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Found 9 results

  1. Chp. 1: On Gods The Old Three Grønn the Life-Bringer, the Ivy that Creeps, the Undivided Aspect, Father Green, the Evertreader In the heart of the natural world dwells Grønn, the Life-Bringer, a towering figure revered as the embodiment of nature's power and vitality. Within the Old Faith, Grønn is venerated as the amalgamation of the druidic spirits, representing the essence of nature itself. His presence manifests as a towering figure, standing twelve feet tall, with skin of bark, teeth of rock, and eyes that shimmer like pools of water. Adorned with a crown of leaves and vines that twist and turn in wild abandon, Grønn embodies the untamed spirit of the wilderness. Though his form is formidable, he is elusive, appearing fleetingly amidst the verdant depths of the forest or the rushing waters of the river. Grønn's benevolence is widely acknowledged among his followers, who revere him as the guardian and protector of all living things. Hunters offer thanks for his sacrifices, acknowledging the natural order that allows them to sustain themselves through the bounty of the land. Others, who eschew the consumption of meat, commune with the animals and the land, seeking harmony and balance in their relationship with nature. As the Guardian of Nature, Grønn holds sway over all aspects of the natural world, from the towering trees to the smallest insect. He is the steward of the elements, shaping the earth, air, fire, and water as gifts to Morighaen, the Night Mother, in her eternal dance across the cosmos. Yet, Grønn's influence extends beyond the material realm, serving as the bridge between the earthly plane and the astral realms. He is the embodiment of life's vitality, the force that binds the celestial and the terrestrial in a harmonious union. To commune with Grønn is to commune with the very essence of nature itself, to recognize the interconnectedness of all living things and the sacredness of the natural world. Through his guidance, his followers seek to live in harmony with the rhythms of the earth, honoring the cycles of life, death, and rebirth that define the eternal dance of existence. Followers to Grønn exist already: Grønn has been the most timeless of the Three, as much as nature has been one of the most steadfast domains in our world. The Druids have gone nowhere, and while their manner of worship has evolved with time, the Great Green God is as persistent as the rivers that carry his word in the babbles of brooks, and the rolling of stones. Thrønn the Impartial, the Reflection of Humanity, the Infinitely Faced, the Everchanger, That which is in the Mirror, Thief of the Heart’s Fire, It Who Steps in Your Wake Within the depths of every human soul resides Thrønn, the Impartial, a figure shrouded in the collective consciousness of humanity. They embody the myriad desires, virtues, and flaws that define the human experience, appearing as a shapeless entity, a shadow cast by the inner workings of each individual. To their followers, Thrønn represents the impartial observer of human existence, a silent witness to the complexities of mortal life. They gather in open fields, acknowledging their own shadows as reflections of Thrønn's essence, and offer prayers that vary as widely as the individuals themselves. Some beseech them for guidance in times of need, while others express gratitude for the blessings they have received. The relationship between humanity and Thrønn is symbiotic yet enigmatic. While some view them as a benevolent force, bestowing the gift of "Heartfire" upon humankind—a source of inspiration and creativity—others see them as a mirror reflecting the darker aspects of human nature. Those who shun Thrønn often do so out of fear or resentment, unwilling to confront the truths they reveal about themselves. Yet, Thrønn's nature is not fixed or predetermined. Some believe that they mirror the qualities of those who invoke them, embodying both the virtues and vices of humanity in equal measure. To the greedy, they appear as a figure of avarice and selfishness, while to the kind-hearted, they manifest as a beacon of benevolence and compassion. Thrønn, the Reflection of Humanity, exists as a testament to the complexity of the human soul, embodying both light and shadow, virtue and vice. To understand them is to understand oneself, for they are the mirror that reflects the essence of humanity in all its diversity and contradiction. Long ago, when Adunians and Highlanders still roamed the old Aegisian North, Thrønn intervened in mortal lifes and gave them divine magic. They reached into the first men and drew the flames from their chest, and put them in their own hands. Morighaen, who interacts in the lives of men in much subtler ways, doomed Thrønn to wander amongst those whose lives they so intimately mingle with: integrating with society, subtly. Those who devote themselves to Thrønn come in all walks of life. A mass of those who would worship the Infinitely Faced would find paradoxical, and contradictory pairs amidst its group, because Thrønn welcomes all. Those who worship Thrønn often do so out of a shared love of humanity and life itself, typically. The Everchanger does not ask you to be anything, but who you are, to the best of your own ability. Morighaen the Night Mother, She Whose Wings Breath the Sky to Light, the Distant Woman, She Who Cloaks, the First to Awaken, the Scale Tipper, the Unseen Hand, the Great Isolator In the unfathomable depths of the Astral planes reigns Morighaen, the Night Mother, a figure veiled in the splendor of celestial realms. Enigmatic and vast beyond mortal comprehension, she embodies the essence of cosmic equilibrium, neither benevolent nor malevolent but a force beyond human understanding. Morighaen's presence transcends the mortal realm, yet she remains aloof from direct intervention in the affairs of mortals. Instead, she weaves the fabric of existence with a subtle touch, guiding the cosmic dance of stars and planets. Her influence permeates the tapestry of reality, shaping the cycles of the moon, the passage of time, and the patterns of weather, all from a distance too great for mortal eyes to perceive. To her followers, Morighaen represents the ineffable mysteries of the universe, a beacon of contemplation and reverence. They offer prayers not for her intervention but for understanding and enlightenment, seeking to align themselves with the cosmic harmony she embodies. In times of turmoil or uncertainty, they turn to her as a source of solace and guidance, finding strength in the cosmic order she represents. Despite her apparent detachment, Morighaen's relationship with her fellow deities is complex and intertwined. While she refrains from direct interference in mortal affairs, her presence serves as a silent counterbalance to the whims of her old pantheon. Should their actions threaten to disrupt the delicate balance of the cosmos, she may subtly influence events to restore harmony, though her hand remains unseen. As the Cosmic Enigma, Morighaen exists beyond the dichotomy of creation and destruction, chaos and order. She is a force of cosmic neutrality, guiding the universe with a silent wisdom that transcends mortal understanding. To her faithful, she offers not salvation or deliverance but the opportunity to glimpse the infinite mysteries of existence and find solace in the unfathomable vastness of the cosmos. The most fervent worshipers wish to see her vision for our reality come to life; a godless paradise. They believe that one day, Morighaen will wrap our world under her night-cloak, bringing about a beautiful, endless night. Stars would dot the sky bright enough to allow all life to flourish within nature, within cities, free of deific interference. Her night-cloak would prevent aenguls and daemons from pressing into the world, allowing the planet to exist as a paradisiacal terrarium for her own amusement and curiosity. Chp. 2: On People Core Beliefs The Revered Ancestors Followers of the Old Faith share some beliefs with their Adunic Orthodoxist brethren. Though, in rejection to Cannonist belief, and that of the Creator, followers of the Old Faith believe that their patron takes them when they pass: for those who worship Morighaen, when you pass, you return to the night’s sky, and join the stars, watching your ancestors beneath you. For those who worship Thrønn, the infinitely faced comes and gently ushers your Heartfire to silence, and draws it back into themself. For those who worship Grønn, you return to the dirt where you lay, your body feeding into the cycle of life and death, your spirit whispering in the