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  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. FROM THE FIEFDOM OF GARENBRIG PENNED ON THE 12TH OF THE DEEP COLD, YEAR 181 OF THE SECOND AGE More Heralds travel from the cliffs of Garenbrig’s borders, bearing another message. “From here on, let it be known that the Levy of Garenbrig is no more. The Fiefdom of Garenbrig shall henceforth be protected and manned by the Knightly Order of the Pyre. In a land bordering the great Aran-In-Eryn, or “Kingswood”, the need of warriors of Noble Stock has been deemed increasingly necessary. Suffering adversity from Cultists, their dark gods, great beasts, poachers and undead, the safety of the Town of Garenbrig is under question. Thus, the newly dubbed “Knights of the Pyre”, or the “Order of the Pyre” shall begin building its rank to serve this purpose, to protect the peoples of Garenbrig from the threats that lurk in the dark corners of the world. Therefore, if you are interested in Knighthood, Holy Purpose, and the Slaying of Monsters, look no further.” Enclosed on the messenger’s parchment, of which he hands out, reads the following information: THE KNIGHTS OF THE ORDER An order of Guardians, Hunters, and Errantry The Knights of the Pyre, their namesake taken from the sigil of House Glennmaer, serves the Fiefdom of Garenbrig, vassal land of Numendil, bordering the Kingswood. An Order of Courageous soldiers, Knights, and aspiring squires, the Order of the Pyre prides themselves on their keen and ready ability to slay great beasts, and swathes of the servants of Iblees. The Tower-Pyre symbolizes not only the enduring nature of the order, and the house it belongs to, but also the purity of GOD’s flame, and a shining beacon that all may flock to when in need. The Order sigil consists of the same Sigil as house Glennmaer, now serving as their official order of Knights, though the sunset hues of Glennmaer banners are replaced with a dark gray, to represent the enduring Light of the Pyre regardless of its surroundings. Green is used as a primary color for Uniforms, signifying the good green land that GOD granted the Descendants. Being a Knightly Order of Numenedain origin, it follows three simple rules as part of its Dogma: I. Follow the Scrolls, and take to heart the word of GOD. II. Follow the Code of Chivalry, be you Knight or Soldier. III. Hunt the beast wherever it hides. No corner of the Realm is to be left without the Light. As alluded to within the dogma, the Duty of a Pyre soldier, Knight or not, is to make their name through the guardianship of Garenbrig, by hunting any servants of the dark within their fiefdom, and bordering lands. Whether it be sprites and pixies swapping babies in the crib, or goliaths that threaten the land with their thunderous gravity, it is the duty of the order to be rid of them, swiftly and without fear. RANKINGS AND TRAPPINGS The Knightly Order of the Pyre consists of three ranks. I. Initiates Recruits of the Order, yet to prove themselves in a conflict. Armed with lighter arms and armor to facilitate training and conditioning. This rank serves as a trial of sorts, and soldiers rarely spend much time as an Initiate. II. Man-At-Arms Infantry Soldiers of the Order, who are not knighted, but are trained and oathed to service. These soldiers receive full gear in the form of Coats-of-Plate / Brigandine, various weaponry, shields, rations, and of course, a Saint’s-Weekly pay. As these Men-At-Arms do not bear the title of “Squire”, their duties do not include the dressing and serving of Knights, for they are merely expected to follow their orders and learn from them. Being a Man-At-Arms qualifies any man or woman for Knighthood, providing they display excellence. III. Knights Soldiers who have proven themselves, and taken it upon themselves to learn the ways of the Knight, according to the recommended and widely accepted list of training that all Numenedain squires undergo. These men and women are often Knighted after a loyal, decently lengthy service, for displaying excellence. Once Knighted, they are given the appropriate Plate armor of Garenbrig, and provided with their own Heraldry, either to their specific likings or chosen by the Lord of Garenbrig, whichever is preferred. PRACTICE Whilst the Order of the Pyre isn’t a church-based Order, it still aims to serve GOD primarily, along with the Kingdom of Numendil, through acting as a protection from wayward evils. To this end, the Knights take up a Crusade-like practice of “Going Errant” on a regular basis. Banding together as a single host to scour the lands of Numendil, and perhaps further abroad, to hunt and purge the Dark, be they servants of Iblees or Otherwise. To this end, all are given training with the Lance, and Horse, so that they may more efficiently make their searches. Along with riding and lance training, they will also be instructed on how to combat various beasts and evils, according to the current Numenedain standard, and how to “test” for Darkspawn. DEEDS Members of the Order, be they Knight, Man-At-Arms, or Initiate, are all entitled to their own scroll. These scrolls record every deed that a member has enacted. The slaying of beasts, the ousting of Darkspawn, the saving of a Life. Anything noteworthy is forever recorded in their scroll, with numerous copies created, allowing their name to gain fame and glory across Aevos, and not just in the halls of Formindon. Members are also entitled to display their trophies in the sanctum of Formindon, where they can be seen by any and all members of the order, in whatever state they wish to display said trophies in. Unless they leak blood (or similar) down the walls. ENLISTING To enlist within the order, contact Lord Glyndwr of Formindon. Or, fill out an application / stop by Garenbrig.
