryno2 @Nooblius @The60thPvp @FlemishSupremacy @Masouri
  3. SMOOTH SAILING https://www.youtube.com/watch?v=m6aoHP-oOI0 Our beloved Ferryman, after again being used a scapegoat, were accused of the crime of lamentable sacrilege: the murder of the late High Pontiff Jude II. All of the evidence was insufficiently provided, or perhaps it was just entirely lackluster and without any proper points. No witnesses were listed. It was all a rather shady situation from the said Johan ‘Horen’s Breaker of Canon Law’ Vuiller. Any sane man would rather twiddle his thumbs at home rather than attend this jester fiasco of a trial. Saying that, one does always enjoy a day out at the circus. Against all expectations, the men in green showed, and stood at trial in the heart of Providence. A city from where they have been hunted for nearly decades, albeit for push-and-pull reasons. One-hundred and fifty men stood clad in armour, marching throughout the confines of the city until they came to the esteemed and mighty cathedral of Providence itself. Once the accused were summoned to the stand, a peculiar figure strode through the crowds. How curious; one with an arched back; a black kha-fur layered suitcase; and a lazily shaven moustache. He rose to the stands and caught the ogling spectators with their mouths agape. His name ‘David from Accounting’ claimed to be the spokesperson of the group, which was further backed up by the surrounding Ferrymen guarding dearly over the balding figure. The ‘Ferryman’ himself was unable to show up unfortunately. And so the trial started anyway: “Spokesperson, present.” Despite his body being shaped like a potato that originated from a thanhic-tainted field, David seemed entirely aplomb in tone - his gaze adamant, and not once did he flinch - though, that could have been due to one of his many medical conditions. God bless his soul. An entire stranger he was in the political scene, not a degree in sight, without any known experience with court cases either. Yet, there he stood, as bold as a desperate woman in a brothel. This was all for what exactly? The verdict was seemingly pre-decided by the snoring clergymen; his prayers must have kept him up late that night. Adjusting his collar, David knew entirely well that the nut of this case was going to be tough to crack. Why? It was since Mister Johan Vuiller claimed to have gathered enough evidence through extensive investigation. Hu-hu-hu. The Auditor of the case listed the accusations, never once, did he however provide any witnesses or consequential evidence on the matter - it didn’t stop him from asking; “How do you plead?” David stood still on his spot for an eerie five minutes of time, waiting for the Auditor to continue, his moustache seemingly twirling itself - as if to say his mind was spinning in circles. We’ve all heard of the naked-truth, but the only naked thing present in the room was the exposed smooth-brain of the Auditor. Seemingly caught up in a staring contest, the man from Accounting alas spoke; “Evidence, please.” Realizing the Auditor needed some guidance himself, it stirred the spokesperson to speak such. The response to the inquiry of David was baffling to say the least, Auditor Johan listed a singular piece of evidence. Which was merely a likely-to be discounted version of Ferryman uniform spotted on the scene of the crime. Simply clarifying, David told him that Ferrymen have been struggling with fans of the realm; fakes; frauds, all of that. David spoke again with aplomb, eye-to-eye with the Auditor, he certainly knew a fraud when he saw one. The uniform itself could have been tailored from any old Sue. It struck Mister Johan at that moment! Those ghostlike figures known as the witnesses were never going to be enough to prove that a Ferryman murdered the Pontiff. Thus, he more so began focusing more on the ongoing war than the death of a beloved religious figure. He was there to accuse and lay selfish judgement, and not perform God’s will! Dave narrowed those unflinching and glassy eyes, suspecting fraud; “Do you care more about the death of the Pontiff or the ongoing war, Auditor?” Beads of sweat dribbled down his forehead almost as much as the nearby drool at the corners of his mouth. Religious men in the room took notice and started to protest how the Auditor seemed to only use the murder of the late Pontiff as a political agenda - his own political agenda up North - to further his own views! Father Basil was one of the only men with a shrewd eye to spot the peculiar behaviour of Johan. In which, a religious man spoke against the Auditor out loud, which flipped the boat of the case. So as the youth say; man was making waves! Johan Vuiller ordered the ISA to escort a religious man out of holy grounds, which is not allowed by Canon Law. The Ferrymen did what was best and allowed Father Basil to order their forces of green to protect the religious men against the zombielike beck-and-call ISA and spiteful Auditor. Once these so-called soldiers heard of the afforded protection to Father Basil, their breathing became nearly as shallow as the Auditor’s evidence! A previously nodded-off officer was startled to wake and took great heed of the morale sinkhole, commanding those men to not force the religious men out of the Church. David for the