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  1. House Fireheart House Fireheart serves under the King of Norland and is loyal to protecting the king, his city and his people. As well as serving Norland and it's people House Fireheart will support the realms which call Norland their ally and will fight along side them in battle if it is deemed necessary to. The house is made up of people from many different beliefs and is open for either gender to join. Rules: Do not Harm a member of Norland Or House Fireheart Do not steal from Norland, Or House Fireheart Obey every order given to you by your superiors Breaking any of these rules will result in you being forced to leave the house. Ranks: Commander: Overall Leader of the house. Takes orders from the King of Norland. It will most likely be a Fireheart upholding this position Captain: Second in command of the guard force, They will be in charge on going on Patrols or small tasks and missions that The Commander or the King assigns them. Sergeant: A Small bit of Command, They will be assigned with leading small tasks given by the Commander of the guard force or Captain Soldier: You will be given this rank after proving yourself worthy to serve in the guard force New Blood: New Recruit that has to prove themselves in battle [Application Section] OOC: Minecraft Name: Skype (Required): Team Speak (Preferred, Not Required): In Character: Name: Race: Age: Any past services to any guard force or army?
  2. Alma Kersley (A. Kersley, head acquisitioner of Arbor, 1666) ((art is mine, btw)) Theme? ~Essentials~ Name: Alma Kersley Age: born in 1628, because of the way humans age she looks roughly 25-30 year old Gender: Female Race: Human, highlander Quirks: + Seasoned mariner. Alma is skilled in naval affairs, including navigation and ship maintenance. - Inept soldier. Alma isn't very capable in any kind of combat, especially melee. That does not mean, however, that she is a pacifist. - Fearful of death. Alma is obsessed with overcoming death and, as a result, is horrified of it. = Macabrist. Alma is gravitated towards the mystic and macabre. She is interested in dark arts and necromancy, but tries to conceal it from others. Also, her sense of humor is rather awkwardly dark and cruel. = Pretender. Alma is, generally, not a very good person. She hides her negative traits behind a mask of politeness and integrity, letting her guard down only when she does not fear consequences of doing so. Archetype: Explorer, a bit of the Magician. She strives to unfold universe’s most covert secrets, those concerning matters of life and death. Simultaneously, Alma aims to be free from any kind of conformities/attachments/moralities and to be true to herself and herself only, to live in a way that befits her wishes the most and offers no hindrance. (check this for further reference) Alignment: Chaotic Neutral/Lawful Evil. From the former Alma inherits individualism and a specific type of freedom, which dictates her to stay loyal only to herself and use such categories as ‘good’ or ‘evil’ for her own whim, to succeed herself in the society, but never to hinder her. From the latter Alma inherits innate strive to use law and orderly society to her own benefits, regardless of whether they are malicious or not. She tends to use law/order as a protective measure from those who could oppose/confront her on moral grounds, therefore Alma aims to impose and bend any form of order whenever she can. (check this for further reference) ~Physical appearance~ Height: 174 cm (5’8.5”). Weight: 66-69 kg (145-149 lbs). Skin: Pale white. Hair: Black, a bit more than shoulder length. Tied into a bun with a few strands sticking out. Eyes: Light-blue, more grayish than not. Other defining features/extra anatomy: Has a burn mark in the form of … on her right palm; Habits: - tends to shrug a lot; - accustomed to greet people with a specific bow (basically this minus the outstretched leg); Gestures/Mannerisms: - unconsciously hides her gloved hand behind her back when lies or when around nobility/superiors; - rubs her chin when is interested in something; - raises her chin when confronted/threatened; - squints and frowns when suspicious/wary; - crosses her legs when sitting; - assumes a ‘oh really’ pose/expression when suspects someone of lies. This includes crossing her arms over her chest and/or raising an eyebrow; - throws her arms a lot when angry/frustrated; Demeanor/Carriage/Gait: Alma lacks common feminine gait (swaying hips, placing feet on a straight line, bending arms and extending them to the sides etc), unless she assumes it on purpose (which she almost never does). When focused, she tends to minimize her arm movements and half-turn sideways when she walks. Otherwise her moves are relaxed, without being too feminine or masculine alike. When around nobility she tends to straighten herself, placing her feet closely together, and raising her chin. In addition, she overdoes bows and courtesies. When angry/frustrated she tends to rub the bridge of her nose or forehead, gesticulate sharply, throw her hands to her front/sides/upwards. Voice: Her voice is calm and steady. It wouldn’t give away that she is lying, most of the times. (basically something like Bastila Shan here but may change if I find better example) Normally she tends to complicate her speech in a semi-aristocratic manner, although she couldn’t help herself but slip a few pirate-ish words (aye, bugger, cap’n etc.) into her language. When she becomes angry/threatened her speech becomes more pirate-like than aristocratic. Style: Ranging between elegant and restricted. (Eh?) Clothing: She wears mostly travelling attire: knee-high leather boots, patched up pants, a worn gambeson with a cotton shirt under it. Her right hand is always gloved, left – rarely so. She wears bracelets with odd inscriptions on each of her arms. ~Personality~ ~~Part I: Essentials~~ Loves/Favorites: - witnessing how seemingly good people show the worst part of their nature; - steering a ship, especially during storm; - listening to/telling horror stories; Hates: - alcohol and profuse alcohol drinkers; - overly honorable/religious people; - hopeless optimists; - insects, worms and other squirmy abominations; Hobbies: - eavesdropping on rumors and dramas; - mapmaking; - drawing ships/planning her own ship designs; - organizing and reorganizing her notes/journals; Talents/Skills: - journeyman carpenter; - capable mariner; - rookie swordfighter (1 lesson from Max Braveheart); - basic first aid (1 lesson from Vitalius Maarsen); - wannabe watermancer (being taught by Morgan Hallowfall); Hopes/Dreams: - to get her own ship and crew; - to live forever; Fears/Nightmares: - death (duh); - drowning in the sea of bugs/worms; Best Quality: Judicious. She is inclined to think things through and come up with the best approach. You won’t see her being reckless or act hastily. Greatest Flaw: Selfish. She is rather indifferent about others. Her interest in other people is dictated by how useful they can be to her. She may hold the ‘good person‘ façade for a while, but if someone knows her long enough – they will see through it. Strengths: + Sharply minded. She has witnessed people lie and lied herself a plenty. Her shady line of work in the past made her attuned to subtle things about the ways people talk and gesture. + Agile. The sea does not pity those feeble and weak, who gets easily sore! Climbing the rigging, lowering sails, rowing boats: she has done plenty and could do plenty more. Weaknesses: - Inept at combat. She took every opportunity she had to avoid fighting. Even if she knows which side of the sword to grab, or how to do a convincing stance, she simply has little to no experience in melee, archery and hand-to-hand combat (and wearing armor exhausts her very very rapidly). - Easily bored. When she is not interested in things, she can’t pretend otherwise. She will have a hard time reading a book irrelevant to her goals and hobbies, she will slack on a job in which she has little point and interest doing, she will zone out of conversation that bores her. This hinders her learning to some degree and makes her a hard pupil to teach in some occasions. Quirks (secondary): = Secretive. No matter what clothes/armor she wears, she always seems to cover her right arm; = Hands off. Gets angry and annoyed when people touch her in a frivolous manner without her permission (which she never gives); = Insomnious. Tries to sleep as little as she can to avoid missing her already not too long life; - Arthropod hater. Can’t stand bugs/worms and everything remotely similar/related to them; - Moderately paranoid. Assumes worst of people and always stays on her guard. Believes in conspiracy theories; = Picky with colors. Tends to choose blue-ish or black-grey attire; - Resentful. Never forgives and never forgets unless she receives a sufficient apology; = Night owl. Acts and thinks faster after dusk; = Casual liar. Lies about unimportant things simply to test her skills; + Navigator. She knows her way around and can always figure out where north lies. Geographically aware; = Pessimistic. The world is grim and full of anguish; = No, you. Tends to answer a question with a question; One thing he/she is and one thing he/she is not: Polite but not kindhearted. What he/she wants (ex: move towards) and doesn’t want (ex: move away from, avoid): + She wants to get high standing in the society, or, as