  3. FROM THE FIEFDOM OF GARENBRIG PENNED ON THE 13TH OF AMBER COLD OF THE S.A. 181 Heralds travel from the hills and cliffs of Garenbrig, spreading news that various duties and workers are in demand, to serve the town of Garenbrig, House Glennmaer, and the Kingdom of Númendil. With its recent expansion of numerous townhouses and farm cottages, businesses and farmland, the House may offer a great many jobs for the size to which it has grown. Any and all are welcome, so long as they fit the descriptions of the work. House Glennmaer bolsters an experienced group of leaders, so any workers employed may expect generous guidance, a yearly salary (saint’s week), hospitality and gratification for their quality efforts, along with medicinal care on behalf of Lord Glyndwr and any other Glennmaer Alchemists. The opportunities offered are as follows: FARM HANDS Farmers are expected to know their general way about the Garenbrig farmland, and how to keep them maintained. This entails harvesting products of the farm, tilling and planting the fields with seed, and sorting the harvested materials. There are currently [ 3 ] Farmhand positions open, though any wishing to live as such in Garenbrig, with no vacancies open, may request a new Farm Cottage be built, which is most likely to be accepted. Farm Hands receive the following payment & luxuries: I. A Farm cottage, with the farmer’s field at the doorstep (or close to it). II. Reduced taxes in exchange for Hay Bales. III. Free tools upon request, made of the sturdiest materials possible. GUARDSMEN, SOLDIERS, ARCHERS, AND SQUIRES House Glennmaer is a Militant house, having gained their position and lands through serving Númendil and its predecessor, Barrowton, as seasoned soldiers and Knights. Glennmaer Guardsmen are expected to be disciplined, well-trained, and fearless. Where many men make enemies of other descendants, or likewise, house Glennmaer has only ever called the servants of the Dark, and their conspirators enemies. There is no room for cowardice. However, a guard should be temperate, and entirely professional, refraining from wanton cruelty or aggression where possible. Their duties while employed under the Fiefdom of Garenbrig are to patrol its lands, be present at house meetings or functions, and be at the family’s disposal when house members venture on outings. This position has No Limit. Guardsmen, Archers and other Soldiery receive the following payment & luxuries: I. A yearly salary of 20 minas. II. Bonus payments of 10 minas per event, or special escort attended. III. Armour and weapons, provided so one’s job can be performed adequately. (PVP Gear and food, including RP weapons, and armor skins.) IV. Free housing within the Barracks or keep, should no housing be available in the town. Squires receive the following: I. All the benefits listed above for Soldiery. II. Training in the ways of the Knight, including: Weapon Use & Maintenance Armor Use & Maintenance Jousting Marksmanship Education of the Holy Scrolls Education of the Code of Chivalry Etiquette Education of Oaths and their Importance Horse Care & Advanced Riding Education III. Knighthood, on successfully completing their training and showing exceptional prowess. APOTHECARY AND PHYSICIANS An Apothecary, and their physicians, are expected to have knowledge on the use of Herbs, Alchemicals, or other materials of which they can make use of to treat those with injuries, illnesses, or other afflictions. The Apothecary must be a trained Alchemist with at least eight saint’s weeks of experience. Physicians need not know Alchemy at all, though should have knowledge of medical practice, such as surgery, balancing humors, and herbal remedies. Physicians will receive the following benefits: I. Access to the Castle hall and Infirmary. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. Free herbs, with excess, when taking requests from the Garenbrig military. (Providing the Physician is also an Alchemist). V. If interested, a role within the Guard as a Combat Physician, qualifying for all Guard benefits. The Apothecary will receive the following benefits: I. A designated Townhouse, with room for a free basement extension, and a ground-floor Shop space. II. Standard Townhouse tax, with no upcharge for business space. III. Free tools upon request, made of the sturdiest materials possible. IV. Free herbs, with excess, when taking requests from the Garenbrig military. V. A position within Garenbrig’s council. VI. All of the above benefits listed for Physicians. JESTER, FOOL, AND FUNNY PERSONS The Garenbrig Fool, or otherwise designated Jape-Master, should be funny, preferably. Knowing the limits as to when, what, and how to jest, in terms of the Númenedain Law and Scroll of Virtue. This position is mainly aimed towards those who can entertain House Children, Wards, or other young persons, though may also take on duties as a TOWN CRIER, delivering any important news, at their discretion, thus needing to be someone who can read the contents of Aevos missives. The Garenbrig Funny-Person will receive the following: I. Access to the Castle hall and Infirmary. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. A place within the Council. This benefit is not an opportunity for jokes, japes, or tricks. This is an advisory position aimed towards making sure good relations are kept through manners, friendliness, and reduced outwards adversity. Also, to make sure that things aren’t taken too seriously. V. Free housing within the Castle of Formindon. THIS POSITION WILL REQUIRE YOU TO BE TESTED. There have been far too many funny darkspawn in Númendil. MASTER OF FESTIVALS, INNKEEPER, AND BARKEEPS Barkeeps are expected to know good manners, be able to hold basic conversations, be friendly, and to be open to learning the systems of serving drinks. The Garenbrig Barkeeps will receive the following benefits: I. One free drink per saint’s day. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. 