first time of the entire case was stumped, pondering; “Are the Ferrymen truly greater allies of the Church than the Orenian populace?” After the mild scuffle, it was quite clear justice was verging on being served. Those gathered Ferrymen had proven themselves to be allies of the Church, but the Auditor had more plans - more Canon Laws to break! The pristine man from accounting and Johan talked in circles for three Saint’s hours. I believe the Auditor to have been playing heretical Canon Law bingo before calling the case to resume at a later date. It all made sense, as the birds of coming night chirped their goodnights outside - the feather-brained Auditor also chirped his goodnight to the men at trial. Regardless, we have compiled a list of Canon Laws that were broken in the process of this trial. This is to aid the Church’s investigation on this rogue individual: §VII.III.2.2. The judge is to issue a decree calling the person to trial, setting forth the reasons of law in explicit and simple terms that do not presume the accused’s innocence or guilt. Judge (and Petitioner) Johan Vuiller’s petition for trial presumed the accused’s guilt. §VII.III.2.1. The judge of the trial shall determine its place and time, making all effort to ensure it is suitable to the petitioner and the respondent first, then the advocates, and then the experts. Judge Vuiller mandated the time and place of the trial, in hostile territory where respondents are traditionally kill-on-sight without consultation with the respondents. §VII.1. The object of the trial is for the declaration of juridic facts and the imposition of penalties for transgressions of the faith. Judge Vuiller declared that, if respondents did not show up for trial, they would be deemed automatically guilty, and given automatic excommunication. A trial is a declaration of facts, not a kangaroo court to declare guilt for arbitrary reasons, nor can the Auditor of the tribunal administer excommunication themselves. §VII.II.2.1. The respondent is the individual accused of a breach of canon law, also called the defendant. A respondent must be an individual, not a nameless group. Unless Petitioner Vuiller specifically is claiming that each Ferryman is guilty of murdering the High Pontiff, then he can’t call the group as a whole. He must name individual members of the Ferrymen. §VII.3. All proceedings of a trial must be recorded and made available to the judge’s superior. Defendants are not aware of anyone making a transcript of the trial and no one was witnessed to have been doing so during the trial. §VII.II.3.2. An advocate must be appointed for penal trials. Judge Vuiller refused to appoint an advocate for the petitioner, also Judge Vuiller, and proceeded to act as advocate for himself, while also judging the affair. §VII.I.4. If necessary, a judge may delegate a case to a committee of other pastors. Judge Vuiller seems to have tried to do this, forming a committee of himself, Cardinal Gawain, and Holy Sir Armand. However, he never communicated this to the respondent, and the respondent, to this date, still does not know the true members of the tribunal holding judgment over them. Furthermore, Holy Sir Armand is not a pastor, merely holding a titular diocese. §IV.V.2.4. Entry to a church is free and unlimited to the faithful. Judge Vuiller kept threatening to throw people out of the Basilica of the Ascent of Exalted Godfrey. He eventually commanded the ISA to throw out Wilheim Barclay, and the ISA did try to remove both Wilheim Barclay and Father Basil Moroul. When the ISA stood down, Judge Vuiller declared that the trial was no longer to be a public trial and attempted to bar everyone from the Basilica. §VII.III.3.2. The trial should continue for such a time as is appropriate that all relevant testimony be delivered in a timely manner, and that deliberations should occur speedily. Judge Vuiller abruptly postponed the trial in the middle of the respondents calling of witnesses and experts with no known resumption date, preventing testimony from being delivered in a timely fashion, or speedy deliberations. §VII.III.5.1. If there is a question of the justness of a trial or an appeal, appeal should be made to the judge’s superior. It is already clear that this trial is not just and each part of it has been a violation of Canon Law. Judge Vuiller’s superior is High Pontiff Tylos I, who must be called upon to fix this grave miscarriage of justice in the name of GOD. The Ferrymen hereby request a private meeting between the current High Pontiff and David from Accounting. So their organization may be officially cleared of these blatantly false and poorly construed accusations. Simply unethical it would be, to force us into holy grounds, where the likes of Jesting Johan thinks it is quite alright to perform tomfoolery. Please let us hear from you within the next couple days. Signed and Yours Truly The Ferryman