another option, to become powerful enough to create and support her own small society, a group of loyal comrades/servants; - She does not want to simply form a family and give up her life and dreams in order to raise her children properly; + She moves towards getting her own ship and participating in naval trade/combat; + She doesn’t mind affecting political situation in subtle ways, perhaps becoming an advisor/ambassador or even a spy/assassin. Anything that gives her power but keeps her out of sight is a plus; - She avoids fighting on foot and joining regular armies. She can't imagine herself participating in full scale wars for the rest of her life; ~~Part II: In-depth analysis~~ How does the character picture himself/herself? - Good liar and impersonator; - Shrewd and perceptive, able to see through other people’s lies; - Looks and talks like a person of high standing/has a very good manners; How do others see him/her? - Sly, secretive and insincere; - Insensitive and coldhearted; Five adjectives that he/she would use to describe his/herself: Cunning, judicious, insightful, resourceful, adaptable. Five adjectives others would use to describe him/her: Shrewd, insensitive, reliable, polite, damsel. Most valued possession: Darkest secret and/or treasured memory: Most proud accomplishment and or greatest failure: + Sailed the seas on a proper ship; - Got imprisoned because her lies failed her; Is he/she motivated by possibility or necessity? She considers finding a way to escape death her biggest necessity and an only true goal to pursue. Any other things she do are either meant to aid her in the main goal, or to conceal her true intentions. Current motivation: Ultimate survival, which is complemented by gaining power. How does he/she view the future and/or the past? - She either views herself finding a way to live forever through dark magic, or simply dying of old age, slipping into oblivion; - She regrets not starting to learn about life, death and souls earlier; - She regrets being a human in opposition to other long-living races; What is his/her philosophy on life and death? Alma views death rather simply: it is the end of consciousness, personality and being. Therefore, death is not an option for her. No matter how hard, horrible or twisted her existence becomes, she intends to grasp it tightly and never let go, because ‘life is suffering, and if you don’t like to suffer as much as you like pleasure, you don’t like living’. What kind of energy level do they usually have? Calm, more rarely tired and somber; How does he/she show and/or handle: love, affection, grief, pain, anger, sadness, conflict, change, loss? - Love does not interest her much, because it leads to nothing of which she wants to achieve; - She abstains herself from being affectionate, because she wants to be ready to sacrifice everyone on her way to get what she wants. Although, sometimes she can’t help herself to consider someone a friend, even if she tries to convince herself otherwise; - Being selfish and insensitive, Alma rarely feels grief, unless towards her relatives and very close friends. She will portray grief on public, however, to blend in and appear as a good person; - Pain angers her and boils her blood. She will try to overcome it until she loses conscience; - Alma gets irritated or vindictive, rather than angry. If pushed over her limits, however, she will cuss like a hardened mariner and attempt to mutilate the offender in the most cruel way possible, physically or psychologically; - She succumbs to apathy and despair when she sees no way for her to progress towards her goals, or if she feels that world is moving on without her and time is slipping by aimlessly; - Alma is the kind of person that would try to solve conflicts without being exposed to danger. She prefers talking her way out of sticky situations by lying, threatening, deceiving and bargaining with her opponents. In a verbal conflict she will try to expose her opponent’s flaws and use the ‘ad hominem’ on him/her; - Alma has travelled for a long time from place to place, having no home besides a bunk on the lower deck. She is not tied to anything and anyone in particular, even if she does not appear so. She is not a stranger to changes, you could even say that she is used to them; Does he/she have a temper? The little temper Alma has she conceals well enough from anybody. How does he/she respond to the surrounding world, the ‘unfamiliar,’ and other people in general? Alma is cautious of others and tends to assume the worst about people, allowing them to slowly grow in her eyes afterwards. She will conceal her true intentions, origin, manners etc. at first, testing and attuning to the stranger. Polite or rude? Polite Stingy or generous? Stingy when she does not care about her reputation, generous when she has to appear so. What kind of ‘public’ face does he/she display? Alma will try to appear as noble/valorous/loyal/generous as she can among those who hold power/can influence her greatly. She rarely puts away that mask, doing so only in front of those she don’t care at all, or closest comrades, who wouldn’t mind her true personality. Leader or a follower? Hard to choose between the two. It is unlikely that she is a ‘follower’ type because she lacks loyalty to anyone, even though she appears to be otherwise. More happy by themselves or in a group? By themselves. Does he/she have any addictions/dependencies/fixations/fetishes/ or other strange behavior? - attracted to macabre and dark stuff; What is his/her sexual preference/experience/values? - Alma is heterosexual, for the most part. - She is more attracted to elves than to, per say, dwarves. - Orcs and khas are a no-no. ~Background~ Setting: Born in Axious, moved to Atlas where she lives till today. Occupation: - Since Malin’s Welcome 1663 an Arbor Acquisitioner (recruiter). Educational background/other learning experiences: - Common tongue and a bit of Haenseti (taught by parents); - Writing and grammar (taught by mother); - Manners and high-social behavior (taught by mother); - Basic rhetoric (taught by Brug and Willghar); Intelligence Level: Average, I guess? She’s not a dum-dum, but not a genius either, only shrewd and perceptive. Short Term Goals: - Achieve high standing in a society; - Learn some magic; - Learn how to swordfight; Long Term Goals: - Buy/assemble a ship and gather a crew to run it; - Escape death; Backstory: Alma was born in the Kingdom of Santegia, Axios, in 1628, during the brief time of peace after a treaty between Oren and Coalition of the three has been signed. She was raised in a family of two Haenseti refugees who walked with Barbanovs to the Mardon, were oppressed and drowning in poverty under the rule of Orenian empire and lastly, after all the political disputes, settled in the outskirts of Santegia. Herfather was a carpenter, her mother – a housewife and an artist. Being torn away from their culture, Alma's parents changed their family name to Kersley in order to appear more heartlandish and avoid further discrimination. At long last they decided to have a child so it could grow in her own home, not forced to change allegiance from one king to another. The next few years after Alma’s birth were alike to a humble heaven. Alma’s mother taught her how to be a lady and her father told her tales of All-father and the Long Dark. Alas, in 1637 her father was drafted into the army due to the military reformation and expansion. In 1639 he returned after the victory over an Urguan Kingdom, yet he was missing his left arm. From now on Alma had to help her father in his trade so that they could earn money to afford food and taxes. She was getting more skilled in carpentry, her da was getting weaker and her ma was getting more depressed. 5 years after migration to Atlas her father could not work anymore and was chained to bed with his wife having to take care of him. This is when Alma departed home in order to get a profitable job and afford an expensive healer for her father. In 1646 she came upon a suspicious haenseti sailboat owner who was hiring folk for an even more suspicious task. The man happened to be so called Willghar the Yellow Crotch, a former privateer and heavy ale drinker. Alma accepted his offer and soon discovered that Willghar’s line of work was, to put it lightly, not quite lawful. With a help of a dwarf named Glass-Eyed Brug Willghar was smuggling contraband across riverside settlements. Brug was skilled in calligraphy and jurisprudence, so he was forging various documents in order to sell their goods without suspicion. Alma, being somewhat skilled at carpentry, travelled with Willghar and Brug, fixing their boat when it needed fixing. After some time she began to partake in Willghar’s negotiations with traders and coastal guards, getting experienced in rhetoric (see: profuse lying). All this time she was sending part of her earnings back to her parents in Santegia-Haria. In 1649 Willghar, Brug and Alma had enough funds to afford a proper ship and hire a crew, which they did. The vessel was an old schooner, but nevertheless Willghar lovingly named it ‘The Rotten Martlet’. For a few years Rotten Martlet sailed around the Atlas and Willghar continued his dirty work with Alma as his first mate. On their travels she met a lot of different people and heard a lot of myths, legends and tales, paying more attention to those revolving around death and afterlife. In 1656 Willghar