33% cut off all drink sales, using the automatic cellar system of Gnomish design. The Innkeeper or Master of Festivals is expected to carry out all duties of the Barkeep, however they must also manage the Inn Rooms, source stock, and manage any festivities within Garenbrig. Initiative should be taken to formulate ideas for festivities and proposed to the Garenbrig Council The Innkeeper or Master of Festivals will receive: I. All benefits listed above for Barkeeps. II. A Free room in the Tavern, or Castle, whichever is preferred. May also dig out a large basement chamber for themselves, should they wish, under the tavern. III. A Position within the Council of Garenbrig, along with access to the Castle Hall and Cellar. BREWER AND BEEKEEPER The Brewer of Garenbrig is expected to know how to brew beverages, specifically Mead, Whiskey, Ale, and their derivatives. Any other beverages are accepted also, though these drinks are required. The Garenbrig Brewer will receive: I. Free Housing in the Garenrbig Brewery, along with sole management of the building. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. One mina per bottle produced upon request. These drinks will be sold for a low price in the tavern, ensuring barkeeps can receive pay for service, and any further profit goes towards the upkeep of the tavern and town. V. A beekeeping yard, of which the Brewer may use to whatever end they fancy, as long as they are able to produce Mead for the tavern from gathered Honey. VI. Freedom to employ other brewers, limited to two. APPLYING To apply for any of the above positions, contact Lord Glyndwr of Formindon or Princess Eriantiel of Númenost. Or fill out an application or stop by Garenbrig. All positions will come with training unless said otherwise. Application Form:
  4. The Siege of Minas Tirith by John Howe [MUSIC] Where the vast forests and plains of the Midlands gave way to the river Foroduin, and the great white mountain of Alkayaban- The final salvoes of the Adunic Civil War are issued. Two armies chant in a strange, almost elvish tongue, audible even over the din of battle and storm, and screams resound through the night as mighty flaming boulders from mangonels and trebuchets land upon the walls of the White City, and within the cityscape behind. Arrows fly, traded between the two hosts, and the howls of dying men are heard, along with the utterance of curses and broken oaths. The army of the Star-Demon, Delgorthad had come, arrayed in black, gold, and bloody crimson, marching under the banner of their baleful king, Ar-Azgarazor, he who had given himself unto the Everlasting Darkness. They bring siege engines and sappers, and things that should not be yet are, they bring Oathbreakers and things that were once men. They roll devious, towering engines of war before the White City, her walls now blackened from the soot and smoke of battle, and somewhere within their host, their fell king smiles. Opposing them up on the wall are the rain-soaked defenders of Numenost, fighting beneath the Radiant Banner of the Warrior-Angel, a mighty host of silver stars on red and gray fields. Those few, brave, repentant sons of Harren, among them the very men who marched beside the redeemer-king in decades past. Beside them are their sons and daughters, their children and grandchildren, friends and countrymen who all have gathered to turn back the tide of darkness, and restore the light of heaven to the Last Kingdom of the Adunians, for should Numenost fall, the strength of Harren’s Folk shall wane forevermore with it. A bloody warrior-queen raises on high her father's blade and swears to end the kinstrife once and for all, besides her, a Gray Prince bellows commands- Frantically mustering a defense for the only home he’s ever known, while at his side, the repentant do battle, among them a Knight, fighting to redeem his house from the Everlasting Darkness into which it was plunged by his grandfather. A thousand more voices ring out, Adunic, Common, Elvish, Orcish even, as a red giant battles in the name of the Radiant Crown. Some here have fought this war for nearly forty years- Others only today have come to save the White City. Her fate, and perhaps that of the Midlands of Aevos as a whole, lies in their hands now, for should the hosts of Delgorthad not be stopped here, they will light a fire to consume the world. Amidst the thundering rain and darkness, the crackle of lightning and the rumble of thunder, and the laughing of dark, malevolent things beyond the veil, a single shout is repeated again and again on a thousand lips, and could be heard throughout the Númenaranyë. “AURË ENTULUVA!” (Day shall Come Again!) [!] The battle would wage for several days, visible to any who neared the lands of the Adunians. Its victor yet undetermined…
  5. The old Adunian stood held in the arms of the grandmother he had not known for so long…his tired bones ached as he found his old eyes welling up with tears some, admitting to the fear yet..peace with that he would soon be able to see his mother once more. “Be not afraid, my dear..your bones will return to the soil of this earth, as they were always intended to. You will finally rest amongst the roots, amongst your mother” Those words remained in his mind, and from then on..he remained in the home of his grandmother…a basically retirement for the old adunain…it was peaceful his days filled with the gentle melody of the birds that found the little grove home and the sweet gentle wind that swayed the tree leaves. When he wasn’t resting however…he was at his mother’s grave, tending to it and leaving flowers…her favourite flowers in life. He also thought back on his life…a life that started off rocky in a life where his future had been decided for him and there was expectation, expectation to be a rough and tough man, a fighter who would run a clan. Then when he wandered upon Elvenesse and met its people..began going there more often..and the fights it caused at home, where