  4. Haeseni Homebound https://www.youtube.com/watch?v=k-ImCpNqbJw The Lighthouses surrounding the Northern lands of Hanseti-Ruska pile firewood to light, as fleets of ships sail towards the port of Karosgrad. Bells toll in jubilance as the faint but similar masts of the Attenlund expeditionaries draped proudly, the leaders all stood akimbo at the front end of the ship. Faces of mirth decorate the weathered floors of the ship, all yearning for their precious homeland of Hanseti-Ruska. Long have they fought, six years away, and for five of those years amidst the fray of perilous battle. Both men and women have bled for their nation, alongside allies who travelled from afar. So the denizens of Haense applaud their own, and everybody else who saw that this expedition be a success. A celebration and ceremony is in order for the brave souls who left their homes all those years ago; for the betterment of their King and country. Join us upon this 376 ES Msitza ag Dargund in the throne room of the Nikirala Prikaz to celebrate their homecoming and triumph during their expedition. Medals of recognition and valour shall be served to all of those valiant enough to put years of their life away to the nation, each having played an all-important part in the Attenlund. His Majesty, Koeng Heinrik II shall give out awards for their bravery. They have served well and thereupon, a feast shall be held in honour for the expeditionaries. Partake in the merriment of such gaities as we welcome them home, listen to the many stories they will surely recount, and be thankful to Godani that they returned safely! The Haeseni who are returning or have returned to us: Expedition Leader, Fionn Castaway Expedition Leader, Hildebrand Mondblume Expedition Leader, Albrecht Mondblume Expedition Leader, William Carolus Expedition Leader, Adrian Colborn Expedition Leader, Gwynevere Colborn Dilvyn Deveral (NGS) Kallian Syrivir (NGS) C. E. Herbert (NGS) Mira Castaway Aleksandra Ludovar Tavisha Barrow Demitriyus Aubert Lorina Mondblume Lucille Buckfort Patriarch Alfred (Former) Aiden The Haeseni Garrison HRH Nikolas HRH Franz Ailred var Ruthern Mikhail var Ruthern Edmund Barclay William Carolus Lynette Stewart [OOC: Taking place on Monday, JUNE 7th, at the time of 3:30 EST. Inside the Throne Room of the Palace.]
  5. Beholden to Mareno [!] Above depicts the conflict between the Woodsmen and Mareno - alongside a gloried Ferryman. Where a singular Mareno held his own for minutes, until his comrades saw that their victory was swift. “Our Waves Crash on All.” A letter is addressed to the following man; **** of the Woodsmen, a bird found the figure at whatever camp he found himself in. Reading plainly for his eyes to see, “To the man of the woodsmen, the foolish ***** who sought to hold a woman ransom, one who was affiliated with the House of Mareno. Albeit, you could have never known who she was, and my resentment at the time clouded by judgement. It cost three of your men’s lives, but do not consider this debt done with. I left the Mareno branded coin to your cheek for a reason; to serve us, to never forget. The last thing I want is a vendetta against the Woodsmen of yours, so I, Carlisle Mareno, offer you one chance to serve the House of Mareno; in wars; feuds; and everything else we beck and call. See, I remember the garb and faces of your men, I’ll jot to the best of my memory below: You spoke with a dear ally of mine after I left you to rot - from where the Mareno’s coin branded deeply and scarringly into your skin - if you are willed to indebt your life, and your group to the Mareno ilk, alas, you shall rid your mind of our threat. In fact, in the future, prospects of Mareno and whatever you are might just be acknowledged. Sleep on this letter, ****, of the woodsmen. Swear, or we so swear, your lives will be forced to depart the shores of Almaris - for forever, will Mareno shadow you - hunting you to the end’s of this world.” Signed, Carlisle of House Mareno [OOC: This letter is not RP knowledge for all, instead, it is only addressed to the man in question and whoever he wishes to share it with.]
  6. HOUSE MARENO “Let our waves crash on all.” The House of Mareno is an esteemed family, on the rise to global prominence and distinction. Having descended initially from the clan of Mac Cruor. Meaning sons of Cruor; a ruthless yet sage clansman who initially created his own clan - the sons of Cruor. They are natural champions of the sword, bearing intuitive hardiness and resolve. Disaster however struck the previous clan of Mac Cruor and so after a long near century of being forced out onto sea, they became natural sellswords and navigators of the seven-seas. The previous clan was said to be primitive in ways of old, so a certain far-sighted individual of the Mac Cruor kin erected his own family, affording it a new name. And so he was the first Mareno; Balthazar I Mareno. Important Dates for Mareno Year 1786 FA The group known as the ‘Ferrymen’ is formed, with the three brothers of Basiyl, Cyrus and Arsenios signing into the ranks. With only one of the three staying throughout the Ferrymen's reign of terror across the continent. Year 1 SA The family is divided into three branches of brothers. Each of them feuding and going off on their separate ways. Year 3 SA The Even out evening; At the start of Almaris where the populace’s of each nation were thriving. The Ferrymen, with Mareno in their midst, fought two miraculously difficult battles on the same evening. One, infamously against Oren inside of their own city, while being massively outnumbered. And the other in Elvenesse, where the Elves had even larger odds against the group, yet victory was