wind. Similar to Adunic Orthodoxy, there is an emphasis placed on the spirits of old: both those venerable legends of the past, in all walks of Adunic lore, legend, and history, and those closer to home: more venerable in your own hallowed halls, and family lines. The Founders In the eyes of followers of the Old Faith, Harren and Sarai are revered for their love and intrinsic qualities. Despite the Creator's rejection and abandonment, adherents express gratitude towards their progenitors, embracing their flaws and the dual-cursed nature they bestowed upon their descendants. While acknowledging the complexities of their legacy, followers find solace and pride in their parentage. The advancements and achievements of the High Kingdom, fostered by Harren and Sarai's leadership, are remembered fondly within the Old Faith. Their union, symbolizing the bond between Elf and Man, is celebrated for granting the Adunians longevity and prosperity. However, followers lament the empire that emerged from their legacy, reminiscent of the Holy Oren Empire's divisive impact on the Adunian people, particularly evidenced by the fracturing at the Battle of Winterhold. The Trinity The second set of major ancestors chronologically, and the chief ones in the Adunic Orthodox Rite, are the Trinity of Elendil, Maria, and Braen. A major difference between the Adunic-Orthodoxy, and the Old Faith, is the lack of recognition of the Trinity. Followers of the Old Faith, who stayed nomadic, vagrant, and loose did not experience the same difficulties or kinship with Elendil, Maria, or Braen, nor witness their actions in its fullness, or feel the effects of their efforts truly, as they were not for them. This is not to say that those in the Old Faith would not venerate their efforts in any respect. But, in the way that the Doethion is about Wise Men and Ancestors, the Old Faith would recognize the Founders, and likely think of the Trinity as part of the Doethion. The Doethion The final group of ancestors are the Doethion, or Wise Men. These are the equivalent to Saints among the Adunians, and are made up of all those Adunians who passed on into the next world and, as is customary for all those who are not bound by some other fate for the good of the people, remained in the Soulstream to aid their progeny. To join the Doethion in death to guide one’s ancestors is viewed as a final duty and oath to the Adunic people that all should make, and to sacrifice the ability to join the ancestors is often taboo, though it is accepted as a noble sacrifice in certain cases, such as that of the Templars. This is why the study of deific magics and magics that corrupt the soul are exceedingly rare among the Adunians, and while small bands of Adunic holy mages (especially Templars of the Aengul Malchediael, also known as Saint Michael to many Humans and Adunians, and is counted among by that name) are common, and often kept around, the choice to join one of those groups is an extremely difficult one for an Adunian to make, and is never taken lightly. While all Adunians who pass on and enter the Soulstream are members of the Doethion, some are worshiped more widely than others. Each clan or house will tend to have certain ancestors who they hold in high esteem, and then there are ones that are held in esteem by all Adunains. Small Prayers are often written to them asking for intercession, along with the greater rites for weddings, funerals, and invoking the spirits of the dead. Rejecting the Creator The story of the Adunian origin is as old as time itself. From Horen came Harren, who loved Sarai, an elf. The two consummate their union and so their tribe did as well. The first Adunians came from this union, and, in disgust at the twice-cursed people, the Creator turned his back on the Adunians, and for much of Adunian history, so did the other descendant races. For Cannonist Adunians, their origin is somewhat a source of shame. In the early Iladunian empire, when Adunians settled into Kingdoms and Empires and began their crusades, the people were repentant for something beyond their control. While these early empires began to organize into religion, to beg for forgiveness, and seek unity and solemn reprieve with their kinsmen, the Old Faith offered an alternative. The Old Faith began amongst bowies and their family units. While the seeds and stage were set for the Idunic empire, not all Adunians were part of that empire. Amongst the trees, those fathers, and mothers, and their children, like a mass-hysteria, or shared delusion, began to share the prophetic visions of a figure. Morighaen did not speak, not with words, but through an empathic link and images. Her fascination for mere mortals was felt through this bond; where their Creator had turned on them, the Adunic people had an admirer. During run-ins with fellow bowies and trades with their kinsmen was there the slow realization of the breadth of this shared delusion. This lent credence to her… shared themes of stars and the night, of a great, ethereal, otherworldly face smiling down upon the chosen Adunian people. Their fathers passed looking down on them from the night’s sky… these delusions were not just delusions. While the Ildunic empire set their seeds, those who chose to wander rode their horses through steppes and frosted forestscapes, and in their dreams, would feel sermons and the beckoning of a curious god, and her siblings. Bump in the Dark Those who followed the Old Faith venerate the Old Three. Grønn is responsible, and takes ownership, for creatures within the domain of nature. He claims responsibility for deep rooted trees, swaying rushes, the birds that chirp in their branches. Those who hunt, forest, and gather thank Grønn for providing his creations to sustain us and are careful not to waste the gifts of the Green Father. Similarly, Thrønn claims the domain of mortals, and those of the descendant races. Not in spite of the Creator, but more so in tandem. Their shadow does permeate all creatures and things, but the Infinitely Faced is especially curious of, and responsive to, the descendant races. For all good and bad actions taken, Thrønn observes and commentates, judging and observing, from just out of the light. Morighaen herself does not lay claim to any creation. She herself is an indifferent observer. She finds life to be a curious marvel, and seemingly, is a fan of the work of the Creator even if the Creator does not like all of his own work (ie. Adunains). She would prefer to see a world where those creations of the Creator may act freely without the taint of outside influence. To that end, none of the Old Gods claim any Darkspawn as theirs. When Iblees tricked the world, and cursed the four brothers, they witnessed the Undead and fell-creations that Iblees had summoned. They admired the fervor of the four brothers; their perseverance in the face of insurmountable, deific power was impressive for mortals. To that end, when the Old Three chose to patronize them, if allowed in their practices, they too reinvigorated their own hatred for those that skulk and pray ruin onto ordinary lives. This is practical as well, for those who follow the Old Faith. Many of its worshipers were Northmen, Highlanders, and Bowies that lived either a nomadic, fringe lifestyle, often plagued by frost-witches and creatures of the night, or kept sentinel-vigils in great stone cities in the frost, watching for the tide of Undead in day’s past. There is simply no place for those beyond redemption in the Old Faith. A House Divided Bowies has always been the term attributed to those Adunians who were nomadic, did not settle, who preferred their horses and tents, or light-holdings, that they could easily come and go from. Their namesake, the bowie knife, a fixed-blade that functioned as both a weapon and everyday tool, is synonymous with the people who still carry and use it daily as a symbol of their rugged frontiersman ship and wanderlust. At one point, it could be said that all Adunians were bowies. With the dawn of the Ildunic Empire however, many would trade in their small family units, clans, and tribes, and give into the promises and comforts that city life, and settling, could provide. The decision to stay in their self-contained units was not an easy one, though, it was not one of great consequence either. The brotherhood amongst Adunians was not easily destroyed by one’s decision to come, or to go. This delineation in life-style marked the cultural differences of the two groups though, and similarly, marked the religious differences. When the Ildunic Empire fell, and the Ildunic empire was forced across the sea, persecution of bowies was equally felt. After