it was assumed he was being brainwashed, but still he found family in the elven people, he met people he would forever hold in high regard…then met the man who he didn’t know would turn into his father Galan Brylynn, and his travels to Haelun’or began in which he then met his adoptive mother Syllana. Eventually despite hardship…pain and fear, Cypress had his new found family…the Brylynn’s even a little brother and…a mentor of his own, an elder Adunian by the name of John and the group he brought with him also. Those years were simple, happy…but they didn’t last. The battle of Azdromoth reminded him how things could be ripped away and destroyed, a reminder of the mortality of him and the others around him.. He laughed as he thought about that day..now that he was sitting there accepting his body was finally starting to give out, he thought on his son…his darling boy Sylvan…he was happy that he knew his grandmother would be watching after him…since his mother and father were gone…and he had no partner to speak of, he thought on that too how he spent his life a lone man. He never thought he would be a father..but then Sylvan popped randomly into his life..at a time where he was struggling deeply…his sister and mother dead from suicide, his father missing and his mentor also gone having died on a mission. Then there…one day on a patrol a woman long dead with an infant crying in her arms, and despite not knowing how to be a parent he took him in…and he didn’t regret it. Finally…he forced his old creaky bones up as he looked to his mother’s grave a final time and hobbled over to the Vuln’rith home…he went to his room, the one that had been given, he sat down at a desk and wrote, wrote and wrote till his inkwell ran dry and he placed each paper in an envelope to be handed off certain groups and people. Once he was finished…he got up to lay on the soft bed…he looked up towards the roof. Eventually his eyes began to droop and he didn’t fight it one bit, his eyes then fully fell shut…and he breathed his last breath a single thought in his mind. “I am coming home mom…and my dear son, may he live a great life even without me..I finally…get rest” The following letters were left for different people and groups. To the people of Petra: It was a honour to serve for and with you, it gave my life purpose during a time when I had lost purpose and you saw me as capable and for that I will forever be grateful, and continue to serve the crown and it’s people with valor and honor..i know you all can because I have seen it many times before. To my fellow Adunians: Things changed a lot after John died…and many others also breathed their final breaths, and now I will be joining them. I am not a man of much faith but I pray that you all thrive and continue to grow, it's what john would have wanted. To Valindra: I don’t know if you will get this letter, but I have long since made peace with what happened in Haelun’or and how you stood and others stood by and how you tried to keep me there to be turned into a ‘proper high elf’ but that never happened nor would have, I was never a high elf to begin with, and I will forever be disgusted by you and the people of that time, I hope karma will or has been swift to you and the others of that time who stood by and did nothing when I was almost killed…and was broken, and the people that tried to kidnap my baby brother. To Sonna: We have talked already..and I have thanked you already as well..but I leave this letter for you to thank you once more, thank you for making my last days peaceful…and comfortable, I know my son is in the best hands and will not know the loneliness I have once felt in the past..and I will make sure to tell my mom that you say hi. To Matthias: My dear friend, I don’t know where you have been but I hope you are doing well and you get this letter. Thank you for always being there when I was younger, teaching me new things and worrying about my well being during arguments I had with the man who was a part of my birth. You helped me so much to become the man I became and show me there was nothing wrong with being who I wanted to be, I hope you have an amazing rest of your life.
  6. Inaugural Banquet and Ball of the Lordship of Caladras As written upon on this 15th of Sun’s Smile, 138 S.A. From The Exilic Kingdom of Númendil and the Lordship of Caladras "Fair shall the end be, though long and hard shall be the road.” To the Esteemed Númenedain of the The Exilic Kingdom of Númendil, as well as Friends and Distinguished Guests: Tar-Númenatâr Foronathor of House Arthalionath - King of Númendil - @malchediaelvuilt Miven Caerme'onn - Matriarch of Nevaehlen and the Wood Elves - @westcarolina Eonan Norvayn - Valeseer of Nevaehlen - @thumperjack Lord Haus Weiss-Vuiller - Master of the Abstract - @primnyaquorum The Lord and Lady of Caladras, Ser Saoren and Ser Dele of House Seregon, extend a heartfelt invitation to our noble and valiant friends and countrymen, to join us in celebrating the founding of our newly constructed lands, the Lordship of Caladras. With great joy and anticipation, we beckon you to grace us with your presence on this auspicious occasion. As the fortress stronghold of House Seregon, Caladras stands proudly upon the northern end of the Kingswood, a bastion of strength and protection for the northern reaches of the Númenaranyë. To commemorate this momentous event, we shall host a splendid banquet and enchanting ball. The revelries will commence as the sun sets and the stars take their place in the celestial tapestry above. We invite you to don your finest attire, bedecked in silks and velvets, as we dance and feast in our halls. (Fri. July 28th @ 7:00 PM EST) Let merriment and music fill the air, as bards play melodies that echo through the ages. Raise your goblets to toast to new beginnings and unyielding bonds of friendship that shall endure like the ancient trees of the Kingswood. Come, partake in Daelish feasts and indulge in the finest