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Dight

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  1. Dight

    The Phan'Niir

    The Phan'Niir "Deep within the caverns, a family of 'ker wanders through. Male and female, side by side with spears in hand, navigating through the darkness of the underground. Their ears picks up the dripping of water far beyond their mere sight. In desperation, they follow it, only to come across a cavern filled with water. Though, the water reflects light, but not that of the torches the 'ker brought, But light from the surface." - Phan'Niir origins, a mere legend After the underground dwelling 'ker had lost their home, legend says that they found a way up. Their dark skin greeted the sunlight, first with joy, then with worry. Throughout their lives, the Phan'Niir clan had lived underground as nomads. However, many stories state a form of undoing of their home. Some mention the stone rupturing to reveal scolding hot lava, others mention swarms of large insects. Either way, the Phan'Niir now dwelve on the surface after they escape their cavernous home. But, the biggest change was their way of life. These mali'ker began to build homes of clay, using the natural resources at their disposal. They began to farm wheat, vegetables and they began to hunt. Though not many, they had formed a new, small civilization. The Phan'Niir even began to master certain niche arts. Pottery, woodworking, and sports. However, let's start at the begining. Phan'Niir Appearances A Phan'Niir 'ker have deep grey skin and charchoal black hair. Much like most 'ker. Rarely are Phan'Niir seen to have white hair, or skin any darker or paler. Occasionally, thier charchoal hair can be seen as raven, leaving slight accents of blue in their hair. Their eyes are said to have the same color of the Alexandrite gem. A pale green, or even a pale rose. However, it's much less common to see the rosen eyes. Phan'Nirros clothing is often described as simple. Often white linen, laced with a color, or accompanied by garbs of other colors. It's said amongst the Phan'Niir 'ker that the additional garbs gives life to the person, often through the colors they hold. Often, these colors are purple, yellow and brown. Hats of grey and brown are known to accompany the male 'ker's clothing, to be both aesthetically pleasing and to protect against the sun and rain. Sandals are also common with these 'ker. It's rare to see a Phan'Niir with leather or hide boots, beyond a hard working farmer or hunter. The sandals are often made of leather and wood. Two Phan'Niir of different professions - a potter and a farmer respectively Often, their clothes are made to weather their bodies, as they often work long and hard every day. Endurance is important to these 'ker, and their way of keeping themselves conditioned is through such clothing. All clothing are often made to accomodate their professions, meaning that a hunter would be seen with more protective clothing. Farmers often wear conditioning garments, and easy to make, usually. Jewelry is rare to see among the Phan'Niir. Valuable pieces of jewelry are often pushed aside in favor for spending thier valuable resources on tools and on their homes. More often than not, they convey their riches through pottery, and decorations in their homes rather than fine clothing or jewelry. Facepaint can be seen amongst the Phan'Niir. However, this is often reserved for the accomplished, and the famous. Such being famed warriors, athletes, and the various family leaders. Often, the facepaint consists of certain patterns that convey stories of one's achievements. Colors and shapes vary. Speech One painful realization many come to is that the Phan'Niiros speech patterns are truly odd to most mali. Elven words, twisted with additional or retracted pronounciations. Added -os to words meant to noun groups. -e added to words for objects. One such example is the word "Lliran" - a Phan'Niir 'ker would rather say "Lliranos", as it's much more pleasing to their ears. The R's are rolled, and the h's residing in their throat more, in both the common language and elven tongue. Likewise, their names are different to most others. Often names of popular ancestors of theirs, such as Beores and Cadarios. Sometimes, these names are reformed to let the named be more distinct from the ancestors of which they borrow their name from. Beorios and Cadarie are examples of this. General Culture Hard work, hospitality, and loyalty are what their world is built on. After the Phan'Niir 'ker had escaped the underground, it was only through hard work that they were able to adept to the nature of life above ground. Abandoning their old way of life, as nomads, they came to learn from nearby settlements the way of life of civilized surface dwellers. In turn, they found themselves valuing the hardworking. Laziness to the Phan'Niir, is a vile trait of any 'ker and descendant alike, and in turn they often scorn those that find themselves sleep their days away, and refuse to do any hard labour on their own merit. Servitude has also become a central aspect of the Phan'Niiros culture. By paying off debts through labour, rather than resources at times, they had found that loyalty and servitude to other 'ker is an admirable quality within any mali. And in turn, the Phan'Niir are known to often be employed as servants of different kinds, either as maids, personal warriors, helping hand or the like. It's not rare to see a Phan'Niir serve as a farmhand, or a personal guard to anyone within or outside of their clan. Loyalty is a well regarded quality within the clan, and is seen as honourable. In turn, traitors are seen as vermin, so to say, and are often excommunicated and less trusted. Disrespected, they are, and even run the risk of being murdered by the ones they betrayed, or by allied parties involved to the betrayed. Occasionally, one is even branded by a hot iron at a visible spot on them, such as their forhead, the symbol of a broken sword, to convey the meaning of a traitor. It's through this sign that one can see when a Phan'Niir 'ker is disloyal. To be invited, is a pleasure beyond most social events. Perhaps, one day, a hardworking farmhand is invited to supper at a potter's family house, either as a thanks or as a mere simple gesture of goodwill. To be hospitable to your own family, and to outsiders, is seen as respectable to most Phan'Niir. Although, the reasons behind it vary. Perhaps, the