put forth to those in green; as it typically does. Mareno and Ferrymen claimed a nearly flawless victory in both battles, subsequently allotting charity to the less fortunate men, women and children of the realm. Year 18 SA After an unfavourable fight against the King of Urguan, and with victory being secured within minutes, his beard was shaved at the behest of a Mareno kinsman. Year 25 SA Balthazar I Mareno dies shortly after he is reunited with his sons on Almaris. Year 26 SA The Mareno family after amassing enough mina buy out the Ferrymen organization. VALUES OF MARENO Family above all else. Uphold honour, especially in contracts and oaths, lest we seek to lose our own integrity. Behold nations, but always question their authority. For who deserves our entire trust? No Mareno frowns on the poor. Charity might fill the gap of their hapless void. Retain the balance of the world, but never lose grasp on our power. Be faithful. We can’t avoid our peers, so we ought to hold some trust and integrity in them. A good Mareno shall never fight with anybody beneath their standing, instead, they will defend those unrightfully oppressed. Courage, Persistence and Bravery. Mareno’s are no fools however, so instead of fighting a losing battle at the behest of recklessness and frivolous heroism, they shall fight their battle another day. No Mareno will take each of their triumphs as personal glories. Instead, he shall honour and give renown to his family name. An oath is an oath. So a married Mareno will always stay faithful, and never commit infidelity. TRADITIONS OF MARENO Traditions in the House of Mareno are typically of historic, or martial value. Balthazar sought that his roots of being a Mac Cruor should be instilled, while also instilling values of the present day, so his family may never forget their beginnings while also not being blinded by the likes of tradition. Trials of a Mareno From an early age, children of Mareno are put to back-breaking training, both physically and mentally. Even if the house of Mareno was to ever become peers of any realm, their children shall always be strong and never slothful. To transition from childhood to manhood, a Mareno boy at the age of sixteen will be sent out into the world away from their home. They must do something worthy of note, such as; slaying a mighty beast of the wilds, gaining prestige in another nation; completing a contract on their own. Once completed, they may return home to finish their transition. At the age of eighteen then, a Mareno regardless of all, must challenge any man of their own stature or larger stature to a duel. Winning this duel in the eyes of the public, to prove House Mareno’s strength, earning the name themselves. The Trials of a Mareno are consummated once the prior tasks have been completed. Thereupon, a Mareno must offer up his hand for a blood oath with their reigning family head. Slitting their right hand to gush raw ichor, swearing their oath to the family and shaking hands. The Mareno Coin Only those in the family understand the sentiment of the Mareno Coin. It looks awfully familiar to another coin in fact, bearing a mighty ship on its golden front. Upon the death of their own, or one at the short end of Mareno contract, the Mareno Coin is placed into the mouth of the fallen. The Tattoos of a Mareno While not necessary, tattooing remarkable accomplishments or features in one Mareno’s life typically garners self prestige and esteem for the family. As an example, a veteran Mareno warrior might be covered head to toe in tattoos depicting the various battles he has fought in. Blood Oaths Individuals of Mareno may seek blood oaths with others outside of the family; albeit extremely infrequent, if one is to undergo a blood oath with a Mareno they might know a permanent ally is forever in their midst. Alike the trial of Mareno, the kin and opposing man, or woman are to slit their hands, swear their oath and shake with their left hand. The right hand is used for family, while the left might be considered a free spirit of the Mareno. Those Mareno’s who use the blood oath as a ruse to mislead others are shunned and more often than not disowned from the family. RELICS OF MARENO The Seawalker Trident Never forgetting their history, or ways of seafaring, a sought after weapon is often the talk of the Mareno. A trident wrought for an expensive, and lethal material the ‘Seawalker Trident’. Whoever dons the title of ‘Seawalker’ in the family may have the trident. To gain such, one must; wrestle with a shark, in the depths of the ocean and live to tell the tale! Once ashore, the trident is bestowed to the Mareno in question. If another wishes to claim the trident after five years of possession, they may also go out to sea to conquest a shark. This often results in peril, and is the only ounce of outright recklessness the family allows, as a result of keeping tradition. As it stands, the Seawalker Trident has been passed down through: Balthazar I Cyrus Mareno Carlisle Mareno THE MAYFARER TRINITY As for coinage, sailing to Almaris cost the Mareno family a near arm and a leg, having to sell next to all of their fleet as to afford a ship mighty and imposing enough to navigate the seas. With that coin, came the building of the Mayfarer ship, salient to the eye, one