all, they were simply wilder Adunians, arguably: a dirtier second-class citizen. While following at a distance, the bowies would follow their brethren, and with that, the shadow of the Old Faith quietly crept with Adunians. Struggling for cultural identity in the new worlds, some Adunians would convert to the Old Faith: the shattered people finding some comfort in their old ways, and the consistency of the God who truly loves them appealing. When Winterhold was established in Westfall by Duke Artorious Elendil, the Adunian people found themselves pulled into a center again. For the first time since the Ildunic empire had fallen, the people were convening and trading in Adunian stores and bowies would visit their brethren to trade goods and tales. It felt like the good old days, before the fall. Fathers, organized priests of the Old Faith, wandered and spoke their oral tales, unraveling mysteries lost overseas in communion with their Pantheon of Three. Even some highlanders, who stayed in Winterhold, were interested in the alternative religion and philosophies of the Old Faith. For the first time, the Old Faith was actually in the spotlight, and a mainstay, common-place belief amongst Adunians. As Cannonism rose to prevalence among mankind, accompanied by the emergence of prophets, saints, and orders extolling the virtues of human supremacy and the One True God, tensions simmered. Cannonism sought to unite humanity under its banner, yet amidst this upheaval, the Old Faith experienced a resurgence among the Adunian and Highlandic people. Highlanders endured derogatory treatment as "disgusting savages," while Adunians, viewed as "half-elves" with two curses, faced discrimination as second-class citizens. These irreconcilable differences, amongst other reasons, sparked rebellions, swiftly suppressed under a united human banner, but leaving behind two distinct factions: the repentant Adunians and Highlanders forgiven by Godfrey Horen I for their transgressions, and those opposed to Cannonism—who chose to embrace their nomadic heritage once more and become bowies. Bowies, emblematic of the fragmented Adunic people, embody the spirit of Adunia—solemn responsibility and enduring resilience. In the same vein that "no Adunian dies in their bed," by remaining light and free, bowies defy tyranny simply by embracing their freedom. While the beliefs and ways of life differ household by household, family by family, clan by clan amongst bowies, the Old Faith found prevalence amongst these scattered bands. For those who still venerated the old ways, disdain could be found for those who chose to live under their oppressors, still bitter at being forced away from their ancestral forests at the dawn of the Ildunic empire. The wisest of the Old Faith could respect the choice to live in a semblance of unity, even if it was at the cost of cultural identity. Both those who stay, and those who wander, ultimately, ensured the survival of the Adunic people. Even in time, those who stayed ultimately crumbled away with their walls and holds, just as castles and legacies tend to do. Jon Marsyr, a famous and notable bowie, was an Adunian who established their people once again, now as the Numedanian. While still a people seeped with Cannonism, those of the Old Faith find they can live in a quiet-existence alongside their brothers, if, only, for a sense of a people united once more. Syncretistic, Pragmatic, and Practiced Given that the Old Faith largely survived through oral-tradition and some hidden away scrolls, the Faith has persevered through rearing its members, and bringing them up in practice of the Old Faith. It’s generally not a religion that seeks to spread its message evangelistically, nor is it a word to be pushed onto others. Those that seek the Old Faith will find it. The Old Faith shares much in the way of Adunic-Orthodoxy in that the ancestors, and the past, are emphasized. It is important to have role models and guidance from those who walked before you: we should acknowledge the past and use it as a lens to move forward for the better. In that way, both those greatest heroes and darkest villains in one’s line have equal say, in that we should understand what made our heroes great, and villains evil. To that end, the Old Faith, because many of its followers often live in single-family units, or small clans, revering those who came before us, there is not much preaching that goes on. While the messages of Morrighaen, Thrønn, and Grønn are universal, it does little to tell a stranger about how wonderful your great-grandfather was without distilling the wisdom of their stories. Similarly, those of the Old Faith are often more interested in finding commonality amongst belief instead of overriding the beliefs of those before them. The Old Faith had long revered Druii, for instance: Grønn has a clear identity as Father of the Forests, and is thought of to simply be the Aspects Undivided. Those who follow Grønn will more than likely serve better to protect the ideals of Grønn, and the kingdom of nature, than to disparage Druii and argue over the minutiae of differences directly between the Old Faith, and Druidism. Lastly, the Old Faith is largely a decentralized religion. Many of the practices and followings differ between people, families, and clans, with differences in songs, poems, stories, and endings. At one point, the Old Faith did have a stronger sense of hierarchy amidst the “Fathers of the Old Faith”, who were Heartfire wielding guardians of the traditions and beliefs of the Old Faith. Since the practice of Heartfire has waned into obscurity, there is no true-organizational body of the Old Faith. It is more important to practice good faith and belief in the Three, and your Ancestors, than organize and structure. Chp. 3: On Mysticism Gaesa In the way that the Old Faith reveres and understands Morrighaen as the most powerful in their pantheon, many within the Faith will undertake a gaes (sometimes spelt gaess, or gaesa). A gaes is an idiosyncratic taboo, or self-imposed ritual-- something that you absolutely must do, or never do. To undertake a gaes is not a light, or easy decision. Often, a gaes is sworn under cover of night, at a place closest to the stars, or where the canopy of night is all one can see. Originally, gaes were only utilized by those who revered and sought the Indifferent Mother’s favor. Many would consider this to be a wasted effort; one cannot tempt the Mother of Fates into action. But, even still, those who swore their gaes to Morrighaen found themselves, at least in self-reports, braver and more effective. They felt as though in dire circumstances, they found their ways easier. These self-reports spread the idea of a gaes from something only the most fervent of Morrighaen’s chosen would undertake, to a much more common superstition. Some examples of gaes that someone may undertake are as follows: “I will never refuse a meal from a woman.” “At a crossroad of life, I plant a flower.” “I will never introduce myself by my first name.” “Speak your fears before passing running water.” “I will never speak ill of the dead.” “Always leave a coin for your bartender.” To undertake a gaes, and break it, is to invite only the most calamitous and urgent of ruin upon yourself. In bowie folk-lore and Old Faith oral tales, some heroes will take two gaes to bring a greater boon of luck. That said, many tales end with a contradiction of the two gaes spelling the end for the hero, or, the hero failing to uphold their one beholden belief. As said before; a gaes is never to be undertaken lightly, and only should reflect that which is in your control. A gaes may be “I will never travel with someone carrying an arbalest” but never “No one can ever have an arbalest”. It is-self imposed, and sacred. Erythian Stars (Click me for link to the old lore) Introduction Erythian Stars are simply mystically empowered glass orbs centered by a rare gem that display either sight, sound, or emotion present on the opposite end of two connected Stars, for either mundane purposes such as checking in with a friend that lives far away or for more extreme purposes such as overwatching the border of a known area harboring great evil. Forging A Star Foring a star is relatively simple, but the cost of creating one is great. All that is needed is a glass orb around the size of a head, a valuable gem such as an emerald or diamond within its center, and a willing participant. The participant must sacrifice either their sight, hearing, or capacity to feel emotion on any powerful level and bind the sacrificed sense as well as a small fragment of their soul to the object, permanently binding the emotion