hospitable matron wants to show off her finely decorated home, or maybe the warrior invites a fellow to show gratitude of any kind. It's not unusual to see anyone even invite in their enemies to try to settle a dispute. Professions and Portfolios When the Phan'Niir had escaped their underground home, they found themselves in plains, rich of clay, alongside forests of oak. Soon, through conversing with neighboring nations and settlements, they found themselves settling down and learning to live off of the surface. This is where their expertise in pottery came from, as they began to make instruments and items out of clay, and sell it to nearby settlements for profit. The Phan'Niir are also excellent shepherds and woodworkers, as they work off of the land and the local fauna. Many Phan'Niir 'ker are shepherds and farmers. Quite a few are also proficient potters, fletchers and hunters. All of which fill rolls within their small villages that they make. However, it's worth noting that being a shepherd, hunter, warrior and potter is held in much higher regard than being a farmer or smith. Art and Knowledge Phan'Niir art, often appearing on their pieces of pottery, or clothes However, potters fill a very unique role in Phan'Niiros culture. They are artists, as much of the pottery they make are decorated with solid and pleasing patterns. Sometimes, stories are told through this medium of art, often stories centered around legend, war and events of the past. Fairy tales are also a topic of which many potters tackle in their art. These patterns are often made to resemble waves, leaves, stars, and other things you could make patterns with. But, many elders utilize the art of clay in different ways. Much knowledge is stored through parchment, but even more is stored through the making of clay tablets of varying sizes and importance. Scholars within the Phan'Niir family are known to store clay tablets of their ancestors to preserve the knowledge they hold. However, not just the learned uses this method of storing knowlegde, so to say. Many of the common 'ker use this method as well, to document stories, letters, recipes of food even. The children are often taught how to write in clay for this very reason. It's not uncommon to see the masters make pieces of art with clay. Large pots, laced with metals and written upon stories of old, and painted with dye from plants and the earth itself. Often, these pieces of art act as signs of status, in a sense, decorating the homes of many. This art is often used as a form of present or tribute as well. Within this group of 'ker, a few musical instruments came to be favoured by them. One of which is the Bouzouki, a stringed instrument akin to a lute, only with 4 sets of double strings made to harmonize. Minstrels use this instrument avidly. Their music is often used for poetry or stories, much like the clay tablets that the scholars make. Sports and Athletics A common practice, central to the Phan'Niir, are their events and festivals dedicated to sports. Regarded as a way to prove ones strengths, and a way to compete for respect and honor, these festivals consists of sports that involve many physical and mental challanges. Some of which include: Spearthrowing, Gladitorial combat, Tug of war, wrestling, and marathons where one runs across the territory of any land that they have, or simply the wilderness. After these festivities, a large feast is often orchestrated. Minstrels, cooks, bakers and brewers are hired to help make the last meal, to be joyful and memorable for the rest of the 'ker's lives. Or so they wish, at the very least. It's at this time where the athletes get to rest and enjoy themselves after days worth of hard athletic stunts. However, sports aren't just relegated to a few festivals every few years. Many indulge themselves in their freetime with games of combat and marathons. It's not uncommon to see a Phan'Niir enjoy themselves with a race across the plains or forests. Sports are important to the Phan'Niir. To them, it is a test of their most regarded trait: Endurance. This is reflected in what sports they indulge themselves in, and in their forms of combat. War and Combat War is an inevitability to the Phan'Niir. Although they may not incite it, they are most likely to get mixed up in it, one way or another. Hence why the Phan'Niir has culturarly emphasized the importance of learning how to fight. However, a notable difference is their way of war and combat, rather than the appearance of it. Endurance is the key to Phan'Niir combat. It is the cornerstone of the design of their gear, and methods of which they fight. Conditioning of their armor is emphasized. Helmets that allow one to breathe and hear easily, even if it sacrifices cover. Free arms and relatively free legs of which allows one to move well and help further condition oneself to remain energetic and avoid exhaustion. Outlasting ones enemy is important to the Phan'Niir, rather than overpowering ones foe. An armored warrior, wearing traditional Phan'Niir armor Ceremonialy, the armors are made to show off or exaggerate the physique of the wearer. Muscled currais and armguards that better fit the forearm. It's not always a warrior wears any armor beyond a helmet and leg guards. Sometimes, they are simply wearing little clothing, and merely equiped with a round, plated shield and a spear. Protection, to the Phan'Niir, is only neccessary if one cannot protect themselves already with a shield and spear. Being able to fight, is more important than the protection of armor. War Although it varies with each skirmish, the Phan'Niir prefer to make lines of shields with spears. Often, they are tasked in holding this line and protect each neighboring warrior with their shields, and thrust their spears at the opposing force. Sometimes, they employ demoralization tactics, such as loud warcries, drumming on their shields and displays of might if they can. Popular weapons of these warriors are: Spears, swords, slings and even bows and arrows at times. ((OOC: This is still a work in progress, but I'd like to know what people think of this so far. I take much inspiration from the precieved culture of ancient greece. Soon, I want to add religion, but I want to consult certain people beforehand just incase)) Credits: Skins - Me (Dight#6041)
  2. Anyone know a good way to make religions on LotC? Not talking about actual deities. Rather, ways of life, or even bastardizations of existing ones (heresies).