got drunk (even more than usual) and damaged the steering wheel of Rotten Martlet, which led to the ship crashing into the reefs somewhere around Golf isles. Majority of the crew sank to the bottom of the sea, and even though his body was never found (not that anyone was actually looking) Willghar is considered to have met the same fate. Alma and Brug, however, managed to survive and sailed back to the continent on the first passing ship. They were headed to the Kingdom of Haense, home of Willghar and motherland of Alma’s parents, when in 1657 some disgruntled merchants (see: ploughin' bastards) recognized her and reported to the city guards of Marna. While awaiting her trial in prison Alma had a long talk with her cellmate, a dark she-elf called ‘Dipsy’ (hopefully just a nickname).Dipsy pitied Alma for being a human and having such a short lifespan, but also suggested that it could be helped by magic, most likely the dark type. Idea stuck to Alma and after a few months, when Brug finally succeeded in getting her out of jail (not without some elaborate document forgeries and few old acquaintances), she decided to fight death as long as she can. Alma had finally reached Haense with Brug in 1658, where she found some leads to the ancient places of mysterious power. Then she parted with her dwarven friend and decided to visit her parents before embarking on her new quest. In 1659 Alma reached her old home in the outskirts of Santegia only to find an abandoned cottage with boarded up windows. Neighbors told her that her father died in 1654 of some illness despite the efforts of local doctors, and her mother was becoming stranger and stranger since then until vanishing without a trace in 1658. Without a trail to follow Alma decided to stay a bit longer in Santegia to mourn her parents and gather resources to embark on her quest towards mysterious and unknown. Soon she realized that no captain would venture where she wishes to go, therefore it became obvious that Alma had to finally get herself her own vessel and a loyal crew... ~Combat~ Physical Strength: Just enough to make her not useless at her job. Nothing worth noting. Coordination/Reflexes: Rather good, she has a strong survival instincts and will act fast to escape life-threatening hazards. Fighting Style: Considering how little she knows about combat in general, Alma will try to mostly defend herself and wear down/disable her opponent if she can. This means that her tactics in a fight is to parry/evade/riposte/increase distance, even though she is not skilled at either things. In an open fight she’ll use her surroundings to stall her attacker and take a safe/better position or to escape whatsoever. Best case scenario for would be distracting her attacker, stabbing him with a dagger and retreating. Unusual Abilities/Powers: Nothing Weapons/Other Gear: She always carries a few daggers and wears a rapier by her side, mostly to show off. ~Afterword~ Welp, this turned out to be quite a wall of text, it seems. The main reason I've used so much text for describing Alma persona is to define her character as much as I can, set a specific 'rulebook' for myself to reference and follow when I struggle to roleplay her correctly. The second reason is because I found a specific reference sheet template, which I liked very much and wanted to fill. Unfortunately, it is not perfect (because nothing is), so there are quite a few repeats in Alma's profile and, very very likely, a lot of contradictions. Also, and this goes without saying, this topic should contain a handful of grammatic/orphographic mistakes. If any of you will care enough to read all of this (which I do not expect, frankly) then I would be more than welcome to face criticizm and suggestions for improval.
  3. The skirmish at Dunsire Alkheim was once again wandering through the lands, his heart always yearned for knowledge. He wanted to know what was between the temple and Castle Pembroke. As he was wandering around, he saw a worn figure on a horse coming towards him on the road. The creature was slumped in his horse as if he had ridden for a long while. Alkheim, cautiously approached this creature. As they both decreased the distance between them, Alkheim began to notice that the person on the horse looked to be the size of a boy, however, he had the facial features of a man. Alkheim immediately realized that he was confronting a halfling. He greeted the halfling as he drew near, relaxing his grip upon his knife. The halfling looked up at him wearily. As he saw the young man approaching, a glint of hope seemed to come into his eyes. The halfling, asked Alkheim for help, for his hometown, Dun-shire was being raided by some sort of humanoid creatures. His fellow neighbors and relatives had either hid in the town, fled, or been slain. When Alkheim heard this he was greatly troubled, for the way the halfling describe the raiders, were the common description of Orcs. The halfling despratly asked the hooded figure for aid and protection to his home. Alkheim agreed to do his best to protect the town. Alkheim followed the halfling all the way to Dun-shire were he spent a day and a night there. On the morning of the second day, the halfling was showing Alkheim the destruction of these Orcs had done. Just as he finished talking, an Orc wielding an ax, emerged from the path facing them. Quickly, both Alkheim and the halfling drew their weapons. While Alkheim drew his bow, the halfling brandished his very short sword. Just as the tension was building up, another halfling sprung out of the trees with a sword in his hand. He rushed towards Alkheims side to help him. The Orc, growing angrier by the second, charged towards them swinging his ax furiously. Alkheim jumped to the side as he released the shaft into the side of the Orc. Both the halflings began to charge at the Orc, attempting to stab it. The Orc was stabbed several times until he finally wounded one of the halflings. Though Alkheim loosed another shaft upon the Orc, he could not save the halfling, the other halfling soon had the same fate as his companion, and he too also fell to the ground lifeless. Alkheim was able to fire 5 arrows into the body of the Orc as it charged him, but the Orc was too quick and too strong. Alkheim had to roll out of the way, dropping his bow and retrieving the sword of one of the halflings. Though Alkheim wounded the Orc severely with the knife, it was no match for the strength of the Orc's battle ax. Alkheim could not fight for long, and as he tried to retrieve his bow, he was struck upon the back by the thrown ax of the Orc. Alkheim slumped to the ground losing all memories of this encounter when he awoke. The Orc severed the heads of his enemies off and then fell to the ground unconscious.
  4. Alkheim, of the house of Alsteim, the descendant of Alkheir, the Bowman, the Hunter, or among the creatures of war, the terror. Alkheim lived with his mother and father in the kingdom of Renatus. They dwelt in peace in this town for a long time. However, since an Orc settlement was close by, the Orcs had become more than a mere nuisance to traders and travelers, they were becoming a threat. Knowing that the Orcs and Goblins were both very warlike and territorial, Alkheir knew that it would start weighing heavily on the kingdom eventually if the trades were raided continuously. Alkheims father, Alkheir saw the grievance the Orcs, Goblins, creatures caused, so, he went to the king of Renatus, asking for permission to protect these traders and caravans. The king understood the reason for Alkheirs wants to do this; people were dying due to these constant raids. However, Alkheir reminded the kind of the house of Alsteim, that in the days of old, they protected the king, they were his elites. When the king found out that Alkheir was speaking the truth, he named the group the group of old, the rangers. It only seemed fitting, since the line had descended from the house of Alsteim, and they had practiced the skill for generations, still being amazing Bowmen, trackers, etc. When Alkheir had permission, he took his men and created a group to defend the travelers and traders from the Orcs This made these creatures fearful of Alkheim the terror, but, they also hated him.Soon afterward, more Orcs began attacking these caravans of traders, knowing that if enough attacked, the defenders would be overwhelmed. The numbers of them were to great and Alkheims father perished, and the caravan was plundered. When Alkheim heard of this, he grieved greatly, he gathered many of his friends who were warriors or archers as himself. Being a successful tracker, he tracked down the murderous Orcs and attacked with his men. Unfortunately, the Orcs were too strong for them, they slaughtered his friends and injured him greatly. Alkheim barely escaped with his life. After healing himself and fully recovering from the wounds inflicted upon him by the Orcs, he discovered that his face was mauled and scared, forcing him to hide his face in a deep cowl. Alkheim did not desire to live in a kingdom with so many sad memories, he wandered about, trying to uphold justice, and running from the tragic sorrows of his memories. Never would Alkheim forget the deeds that the Orcs committed. Give me any suggestions, do you like it, should I add something. I would like the lore team to look at this to see if there are any lore errors. Also, maybe adding some lore to the house of Alsteim.