wines of our family's history as we celebrate the birth of Caladras and the unity of our kingdom. Share stories of valor and chivalry, recount adventures that have shaped our lives, and forge new memories that shall be treasured for generations to come. Our hearts eagerly await your presence, for it is in the company of our beloved countrymen and dear friends that Caladras truly comes alive. We send forth this missive, guiding you to our stronghold with utmost care. (Follow the signage from the gates of Númenost and the crossroads of Petra/Haense/Númendil.) May you journey safely and swiftly, and may the road lead you to our gates, where the light of Númendil shall guide your way. In the spirit of camaraderie and revelry, we eagerly await your arrival. Lord Saoren of House Seregon, Lord of Caladras, Seneschal and Steward to the White Court of the Númenaranyë, Scribe and Tutor to the White Court of the Númenaranyë, Ranger Captain for the Royal Guard of the Númenaranyë, Templar of the Aengul Malchediael, and Knight of the Realm Lady Dele of House Seregon, Lady of Caladras, Steward to the White Court of the Númenaranyë, Physician to the White Court of the Númenaranyë, Serjeant for the Royal Guard of the Númenaranyë, Templar of the Aengul Malchediael, and Knight of the Realm
  7. Royal Edict for the Preservation of the Kingswood of Aran-în-Eryn It has been a matter of late that repeated acts of poaching, vandalism, and illegal logging have occurred within the forest of Aran-în-Eryn, known commonly as the Kingswood. Because of this, it has been deemed as necessary by the Royal House to establish greater protections on that territory beyond the bounds of the Outer Númenaranyë. HENCEFORTH Any and all logging that takes place within Aran-în-Eryn needs to be approved by either the Royal Castellan, or the Warden of the Kingswood, once the office is established with the construction of the Fiefdom of Caledras. Should any illegal logging occur, it shall be regarded by the law as theft from the royal house, and offenders will be punished with a joint taken from the first four fingers (excluding the thumb) for a first offense. Any further offenses will be punished with the severing of the entire hand. FURTHERMORE Any vandalism upon the two subspecies of white-barked trees known as the Cirdalas and the Heart-Tree shall be punished, appropriately with death due to the rarity of these trees, and the held belief of their cultural and spiritual significance. FINALLY It is to be impressed once more that poaching is, in fact, illegal, and will be regarded as theft or, in the case of those poachers who have taken up arms against the Royal Guard, treason. However in a show of mercy, it is henceforth declared that any poachers who remain in Aran-în-Eryn shall be forgiven should they yield themselves and their ill-gotten-gains to royal custody, and undergo a penance in service of the Church. By the Grace of GOD Tar-Númenatâr Foronathor of House Arthalionath, Founder and King of Númendil, King and Protector of the Adunians, Lord of the Númenaranyë, Númenost, and the Barrowlands, High-Chieftain of the Númenedain and the Harren’hil, Conqueror of the Sharadûn, Templar of the Archangel Michael, and Knight of the Realm.
  8. First Gathering of the White Court of Minas Aranath Since colonization of the Númenaranyë, the Kingdom of Númendil has been ruled in much of the same fashion as the Barrowlands of Almaris, with little need for a civilian court to preside over domestic matters, due to the ever-present war-footing the Barrowlands found itself at, first with the Undead, and later the Mori’quissir. It has become starkly evident that this is not the case now in Númendil, a land of peace and plenty, regarded by most as a reward from the Lord GOD to us, in recognition of our pious efforts. Because of this, it has become necessary to gather all those in service to the monarch as courtiers of the White Court of Minas Aranath, the palace of the King in the city of Númenost the Fair. During this court, great deeds will be awarded, the peacetime structure of our Kingdom will be formed, matters of further settlement will be discussed, and petitions will be brought before the King to facilitate greater communication between him and his subjects. Topics of the Gathering Knighting Ceremonies Courtly Appointments Expansion plans and land-grants Petitions Announcements and Quests Throne-side chat By the Grace of GOD Tar-Númenatâr Foronathor of House Arthalionath, Founder and King of Númendil, King and Protector of the Adunians, Lord of the Númenaranyë, Númenost, and the Barrowlands, High-Chieftain of the Númenedain and the Harren’hil, Conqueror of the Sharadûn, Templar of the Archangel Michael, and Knight of the Realm.
  9. The Oath of Tar-Númenatâr [music] The sacred oath of Tar-Númenatâr Foronathor of the Arthalionath, King of the Adunians, and First King of Númendil, sworn upon the summit of the White Mountain, Alkayaban. “Let the deeds I act out now be better than those who came before me. Folk of Harren or Blood of the Middlemen, or the Race of Malin, or any other, I swear this. I reject the designs of the enemy and the doom of men, which is guile and covetousness. Great bounty I have been given here, and it is enough. I shall not fear death, for the love of the Creator is upon me, and the Archangel vests in me the courage to see great deeds through until my part is played. Ever that His eyes might be upon me, I shall endeavor to prove myself worthy of His love, and the station which He has charged me. For this I swear, ever shall be a foe of His foes, be they Dragonspawn or Betrayer’s Brood, or things beyond the circles of this world. I shall broker no pact with them, and I shall accept no peace save their utter defeat. May Darkness consume my House should I falter in this oath. Creator, remember my vow.” Thus shall be sworn anew upon the coming of age of every Númenedan, or by a monarch upon ascending the White Throne.