    1. argonian

      argonian

      step 1 solemnly renounce the god of minecraft

      step 2 consign yourself to the doomed fate you have made for yourself

    2. Sorcerio

      Sorcerio

      There's a couple ways! Most people usually write up a document with a brief outline of their tenets, beliefs, and cultural practices, as well as creating a community based on promoting that particular culture/religion. Doing this doesn't require a particular app or official approval, and is merely something you carry out through your own roleplay; there's a lot of different examples you can find in the culture subforum!

       

      Do keep in mind, especially if you're creating a bastardized branch of a religion, there will be individuals in RP (and likely OOC) who will target you as a result. But disregarding that, it can be a fun and enriching experience. 

  3. Quite an amazing theme to this culture. Nice!
  4. Alright. I think my comment’s gonna be drowning in this sea of comments, but I still want to share my opinion on this matter. I don’t think there’s a specific theme of Lord of the Craft. It’s a surprisingly diverse server RP wise and houses RP of many kinds, from nobility to warrior, to cleric RP. So, in turn firearms would be a natural step in technology after a few years, yeah? Well, maybe or maybe not. But that shouldn’t matter as we have magic and races beyond the human race. Would a firearm really feel out of place? Depends on who you ask really. But I think what really would be a problem about firearms is that if it’s, say, a matchlock+ type weaponry, it would completely change the CRP because of armour becoming near useless if these firearms are mass produced and available to the public. Even then, if it would be one of these first guns that look like a disproportionate rod of metal; it would just be another crossbow situation, only more powerful but inaccurate and its reloading demanding time. I really don’t think firearms would be fitting to be added yet, not till people know how to RP crossbows properly. I’m just kidding, don’t get mad!
  5. Are wildlings a thing anymore? If so, are you able to play one?

    1. Evonpire

      Evonpire

      @Beordan would be able to answer that.

    2. Dight

      Dight

      @Indoren Thanks!

      Edited by Visage
  6. Finally a magic that isn’t focused on combat and feels more wholesome. +1
  7. Grace us with your wondrous RP again!
  8. What the heck happened to the map? Why is it a map of Atlas and not Arcas?

    1. KeatonUnbeaten

      KeatonUnbeaten

      simulation is breaking

  9. A Fate Unfit for a Coward His eyes opened, finding himself at a dark place and facing a colossal gate. The ‘ker, named Dalyor, stared at the great gate, oblivious of his surroundings. However, it did not take long for the dark elf to realise what had happened. ”No.” He uttered. ”Why? Why now?” The ‘ker muttered to himself as he began to slowly walk to the gate. Memories flashed by him as he walked closer to it. So many times had he avoided death, due to his own doing or by others saving him at his hour of need. He let out a long sigh. ”So much I wanted to do. Yet, it had to end like this?” Dalyor almost sobbed as he stopped, staring up at the gate. He knew where he was, due to the teachings of the clergy. As he was finally by the gate, he peered into it. ”Why did I have to die like this? Screaming in fear and begging for help?” Sadness tainted his otherwise quiet tone of voice. However, he continued into the gates... Emerging at the other end, he finally saw it: Stargush. As he entered, he was struck with awe as all of the horrid memories of old left him, as only the memories of his loved ones and friends remained. Yet, none of them where here in Stargush. As soon as he had entered. the guilt and fear was washed away, and his heart was at peace in Stargush. ”I hope to meet the others here.” He stated as he looked about in Stargush. He saw many faces, and one he knew. And comforted by said person he was. The coward of a ‘ker then moved on with happiness within his guts. However, his search began for the very ‘ker he admired, Khel... Even if his death was of a coward, his fate was not for one, but for worshippers.
  10. MC Name: Tylmora Discord: Dight#6041 Character Name: Thain Lynnwie Age: 29 Race: Adunian Reason for Joining: Wishing to learn of the world around me and become educated in the craft. Affiliation: Currently unaffiliated.
  11. I mostly wonder now what to play as when it comes to races. Are Adunians still a race that can be played?

    1. argonian
    2. Dight

      Dight

      thank you

       

    3. ARCHITECUS

      ARCHITECUS

      there’s a decent & reasonably well off Adunian/Harrenite minority in Helena

  12. Good luck m’dude! Don’t die and stay safe.
  13. I’ve always wondered how the orcs work. So I stepped into the savanahs

    I learnt quite a bit about them after that...