  5. After Alkheims Tragedy, Alkheim made his way to the Cloud Temple for healing, both in body and spirit. For 1 month, he spent his time there, his scars were hidden, and his soul was put at rest. The monks befriended him and helped him. However, Alkheims spirit was uneasy and long for Adventure and for friends. So, he took his leave from the temple, wandering about, helping travelers. He began to roam around a place called Pembroke-shire, he went around looking people to help. The Count of Pembroke, Edward Suffolk, heard of him. Count Edward sent one of his knights to fetch him. When Alkheim met the Knight, he did as was asked and made his way to Pembroke. In Pembroke, Count Edward employed Alkheim into his service. Alkheim, not wanting to wait around, began to listen to the people of Pembroke. He heard of a terror in the mountains, an unknown terror. After further Observation, Alkheim discovered some sort of structure in the mountains. It appeared to be a crypt, an ancient one indeed. So, Alkheim, being curious, went into the crypt, he looked around, until he heard a group of creatures speaking with one another. Alkheim drew into the shadows and listened intently to the conversation. They appeared to be talking about ghouls, and things of dark magic. Alkheim, being concerned for the well fair of Pembroke, listened even more intently. However, just as Alkheim was creeping away, he was discovered, by this creature. He ran out of the crypt, into the hiding, away from the town, hoping that they would not suspect the town. However, a ghoul by the name of Hektor Blackwood followed Alkheim. When Alkheim was then going back into the crypt for more information, he was stabbed in the back by Hektor. Though the knife was not long, it carried a heavy sedative, which quickly knocked Alkheim unconscious. He was then dragged deep into the crypt where the ghoul would feast upon his soul. When Alkheim regained consciousness he did not remember any of the past events, all he knew, was that the mountain above Pembroke was evil.
  6. [!] A paper could be found nailed to most Noticeboards, including the Dunshire Noticeboard The Peace-Warriors of Dunshire! ~Dunshire, the home of the Peace-Warriors~ Since the War of Peace has been declared, I've noticed that we have no military to fight it! So, let us form a basic militia of peace that will keep all of Altas safe from harm! The Peace-Warrior's Pledge: "I pledge allegiance to the great people of Altas, who be so fair and varied in look and style. I pledge to protect all children, all men, all women, and others who are threatened by war, and I pledge to never become the threat of war that I have pledged to protect others against!" "I promise that I will never bear a lethal weapon against another while campaigning for Atlas-wide peace, and I promise that I will never harm others even with non-lethal weapons unless there is no other option." "And lastly, I pledge that I will always uphold the good morals of peace, prosperity, and comfort for all that I wish to bring to the rest of Atlas" The Tools of Peace: -Shovels, for they represent the humble peasant who is threatened by wars on Atlas. -Eggs and Snowballs, for they represent the projectiles of childish play instead of projectiles of war and destruction. -Cake, for it represents comfort and prosperity that does not come with war. -Pumpkins, for they grow plentiful and plump, and are not associated with war in any way. -The heart, for all good comes from it. ~An example of a Peace-Warrior, although most Peace-Warriors wouldn't use a shield, of course~ Our Mission: Unlike other groups who attack and destroy others, the Peace-Warriors will only bring goodness to the world, and thus all they do will be completely peaceful. We shall protest against war with our Tools of Peace in hand, and we shall bring about a better tomorrow! How do I join this benevolent group?: Please fill out the following format and send it to Dunshire for us wee folks to look over! RP: Name: Race(can be any): Why do you wish to join the Peace-Warriors?: Please recite The Peace Warrior's Pledge here: OOC: Discord(helpful but not needed): Username:
  7. Appearance- Simon is tall and wiry, without much muscle and with even less fat. He has a large, thick mane of dark blond hair, which he usually pulls back into a ponytail. Thanks to his father’s genetics, the hair is fast greying. He has really awful facial hair (think Van Hohenheim, but with a horrible, scraggly goatee as well as weird sideburns). Simon is usually seen wearing a frayed dark blue waistcoat over a white shirt, with brown trousers and dark grey boots. He also has disproportionately large hands and long fingers. He looks to be in his late twenties or so. Height: 6 feet, 4 inches Weight: 170 lbs Hair color: Dark blond, sparse grey streaks Eye colour: Reddish brown Age currently: 37 Simon (pronounced SEE-moan) was born in 1639 in Norland, the illegitimate son of a Heartlander citizen (Ellen Sterling) and an Adunian named Andreas. Shortly after Simon’s birth, Andreas vanished from Norland in such haste that he left his jacket on Ellen’s bedpost. Ellen kept it in a drawer for seventeen years afterwards as a sort of memento until Simon took it as he fled the country. Simon was teased by other children and called names for being fatherless. One such name (Birch-forest, for his thick golden hair) stuck, and Simon took it as his surname. He grew to be a reasonably healthy young man, with nimble fingers and skill in brewing and cooking. When Simon turned 17, a family tragedy was blamed on him. Having watched what little reputation he had left crumble, Simon became a nomad until his 22nd year, when moved to Haense. He lives in Markev at 2 Red Square and owns a restaurant aptly named “SOUP AND PIE”. It sells soup and pie, among other things. Traits: Physically weak- Simon is, to put it simply, a wimp. He cannot lift heavy things or fight well. His only strength on the battlefield is archery. If made to fight against any random bandit, Simon would lose very easily. He can, however, run fast. Impulsive- Simon is rather intelligent for his species, though he sometimes (lots of times) lets his impulses cloud his judgement. He tends to do whatever he thinks sounds fun at the moment, and to throw caution to the wind. It’s not like he doesn’t recognise the risk- it’s that he simply does not care. Chef- Simon has a knack for cooking, which he has taken advantage of with his restaurant. His specialties are stews and pumpkin pie. Introverted: Though he doesn’t mind getting together with friends sometimes, Simon will usually be found sitting in his house above SOUP AND PIE, drafting poetry and experimenting with recipes and attempting to play his recorder (when he isn’t working, that is). Amateur poet- Simon has written several short poems in his spare time, and translated one song. He is actually a fairly good wordsmith, but is a bit too self-conscious about his work to sell any of it- at least, not under his own name. Loud- Simon tends to speak loudly, especially when drunk. Random fun facts- Simon has a faint German accent, which tends to thicken the drunker he gets. Simon is extremely protective of his awful facial hair, and thinks that it makes him look stylish. Others do not share his sentiment. Simon taught himself to read and write. He has awful handwriting and spells things wrong. Simon is bisexual.