with the sea would discern it to be that of a trireme. However, it held the size of a trireme nearly twice it’s size, fit for the Mareno crowd. They travelled the seas, until Almaris was met. Yet without Balthazar in their midst and with the constant feuds of the three Mareno brothers, three items of value were looted from the ship. Now, they are held as Mareno treasures and relics, passed through the three branches of brothers. The Mayfarer Bust Basiyl took ahold of the bust of the Mayfarer, that detailed itself to be a prepossessing mermaid woman, during their time on the seven seas, it was used as a luring tool. For what pirating ship would have such an alluring bust at the end of their ship? It was the pride of the ship, yet it held the most weight, Basiyl being the most vigorous of the bunch hoisted it off to his own holding. The Mayfarer Wheel Cyrus sought the wheel, seeing as it had seen to their shoring of Almaris, it was the very item that steered the sea for them. His natural smarts, and level-thinking - also, his strategist way of thinking thought it to be the item of most value. The Mayfarer Anchor Arsenios ultimately ended up with the anchor, seeing as his two older brothers had more say betwixt the matter. Though, it did twist his way of thinking, as his eye beheld the to-be relic; to always stay anchored in reality, but to never be pushed over. And so his envy of the two brothers always dug into his skin. MARENO TRAITS AND APPEARANCES Those of Mareno descent typically carry a height anywhere from 5’10 to 6’1, they typically rely more so on their agility and endurance rather than brawn. Save for the branch of Basiyl, where the members are seen to be bulkier et cetera. There are no other universal traits, save for their piercing blue eyes and sharpened features. They too, also hold a typically pallid tone of skin, due to their typical whereabouts being either out at biting sea, or the frigid northern regions of the continent. Younger Mareno men are expected to keep up their image and overall appearance, as well as establish a routine for themselves to follow. So it is expected that the younger sort shave away their stubble, or any facial hair on a day to day basis. They are professional contractors at times, so it is paramount that one Mareno keeps their public image well formed, both in looks and in speech. Only in later years, can a Mareno display their maturity and respect, by growing out their beards. This is typically after marriage, or if an elderly Mareno has proved themselves time after time. Due to their painstakingly arduous training from the early age of children, Mareno kin are distinctively lean; able to run miles, et cetera. They are also thrown into water as soon as they can crawl, so expect a Mareno to always best a man in hand-to-hand water combat, as well as being herculean swimmers. THE MARENO CURSE In his later years of life, Balthazar grew mad, obsessed with slaying a mythical beast out at sea. It was his only one true goal from there on. He lost his sense of all else; plundering, trading; being a man of the people. Nobody quite knows from where this curse went about, perhaps amidst his life at sea, dealing with pirates, and other precarious individuals. It is the only stain known to the family, and other Mareno kin can expect in their later years to blink out to the sea a final time, and become crazed with whatever looms on it. One thing they must do, or see, so they might die happily. PAST OF MARENO Scions of Mac Cruor Centuries ago, the clan of Mac Cruor was formed upon the island of [redacted]. This was when the head of the to-be, named Cruor formed his own clan and kin after proving himself to be one of the more diplomatic minds, and vigour-bearing warriors of the island. See, the island itself was particularly unprogressive and of primitive nature, where the clans were constantly in feud, fighting over crumbs of land, as well as other flapless sources such as the spillings of illy-tapped ale. Cruor using his uncommonly astute mind brought the clans together to be one in unison, where lengths of prosperity and learning alas dawned on the lands. For over half of the century, until the sight of Cruor set out to sea, to see what was beyond the lapping waves and the vast ocean. Cruor fell to death, as all men do eventually close to the age of one-hundred, passing on his mind and values to his born kin. Telling them all, there was more to see and spread, than to live captive to the island, uttering that it was paramount to fare the ocean. Decades later, and unfortunately so, push came to shove, as the island which bore mountainous and nearly inhospitable lands finally became entirely inhospitable as a nearby volcano erupted. Spreading ash, death and ruined lands to the men and women of the island. The branches of Mac Cruor had adamantly researched navigation, but were still unprepared for the unforeseen and tumultuous waters of the world. Regardless, without a choice in mind, they embarked. Many ships and clansmen capsized, and the uncontrollable waves of the sea saw the Mac Cruor clan spread far and thin. Many not seeing each other again, but their values and history, always in mind; they were Mac Cruor, nothing more, nothing less. Balthazar I of Mareno Born Balthazar Mac Cruor, he