or sense to the newly forged orb. While this requires a fair bit of study into the soul and its workings, the damage done is minimal and does not create any form of phylactery of the sort as the soul’s severed part turns into energy to power the orb. As a result only one Star can be made per person, and anyone that is used in the orb’s creation will be mildly affected by holy magics that cause damage to beings with damaged or irregular souls. Finally, the orb does not gain any durability, so it’d be as easy as shattering glass to destroy it, making these useful orbs quite costly. Stars Of Andun The Stars of Andun, or Stars of Emotion, do as the name implies and links the emotions of those on either end of the two-way system. If anyone were to grab onto one star, they’d feel either nothing - as in most cases - or either the emotions of the person holding onto the other star, entirely replacing their own for the duration. Similar to the other Stars, a link must be formed by having the creators of each star come together and willingly unify the two artifacts, the link being unbreakable and irreplaceable when formed. Stars of Cearm Finally, the Stars of Cearm, or Stars of Sound, transfer sound between two orbs in a radius around it instead of vision or emotion. Touching these stars have no special effect unless both are touched at once, in which case the user will not hear anything they’d normally hear, but rather whatever the person on the opposing Star heard, and vice versa. As with the other Stars, a link is required between two Stars. Stars Of Ansíen The Stars of Ansíen are ones designed with the intent of viewing an area, the area being either another Erythian Star or a Tower of Sántorr. Two linked Erythian Stars would act as if the two users of the mystical orbs were in the same room as one another, their vision being projected on either end. The two Stars must be linked with each creator’s willing consent and both stars present in the same area, effectively melding the two gems into one half of the same whole. The benefit of this is that the opposite gem can view the area where they’re located by simply looking at the other star, while the downside is that no sound or other senses pass through the star, making it only useful for visual use. The other scenario in which a Erythian Star would be classified as a Star of Ansíen would be linking a star to a Tower of Sántorr, or a “Viewing Tower” in common terms. This requires the Starforger to bring the Star to a functioning Tower of Sántorr’s peak where the Star can be linked to the tower. After doing so, the Star will display a similar all-around view of the area around the tower. Tower of Sántorr Finally, a Tower of Sántorr is a megastructure that appears in the world as an anomaly, the creation and requirements of what is and isn’t being unknown to both the first Starforgers as well as the common world as well. Instead, these towers seem to form out of anything, including the tallest tree in a forest, a guard tower in a city, or even the highest hill in the countryside. As a result finding one is near impossible without some form of supernatural aid, and creating one is an even more impossible task. However it’d seem in times of dire need that these towers in one way or another reveal themselves. Heartfire (Click me for link to the old lore) In the ancient realms of Adunia and the Highlanders, there existed a magic known as Heartfire—a divine gift bestowed upon mortals by Thrønn, the Impartial. This sacred flame, drawn from the depths of one's own essence, held the power to ward off evil, illuminate the darkness, and bestow protection upon oneself and allies. At its core, Heartfire was a manifestation of the inner vitality and resilience of the human spirit. Practitioners of this magic could wreath themselves in an ethereal flame, warding off the chill of the night and repelling malevolent forces. Additionally, they could extend this protection to objects and weapons, imbuing them with the same divine light. One of the most profound abilities granted by Heartfire was the capacity to heal and restore vitality. By stoking the flames within themselves or others, practitioners could close wounds, neutralize poisons, and cleanse the body of toxins. However, this power came at a cost—as the inner flame was spent, so too was one's own vitality. To replenish their strength, Heartfire users would seek solace in the warmth of fires, drawing upon their radiant energy to restore their vigor. They could also kindle the flames within others, returning them to a state of health and vitality. Yet, the misuse or overuse of Heartfire carried dire consequences. Excessive expenditure of the inner flame could lead to a darkening and brittleness of the body, akin to a tree consumed by fire from within. This ashen decay would start at the extremities, causing numbness and brittleness, and if left unchecked, could result in catastrophic consequences. In Old Aegis, Adunic and Highlandic wanderers and monks who revered the Old could utilize this power for true goodness. Heartfire could not harm God’s creations: only those of Iblees, of the Night, that shy away from lightness. Lost to time as the Adunic identity shifted, it was once restored in Anthos, and used to face the wraiths and liches around Mali’nor. It has since faded once again into time, receding into obscurity and esoterism. People who worship the Old Faith however have eyed templarism with some curiosity. The magic of Malchediael looks to those who remember, or have heard, of Heartfire as a successor of sorts. Some speculate Malchediael is the reflection of Thrønn to those righteous of heart, manifested, and the relationship is a positive feedback loop for righteousness, fervor, and glory-seeking.
  2. ~* Halfling Spiritualism *~ [1] Preface: Halfling Spiritualism differs in that Halflings don’t worship spirits the same way they do with Knox or Billy Bob. Instead, Halfling spirits are considered living forces of certain characteristics and aspects. For example, merrymaking is a positive aspect of everyday life, as such the spirit of merrymaking isn’t a certain person but the force of merrymaking itself. As such, one doesn’t necessarily pray to the spirit of merrymaking, but invokes it with feasts and festivals. Using even more simple terms, one doesn’t need to pray to the spirit of foxes, just by having a symbol of a fox is enough to invoke and respect it. History of Halfling Spiritualism: It is uncertain when exactly did Spiritualism begin to be practiced by Halflings, or who introduced it, though through oral tradition it was around the time of Dunshire. Looking at just a few written records, we know the names of the spirits and how they were invoked, using everyday words in that time; in simple terms the names of these spirits are what they represent. Since then it has been an accepted faith within Halfling society, with some individuals building dedicated shrines to certain spirits. In more recent years, new spirits and notable individuals have appeared, becoming new additions to the list. Traditions and Worship: [2] The way Halflings worship the spirits is the same as you would find in other Spiritualist societies, with shrines, offerings etc. The historical word for Spiritualism is ‘Gāstsiden’ and ‘gāstberend’ for shaman. When praying to a spirit it is imperative that devotees utter the word Lup, as it is the proper way to do so. Sermons and religious festivals are also held in order to appease them. The act of the will of the spirits is slightly different, instead of actively doing tasks i.e. going on a hunt in order to appease to the spirit of it, Halflings simply try to uphold what the spirits represent. Sacrifices vary from individual followers, most Halflings tend to use food, booze and pipeweed as offerings, with some offering mina as a way to get rid of them. One tradition that some Halflings do, in order to appease to specific spirits, is to decorate their homes or certain items with motifs of that spirit. Major Halfling deities: These are the gods Halflings may worship daily Billy Bob, The Great Farmer (note: this is how Halflings view Billy Bob) He is considered the creator of the world and of every descedant race [3.1] Lord Knox, The Pumpkin Lord Created by Billy Bob, he is the guardian of the Halfling race [3.2] Arugula, The Squid Monster Created by Billy Bob, she is the destroyer of the Halfling race [4] Halfling Animal Spirits: These are the animals that are culturally significant and invoking their spirits brings good fortune Fyxen the Fox The fox spirit is said to bless Halflings with cleverness and stealth Hara the Rabbit The rabbit spirit is said