  8. [!] A poster would be hung within the Cloud Temple, marked with the Golden Cross of Godfrey. Greetings to any Travelers that may take the time to read this. The Humble Men of Godfrey are currently in search of Horenic relics, or any information pertaining to their potential location. It is of the utmost importance that these relics and their information may be passed unto us so that we may both record, study and ultimately return these relics to their rightful owners. Horenic relics are invaluable to those of Horen descent and that of Humanity as a whole. As such, should one have valuable information pertaining to the relics or have the relics themselves, the Humble Men of Godfrey are willing to negotiate a deal through minae, resource or services provided that the product issued to us is deemed as legitimate. The Following Relics/Information are Accounted for: The Morningstar of the Hydra The Black Morningstar^ The Horenic Temple East of the Dominion The Ashes of Past Emperors The Banner of Godfrey The Dragon’s Helm^ Owyn II Holy Phallus^ (Not a Jest. A relic of the Aeldenic celibate Emperor.) Exalted Owyn’s Left Teste (Not a Jest) The Following Relics/Information are UNNACOUNTED for: The Sword of Horen The Holy Tabernacle of Horen Owyn’s Sword (Most likely lost to time, I.E. no longer existent) Godfrey’s Sword: Triumph Godfrey’s Crown Godfrey’s Scepter and Orb Godfrey’s White Leopard Kharajyr Fur Mantle. Peter Chivay’s Remains The Location of any Draconic beings/Relics Vital Information pertaining to Dragur. Alternatively, if anyone happens to acquire the pelt of a Kharajyr, a reward could also be granted as the furs are considered to be of great religious value. Vim inimici mihi bono inclina, Pius
  9. Shield-Brothers of Markev Citizens Militia of the Free and Sovereign City of Markev | Forlorn Hope PERIISSEM NI PERIISSEM I Would Have Perished Had I Not Persisted PREFACE A cruel winter it had been for the otherwise comfortable people of Markev. The bustling city, once no stranger to the eyes of eager merchants and desperate immigrants from far away lands, had been left in desolate solitude. But high above the empty streets streamers of black and gold still wave vibrantly in the course of the Southern wind, carrying on with their unsung duties as bearers of the colors. Left ungoverned by royalty, unprotected by an army, and abandoned by their faith, the remainder of the people of Markev sought to prepare their stand against those tyrants who would have them governed and protected from palaces in far away lands— a life more fit for cattle than mankind. Rather than accept a fate of servitude, these free and civilized people chose instead to risk their lives— sacrificing the comforts of conformity— to pursue greater liberty. A hard winter it had been for the armies that challenged the might of the Czena. MISSION The Shield-Brothers of Markev serve two purposes. First and foremost, brethren are sworn to defend the inhabitants of Markev from all threats, foreign and domestic. In lieu of a professional army, this rabble is given basic training in the art of war and sent to man the walls. Lacking a proper uniform, men of many different creeds are seen peering across the landscape from the safety of the Haensetic towers, or greeting visitors as they enter the city. Most recently, these men could be seen preparing the city for an inevitable fight against Northern aggressors. Secondly, the brethren act as a civil authority, preserving law and order in spite of the chaos at hand. Though perhaps ungraceful in their methods, the body earns the respect of the people by being of the people. Shield-Brothers occupy the barracks compound at the rear of the city, a good walk from the day-to-day grounds which they patrol. Many serve in exchange for room, board, and coin-based incentives as granted by the Commandant. In a slight change in tradition, brethren who serve in the successful defense of Markev will be granted fertile acreage or an unoccupied home in the city itself. RANK STRUCTURE In lieu of the professional army that originally defended the Kingdom of Hanseti-Ruska, the Shield-Brothers have adopted simplified ranks representative of their status as a well-trained militia. Commandant The Commandant of the Shield-Brothers of Markev is the highest military authority in the city, responsible for designing the strategic defence that will carry it through these darkest times. Though capable of providing front-line commands, he usually works through a team of capable officers to perform complex endeavors otherwise foreign to a rag-tag force. Ensign Ensigns are the officers under the Commandant who are responsible for executing his strategic goals. Ensigns are expected to be capable commanders who can utilize initiative on their own to win the day. First Sergeant The rank of First Sergeant is granted to the senior enlisted man in the brethren. Armiger Though originally the role of Armiger was reserved for re-enlisted veterans, its definition has been expanded to include experienced fighters who have shown excellent conduct while apart of the militia. Generally, this comes with added perks and leniency with regards to the enforcement of trivial infractions. Armsman Armsman is the standard rank of the Shield-Brothers, forming the backbone of the defense. At the end of the day, victory will have not been achieved if not carried by these motivated citizens. The term "Brother" or "Shield-Brother" is reserved for use as an informal term among the brethren. ENLISTMENT Please seek out one of our recruiters inside the city for more information, or fill out a questionnaire as supplied to your local tavernkeep and send it to the Commandant's Office in Markev. To those assisting the illiterate: please send applicant to the Commandant. More information can be found here STATE YOUR FULL NAME: STATE YOUR AGE: STATE YOUR RACE: STATE YOUR ORIGIN OR BIRTHPLACE: HOW IS YOUR FIGHTING ABILITY? CAN YOU BE USED AS A SOLDIER?: LIST ANY OTHER SPECIALTIES OR CRAFTS YOU HAVE MASTERED: BE EXPECTING A FAST RESPONSE - BE PREPARED FOR FURTHER QUESTIONING BLOOD AND SOIL
  10. The Poor-Fellow Soldiers of Horen and the Temple of Kaer’Rosencrantz The Order of Saint Lucien of Savoie The Army of the Church of Canon, Soldiers of GOD Mission The Order of Saint Lucien, a body of men whom have taken to the call of his holiness, the High Pontiff, has been reformed after centuries of inactivity in order to reform a stable and armed militant wing of the Church of Canon to both defend and enforce the tenets of the faith. As such, the Order of Saint Lucien is not an Order which responds to any secular government, thusly allowing the Order to undertake missions considered unconventional to many. Such missions include expeditions into the corrupted wastes of Iblees’ kin, the hunting of heretics/abominations, the safeguarding of the Clergy and its Missionaries, the escorting of Pilgrims to holy-sites, charitable work and to ultimately educate the masses in the word of GOD. Faith Brothers of the Order are to follow a strict format of the True Faith of the Humans. All are expected to devote themselves to the forgotten sect of Lucienism, after Saint Lucien of Savoie, the patron saint of the Order. They are hence called Lucienists. This faith protects the men of the order from punishment in the afterlife, and, when practiced, provides a sense of monastic servitude. The conservative aspects of the Lucienist ideology forces the Order to be pious representatives of their master on the soil, the High Pontiff. Many Lucienists can be seen in the halls writing books and re-printing various copies of the Holy Scrolls and Church Thesis. A Promise of Rebirth The Order of Saint Lucien, despite a mission to rid the world of heresies through physical means, is unique among all other holy orders, bearing the power to convert and forgive those who cross their way. A last plea for mercy is accepted for criminals, thieves, and heretics who look for a way out of both physical and eternal punishment. Enlistment is for life, unless deemed physically or mentally unfit to continue. In rare occasions, timed servitude can be granted, but this does not allow for one to rise up any more than that of a regular brother. Ranks The Basic Ranks in the Order are as follows: Initiate, Brother, and Knight. Attached to these basic ranks, many specialist ranks remain available to applicants. How to Join First, you must reach the Human Capital of Adelsberg. Look for a cart clad in White and Crimson, entitled “Diocese of Metz”. Hop upon the cart, conduct your pilgrimage to Commandery of Kaer’Rosencrantz. Once there, talk to a brother for more information on joining. Once approved by at least two brothers, you will fill out a ledger depicting your personal information. https://www.lordofthecraft.net/forums/topic/167146-the-poor-fellow-soldiers-of-horen-and-saint-lucien-of-savoie/?tab=comments#comment-1578688 ((To FMs: This is not a duplicate thread. This is within the sub-forum of Guilds and Organizations and serves the purpose of recruiting whereas the other post is informational))
  11. Basic Information Age: 19 Gender: Female Race: Human Nicknames: None Description Height: 5'5'' Weight: 127 pounds. Body Type: Pear shaped Eyes: Bright Green Hair: Bright Red Hair Skin: Pale white Markings/Tattoos: None Health: Physically, and mentally fit. Personality: Caregiver, always the one caring for others. Naomi doesn't like talking about her own problems though she'll go to great lengths to help people even strangers. Though a young adult herself she has a motherly personality. Life Style Deity: (Aengul) Cerridwen Religion: Drudism Alliance/Nation/Home: None Job/Class: None Title(s): None Special Skill(s): Basic Medic! Growing up her mother was tasked with healing the sick and wounded, Naomi spent her childhood helping her mother and considers healing the sick, and easing the passing of the dying to be her duty. Flaw(s): She's what's known as a "Smother" she will mother people into insanity even strangers she's just met, helping them with issues, giving them hot meals and generally smothering them with worry and love.