    1. NotEvilAtAll

      NotEvilAtAll

      What exactly did u learn

    2. Man of Respect
    3. Dight

      Dight

      @NotEvilAtAll

      That apparently I’m bad at making jokes, since you didn’t get my joke ;(

  14. It’s not always you get to see submissions for small creatures like the famed Gnome. Great job! I’d love to see it added!
  15. Oh yeah. I mostly just sent it in Lore Submissions for others to a have a look at it and give me some critizism so that I can modify it so that most might find it atleast decent. But I’ll get on it soon anyways. Thanks for sending me the format. Though, is it for playable races?
  16. nobody:
    some random dude in lotc: IM LEAVING

    the same dude: actually nevermind

    Edited by Visage
    1. Unwillingly

      Unwillingly

      Happens all the time m'dude

    2. saint swag
  17. I think it’s finaly time for me to answer to something. (I’m only interested in the first two parts) First: I can see where you’re coming from. It’s pretty hard to change a core mechanic, y’know? Besides, most of this is just ideas for smaller races. When I said core mechanic, I meant something that had been established in other mediums (these kind of kobolds come from DnD, a personal fav). I tried to remake them into something less like goblins and something more interesting. Second: To be fair, I didn’t pay much attention to society and religion since those things I suck at recreating and reimagening. But to say that they are reskins kinda hurt me considering that there are more qualities that differ from orcs. That part just made me think that you didn’t read the whole thing or maybe I wasn’t straight foward with the idea that they’re cowards beyond anything. When did I say they were tinkers? Trapmakers, yeah, not tinkerers. If you feel like they are too alike orcs, tell me what can be changed to make them less so. I’m all ears. But thank you for the critique, even though the last part was less critique and more about opinions. I’d appreciate it if you guys could give me ideas instead of just giving me your opinions and insults. For you who said that this is a ripoff or just simply a reskin, read the whole thing instead of just reading a couple of lines each. Thank you.
  18. THE KOBOLDS Introduction Kobolds are a race of small, lizard-like folk. Stronger and tougher than halflings, these are a people of cunning traps and servitude to their draconic masters. They live in caves which they have dug out themselves, with traps, dead-ends and secured halways where their warriors are stationed. Their diets different than others’, consisting of mostly meat, but sometimes vegetables if they’re desperate. In nature, these small creatures are selfish, but are loyal to their masters and peers, making them into perfect minions or servants. However, their capacity for learning magic is flawed, which greatly hinders their use of magic and alchemy. They are also victims of cowardice which springs up at one on one combat or when a group is outnumbered. Biology A kobold looks like a reptile with human physice, standing between 2’ to 3’ (though some have been known to grow up to 3’1’’, but that’s rare), with scaly skin from reddish brown to even a bit more black. Its eyes are lizard like, with colour hues going from yellow to orange to amber (sometimes silver like in the picture below). Its legs are sinewy digitigrat and have a single claw on each toe. When adult, it has horns of a white to tan colour poruding from its head. Its fingers are long with claws and can be used as a means for combat. It usually smell like a dog and stagnant water. (just look up DnD Kobold for refrence) A kobold’s skin is pretty resistant, used as their natural armour. One can skin them and use it to tan and make it into a decent armour. However, it doesn’t protect well against weight and impact, it only resists seperation pretty well from something like a dagger’s thrust or slash. It’s also pretty uncomfortable for a kobold to wear armour; not clothing, but armour, because of the added weight that press down on their skin. Another minus to this skin is how direct sunlight affects the skin. It weakens the skin untill it’s just like an average human’s squishy skin (a way of disterning if it’s been affected is if the skin’s lacking colour or not. When exposed to sunlight, it will lose pigmentation momentarily), this is because of how the sunlight gives energy. That kind of energy is not good for the kobold’s skin. Process is pretty slow, about two hours in direct sunlight will weaken it to it’s minimum. When leaving sunlight, the skin will slowly “repair” itself, pigmentation returning and the skin becoming stronger again. A kobold rarely are confident in battle, even with it’s strength and tough skin because of their natural cowardice. Only time a kobold feels safe or confident is around other kobolds or people they trust (like say an orc that it knows can and will protect it). A kobold is also stronger than a halfling and are able to lift an arming sword at the smaller spectrum and used it somewhat efficiently. They have a dark vision, which they use to help them navigate darker places, but in exchange have sunlight sensetivity. Basically, the sunlight or anything near the same brightness. Due to its cave dwelling, a kobold’s sense of smell is also very sensetive, becoming overwelmed easily when entering a place like a flowerfield or a forest in spring. After hatching from an egg, they grow up fairly quickly, reaching full growth at 14 years old, but can live up to around 130. Though, with their aggressive nature and with their tendencies to be at war with other tribes, they tend to only live to around 25 years. While growing up, a kobold has to eat a lot in order to grow up well. They also aren’t considered as adults untill 18. General