too, was forced upon one of those fleeing ships at the meagre age of seven. While the majority of his family lay as sunken bodies to the might of the ocean, his ship in particular had managed to survive through it all. They sailed and sailed, until they found new lands, but on the brink of starvation, scurvy and looming death, those Mac Cruor on the boat took to either plundering, trading what little they had, and living on the lands they had recently discovered. Creating networks across sea for many, many years, Balthazar learned the ways of Mac Cruor and of seafaring, but the boy held a sparkle in his eyes like only one other; his descendant of Cruor. An opportunist by blood, Balthazar soon became captain of his own ship, reborning a new family, wrought from his own mind’s values, while never forgetting his ancestry of Mac Cruor; Mareno, it was. He was Balthazar I of House Mareno, and his name travelled far and wide in his prime. A renown seafarer, taking on the mantle of an Oceanic empire, where he plundered, traded, silver-tongued his way into courts and contracts. While a mere captain at the start of his tenure, Balthazar soon devised fleet upon fleet of ships, and crews on land and on water. Carrying impeccable traits, nobody could quite beat his mind, or his physical presence, he was; shrewd; strong; while also maintaining a level way of thinking. The Three Brothers He soon brought three children to light, after his meeting with a certain creature out of sea, prone to beauty, while also bearing mysterious sealegs which Balthazar had always wanted. All of those children inherited one of his three primary traits, while also regressing in nature and losing some of their father’s other traits - in their place - gaining unfavourable traits. There was Arsenios, who inherited the ability to be shrewd; a natural entrepreneur. His downfall was greed, and envy, of his brothers. Basiyl, who inherited the might and strength of his father, yet his temper remained ill, often swooping to anger rather than diplomacy. And alas, Cyrus, who inherited the smarts and level-thinking of his father, yet his arrogance cut through common folk like a poor knife, grating their opinions. In their youth, the three sons saw their father leave them. He was blessed by a genius mind, yet as the years passed, that genius turned curse - Balthazar had sworn to a sight of a mythical sea-monster are they sailed the oceans, and amidst a storm, he clambered onto a row boat and set out with the mission of slaying it. Leaving the three sons to fend for themselves. Their negative traits lead to vicious disagreements and rows, until they landed on Almaris, leaving their boat and their kin to wander and find their way on the continent. The newly formed House of Mareno was weakening by the minute, at crisis, whenever the brothers came across one another on the continent - they took to blows again. Balthazar after many years miraculously found the shores of Almaris. Uniting the three brothers. But he was different, claiming he had fought a kraken itself. Yet no prize was granted he proclaimed, due to it sinking to the bottom of the darkest depths of the ocean. Was he mad? Had he done it? The brothers eternally left pondering it themselves; something to always plague their mind. He spoke no sense, save that the brothers must always keep the family together, they would die without their family, so they vowed. Each of the three, slitting their hands and oathing to one another, an oath of blood. Not much else is known of the Mareno House, save that; their oath is their bond, and their morality is in question, obscured from the eyes of the public. [OOC: This post is to not be used to gain Roleplay information. It is purely narrative and OOCly written.]
  7. IGN: wwwdotfreesmiley RP NAME: GRIMNIR IREHEART ACTIVITY REQUIREMENT: Clan CANDIDATE: Levian'Tol Grandaxe
  8. Carlisle Mareno prepared his favourite delicacy, one from the renown rustler chef. Venturing out, did he trot, as to acquire such a scrumdiddlyous feast!
  9. A weary Ser Alric Ruthern rubbed at his cheek upon a certain Greyspine tower, gazing into the distance, as he donned a faraway expression, "Simply put." Ailred Ruthern signed his trusted lorraine, thankful that Godani had seen the marriage through before Tatiana could commit anymore acts of sin!
  10. The End to One’s Engagement [!] Above is a depiction of a holy man, in the process of a confound revelation. “How can I fight my demons, when they’re all in my head?” - Joseph of Don The duality of women. As I catch moments of my mind away in this study, I ponder why women actually exist. When in their place, might there be Godani, and his infinitely warm embrace. I need not a woman, when Godani can replace the likes of them. I certainly do not need some Princess either, Godani taught me to be humble, so I shall take ‘pon a common girl instead. For I’ve more charity than what a thousand men could afford. Amin. I hereby, call off my engagement with Her Highness, Princess Fenika. Might my three-hundred mina bride price be spent elsewhere, in the name of Godani, or for the better of my city and country. Another man’s wise is another man’s wisdom, and one’s trash is another’s treasure. His Lordship, Ailred Joren Ruthern [OOC: This is a joke btw. I think.]