  12. A Red Priest invokes the All Father’s purifying flame to oust the abomination The Father’s Gift Preamble Lore OOC / Not Known Rply RP Lore Mechanics of the Father’s Gift PRAYERS AND PRAYER EFFECTS Guidelines and Redlines A Message to the Lore Team (LT)
  13. ESTERMONT REAL ESTATE WE BRING THE HOUSING YOU DESERVE RENT PROCEDURE We of Estermont Real Estate charge rent upon our tenants, this is beneficial to our tenants as selling owned property is not needed to move. It serves well those who have little money to spare, it shall also be noted money is not returned should one move before saints weeks end. CITY RENT Senntisten Marna - 15 Per Saints Week HOUSING IN SENNTISTEN - MARNA Birds Eye View Godfrey Avenue 2 [Sold] Godfrey Avenue 5 Godfrey Avenue 6 Pictorus Square 1 [Sold] Pictorus Square 2 [Sold] Rovin Way 6 [Sold] ESTATE LAW & REGULATIONS Man or woman is not to harm the exterior of the rented structure. Rent must be paid prior to moving in, then paid at the start of each saints week after. Rent must be paid in timely fashion otherwise one may be evicted. To cause trouble for local authority is met with immediate eviction. To rent real estate you agree to the terms above. Contact Eadmund Estermont to Rent [Message Julius55]
  14. Name: Aleksandr Baunnman Meaning Behind The Name: Baunnman means ‘Common’ or ‘Farm Worker’ given to him once he joined the Haense Royal Army. Other Names: N/A Titles: Bannerman, Guard. He doesn’t carry an title that is overly notable nor noble. Age: 15 Summers. Race: Human- Born around the lands of Kingdom of Haense. Gender: Male Sexuality: Heterosexual Current Residence: Alban Relationship Status: Single Social Status: Pleasant Physical Appearance: Height: 5’11 Weight: 145 Pounds Eye Color: Brown Skin Color: Pale Shape of Face: Square Faced Build of Body: His body is bulky with muscle from doing labor throughout his life, however he seems to usually have a notable decrease in build and weight during the winter months, gaining weight back once the warmer months return. Hair Color: Dirty blonde. Hair Style: Unkempt, Long. Complexion: His face has hints and spots of freckles. Is Seen By Others As: Likely unnoticeable. Lowborn. Scars: None at the moment. Voice: TBA Personality: Likes: +Honour +Truth +Service +Farmland and Mountains +Horses Dislikes: +Dishonest folk +Snakes +Rats Strengths: Aleksandr’s strengths is his low birth gives him a sense of simply being decent to most folk. However, his life filled often with labor to help his family survive also gave him a raw strength and due to all the strife of peasants, give him a general able to keep moving past the hardship. He also lacks all political knowledge taking quite a bit of paranoid thought and goals out of his mind, which in turn makes him much happier with what he does have, with little desire to move past it. Weaknesses: He hasn’t gotten any form of an education which means he cannot read or write in the common tongue. Fears: +Beasts of Wive Tales. +God +Fire +Winter- Fears not being able to survive it. Values: +Truth and Honesty. +Honour and Duty +Courage +Faith Education: None. Languages: Common General Attitude: Positive, if not neutral on most things- Often waiting to be ordered. Religious Inclination: God- Canonist. General Intelligence: Simple Man. General Sociability: Very Sociability when approached, not one to approach anyone himself. Alignment: Neutral Good. Short Term Goals: +Settle Long Term Goals: +Serve Possessions: Wardrobe: -An set of Royal Haense Levy uniform. -Painfully simple brown doublet and pants, nothing overly notable. Jewelry: -(Badly) carved ram’s head wooden necklace around his neck. Pets/Animals: Currently none, but Aleksandr dreams of having the chance to own a horse. Owned Homes: None. Carried Inventory: Simple one-handed axe and a shield on his back. Sometimes some form of pole-arm for patrol. General Inventory: Mostly just his necklace and an usually empty coin purse. General Wealth: Makes enough to survive, that's all he desires.
  15. Di'tonteel Tribe The Di'tonteel, translated from Navajo: The Fighters. They are a currently very small group of indigenous humans and wood elves, that look like Native Americans, but call themselves the Tonteel, or Tellian. They are usually taller than most humans and elves, as well as 99% have a stronger build. But they are not the most intellectual group of people. They can only speak Navajo (the Native American language) or as they call it Taza. This page will be a basic rundown of their culture, language, and basic words. At the very bottom will be an application form for becoming one of the tribe. History: Not much is known of the Di'Tonteel people, their history is small to the naked eye but if you take it back centuries you will see it is vast and wonderful. Thousands of years back, there was a large tribe of men and women, ranging up to 40,000. But there was a civil war between this community. Desolating the original tribe into four different groups. The Di'Tonteel, The L'sha, The Fmaow and Finally the Dsarsa. As the years went by only one tribe of the four survived - the Di'Tonteel. However the numbers very little, they at least had some. As people began to modernize, these people did not, they had not evolved with the cities, instead, they retreated into the forests and wildlife as they could - living happily. Centuries went by and to this day they travel the forests - and sometimes set up a base camp outside of cities or towns - living life vastly and with great joy. Many scholars predict that the reason they were able to survive was from, 'cheating' in a way. The Di'Tonteel were the lucky ones of the four as they taken the land from the original tribe where there were mines of jewels and gems. This allowed them to maintain a large supply of food and purchase tents and hunting equipment from the 'westerners' TRADITIONS: NAMES: CURRENT LEADER: ... To join you must find a Tonteel. You must ask to speak to their Chief and they will decide if you're worthy. Or: *An information leaflet flies to you through a light breeze, on it is small yet still significant information on the Di'Tonteel people, telling you who their leader is and where you can find them* ((Where you should send the birds)) [!] You can send a letter to their Chief: - More to Be added -
  16. ♛!Horses for Sale!♛ Best horses in the realm now being sold (350%+), Fast horses, high jumpers, and resistant ones! Prices going from One Thousand minas to ten thousand!! You won't get horses this good from enywhere else!! Contact Vinic or Luke Dunamis For one (W4saki/Lucas84775) OOC: Best Horses in game for sale just pm W4saki Price goes depending on how good the speed and jump combined are. Just pm me with what stats you want your horse and i'll give a price!
  17. Welcome to an Eccentric Skin Shop The smell of must may become unbearable. This is skin shop started by a person who makes basic or elaborate skins. Pretty much everything. But female skins are her specialty. Costs: A head skin is 50 minas An overlay is 100 A body is 150 minas A full body (including overlay) is 250 minas If you are applying for a skin, please fill out the below: Username: Skin Type (Head/Body/Full Body): Steve or Alex Model: Gender and Race: Image: How is your character quirky?: Type of Payment: Proof of Payment: Enter your application below and PM me for details. (skins normally take a week or less) Thanks! (here are only a few examples)
  18. *A note would have been pinned in towns and villages spread through the Holy Orenian Empire.* Due to the apparent lack of housing in the cities of the Empire me and my family are currently looking for a home to buy to rent at and affordable cost. We are all young and able to work hard to earn our living and rent or taxation should not be a problem as we can work your fields or quarries. We are a larger family but the size of the house is not of concern as long as it contains two bedrooms so the men and women can sleep seperate. So to any man reading this, please if you have a home for us. Send us word and we shall meet. Praise be the creator. Darrion Hanethor
  19. If you are reading this then you are probably sorting out my possessions, meaning that I am most likely dead. In case of this event, I have written down some of the things I would like you to know. Holy Ser Luminous Rothgard- I love you so much, Grandfather, for you were always there to support me- through thick and thin. I remember when I was younger we'd read together in the small church and my memories with you will never fade. You taught me to be strong and you helped make me the person that I am today, someone who I hope you're proud of. You brought joy to my life and there was never a moment that I wasn't happy to see you. You were always there for me and there was never a moment when you wouldn't stand up for me. I want to thank you for this. Alexander Rothgard- Whenever I've been in trouble you've always been there for me, you've cared for my well being and I am so glad that you were my uncle. I will miss you greatly and hope that at some point I managed to help you as you always helped me. I haven't seen you in a long time but you still mean so much to me and I hope you get to read this and know about how you've helped me. Frida Rosalyn- it's been really nice to finally get to know you, my cousin. You remind me of your aunt and my step-mother, Frida, in that you are loyal and compassionate. After all you've been through, I admire you for keeping those traits and hope that you will never lose them. You're stronger than you know and I know you'll find this strength and accomplish many great things. My love for you is great and I want you to be happy that you brought light to my life, not that it was taken away from me. Marie Bruselton- my friend, you've always stuck by me and from sharing the house together I realise how nice it is to always be able to confide in you and how easier it is to talk you is one of the many things I love about you. You were a great friend to me and I hope you know how happy you made me. You have a strong personality and you can't always say the right things at the right time but you mean we'll all the time and you seem to radiate warmth and kindness. Steffen- You've been there for me since I was a little girl, we'd play with all my animals and you brought joy to my life. As I got older, you taught me about medicine which has proved to help significantly through my life so I have to thank you for this. You're the most annoying person I have ever met and yet I love you all the same. The jokes we had together kept me smiling and for that I am grateful. Marcus- You have been with me since I was young and I know that I can trust you with anything. Although we didn't talk much after what happened to Mordskov, I still always knew that I could rely on you if anythin got tough and that thought alone filled me with much warmth. I will miss seeing you after I'm gone but I'm just glad that I got to know the incredible person you are. Ser Tepah Goldhand of Orvar You're constantly by my side and always willing to help if anything goes wrong or anyone wants to hurt me. You've always been so sweet to me (not to mention fluffy!) and