Personality A kobold tends to resent their short stature and hates those who poke fun at it for it even more. But they try to compensate for their minuses with humor, ingenuity or fierce loyalty. One unifying trait that almost all kobolds have is the common trait of seflishness aswell as their love for owning objects and territory. A kobold tends to love owning items like gold, trinkets and shiny stuff. Wealth is also something the wish to have at times. But there is an important thing to remember; Kobold’s are selfish, not greedy. They don’t want to share what they personaly own with others and don’t want to risk their lives to earn more wealth.As stated before, kobolds tend to be very loyal to their masters and rarely betray them. Kobolds can quickly become envious of their fellows or peers. They typicaly envy traits (or situations) like height, cunning or if they are having it easy. Other times because of them having more than what the kobold have or because that they are more loved than what the kobold are. Kobolds love being their master’s favorite and those that take that away can become enemies of the kobold. Races at their height, however, is a different story. They are rarely afraid of races by their size, as they know that the kobold’s skin is more resistant than a bunny’s or maybe a deers. Normal animals don’t really scare them, excluding bears and wolves. However, animals in general rarely get along with kobolds due to their eating habits, and most small animals and rabbits knows this. Due to this, they don’t generaly try to tame any sort of animal at all. To races like halflings, they tend to have a general amusement around them. Kobolds find halflings funny and pathetic for they do not have the strength that the kobolds do. Society. The society of the kobolds are formed as tribes, lead by a cheiftain that either give out orders, protection and promises like an actual leader or behave as an extention of the tribe’s master’s will. Alongside the cheiftain is the shaman, a kobold priest who speaks to “the dragons in the endless skies”. Under these two comes the rest of the population who’re devided into specific roles, from miner, warrior, scavenger, constructioneer and other necessary jobs. Kobolds generaly have specialized laborers, like trappers and weapon inventors, yet the majority of kobolds are miners. This is mostly because of their darkvision which allowed them to navigate the mines. Generaly, these tribes live in caves or very thick forests. Often the lairs were crowded, but most have no problem with it because of how much they like company from their own kind. This common overcrowding often led to (often) non-lethal conflict to settle their differences which lead to parts of each tribe being hostile against eachother, not unlike most noble families or gangs within other races’ societies. But while each kobold did value their own lives, they cared more about the tribe at times and saw its success as the kobold’s own. Kobolds in general prefered exile over execution. Sometimes when a tribe becomes too overcrowded, they split off into numerous different tribes. Like how humans, elves or other races maintain their bodies, so does kobolds. They take care of their teeth and claws mostly, polishing and brushing them to be effective and comfortable. When it comes to clothes, kobolds prefer colors ranging from red to yellow, with green, brown and blue colours being weird to see amongst them. Military While their lairs were protected with traps through the entrances to their storage, guards and warriors where common too because of how important it was to keep order within a crowded lair and to protect them from the outside. These kobolds go from using spears to pole arms, because with their strength and their reduced size they could use the extra reach to protect themselves, rarely using shields or armour because of expenses. Their ranged fighters used crossbows or slings depending on what they prefered or if the situation called for it. A kobold’s poleaxe is really just a handaxe with a longer handel, but they do call it a “Yerip”. They usually make their metalic weapons in iron they find from their mining expeditions. Sometimes bronze if they don't have much iron. A kobolds battle tactic is simple. Added numbers and ambushes. Due to their size and weakness relative to bigger races, they use surprise attacks and ambushes to (quite obviously) surprise their enemies and use their weight of numbers to win combat. As soon as they are down to equal or lower amount of fighters relative to their opponent, they change to hit and run tactics. However, that is only if they need to leave their lair. Otherwise, their first attempt in winning combat is leading their opponents into their traps and their trapped riddled lairs, filled with blindspots, places made for ambushes and height advantage. Kobolds aren’t afraid to use stealthy or cruel tactics. Cavalry is rare to see. But when you do see it, they are probably riding on armoured tamed boars.Usually with a spear or a crossbow. (Why did I make this, you might ask. I really just wanted to see a small race that wasn’t peaceful like halflings are. I wanted to see if there could come more smaller races that grew to max 3’1’’ ft. Really, the only race I’ve seen is halflings but they in my opinion was pretty much just peaceful small humans with a quirky and fun backround. I really just wanted a race that could both bully halflings and have fun as a whole to act like a coward and blame something for it. Even if this doesn’t get in, it was really fun making this piece of lore and making my own little twist on these little lizards. Thank you for reading (P.S i’m not making a religion to these buggers))
  19. My life's a mess. One day I’m decent at PvP, the next I just suck. Like, why is that a thing?!