  11. Ailred 'pon seeing this profound scene, rest a hand to the shoulder of his brother. "Godan sees all, borsa."
  12. The Royal Wedding Of 373 ES Our Kingdom’s own prestigious reigning house of Barbanov, and the esteemed house of Ruthern are to show unity anew. HRH, Princess Fenika, will join hands with the to-be Lord Ailred Ruthern, in lasting matrimony. Inside the City of Crow’s basilica will be the ceremony, where the entire populace of Hanseti-Ruska, supporters and allies of the crown are to be invited to watch the fete. Once the pair are finally wed, a mirthful feast is to take place inside the Nikirala Prikaz. Again, all wedding goers are invited to join the feasting, and every other event that is to take place on the day! Once indulged, and while not necessary, the grateful bride and groom will be agreeing to receive gifts and blessings from their guests. It is especially noted that if one wishes to secure any future prospects with Lord Ailred, they should likely come bearing a gift of good sentiments. Here’s to the espoused! In the good spirit of the wed, a new tradition is to be held by the pair: to rid any early tensions, or unwelcome thoughts in their early times of marriage. So in place of a first dance ‘pon a ballroom floor, it is to be an outside dance, with steel clashing against steel. A combat is to be held in light of this, Princess Fenika versus her spouse, Ailred Ruthern. It is to be a Five against five contest. On the side of Princess Fenika, and in the combat, she can include on her side; the Marian Knights; her own family; her family's allies. Ailred, being a soldier of the HRA can include; the men and women of the HRA; his own family; allies of his family. To show good will, and future prospects, family heads can partake in the spat, so long as they shake the hand of the to-be Lord, joining alongside him in arms! They may also do the same for Her Royal Highness. Those valid, may speak with the to-be wed beforehand, to guarantee themselves in the five of the chosen Barbanov, or Ruthern. There can be more than five candidates, up to a seven versus seven, so long as the numbers remain equal. Preemptively invited to partake in the duel is; Ser Antonius, on behalf of the bride. @Milenkhov Alongside Ser Antonius, His Grace, Ruslan Baruch is preemptively invited to join the side of the groom. @Sarmadonn Both father’s of the wedded pair, are also expected to take part in the contest! @Gusano@GMRO It is to be a day of excitement, joy and good blood. Be sure to be in attendance! Special Invitations His Royal Majesty, Heinrik Karl Barbanov II, King of Hanseti-Ruska and his noble pedigree @Rudi His Grace, Friedrich Barclay, Duke of Reinmar and his noble pedigree @ColdestPepsi The Grace, Ruslan Baruch, Duchy of Valwyck and his noble pedigree @Sarmadonn The Right Honorable, Kazimar Ludovar, Count of Otistadt and his noble pedigree @HogoBojo The Honorable, Jan Kortrevich, Viscount of Krusev and his noble pedigree @Luminaire The Honorable, Britannus Vanir, Viscount of Varna and his noble pedigree @Legoboy7984 The Honorable, Aldrik Amador, Regent of Aurveldt and his noble pedigree @Pureimp10 His Lordship, Stefan Vyronov II, Baron of Astfield and his noble pedigree @Wolfey34 His Lordhip, Olivier Renault, Consul of Luciensberg, and his people @Lionbileti [OOC: The wedding is to take place on the date of 15/05/2021 being Saturday, at the time of 4pm EST.] Message either louis#1234, or livrose#0950, if you want to take part in the five-on-five contest.
  13. Ser Alric Ruthern, amidst his nightly patrols of the palace stumbled 'pon the Koeng and his starry-skied exploits. A silent gasp exuded his agape mouth, as the Paramount made a swift escape, hopefully unknown to the Royal.
  14. Ser Alric Ruthern grits his teeth at first, but then he fondly calls back to his youth, looking over the paper in court, as he guarded over the Royal family, casting a stray glance to his borsa, Maric, the Palatine. Ailred Ruthern was far too busy gloating his one-bomb knockout, to pay any heed to the paper, yet!
  15. Ser Alric respects the hustle.. and da name.
  16. Brick the Ferrymen proclaimed, "Sheesh!"
  17. Ser Alric muses on the Dame Viktoriya plot, recalling those few minutes he had once spent in her office; crumpling up his nose.
  18. Kaal bearing the crimson armour of his kin looked upon the wyvern scale cuirass, holding it high-handedly, as a proud, but bittersweet smile brandished across his lips. Drifted eyes of the man then glanced to the written words of, 'you are not allowed to falter and show weakness.' The dragonkin reflected on those words for some seconds before casting his mind to a past vision, that seemed to caution him. But that, and what was written, seemed to resolve his mind.