to bless Halflings with fertility and agility Frosc the Frog The frog spirit is patron and guardian of Frogtoppia, he blesses Halflings with wisdom and good health Apa the Ape The ape spirit is said to bless Halflings with dexterity and athleticism Yrchoun the Hedgehog The hedgehog spirit is said to bless Halflings with fortitude and protection Brocc the Badger The badger spirit is said to bless Halflings with strength and ferocity Halfling good spirits: These are the spirits that represent positive traits and aspects in everyday life Geþoftræden, Companionship A male Halfling whose manners are always friendly, he is present when friends have fun and help each other, or when a Halfling does the same with a stranger Friðu, Safety & Peace A female Halfling dressed as a Sheriff, she is present when Halflings de-escalate dangerous situations or form peaceful alliances Gefére, Community A female Halfling with good manners, she is present when Halflings work together and support each other Worian, Adventuring A male Halfling dressed in armor wielding a shovel riding a farm pig as mount, he is present when Halflings go onto adventures in familiar and unfamiliar places Drieman, Merrymaking A male Halfling carrying wooden mugs and a barrel full of mead, he is present when Halflings party Gerisene, Properness A female Halfling of humble demeanor, she is present when Halflings uphold their traditions properly Gecynd, Nature A female Halfling Shaman, she is nature itself and is present when Halflings plant new life and take care of their natural environment Bebaþian, Hygiene A male Halfling in formal clothing, he is present when Halflings clean and take care of themselves and their homes Drēmode & Pibmala, Music & Song Two Halflings, a male and female respectively, they are present when Halflings compose and perform music Halfling bad spirits: These are the spirits that represent negative traits and aspects in everyday life Bestelan, Thievery A male Halfling dressed in leather armor and cloak, he is present when Halflings steal from others for their individualist gain Ungerisene, Improperness A female Halfling dressed in biggun clothing, she is the twin sister of Gerisene and is present when Halflings act like bigguns Pugsē, Betrayal A male Halfling coverred in scars and bruise marks, he is present when Halflings betray each other and the community Etolnes, Gluttony A male Halfling who is obese, he is present when Halflings consume large amounts of food and drinks leaving nothing for their kin Urith, Weaponry A male Halfling clad in biggun armor riding a war pony, he carries a sword and is present when Halflings use biggun weapons for unnecessary violence Filþu, Filth A male Halfling with dirt and flies all over him, he is present when Halflings don’t take care of themselves or their homes Halfling ancestor spirits: Notable Halflings in history whom are still respected even today, though Halfling Druids are not part of the Ancestor Realm, they are still respected individuals Kip Took, Len & Gimblo (founders and elders of the 1st Halfling village of Dunwood) Petyr Brandybuck (introduced Druidism to Halflings and co-founded the Druidic Order) Andwise Peregrin I (founder of Willow Hollow) Elder Larry Shortoak & Mayor Berilac Weedsnatcher (cultural golden age leaders) Rollo Applefoot (greatest leader in history) Micah O’Connell (Thain after Rollo whose Thainship was marked with many festivals and parties) Archdruid Harold Applefoot (accomplished Druid who was murdered) Isalie Gardner (Thain of Brandybrook) Filibert Applefoot (co-founder of Bloomerville and Knoxville) Iris Peregrin (accomplished Mayor, Druid and Thain) Greta Goodbarrel (accomplished politician and advocate for democracy) Barbog’Yar (Goblin shaman who became an honorary Halfling and promoted learning and spiritualism) [1] (https://www.deviantart.com/martith), art by Martith in Deviantart [2] (https://www.deviantart.com/illahie/art/Mudpaw-8599486), art by Illahie in Deviantart [3.1] & [3.2] (https://www.lordofthecraft.net/forums/topic/208632-a-story-of-creation/?tab=comments#comment-1886579), art by me [4] (https://www.lordofthecraft.net/forums/topic/208653-a-story-of-destruction/?tab=comments#comment-1886747), art from the same post (OOC: This is cultural lore, it does not change, add or remove anything from existing Spiritualism lore. This post was brought to you by the Halfling Lore team: mystery man, jumperhand3, takemetothefae, knightoftheroses, somersett, teawithsunny, salamandermoss, riorr, hanrahan and me. Special thanks to jihnyny, cosmiverse and sewer rat for helping out)
  3. [!] Numerous posters approved by the Salvian Syndicate had been nailed on posts around Lurin Poster made by @Myochii
  4. Congratulations to Bakir Ireheart as he persevered and claimed all other participants belts along with the Champion Belt! He shall wear them proudly as practiced by the ancient traditions and the blessings of the paragon, Kjell. Let us take a moment to recall the memories of the competition: Thank you to everyone who were able to make time or attempted to participate.
  5. Join us by replying to this post with "I love you Steven."
  6. Kingdom of Lechia LECHIAN CULTURE SUBGROUP OF LECHITIC PEOPLES HISTORY THE ORIGINS Depiction of Lech and his two brothers, looking for a place for a new settlement The Lechian people derive from the group of Lechitian peoples. According to the so called pre-Lechitian myth, the founders of the three main Lechitian cultures, (Lechian, Ruthian that is similar to the Raevir, and Tschech) came to the continent of Vistulia in search of a place to settle. The second oldest of those three brothers, named Lech has followed a huge white eagle to its nest. That is where he established his first village in order to let the Lechian culture grow. Since that day the Lechitic coat of arms is a mighty white eagle. With an established capital that Lech named Gniezno, the Lechian culture flourished and developed vigorously. The first Lechitic leader established the first state structures and customs but was of pagan faith for it took several decades for him and his people to convert to Canonism, which came from their cultural cousins - the Tschechs. EARLY YEARS OF CANONISM IN LECHIA Depiction of Prince Mieszko's baptism After centuries of slow development, the first monks of the Canonist Church arrived on the continent of Vistulia. According to old documents they were led by Vojtech, of Tschech origin, as Tschechs have accepted Canonism before the Lechians. Thanks to his diplomatic skills, Vojtech convinced Mieszko to accept baptism, marry a canonist Tschech princess, and at the same time incorporate Lechians into the canonist community. As a new ruler within the canonist church, Mieszko united the Lechian tribes and conquered far more land than any of his ancestors. The country stretched from the sea in the north to the mountains in the south. Vojtech, who stayed at Mieszko's court for some time has crowned him as a prince, as Mieszko found himself unworthy of being a King. This gave rise to the first dynasty of Lechia - Piast. As new cultural norms grew, churches were built, a network of stone roads developed and the first church structures were established in the capital. Unfortunately, the times of peace passed after the missionary Vojtech's expedition to the northern tribes, who bestially murdered him and quartered his corpse. Mieszko still remembered Vojtech's merits and set off to the north to fight for justice. The soldiers of Mieszko had no mercy on the pagans and slaughtered the population of the local settlements in the same bestial manner while imposing the Canonist faith on the survivors. Despite the long process of converting the Lechians to the true faith, which sometimes met with armed resistance from the native believers, Mieszko's reign is remembered as decades of peace. TIMES OF KING BOLESLAW AND HIS SONS Depiction of Boleslaw and his sons, arriving at Krakovia The times of Boleslaw the First echoed among the Lechitian tribes. Immediately after his coronation, he began a period of conquests, and greatly expanded the dependent territory of Lechia. As the first of the Kings, since his father did not accept the title of the King of Lechia, he ordered to make a sword intended for coronation of further Kings, and a Crown decorated with many precious gems. The sword called "Szczerbiec" ("Chipper") played a significant role in the reign of Boleslaw and later his sons, as it became a symbol of Lechian nationalism and a sign of victory over foreign powers. Legends say that it took its name from the moment when Boleslaw chipped it against the gate of the capital city of a neighbouring