  10. NÚMENARANYË The Exilic Kingdom of Númendil [MUSIC] Since the harrying of the Adunians from Aegis in times long past, many Adunian states have arisen, and many more cast down and sundered, for long it has been since that folk determined their own fate. For centuries, the Free City of Brolwic was the only true Adunic state, and being so detached in Aeldin from the majority of Adunians. On the continent of Almaris, the Adunians therein were scattered and leaderless, and often victims in wars they had little sway in. That was until one arose to unite them, Nauthon Marsyr, who was called John in the common tongue. Through deft diplomacy John united the errant Harren’hil of Almaris into the realm of Cartref Mor, but tragically, this hero of Harren’s folk died before his mission was completed, and his son, lost to darkness, failed to carry it forth. As it looked like once more the Adunic peoples would be divided, Ser Uther, later known as Uriel, took up the cause. With kindly words and fiery sword, he united the Adunians of Almaris, and rather than swear fealty to distant Brolwic, instead struck out upon his own path, carving out a Kingdom in the Barrowlands of that continent. Despite great efforts being made to hold, the Adunians would be driven from the Barrowlands, and Almaris as a whole. But this time they were not leaderless. Under the guidance of Tar-Uriel, the Adunians came with the other descendant realms to the continent of Aevos. Here, Uriel’s folk traveled inland until coming upon the land of Sharad'et'alkayaban, wherein a race of Farfolk called the Sharadûn dwelt, and Dedgîrth Imrîd was their King, called the Imr-khagn in their tongue. At first, Uriel’s folk sought parlay with the Sharadûn, and for a time, were permitted to dwell at the foot of the oasis of Albak’an, underneath the great white mountain, Alkayaban. Such peace was only held for a few months before the Sharadûn, feeling threatened by the sudden influx of foreigners upon his continent, took action. In the dead of night, Sharadûnic warriors armored in lamellar brass and iron attacked the Adunian encampment, slaying many and wounding many more, including the Adunic King, who remained on death’s door for a number of days, during which Steward Alwyn guided their people north into the plains, harried ever on by Sharadûnic Cataphractii and horse-archers. After three days of grueling retreat, the Adunians, low on supplies, turned to face their attackers, outnumbered and wounded, the Knights of the Barrowlands set to make a rearguard action, and in their sacrifice allow the women and children to escape with their comatose king and his heir, young Caraneth Aryantë. Just before the horns sounded however, those heavy riders were joined by none-other than their king, Uriel, resplendent in his armor, with the radiant sword, Caledfwlch in hand, and the crown of the March upon his brow atop a bloodied bandage. Roused from his unwaking state by powers unknown, Uriel’s sudden arrival caused morale to soar among the Adunians- Who went forth then, not in sacrifice, but to bring the enemy to battle. With a blinding flash from the Adunic King, the Sharadûn were driven into a rout, those whose horses failed them were struck down by the Adunians. There, within the vast plains of central Aevos, Tar-Uriel swore vengeance for his people upon the Imr-khagn, and swore such on the name of the Creator. Burning their dead and giving those wounded who could fight weapons to do such, Tar-Uriel led his band back to Albak’an. There, underneath the mountain of Alkayaban, with arms blessed by the Cardinal Antonius, the Adunians brought the forces of the Imr-Khagn to battle. At Albak’an, the martial prowess of those descended from Harren the Conqueror was once more proven, and the Sharadûn were broken when Tar-Uriel rode forth, and met Imr-Khagn Dedgîrth and his sons Sórthu, Ködgung, and Ömüg in combat, cutting down the four, and bringing the Imrîd dynasty to a climatic end. After the battle, those that remained tried to rally to the citadel built atop Alkayaban, only to find that a small force under Siegemaster Bedwyr and Ser Garen Glennmaer had already taken the sparsely-defended fortress (so sure of his victory was Dedgîrth, that he had brought almost the whole of his forces to bare on the Adunians.). Faced with this, the Sharadûn surrendered to Tar-Uriel, offering him oaths of fealty, or fled into the western desert to continue the fight, ceding Sharad'et'alkayaban to the Adunians either way. Now ruling over the Adunians and what remained of the Sharadûn, Tar-Uriel sought to remake Sharad'et'alkayaban, renaming the land the Númenaranyë, or ‘the Royal Realm of the Númenedain’ in the common-tongue. Above Albak’an, the White City of Númenost was built, and two great citadels raised, one to guard its entrance above Albak’an, facing the northern plateaus, and the other atop the white mountain of Alkayaban, where the old Sharadûn citadel once stood. Ruling over a land far richer and vaster than the Barrowlands, Uriel saw fit to adorn himself and his men in regalia of old, harkening to the first Harrenic Kingdom, in practice wishing to revive the culture of that land, without any of the wickedness that wrought its downfall. At the peak of Alkayaban, Uriel, who was once Uther, took a third and final name in the styling of the ancient Adunic kings, Tar-Númenatar. His house too was granted a new name, though still called Pendraic in the common tongue, Arthalion (pl. Arthalionath) meaning House of the Dauntless King. Many of Tar-Númenatar’s subjects followed this example, adopting names in the original Adunic tongue, while many further still kept their Highlander or Heartlander derived names, or some, such as Tar-Númenatar himself, continued to be addressed and go by these common-names outside the lands of the Adunians informally, wherein the Númenaranyë, only the Adunic rendering was proper. Naming conventions were not the only facet of Adunic culture revived in Númenost, which was built in the Idunic style. The fashions of Idunia of old, which had already begun to gradually see reuse during the reign in the Barrowlands, were brought back once more, resplendent in color and finery, though markedly more modest, accounting for the newly deeply pious nature of the Adunians, medicine and technology advanced thanks to the efforts of the