  20. It’s good to see an elven kind that isn’t focused near forests. I like the desert idea and (from what I’ve seen) have a little bit of an Egyptian feel to it. It seems interesting that they are so evil that they think they are holy, like their precious necromancy. I like the idea of having more than one race in the culture. A very interesting thingy. Now onto the main con, the Arak tribe. Oh boy it makes me wonder what fantasies it will awaken. Lustful? A tribe? I doubt that’s how lust works in this case. I highly doubt that a whole tribe could have a common sense of lust. That’s more of an individual’s problem than a whole tribes’. If you mean Lust as in the lust of war or whatever, it’s still a problem in my opinion.
  21. Yoooo~.... Welcome back
  22.  If you wanted to be a clinic or something like that, would you have to apply for it? What do you need to do to achive that?

    1. Show previous comments  4 more
    2. Dight

      Dight

      I was just wondering since I’m a tad bit confused about it. I thought such was related to magic (as in you needed to apply for it) so that’s why I asked. But if it’s just heavy roleplaying and logic, experience of character and age I guess I’m good?

    3. argonian

      argonian

      if it’s not magic then it’s not magic bro. im not a doctor but a lot of my relatives are and i can confirm they dont use magic. just dont bring out ultrasound machines either and ur g00d 

    4. Dight

      Dight

      Kk, thanks for the info! Much appreciated!