state, to mark Lechitic annexation of the border areas. Unfortunately, he did not enjoy his reign long after this event. King Boleslaw died three years later of an unspecified illness. For Lechia there came a time of sorrow, as Boleslaw had many sons and each of them claimed his father's crown. Having divided the country into parts, a fratricidal struggle for the crown of Lechia began. The eldest of the brothers, Mieszko III occupied the capital and held it for many years. The brothers from the western, northern and eastern parts meanwhile held talks about a new order after the end of the civil war. The quarrelling brothers chose as ruler someone who had never known a taste of power - Kazimierz, the youngest of the brothers, who ruled over no province. Mieszko III, faced with the overwhelming power of the united brothers, renounced the crown and the Bishop of Krakovia crowned Kazimierz as the new King of Lechia. The times in which Kazimierz reigned were the best in the history of his family. He rebuilt the destructions of the civil war, developed the monetary system and established the first university in Lechia. He died at the age of 70, leaving no male descendant. JOGAILAN RULE AND LECHIAN DECLINE Depiction of Wladyslaw proclaiming the Union After Kazimierz's death, the only person of his blood was his daughter Hedwig. She married a powerful leader of a neighbouring country, and united the two countries in a personal union. Despite the power of the great state, pagan tribes still lived in the north and invaded the lands of Lechia. To remedy this, Wladyslaw, for that was the name Hedwig's husband, called upon the help of the strong Waldenian Order. He was unable to foresee the cunning and guile with which the Knights operated, and allowed them to occupy the land of the pagans so that they could continue to help the Lechians spread Canonism. Soon after, the knights turned on Wladyslaw and formed an alliance to help them conquer the lands dependent on the Jogailan dynasty. At that time, there was great social unrest in Lechia, with tendencies calling for the introduction of sanoism, priorism but also absolute power in the government. There were many clashes between Lechitic priorists and sanoists, who had two different concepts of the state. The Sejm (the equivalent of the Duma in Haense or the parliament in Oren) rejected all attempts to reform the state, thus stagnation deepened and Lechia was exposed to blows from the outside. The powerful alliance formed by the Waldenians, and the neighbouring powers as well as, the constant skirmishes with them caused the disintegration of the state. Lechia has not appeared on world maps since then, yet the people still remember their roots and will never abandon them. CULTURE OF LECHIA WAR CULTURE Depiction of Lechian warriors going on a hunt Lechians are known for their fighting stubbornness. This is due to their culture, which grew up on warrior values because of the many threatening neighbours around their state when it still existed. Young Lechians were trained from the age of 16 to become infantrymen, archers or horsemen. Women could also train if they wished to, but they usually stayed at home and took care of the hearth and home. Among Lechitic soldiers the highest value is honour, which should never be tarnished. There are many chronicles about the heroic deeds of the Lechians in their fight against the invaders, especially about the skill of their cavalrymen, who, with much smaller numbers of troops, were able to destroy the Waldenian armies with very few losses. Lechitic troops were usually lightly armed with spears, short swords and shields, or short bows. There were also heavy regiments, such as the famous Husaria. The Hussars were an elite cavalry unit serving the Kings of Lechia. Known for their ornate armour and wings made of eagle feathers, they wreaked havoc on the battlefields. Depiction of Husaria PEASANT NATION Depiction of Lechian landscape Lechia was mainly located in the lowlands, which favoured the development of agriculture and peasant culture. The first Lechitic Kings issued various privileges for the peasants in return for their hard work for the homeland. The Lechitic peasants mastered the so-called three-field system on the basis of which all farms, private and state, operated. In the fields, peasants worked from dawn to dusk, in every season except winter. They worked hard at harvest time, and 1/3 of the harvested crop was to be given to the local overlord - a baron, count or duke. Local peasants were also very fond of animal products, so they bred a variety of pigs, cows and sheep from which they could obtain the materials they needed. A highly prized product among the middle class was bee honey. Only trained peasants were allowed to own and run an apiary and extract honey from it for personal and commercial use. Another highly popular occupation among the villagers was brewing. Many peasants were employed in private breweries where they produced high quality alcohol in the form of beer, vodka or wine. One of such brewery brands is Harnaś Brewing Company, owned by House Jazlowiecki. Depiction of a Lechian town Cities founded by various Lechitic noble families were usually located on hills, slopes or cliffs, where danger could come from one side. The wealthier towns were surrounded by a wall, usually made of stone or bricks, and there usually was a drawbridge leading to the gate with at least one tower. In every town there was a church or chapel where local people could worship God and pray for a successful harvest. The houses of Lechitic families were made of stone, wood and thatch as a roof, as these were commonly available raw materials. Wealthier families from the middle and high nobility could afford to build houses from more expensive materials such as white stone or expensive varieties of wood, unattainable for ordinary peasants. It was not very often that you could see noble houses within the walls of cities, as high ranking families usually had their own estates that operated independently. The same applied to the castles of local rulers. They were usually solitary standing on advanced rock formations where it was difficult for enemies to get to during an attack. Depiction of a Lechian castle A typical Lechitic castle was surrounded by a thick wall made of stone bricks and was dominated by the roofs of towers and the main building where the throne room and the feast hall were located. In the castle there was usually a small chapel, and in front of the bridge leading to the castle there was a small settlement for the castle workers - guards, priests and officials. A life in a noble keep differed from village life, as there the king's representatives came and there the future of the region was debated. RELIGIOUS SOCIETY Depiction of a Lechian monastery Lechians are a people proud of their religious affiliation. Processions and solemn masses for the homeland and the king were very common during the time of their state. The king, according to official state propaganda, had authority from God, and additionally filled important places in the government with church officials. The most important seat of the church in Lechia was Krakovia where the Archbishop resided. There was also the cathedral of the Virgin, where the kings of Lechia were crowned. The Church in Lechia strictly outlined the rules of morality and punished the disobedient. Despite this, the church was highly respected by peasants, the middle class and the nobility. Many Lechians turned away from the church when they secretly formed alliances and agreements with the Waldenians regarding their position after they occupy these lands. Today, despite the diaspora in which Lechians live, the church still plays a significant role in their lives TRADITIONS Depition of Krakovia before an upcoming fair Dożynki Originating from the provincial part of Lechia - Dożynki (in common the Harvest Festival) played a great role in the life of small towns and villages. Dożynki were a special time of the harvest where people gathered in squares or clearings and set up poles with colourful streamers, tables with white tablecloths and surrounded everything with bales of hay. In the middle, a bonfire was lit over which meat bought by the peasants to celebrate the success of this year's harvest was roasted. On the tables, however, there were colourful vegetables and fruit, and everything in the theme of the harvest. Drowning of Marzanna Drowning of Marzanna was an important part of the Lechian folklore. When winter ended and spring began, children from towns and villages made puppets stuffed with hay and decorated them to resemble women. Drowning the