that is something which makes me love you so much. I want to thank you for all those times when I've needed someone by my side and you've been there. I can only hope that I've been there for you when you've needed someone. Kharea Goldhand- I have watched you grow up and you truly are incredible. You are so brave and strong, something which I admire about you. You have gone through hardships but you never changed from the strong and caring Kharea that I've always known you as. I want you to know how much I'll miss you and how thankful I am to have you in my life. Remember to fight for what you believe in and that I will love you despite no longer being with you. Gaern Briar- you have been a great friend to me and given me advice which proved to be insightful and helpful but at the same time you can easily take a joke and our conversations are always enjoyable. Since I first moved to my new home you have always been so generous and kind towards me and this made me feel so welcomed there, adding to my happiness. Dael'ran- We've known each other for a while now so I value our friendship. You showed me magic which I was always in awe of and it always cheered me up. You were also very easy to talk to so I valued our time spent together. I hope your magic progresses even more and that you will find constant happiness. I'm surprised you never got annoyed by me but that's part of what makes you so incredible- you're patience and understanding. Gil- You have always been such a good friend to me and we often used to just sit down and talk for ages. You were always willing to help me whatever the problem was and I realise how lucky I was to have you as a friend. I am glad to have known you and I want to thank you for everything you have done to help me. Ser Maxwell Reeves- I will miss you greatly. We are quite similar in many ways- not always being able keep our mouths shut when necessary, for example but I suppose the is why get on so well. Because we understand each other. We can joke around, insult each other even but without causing any upset which is refreshing and one of the reasons I enjoy your company. Cam- You've been such a good friend to me and I hope you'll always be content. I always looked forward to when we'd meet up and I hope you valued our time together as much as I did. You're not afraid to speak out for what you believe in and I respect you so much for this and hope you'll never lose this quality. Mudi- You have recently become a new friend but I enjoy spending time with you. You are very kind and I'm glad that I was able to know you, regardless of how limited that time is. A friend like you can be hard to come by but I was lucky enough to meet you. You have always been so considerate and kind when you're with people, myself included, which is a great quality to have. Ser Duncan Lefay- you've been with me when things were tough and helped me when my life was at risk. My only regret is not being able to save you also but then again, you've always been so strong that maybe you don't need saving. I know what you've been through is tough but you'll make it through it. I wish I could be here to help you do it but I want you to know how much you've done for me and that I believe in you. Lilach- I have known for so long and we have always got on so well. You are always so interesting to talk to with all your incredible tales and inventions. I admired your intelligence, you could invent things which I would never have even thought of and it made my encounters with you even more enjoyable. Renna- I'm not sure if you'd class me as a friend but I have always considered you mine. We've known each other for a while and we're not as close as I wish we were but our time together has always been enjoyable. You're incredibly intelligent and I wish you the very best for the future. Thank you to all the people I have met over my journey that have brought me joy, my life hasn't been easy- from such a young age I've had to deal with suffering- but you gave me something to live for. I hope that I brought you some form of happiness and that I was someone you were glad to know. Even if I haven't mentioned you here and you've shown me kindness, I still value you greatly and I hope you know how much I will miss you and how grateful I am. I don't want you to go after my killers but then again, who's stopping you? I can't. I'm dead. Any of your deaths because of you trying to get revenge on what has happened to me would bring such sadness to me and I want to die knowing you are safe and that you will be able to live and move on from my death. My love for you will never die. -Alvina Rothgard
  20. I'm back with my not so great skins, yay. PAYMENT: Outfits (no head) will be 600 mina whilst full skins will settle at 800 mina. I can also be bribed with nice rp items so lol. Previous works: LIST: 1. DustyDune 2. Reserved by z3m0s 3. Calabreeni 4. Areln FORM: Username: Outfit or Fullbody: Ref: Description: Proof Of Payment: (Optional) Item of bribery: (Optional) Cute birb: @Sug digs it.
  21. Guest

    Daelish Culture

    -= The Daelish =- The Daelish people are a subculture of the Highlander race, they are much more brutish and “less developed” than the majority of Highlanders. Preferring town life to that of city life like others. They are distinguishable by their unique and stark clothing compared to others. The Daelish males don a kilt representing their clans tartan while the females wear their clans tartan as other accessories such as a shawl, hat or leggings. Clan Life Clan life is an important part of the Daelish culture, Daelish are either born into a clan or adopted by a clan at a later stage in their life. Clans enforce a competitive atmosphere within the Daelish. Each clan striving to be better than the next, many activities are done within your clan and clan brawls are a common occurrence to occur to show a clan's strength over the other. Each clan teaches its members to do certain things in specific, something which the clan focuses on. This could be mining, woodcutting or anything really. This way if clans are unified in a society then they can be self sufficient without having to rely on others and outsiders to source them materials, work or help. The current known Daelish clans which are unified under the Cyning Callan Gromach: Clan Gromach - The current leading clan, lead by Callan Gromach who unified the Daelish clans all under him. The clan rarely adopt anyone into their ranks, only furthering their clan by births. Their side-focus is on mining, with of course their main role being to lead and continue to unify and improve the Daelish and their standing in Tahn. Clan Ferguson - Ferguson is a clan that is responsible for feeding and keeping a constant flow of minas into the society. It is a fairly old clan filled with competent traders and farmers. Clan Guthrie - Clan Guthrie is a relatively new clan compared to the rest, being recently birthed by a strong daelishman. Their focus is on a variety of things: Tinkering, Fishing and Woodcutting. They are some of the more intelligent Daelish and have recently been tasked with creating the mechanisms scattered across their towns to slow attacks from raiders. Clan Drummond - Clan Drummond is one of the oldest existing clans and its primary focus is on mining and smithing, providing ores and equipment to the Daelish. However, one thing different about this clan is they have a duo leadership which is maintained by a sister and brother of the clan. Music The well-known bagpipe music is a core part of Daelish culture. It's famous for it's extraordinary sounds that many hate or love. Aside from their bagpipes, the Daelish aren't great fans of other forms of music, never really learning any other music or partaking in other forms of music other than their traditional bagpipe music. Religion The Daelish are open to any religion, with some being of the usual canonist faith, however a good majority have formed under the Cantyrist faith as Cathal of the Daeland has created the faith and preached it to their society, converting many. The Cantyrist Faith believes that The Creator is a enigmatic craftsman of life, going under many aliases and titles troughout culture, Cantyrism believes that The Creator does not directly intervene but instead grant mortals the ability to manipulate and change the world around them. The Cantyrist church thrives off conflict and competition. It believes that the mortal races are at their best when they are in competition of one and another. The Clergy of the Cantyrist Church are known as warrior priests, they are expected to wear armor, and fight in wars like the soldiers they represent. It holds a religious importance for the concept of War, battle, and honor. Teaching that men and women need to fight to keep what is theirs and that actions speak louder than words. Voidal magic is allowed by the church, with the exception being Illusion, which is frowned upon. The Clergy are structured like a military instead of a religious order, with rank determined by merit and ability on the battlefield as well as religious piety. Instead of venerating and strictly following the Holy Scrolls of Canonism, the Cantyrist Church has their own sacred book simply titled "The Book of Trials". Which details the eight Tenets of Cantyrism and their importance, as well as the accomplishments of mortals. The book venerates mortal willpower and their ability to change history around them, with every member of the Clergy given a copy of the book, in order to add more legends and heroes to the growing chapters of the Book of Trials. Government The government of the Daelish is kept rather simple, with only a handful of ranks within the government being on offer. These are: Cyning - The Cyning is the leader of the Daelish, they have the most authority out of everyone in the Daelish and the cyning is the one to make the most important decisions and is the one to appoint other members of the government. Ealdormen - The Ealdormen is a council that doesn't have a fixed number, it can range anywhere between 2 to 5 people. They are advisors who the Cyning confides in and gets their opinion. Some cynings have been known to use a voting system with their Ealdormen to pass certain decisions. Gesith - A Gesith is a personal assistant of a Cyning or Ealdormen, whether their assistance being in advisory, guarding or cooking. They tend to be very good at their role in assisting the person in question. Earl - An Earl is a landholder within the Daelish lands, they normally hold a large portion of land and/or have Thegns underneath him. Thegn - A Thegn is a landholder within the Daelish lands, they normally have a small portion of land. The current holdings within the Daeland are as followed: -Ponce Ponce is a small town located west of Metz, it is currently owned by the Flays after their campaign against Lorraine years ago. Where they managed to succeed and claim all lands owned by Lorraine that are west of their capital, Metz. The town has been expanded greatly under Daelish leadership to suit for all its populace, it has become a good attraction to many as they seem intrigued by the Daelish and their different personality.