  23. THE BORANS A people who wanders and sets camps all across the world. These are a people that grounds their beliefs within the teachings of peace, quiet and spirituality. However, due to this belief in peace, they tend to lack in millitary power. Infact that is one of the few reasons why the Borans doesn’t have many tribes anymore within Arcas. Another reason why many tribes have died is due to when they move around, they tend to sometimes anger people (though that always depend on the very people). This can create raids and other sorts of harrasments and oppressions. Their religion is based on praying to their ancestors, who the Borans view as gods and demi-gods. They also believe in dead people, like spirits, ghosts and the like. Infact, most of their folk lore is about these strange, spectral beings. The Borans’ tendencies to travel may bring them all around the world, as they camp in forests, mountians, plains, highlands and even deserts and jungles. Borans tend to have a strangely exotic, yet Highlandish appearance about them. This is because that the people are humans with the majority being Highlandish blood, while the minority of blood is Farfolk. A common trait among them are their eyes, ranging from dark brown to Amber. They also tend to have green eyes, though it’s more rare than say brown. Their hair is mostly dark to light brown, but is occationaly black. Their skin is usualy guite fair due to how they mostly camped in forests rather than in deserts or other hot climates. However, there still are the occational man or woman with darker skin. There are certain genes that the Borans have picked up. One of these is the higher chance of having freckles, even to adult hood. While it becomes increasingly difficult to pinpoint to where the culture and religion began, mostly because of the culture becoming older and having lost most information of its origins in the meanwhile. It is said, however, that it all began as a cult in Anthos that believed that their ancestors where the true guardians and god’s of their people. With this new cult, they began practicing prayer and meditation to these new deities, and soon they began their typical behavior of traveling and constantly moving camps from one part of the world to the other. While thet know that wandering to different continents may get them killed (as many other races might be at the same time), they always seems to have survived most of it due to how faithful some of them are in their leaders and Shamans. However, sadly most of the tribes from Anthos have been whiped out, with only a few remaining. One of these tribes are called “In’Kahir”, who pray to the the Second son of Karoh’Tan, Eaok’Foer. THE BORAN LANGUAGE Originating as a secret language that the cult used in order to avoid other religious cults and clans from exterminating them. The language the Borans speak now is an evolved, more perfected language of such, having developed over 400 years. The language has become more commonly known to others as ‘Boran’. However, just because this language exists, doesn’t mean that the Boratic people aren’t allowed to speak common. Boran is spoken in the same grammatic structure as common, with a couple of few exceptions that makes the language a bit more unique. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ [WORD] = [Translation, Informal, Variation] Good day / Hello = Gorath , Gora’ / Go’ (if very informal) Good bye / Farewell = Goteth , Teth (te’ if very informal) I, me = Moh My, mine = Mohr (Note that when explaining if it’s someone’s or something’s, you add an ‘r’ at the end of said word) You = Toh Your = Tohr We, us, our = Vehr (Note: This is an exception to the ‘r’ rule) They, their = Duhr Yes = Je , – , Jevihr (used as “affirmative”) No = Ne , – , Nevohr (used as “negatory”) Maybe = Ere , – , Erih (used as “perhaps”) Is, am, are = Aeh Was, were = Tyot (also used as “used to” or “was / were”, but you add an ‘r’ at the end) Has = Aehr Will, shall = Niaro (add an ‘r’ at the end when in plural) Would = Amden (add an ‘r’ when in plural) Could = Yrih (add an ‘r’ when in plural, like always) (Note: Do not forget the ‘r’ when it’s in plural!) Human = Maelih Elf = Ushif Dwarf = Midjet (I’m sorry, my dwarven bros) Orc = Urkih Halfling = Per’Maelih (basically means “little human) Kharajyr = Felir’maeh (humanoid cat, or Feline human) ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ The Boratic Society Even a wandering people needs a leader. Their tribes are built on a common leader, shaman, and then in the later and younger tribes; guardians. All tribes has a leader, also called a Cheiftain, someone who leads the people, takes on grand desicitions and other great burdens. However, the leaders are chosen by the tribe’s shaman, also called a “Voroodou”. The Shaman is the second highest ranking one can get, as they lead the people in a spiritual sence, giving them hope and in most cases cure their wounds with apothecary methods (such as bandaging wounds, using roots and herbs to help with deseases etc). Lastly of the highest three comes the Guardians, known as Shan’kir. They are the sworn guardians, chosen by the Cheiftain and the Voroodou to protect their tribe from outside forces, like animals and other people. Below these achived and powerful men and women are the tribesmen, women and children. All picking up a profession a dozen of years after birth, they have no special rank, but are usualy treated well by the higher ranks. These tend to be fishermen, gatherers, farmers, traders, blacksmiths, tanners and tailors. While this people does use Minae to buy and sell outside of their tribes, within their tribes they tend to trade more than buying or selling. This is because they, like their higher-ups believe that one needs to be humble in order to be cared for. This leads to that when someone begins to act cocky, superior or the like, they tend to be scorned at. A way the voroodou tends to fix this is by teaching them lessons. Say, if a lower class fisherman claims that he can catch a big fish within a month, the voroodou tends to demand proof, or perhaps play a riddle or two on him. It all depends on who the voroodou is. Genders are equal in this society. Women can become a cheiftainess if they are ellected to be one by the head Voroodou. However, when a women gets accepted as a voroodou, she tends to be treated like a nun from Canonism, and can have a hard time rising in rank because of it. Men can have the same problem, being treated like servants and stewards at times rather than being acolytes of a voroodou. However, it is a sad truth that men have an easier time to rise in rank. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ Festives, Cerimonies and the very Religion As stated previously, the Borans have Shamans. These shamans practice a religion called Karoh’r Lina, which means Karoh’s Teachings. The religion is about praying to their all-mighty ancestors, who had always been known for something great, like deeds. The shamans are ellected by their current head shaman in each tribe. During the ellection, they must go through certain tasks, questions and the like. Only one or two men or women can be chosen. Upon acceptance, the Voroodou chooses a new nickname for his one to two new acolytes. Usualy an animal, mythical beast or even sometimes names of their ancestors. The reason for this is unknown to the general public. After the cerimony, the whole tribe tends to feast with their newly made acolytes of the head voroodou. Music, meat, bread, cheese and all sorts of foods is presented, icluding some of their personal delicacies, such as; Anikr, which is a well roasted onion with herbs and spices that makes it taste better, alongside some mutton and carrots. Another cerimony is the one where the head voroodou chooses a son from each lower ranking family (sometimes the guardian’s or the Cheiftan’s family) and have them prove their physical might usualy in a non-lethal way. They have one to four of these winners, the head shaman waits for it to become night, preparing dyes and the like for the warriors. Upon dusk, the voroodou begins to alight a huge bon fire as they walk up to an altar and begin chanting a chant to the demi-god-like grandson