Scholarium of Queen Orelia. All of this and more was afforded by the great luck and wealth the Adunians found themselves after the conquest, for within the mountain of Alkayaban, vast silver deposits were uncovered, suddenly making the Adunians one of, if not the wealthiest realm of men, jewelsmiths worked away within the White City, crafting beautiful works, and bartering their wares down the river Foroduin into the other realms of men, all this bringing exorberent wealth to the Adunic realm, which was shared by Tar-Númenatar with his subjects gladly. Of the Sharadûn that had sworn fealty to Tar-Númenatar, they were allowed to live as they had before, though greatly changed by the coming of the Adunians- Now called the Númenedain. Though unlike Harren of old, Tar-Númenatar did not oppress the Sharadûn, recognizing their stronger ties to the land now called Númendil, and in truth, was a kinder ruler than the Imr-khagn, though he did insist upon their conversion to Canonism, banning the worship of the bloody serpent god of the Sharadûn. One thing was a certainty in this uncertain new land, the Adunians would not be made subjects again. To read more about the Númenedain and the Númenaranyë, [click here]
  11. THE SCROLL OF ROYAL LAW RHIM NÚMENDIL VI ANORHÎR Issued 20th The Grand Harvest, 131 SA. In the name of His Royal Majesty Tar-Númenatâr Foronathor SECTION I. Laws of State The following are those laws which outline the hierarchy of our Kingdom’s government, as well as the laws of inheritance and succession. I. The ruling monarch, hereafter referred to as ‘the Crown’ or ‘the White Throne’, shall hold full and unquestioned authority over the lands and titles of the Kingdom. II. The Crown shall have the authority to dictate, enforce and alter this code at their discretion. III. Those empowered by the Crown to enforce the law, including Knights, levies of the royal house, and others appointed to such authority by decree, shall be privileged to interpret and enforce the law as appropriate and necessary, and shall hold that privilege at the pleasure of the Crown. IV. Subjects of the White Throne shall be obligated to adhere to any and all royal decrees or taxes levies. V. The succession of the Kingdom shall be determined by appointment of the Crown. In such an event that the monarch is slain or becomes otherwise incapable of ruling without an appointed heir, the crown shall pass to the oldest trueborn child. VI. The recognized Houses of the realm shall have the right to dictate their own traditions of inheritance. However, should a dispute of inheritance threaten the peace, it may be settled at the Crown’s discretion. VII. No title held by an Adunian House or individual shall, in any circumstance other than Royal assent, pass to one not of Adunic blood. SECTION II. Laws of the Crown Listed hereafter are those laws which shall dictate the honorable conduct to which subjects of and visitors to our Kingdom are to hold themselves. I. For a subject to act to our Kingdom’s detriment in any way, be that by the raising of arms or the aiding of Her enemies, shall be considered Treason. II. To practice or to affiliate knowingly with those who practice the Dark Arts is strictly forbidden, and shall be considered the crime of Unholiness. III. No individual shall willfully slay another outside of defense of self or others, and to do so shall be considered Murder. IV. No person shall willfully do harm to another outside of defense of self or others, and to do so shall be considered Assault. V. To make use of any magic in a manner which is harmful to the Crown’s properties or to others, or in a way that is counter to the decrees of the Crown, shall be considered the crime of Sorcery. VI. To deprive or dispossess another of their rightfully owned property or goods shall be considered Theft. VII. To damage the properties of the Crown shall be considered Vandalism. VIII. To publicly encourage the practice of Pagan faiths, or to cast insult upon our Lord GOD Almighty shall be considered Blasphemy. IX. To damage properties of the Church, or to dishonor icons of the Exalted or the Saints shall be considered Sacrilege. X. Should one accused of a crime so desire, they may request trial by combat or to appeal to the Crown for royal trial. Those known for fact to be guilty do not receive this privilege.
  12. The Barrowton Founding Festival An Invitation to All [Music] TO FRIENDS, COMRADES AND STRANGERS ALIKE, To commemorate the momentous settlement of our bastion amongst the Barrowlands, Barrowton, the House Pendraic does announce that there shall be held a festival, open to all comers, to honor the great efforts of our Knights and expeditioners. At this festival-to-be, attendees may participate in the following festivities: • BANQUET Prepared by the finest culinarian amongst Lord Uther’s band, Ser Aemon Cook 'the Cook', the banquet shall consist of the finest dining Barrowton has to offer and shall persist for the duration of the day’s festivities. • OPEN MARKET Any merchants who wish to peddle goods during the festival may reach out by letter to arrange a reservation for a stall. Further, any merchants who wish to establish permanent storefronts in the Barrowton may, for the duration of the festival, do so with the usual down payment to be waived. • GRAND MELEE AND JOUST Two tournaments in traditional knightly fashion. Firstly, a joust is to take place by the newly constructed lists outside of Caer Pendraic, after which, a grand melee will be held, wherein the last man standing is declared the victor. Both tournaments shall have a ten mina entry free, with a grand prize of a hundred and fifty mina if victorious. Only recognized Knights may participate in the joust, however any and all are welcome to participate in the Grand Melee. House Pendraic is not responsible for any deaths that occur during the joust or melee. The festival shall be an open event for all who wish to attend; however, the following groups and individuals may consider themselves personally invited by Lord Uther himself. • His Holiness, Pontian IV and any other men of the Clergy. @Balthasar @Borin • Leon Barclay, Duke of Minitz, and his House and Retinue. @GoodGuyMatt @Miniguy15736 • Ottomar von Alstreim, Prince of Merryweather, and his House and Retinue. @Ramon • Heinrik Sarkozic, Duke of Adria, and his House and Retinue. @Beamon4 • The Silver State of Haelun’or and Her citizens. @Samler • Lady Alatariel and the Order Golden Lion. @Valannor • Sensei Danzen. @Islamadon • Durin Hammerforge @Tabby64 Signed, Uther of House Pendraic, Chieftain of the Harren'hil, Lord of the Barrow Marches, Templar of Archangel Michael, and Knight of the Realm