  19. Ser Alric Ruthern Memoirs of a Dragonknight Volume I: Who am I? [This information is not yet obtainable, unless proper RP pertaining to it occurs.] While simple to most. I beg. Who am I? Oliver, Oliver. You explained it all, but you did not tell me this: who am I? I thought I understood what you meant, truly. When you said I would rise from the flames and the lava of the volcanic lands, a new being. The same old Ser, but no, it was all very much so different. The memories all the same, but did those emotions and the very presence of being in those moments carry alongside them? I do not think so. I am Kaaldomun; the Champion of Man. Ser Alric; the Knight Paramount of Hanseti-Ruska, and the late Grand Champion. And a few others, which I care little to write about. Disconcerting enough to bewilder any old being. My memories of Ser Alric, I gather I- he was an embroiled figure, constantly wrapped in the likes of garble. A forsaken figure. Left off, he was finally pulling some strings together in his life; making sense of the curious thing that was life. You cannot expect some human to understand it all, I suppose, especially Ser Alric. Me. That is who I am. Though sometimes, I find Ser Alric to be hanging onto the last threads of my being, and I often lose sight of all. He- I always manage to recapture my old self, but I fear one day, Ser Alric will only be a souvenir to Kaaldomun. Who is also me, he is me. I should fragment memories of old, and new, upon paper -- so I can see, finally. It’s a day to day struggle. Pondering who I might be. And I’ve spent the past couple years, in this sickly god-willed repentance, but it all means nothing in the end. And for what? I lost a bit of myself, sitting across my two squires on that dimly felt night. Ser Alric would have scolded the boy to no end, and leered upon his sententious ways. Yet it was Kaaldomun who acted, so I tell myself, wrapping gauntleted-hands around the neck of the squire. One should never hurt the pride of a dragon. Lying to one is the one way, and one step process to one defending that pride, and we all know Stefan Vyronov is of the boorish, human sort. I saw a weakness in man, and the Vyronov himself, on the day of my trial. Never once did I flinch, even at the verdict of guilty. Like all men before himself though, I could only sense that the Vyronov thought himself to be superior. The ego and mentality of Stefan however failed itself, from where I sat, all I could look upon was the wailing Vyronov boy screeching into the ear of the late Matyas Baruch. His screeching eventually ceased, and was replaced by a smug smile, but it did make me think; does the smug smile come from relief, or is he really just that little **** I know him to be? It’s sad really, considering Matyas died on that day. His last few hours spent affording his ear out to an emotional man, who after such, would have never spoken with him again. Using him. Pitiful. I feel lost many days, but I knew who I was on that day. A dejected, torn, but also composed Ser Alric. Curious, is what this all is. Those who I previously had warmth, and attachment for, I now only feel nothing for; save for some pity, at my own coldness. While others, I attach myself to them, to not forget who I am. This writing might just be an excuse anyway. Alric has never been a shining star in the vast skies of good. Even before I was cast to the flames, he did something, something evil, and monstrous in a way. His dearest, Vespira d’Arkent, whom he had unhappily wed, saw the end of his blade. She bore a child, but not with Alric. The entire marriage had been drama, after crisis, after incident -- stemming from Alric himself, but the blame could have been seen to be of an equal tugging. It all boiled over, the marriage, them, and Alric a herald to Azdromoth at this point, deemed her death on this basis; Isn’t god dead anyway? I’m prouder to be Kaaldomun over Alric. He possesses a black-heart, redeemable, but black. Foolishly mislead. It’s not to say I’ve done no bad, but we’ll come to that at another time. One thing that does gladden me is escaping the foolish and solitary mind of Ser Alric. See, I carry his memories, I couldn’t forget them if I tried. But those sentiments and passions, they are like reading a book. Aye, I can read the page, but I could never presume those feelings of the writing hand, or the character they have depicted in those lines. So when it came to Joanne, it certainly had me curious -- considering how it all ended. I’d have never gone to her personally, but we did have a child. Alric promised to never seek out the child, until she met him, at the age of sixteen; suppose that’d only be a half lie now. I sought her out. A simple ploy saw me and Mariel, my daughter, be on the beginnings to something great. Letters are exchanged often, and sometimes we do meet, she came to Karosgrad for the first time a few days ago. It’s good that I met her after my turn. I could finally make my own memories, and my own mind up, rather than to pluck another's head. The adoration in her eyes, I’ve not seen it many times before, and I hope I at least serve as a good role model to her. My hopes are held high here. Kaal, that’s another person to add to the ever growing list. I’d consider him to be the direct man connected to Kaaldomun, but in another form -- he’s only been around for months now, but something quite ***** has already gone about. It does make sense, considering he is the dragonknight, that he made a connection with the Archdraakar himself, or so he thought. The essence of who we all are, the inner-flame, it dimmed and sent the chill of a thousand down his spine. Those steps that were being taken stopped, and a fleeting glimpse of a ruinous relic sighted before his own eyes, but to nobody else, thus far. Twas a greatsword that bore no light, but only impenetrable darkness, an ancient blade later explained to him that could quite well cause the end. This has plagued my mind for weeks now, what could it mean, why was I shown this glimpse, and no other? Perhaps I’m about to find my purpose. I sorely need one.
  20. Ser Alric amidst Duma kept a curious gaze upon the back of Igor Kort's head, sharing a second of thought or two for the man.
  21. Ser Alric Ruthern eyed the limp Queen through the eyeslits of his helm, feeling the weighted loss of an old friend as a solemn sigh parted from his lips.
  22. Megamuncher prepares da blicky uh
×
×
  • Create New...