of battle. When the chant is done, the shaman will then choose a dye for each new Guardian. Then, the winner can choose to accept their fate as a guarding, dropping their current profession if they choose to be one. As they do, the shaman begins to chant as he begins to paint special tatoo’s on the man’s torso, arms and face. These tatoos shall mean something to them, as they pick up their weapon of choice and begin training the next day by the current head guardian. THE ANCESTORS The very basic of their religion. The ancestral family that the Borans believe in so dearly. Viewed as all-mighty, god-like beings that have achived great power and immortality within the stars that litter the sky. THE FATHER – Karoh’tan, created the people with his own hands and led the first tribe. He is also known as the Flaming Father, due to his abilities of summoning fire with his bare hands. THE MOTHER – Lillenea. She was able to love even her most evil grandchildren. Also known as the Mother of Love. THE FIRST SON – Eaok’foer, he was the one who was said to be able to control the weather to a certain extent. Also known as the Father of Storms. THE SECOND SON – Iok’Tahlir, the one who showed the people how to be loyal, humble and caring for eachother. Also known as the Father of Loyalty. THE DAUGHTER – Ynieri, known to be the best dancer, singer and entertainer. Also known as the Mother of Fun. While there are more children of these later four sons and daughter, they are concidered demi-gods amongst them. Stories and tales of this family can be told by the shamans. Either a story about a fight, maybe a prank from one of Ynieri’s children. Most tribes are known to pray to a specific ancestor. This is because that specific tribe strives for a specific goal. However, they aren’t bound in any way to pray to the main god. However, one tribe in the past was known to have forced its tribesmen to pray to a specific, evil ancestor by force. This can sometimes happen when the cheiftan gets corrupt or perhaps gets the Shaman corrupt. However, there has been few that actually did fall for this tragedy. ACCEPTANCE OF MAGIC While magic is generaly accepted in the culture, depending on the tribe, the head Shaman must have approved it and must monitor it. This is because one of the grandchildren of Eaok’foer was “Mysr’I”, the Mother of Magic. She was known to have become corrupted by the very own magic she had created. Due to this, the Karoh’tan asks of all the Shamans to watch the mage within the village grow and halt it if he or she is near corruption from it. Dark magic is NOT accepted within the culture and religion, however. It is rare for the Shaman or leader to practice magic, but the acolytes have been known to be wanting to and in some cases, they have indeed. Some tribes all together banishes it, while some incourages it. It really depends on the leader of it. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ CLOTHING While it of course also depends on the climate they have settled in, the Borans also have a sence of clothes and fashion that makes them unique. While none of these clothing has a meaning or specific religious meaning (unless it’s the Shaman’s clothing), it certantly is important to know what they find good-looking at appropriate. Do remember that this also changes to what tribe it is, but all tribes follow a similar pattern. GENERAL: It’s very typical of all Borans to wear something like a cloak, mantle or something that goes ontop and around the upper torso. Clothes in general are also made out of linen, hide and fur, usually not too saturized in color. Their boots usualy range from leather shoes to furry boots. It’s common for women and children to wear sandals instead. Jewelry is rare to see because of that being humble is a socialy deprived thing, but when you do, it’s usually things like amuletes made out of wood and strung on a string, or maybe bronze jewels with stones like granite ingraved into them. MEN: While in general the only thing that a man would wear is a mantle, since they believe that showing off muscles is manly, they can still have on a thin, sleeve-less shirt that is usualy made of linen. They usualy wear propper, long pants aswell, though short ones aren’t uncommon either. WOMEN: Most women would wear a thin dress or skirt, made out of linen or hide. If not, they would be wearing a mantle with a concealing top and a skirt. A common fashion trend is to wear a crown of flowers, straw or maybe even just plain grass. There’s also a type of clothing called a wrist-cloth. Women tend to wear this around their wrists to look propper. CHILDREN: While they do wear what the adults do of their gender, the children tend to wear sandals, sleeved tunics or maybe even a crown if they wanna extra pretty (note that boys tend to do this too). ARMOUR While armour isn’t something that one would normaly wear, as mostly it’s used in cerimonies, their armour tend to be tanned leather Muscle Cuirass, hoods with a wooden mask of sorts and leather greaves. The richer or higher ranked men and women tends to have the same set up, but instead in bronze, such as a tanned leather Muscle Cuirass with a bronze overlay, hoods with a bronze mask (usualy well decorated), leather arm guards with bronze plates and then tanned leather greaves with bronze overlay. When it comes to shields, they tend to have an oval shaped would with a strap on AND a center grip. This is to make it as versatile as one can. The thickness, broad and height varies. WEAPONS Most tribesmen and tribeswomen tends to have a mere flint knife as their protection. However, if they happen to have a weapon of sorts, it’d most likely be; a spear (commonly known as Pokih in Boran) or a short, flat hunting bow (Lyu’or). When it comes to the bow’s ammunition, if they’re just hunting they have simple arrows with an oak haft, feathers of any common bird and a flint tip. If made for war, it’s a bronze leaf tip, oak haft and then a bit more high quality feathers. Swords do exist in the Boratic Culture, it’s just that it’s rare to see it. But if you do, it’s usually a leaf-bladed, guardless shortsword. Quarterstaffs can be seen alongside with Guardians aswell, sometimes with a bronze reinforcement at each end of the staff. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ Architecture Commoner / Tribesmen As the tribes travel, they tend to set up camps. Therefore, they use tents because of how quickly and efficently one can set them up. A typical way for them to set them up is by a cliff-side, digging slightly into it as they set the tent up by it and having an opening in the upper tent for campfires, so that there’s a nice fire without it being more-than-enough dangerous. Sometimes, they decide to live in caves instead, doing so by placing down hide mats to soften the ground. Yet again, there’s also a campfire to be seen. ((Please remember that these are just showcases of the typical. Variations of blocks are a thing among different tribes.)) Rare Exceptions There are times when a tribe decides to settle down “Permanently”. These extremly rare occations come with interesting design of houses and sometimes even market places. OOC NOTE Let me know if you guys ever want more soon! It was really fun to introduce this new culture to the public. If you want to know any more specific things, I can either edit and add it in, or you can PM me the questions. Have a great day y’all!!
  24. How do I re-apply for my alternate account?

  25. I was wondering,

     

    Are you allowed to make your own culture and religion? If so, what’s the limits?

    1. Show previous comments  1 more
    2. Dight

      Dight

      So I suppose you can’t create a culture out of nothing, then? Or do you mean that it shouldn’t contradict nor create something new (like race, magic etc)?

      @Wrynn

      Edited by Visage
    3. Wrynn

      Wrynn

      Yeah, like you can’t create an entirely new race without making lore and getting it approved first, however for creating new cultures and religions for existing race – there aren’t many limits c:.

    4. Dight

      Dight

      Ahahahah!!! Yess!! Thanks for the info!

      Edited by Visage
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