puppet in the river, or sometimes burning it, symbolised the passing of winter and the arrival of spring. The death of Marzanna was to symbolise the passing of the month associated with death and the arrival of new life in spring. Night of Kupała Lechian customs and rituals related to the Kupała Night were supposed to ensure health and fertility. Fires were lit, in which herbs were burned. Various kinds of fortune-telling and dancing took place during the joyful games. Girls would throw garlands with lighted candles into the rivers. If the garland was fished out by a bachelor, it meant a quick marriage. If it floated, the girl would not marry soon. If it burned, drowned or became entangled in rushes, it boded ill for old age. It is thought that these are probably the remains of old pagan spring rituals, that Lechians have incorporated into their culture after converting to Canonism. LECHIAN LEGACY Depiction of City of Krakovia, seat of House Jazlowiecki in the Margraviate of Lvinsk Although centuries have passed since the fall of Lechia, the spirit of the Lechians has never died. The first verse of their favourite patriotic song says "Jeszcze Lechia nie zginęła, kiedy my żyjemy" - "Lechia is not yet lost, as long as we live". The most widely known family that still maintains the Lechitic legacy and culture to this day is House Jazlowiecki. It first became famous for the military genius of the founding fathers of the family - Aleksander Batory and Mikhail Svarogovich, who fought alongside Wilheim and Tylos Barclay, as well as Bogdan Canoslav in the War of Two Emperors. After many years of separation, the two brotherly families of Batory and Svarogovich were united under one banner. To this day, memories of nearly 200 years ago are still vivid among family members. After decades of effort, the Lechians have finally won a place to live where they could propagate their culture and traditions in harmony. The Margraviate of Lvinsk, was a refuge for Lechians, where everyone was welcome, native or foreign. Under the rule of Venerable Borys Jazlowiecki, the first Margrave of Lvinsk, and August Jazlowiecki, the first Baron of Triglav - the Margraviate constantly developed. After the fall of Savoy, Jazlowieckis decided to take their fate in their hands and openly asked King of Oren, Frederick I about the possible relocation. Thanks to his wife being a Savoyard, and the prestige their family earned through the years in the southern realm, King Frederick didn't even think but allowed them to settle in the western part of his Kingdom. Under the rule of Margrave Jazlowiecki, the Lechian culture was safe and ready to flourish once more under a new banner. After years of prosperity, came the Harvest Revolution, which drove the Lechians from their home. The treacherous de Vilains, whom the Jazlowieckis saw as friends, deprived them of their home. But GOD watched over them and crushed the oppressors that drove them out of Eagle's Retreat. Thanks to the pious Prince of Merryweather, Ottomar II, into whose hands the land that once belonged to Grodno fell, through goodwill and respect was returned to its rightful owners. From this moment onwards, the House of Jazlowiecki became an integral part of the United Kingdom of Aaun. Lvinsk, Grodno, Warsovia, Triglav, Wolavia & Viska Coats of Arms SARMATIAN CULTURE Depiction of traditional Lechian noble outfits Sarmatism is a culture developed by the Lechians during the Jogailan rule. It presupposed a golden liberty for the nobility, which allowed them to meddle in the interests of the kingdom without the right of intervention by the King. The nobility would gather for Legislative Sejm, which allowed for new laws, reforms or even the writing of a constitution. However, the Golden Liberty assumed a right of veto on the part of anyone in whose veins noble blood flowed. The representatives of the high nobility bought off the lower-born and less wealthy nobles to vote no and use the veto, which broke up the sejm and prevented state reforms. Very characteristic was the nobleman's dress worn during Sejms, called Kontusz, and sabres or maces at its belt. Golden Liberty also had other drawbacks. The nobility, enjoying a high degree of autonomy, built their manors in forested retreats around which stretched hectares of land subject to them. The manorial system developed by the Lechian nobility was based on the principle of serfdom, that is, the forced and enslaved labour of peasants. Farmers were not allowed to leave their lord or his land under any circumstances, and were only exempt from work on church and national holidays. Multigenerational families poured their sweat and blood on the land of the Lords, getting nothing in return. The end of Sarmatism and Golden Liberty is marked by the fall of Lechia and a peasant uprising, which in its fury slaughtered and hanged the Lords mercilessly. SONGS AND MUSIC The songs of the Lechians are very distinctive. Their music is usually grave, but there are also more cheerful songs, to which you can dance despite the message. This state of affairs stemmed from years spent in the diaspora - scattered to the ends of the world, with no place to live. Without a piece of land, a homeland to call their own and with fading sense of independence, the Lechians carried the light of Lechia in the form of poems, books and, first and foremost - songs. What did the Lechians write songs about? There were many themes - love for a girl, love for the homeland, grief for the homeland or a call to arms in an attempt to reclaim lands seized by invaders. The music is usually played on the piano or violin, as these were instruments considered highly esteemed in the circles of Lechia's upper nobility. One of such songs is "Warszawianka" or in common "The song of Warsovia": I. ‘Tis the day of blood and honour Let it break our bloodstained chains! Like a dragon our white eagle Looking straight has soared above and excited with this hope calls upon us from above: Raise oh Lechia! Break your shackles! It’s your triumph or your death! Chorus: Hey who’s Lechian grab your weapon Lives our freedom, Lechia lives With this word of pure excitement May our trumpet always sound May our trumpet always sound II. Dearest Lechia all your children, are in better place today, since those days when all their battles were fought in Savoyard name they have waited for two decades sent across all human lands today Mother, who will fall in thy bosom shall be found Chorus III. Sound oh bugles, roar oh canons Forward children join the fight Led by honour and our glory Triumph gleams in steel so fine Soar our eagle, high above us Spread our glory, Lechia’s might Those victorious shall gain freedom Those defeated gained it now. Chorus Words of some other Lechian songs can be found below: Lechian Anthem: Gaude Mater Lechia - Rejoice Mother Lechia Duma Rycerska - Pride of Chivalry The Camp Prayer (one of the few songs you can sing along in common) LANGUAGE All letters of Lechian alphabet The Lechitic alphabet consists of 36 characters and resembles the Ruskan and Raevir languages in places. Although these groups did not have much in common, they managed to develop similar words and phrases. Good examples are the words "Good - Dobry" and even the negation "No - Nie". In many books you can find basic words and phrases in this language. Example of a Lechitic dictionary OOC: Culture is still a WIP
  7. •✹Armakak's Sun Festival✹• [!] Tiny wood sparrows deliver colorful, golden pamphlets across all of Almaris. At the ripe beginning of The First Seed, Da Seers Eron Hefruth and Da Kirkja Dverga of Urguan are calling every merchant of Almaris to join in a prosperous celebration! Be it brews, weapons, forges, jewlery, any and all are welcome to sell! The Sun Festival is thrown in honor of Armakak, the Merchant Father, who guides our kin to luckier days and brighter skies. Festivities include: ✹ Stalls and shops from the finest merchants of Almaris that will surround the valley of Urguan! ✹ Test your luck with a coin toss or win back double your mina at the gambling table! ✹ The Merchant Competition will conclude the festival, where each stall or shop submits one item to be judged by Yemekar’s Pick: Dorimnur Goldhand, Grand Steward: Levian'Tol Grandaxe, and Grimgold Clan Father: Alaric Grimgold. Winner receives 200 mina. Join the Grand Kingdom of Urguan with pockets full or empty, for may Armakak’s luck shine upon us all! High Chief of Hefrumm, Seer of Brathmordakin, Prelate of Anbella, Chief of Clan Blackroot, OOC: Festival will begin Saturday, April 17th @ 6pm EST. If you want to run a shop/stall in the festival, contact Dietz#2343 or High Chief Yazmorra Blackroot irp.