  22. CABALLERO CORPS Purpose The Caballero Corps is the main military organization for the Duchy of Barranquilla. Those brave souls who spill blood for Barranquilla and her citizenry. Charged with the responsibility of protection by putting their lives on the line. In return for their services the men of the Corps receive pay, comfortable living conditions and most importantly a haven from Imperialism. It is the people’s shield against invasion, and its spear of conquest. Hierarchy Comandante: At the top of the Corps is the Comandante. A tenacious soldier and capable strategist proven through many battles. A leader both on and off the field in charge of the Corps as a whole. The Comandante of the Corps is Faust Santiago. Dominar: A strong and capable officer corps makes or breaks an army, and the Dominar of the Corps are the best out there. With years of experience leading troops through battle and training them in peacetime, Dominar are responsible for the Corps’ effective operation. Entitled to best equipment and in charge of a division or specialty, Dominar of the Corps are the best of Barranquilla command. Bandera: A lower corps officer, a Bandera represents an enlisted man's transition into army leadership. Bandera execute commands at the head of smaller regional battalions. Entitled to the same benefits as a Sargento, as well as the added authority of officer status, a Bandera is well on his way towards rank advancement. Sargento: The highest attainable rank for an enlisted man before his transition to the officer corps, the Sargento is a battlefield veteran who has demonstrated an embodiment of military spirit and a mastery of martial skills. The Sargento are excellent fighters leaving onlookers in awe, and form the official Bulwark of His Grace. Privado: Surviving the cruelty of battle and trained in the art of combat and survival, Privado are the backbone of the Corps. Privado are supplied with quality steel. While in Duchy lands Privado are considered the guardforce for the region and are expected to uphold the peace and law. Alumno: Fresh blood, those yet to be trained or taste the fear of battle. Alumno face seemingly never ending training, harsh lectures and are pushed beyond their limits for His Grace. Those that do not give up and rise to the challenge will soon achieve the rank of Privado. Alumno receive last-pickings in armaments and armor. Enlistment To join the Caballero Corps, one must have all prerequisite requirements as stated. The Corps makes no special exceptions, as does His Grace. The requirements are as followed: - One must be of human or elven descent. - One must be of at least thirteen years of age. - One must be a citizen of the Duchy of Barranquilla. Application I. Name II. Age IIa. Date of Birth IIb. Place of Birth III. Race IIIa. Culture IV. Martial Knowledge V. Profession OOC MC Name: Skype ID:
  23. Name: Arion Grayson Gender: Male Race: Human Current Age: 26 Background: Arion Grayson was born in the land of Oren, more specifically a half-day's journey to the north of Rytsburg. His family was not very wealthy, having only recently staked a claim for themselves. They settled into a small homestead shortly before their son was born, and being an only child he grew up with a slight lack of people his age to socialize with. It was not from a lack of trying, but after a few years the couple eventually settled with the one child they had managed to conceive. Arion was also born with emerald green eyes, a trait of the Highlanders which has not emerged from either of his parents' bloodlines over several generations. His hair is darker than most would have expected, which suggests an outside influence into the gene pool somewhere among his ancestry. He harvested wheat and barley much of his young life, but as a child preferred to explore as far as his parents would allow. This curiosity was noticed by his father, who eventually decided to teach Arion what he knew on the topic of hunting. For a long while his father brought him along when the men from the local farms journeyed forth on their monthly hunting excursions, most of which took place in the wilderness to the west. However, the looming Greyspine Mountains were always a destination of the young man, especially after hearing plenty of rumors about possible manticores inhabiting them. Try though he might, Arion could not convince his father to let him explore there. Years passed, and though he still has not journeyed to that curious place he has begun to develop a bit of a wanderlust for the world around him. He has spent the last few years traveling where he could, determined to discover all he can until he finally decides to settle down somewhere quiet and peaceful. Personality Traits: Somewhat introverted; kind; helpful; sense of right and wrong; preference to nature over civilization; curious of the world in general Ambitions: Discovery of the world in all its aspects Strengths/Talents: The art of the hunt; decent brawler; physical strength and agility; common sense Weaknesses/Inabilities: Unawareness of the finer laws of civilizations; Lack of experience with magic; Some awkwardness in social situations (especially around women he finds attractive); Struggles with learning via reading/Isn't scholarly Appearance: Muscular; Mesomorph; 5'11; Jet-Black Hair; Emerald Green Eyes; Tanned Skin; Various Scars
  24. The Tagma of Nicea History of the Tagma The Tagma is a recently formed levy by Despot Constantine Palaiologos. In times of war the Tagma of Nicea has one job; to protect Metz the capital of Lorraine. The location of Nicea makes the protection of Metz almost natural, as it's very close to the capital. The levy is lightly equiped compared to other Orenian levies which makes the soldiers to move faster than any other unit. Ranks Officers: Strategos (Marshal) - the head of the Tagma(army) appointed by the Despot, tasked with managing the Tagma, and leading it into battle. He is often revered by his men, who follow his command faithfully. Lochagos (Captain) - A field officer, tasked with training the Army and assisting the Strategos with leading it. Before battle, they are often involved with the Strategos in the makings of strategy and battle plans. Those who hold this rank have proven themselves worthy to the Strategos, and are amongst the most capable commanders in the Army. NCO’s Lochias (Sergeant) - The Lochias are the regular officers of the Tagma. They are often very experienced and proficient in their work, both in combat and leading the troops. Dekaneas (Corporal) - The Dekaneas are the junior officers of the Tagma, Like all officers, they are tasked with training the troops, disciplining them and maintaining them in good form - as well as leading them into battle. Enlisted Veteranos (Veteran) - The Veteranoi are amongst the most proven and proficient troops of the Tagma, well equipped and well trained. They have earned their rank through a long and faithful service to the Tagma. Even though they are not often tasked with leading, they set an example to the soldiers below them who strive to reach to the same position. Stratiotis (Man-at-Arms) - The Stratiotes are the regular troops who make the bulk of the Tagma. Just like the Neos, they are tasked with the ordinary of tasks listed below. Neos (Recruit) - Neoi are the freshly recruited troops of the Tagma, often ill equipped. They undergo through basic training and are tasked with the most ordinary of tasks such as guarding, escorting and standing in formation. Joining the Tagma; Name: Race: Age: Any prior military experience?: ((OOC)) MC Name: Skype Name (can PM if needed): Do you have TeamSpeak, or are you willing to download it (will be used in battles and other activities)?: Timezone:
  25. Name: Alvina Rothgard Age: 21 A woman of 5'6 with striking blue eyes and long brown hair and would have appeared very pretty. She would almost always have been seen with a smile on her face. Most of the time she'd walk with a good posture and be well mannered. She would appear friendly, despite being known to become violent and speak her mind when someone annoys or insults her. However, she would be very fierce when protecting her friends, family and people in need of help. She will strike up a conversation with anyone, regardless of who they and would often talk about her love for animals, reading, writing and archery. She died at 21 years old, outside Adelburg after two men attacked her and tried to murder her. She managed to kill on of them but was unable to avoid the other. She is buried inside Adelburg, her life now only in the memories of those who knew her.
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