  8. Samuel Stelmor *A rather colorless portrait of Samuel that was recently made.* Nicknames: Sam Age: 173 Gender: Male Race: Dwarf Status: Alive, well, and active. Description Height: Four feet, seven-and-a-half inches in height. Weight: 113lb / 51kg (Slightly Overweight for his height) Body Type: Not toned, not what you would call "fit." Eyes: A dark green color. Hair: Bald. He has facial hair, a light-yet-saturated brown color beard which is under control. Skin: The closest named color is Peach Orange, <#FFD198> is his true skin color, a slight tan. His skin is clean, somewhat smooth, and has no bumps. Markings/Tattoos: Strange mark on his head, most likely a spiritual mark: Health: Rather healthy, a tad bit overweight for his height. Personality: Kind and true of heart. Inventory: Fists. Cloths wrapped around his lower arms and fists. A few religious books, and a bag of incense. Further Details: A very spiritual person, meditates regularly. Life Style Alignment: Lawful-Neutral, leaning towards Lawful-Good. Deity: Rellenia of The Celestial Triumvirate Religion: The Celestial Triumvirate Alliance/Nation/Home: Wanders around the Cloud Temple often. Job/Class: Unemployed *Subject to Change* Title(s): Dungsweeper / Custodian / Monk Applicant(Applying to become a Monk) Profession(s): Cleaning and mining. Special Skill(s): Farming. Flaw(s): He spends a lot of time thinking, and he thinks very deeply before making any important action. Weaponry Fighting Style: Prefers not to fight, but when he has to, he prefers either his fists, or a staff. Trained Weapon: Melee and diplomacy. Favored Weapon: His diplomacy. Archery: No training. Biography Parents: Gaylord Stelmor, Victoria Stelmor(Cladheart is maiden name) Siblings: N/A Children: N/A Extended Family: He does not know any of his cousins or ancestors, other than his parents, but he considered his townsfolk to be extended family. Unfortunately, his townsfolk moved away while he was visiting a sick friend of his. Pet(s): None, unless you count his love for turtles in the wild, he named them all. "Spike," "Stegg," "Jenny," "Beasty," "Star," and "Flamer." <You get brownie points if you get the 5 reference names.> History Growing up, Samuel Stelmor was not one of the more physically active children, he preferred studying over outdoor games. He always wrote reports for the elders on subjects they would teach him about. The elders loved Samuel, because he was one of the few children that cared about the knowledge they presented to them. He was always respectful to anyone older than him, and was always caring for those younger than him. He was truly the kindest heart in the town. After reaching the age where he had to move out of the home, he decided to continue his studies. He was constantly thinking about his payments due on the house he was staying in. He often thought about running out of money, which he got from a hard job of cleaning. With all the stress on his mind, he had given way, being a rebel of a citizen. After realizing his wrongdoings, he turned to meditation and relaxation, so that he wouldn't let himself become like that again. The stress soon was gone. After not too long, one of his close friends that moved had become sick. He only knew this because her family sent him a mail-bird. He ventured off so that he could be with her when she passed, but luckily, she overcame the sickness about four days later. While venturing back home, Samuel came across a great storm. He had to sit and wait for the storm to pass, which was only about a day and a half. Once he had reached his home, it was abandoned. There were some buildings that were demolished, and they looked like they were demolished on purpose, he assumed that the townsfolk had moved. He checked many mailboxes, finding no signs of where they had moved to. Sadly, he never reunited with them. Samuel, with nowhere to live, headed out through the woods, he came across a beach with giant crabs, and looked to his left, finding a large stone road. He quickly ventured to THE Stone Road, heading towards the Cloud Temple. He had been here a few times, at least he remembered it from when he was a child. He actually followed the religion of the Cloud Temple after being there for a while. He went on to spend many years there, appreciating the monks' great work. After a while, he had reached his 170th birthday. After three more years, he decided that he would apply to become a Monk of the Cloud Temple. He greatly hoped that he would accept him, for he would love to have the responsibility of helping others. He also applied for the position so that he could read more about the religion, and help spread knowledge. After all, Monk's job is to be wise and helpful. Artwork
  9. Order of the Holy Cross The Holy Cross is an order that is engrossed in religion. They follow the rules of the church, head to chapel every week, and remove heretic scum. The Holy Cross currently serves under the Holy and Divine Oren kingdom. Heretics will be burned, those who do not worship the Creator will be either punished or ignored for their ignorance of the faith, and his holiness will be worshiped. Tenets ~ Loyalty, Obedience, Honor, and Respect ~ ~ Religious activies take place once every week ~ ~ Betrayal is swiftly dealt with ~ ~ An Order member must never talk up to god in vain and must follow this god whole heartedly ~ ~ No stealing from your fellow Order members ~ Officer Ranks Overseer: The Order of the Holy Cross is lead by this man. His rule extends until death or else his name be dishonored or tainted. He is in charge of the entire guild. Commander: A commander is in control of a large field of units. He makes sure that his field of command runs smoothly while issuing out the main orders for Lieutenants and sergeants to follow. Marshal: This position is appointed during times of war. The Overseer must consult with the marshal before conducting any military movements. Any Lieutenant, Disciplinary, or Cross Principle may obtain this rank. Disciplinary: The Disciplinary is in charge of training and keeping order. His duties consist of insuring punishments are carried out, insuring obedience and loyalty, and making sure each soldier does the job he was assigned to do. Prelate: The office of Prelate is held by a Bishop appointed by the ArchBishop of Holy Oren. His duty is to simply conduct all religious affairs and insure that each soldier is blessed before a battle. Cross Principle King of Arms: As the name suggests, the Register(s)’s duty is to attend to the crests and banner of arms. These are usually held within the chapels which are used during ceremonies and battles. The Register marches in front of the bannermen. The Cross Principle also conducts training and is the paymaster. Lieutenant: A lieutenant who’s duty is to insure the lines do not falter. Virtuous, honorable, and decisive. Their words of faith spur the men when odds seem ill. Sergeant: These men are the core of the officer group. They are nay high ranking but keep order amongst the ranks. Usually in charge of patrol groups or sections in the army, they insure orders are issued out to the smallest degree with precision. -Enlisted Members- Footmen: The main bulk of the Cross’s ranks. These men are the backbone and fill most formations. Going against orders in the public could mean excommunication from the Order. If they so have a problem, they bring it up with the authority in private. Their training is mostly under the Disciplinary. Enlisted: The Enlisted are soldiers, lowest ranking, that are new to the order. Their training is conducted under the Cross Principle King of Arms. These men must be loyal and obedient or risk being excommunicated. Specialized Ranks Quartermaster: The Quartermaster is in charge of maintanence of military supplies that come in. They log everything, and keep organization. This man helps avoid confusion with his clear mind and sense of organization. Secretary: The Secretary is in charge of the Order's finances. He tracks what is being spent and what is being bought. His duties also consist of keeping record of how much income the Order is making. The Secretary is also expected to lead all civil projects. Combat Medic: The Combat Medic is in charge of tending to the wounded and hurt. He constantly brings a variety of medical equipment, herbs, and so on. His duty is to make sure that no one dies on the field of battle. How to join the Holy Cross
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