  13. THE EXPEDITION BEGINS [music] 2nd of the Grand Harvest, 110 SA. Ser Uther Pendraic's stormy grey eyes scanned the misty landscape before him. The air was cold and damp, and the rain fell in a constant 'pitter-patter', the drops coating his armor and making the ground beneath his destrier muddy and slippery. Somewhere behind him in the caravan, he heard a packhorse slip, whining as it fell, and spilling its contents upon the wet ground, he swore under his breath. Despite feeling the chill seeping into his bones, he lead his company deeper into the heart of the Barrowlands undeterred. Although the conditions were dreary, morale remained high among Uther's company, most of whom had prepared themselves for the hardship that was to come many years prior. This expedition was one long in the making after all, ever since Uther's company had departed from the service of House de Vilain all those years ago, how long was it exactly? He wasn't sure, but wagered it was at least close to fifteen years, if not twenty. Lost and without purpose, Uther and his band had found such purpose here in the heathen west. The Barrowlands had long been considered cursed on account of the restless dead that were said to make their haunt here, and while that was partially, and undeniable true in some respect, Uther believed that foe far less numerous, and far less formidable than many had made them out to be. He was, after all, Templar. Even if they were here in their multitudes, he'd be unperturbed, but thus far, they had encountered few supernatural happenings as they wandered deeper within that place. The occasional figure was seen by lantern-light atop the moors and some reported faint mutterings, and bells in the distance, but beyond that, nothing genuinely posed a threat to his band. Truth be told, Uther was more concerned with more worldly threats... Until the first stones of Barrowton and Caer Pendraic were raised, they would be at risk of facing raiders from the west without a wall, and while that troubled him, there was little and less he could do to address that concern for now, and so, he put it from his mind. This was undeniably a dangerous undertaking, some had called it a foolish one, but all the same, Uther was willing to undertake it. As the old saying went, fortune favors the bold. The Chieftain-Knight cast a quick glance over his shoulder towards the company behind him, the rest of his expedition was a motley band, but loyal to a fault every single one of them. They comprised chiefly of the remnants of the Harren'hil, the tribe from which he sprung, and now had claimed the mantle of leadership of. There was a time when they were all Godless save he, pagans who preferred the company of Elves and Nordlings to good, pious men of the Canon, but that time was some decade and a half in the past. Uther had not been popular when they came to him, he was their last resort, and this he knew, for he had left them years prior on account of his faith. Yet, pious as he was, he was still one of them, and furthermore, the most accomplished warrior that brood had e'er sired, especially since the death of Old John. But their years in the Heartlands with him as their chieftain had done much to bring those fellows back into the light of GOD, and, if nothing else, that was Uther's proudest achievement. They were not the only members of his band however, Uther gave little regard for the divide of race, if not faith. Alongside his tribe rode Heartlanders whom he had befriended during his time out east, and had chosen to follow him in search of better fortunes, the oldest among them, some were even Acreans, from back when Uther and his Hedgeknights guarded the Kingswood, though truth be told, they were the fewest among them, the years had not been kind. Father Tonito, who he had taken up as his court-chaplain, fought with the reins of his donkey everytime they encountered a deep well of mud, and of the Glennmaers, only Ser Alwyn rode with him in those days, his son, Garen, who now sought Knighthood himself had been too young, too green when they faced the threats therein. That was when the first whisperings of Serheim had been heard, and before the mustering of the Undead... In truth, part of Uther mourned his departure from the Heartlands, where he'd finally found comradery, kinship, and love. But in the mire that was Aaun and Petra, there was little room for a rising power that was not a slave to either, and of his choice of masters, Uther found all deeply lacking. Such, along with his piety is what drove him to this place. Others felt similarly, outcasts seeking a new life, or zealous crusaders wishing to cleanse the west. Both had rode with him and his tribe, and were now his own. He looked down the caravan, scanning those behind him. Arnarra was the first convert, GOD bless her, and though she had struggled much in life during the reign of the Marsyrs, she made up for it now with the fierce piety she bore. She yearned for Knighthood, and Uther was inclined to give it to her, but not yet. She was still too green, though not for lack of trying. Once she'd bested a worthy foe, he found little reason not to knight her. Garen was the opposite, the younger of the Glennmaers was a fierce warrior, but lacked in the other knightly virtues, at least for now. Behind them rode Oliver and Ser Calahan, both Adunians, both Templars, though only the latter was trained. Once Oliver was baptised, and once he took up the knightly virtues though, Uther would conclude his training. Of Ser Calahan, Uther's thoughts lingered on him warily for a moment. Some described Calahan O'Rourke as a mad-dog, and that was only partially an exaggeration. Ser John (the master whom they both shared in Old Cartref) never taught the man temperance, never taught him restraint- It was hardly Calahan alone's fault that he was the way he was. He and Uther were brothers in arms, he would not let a man languish in undeserved infamy, and so he'd taken the other up as his Sheriff, he who would keep the peace, and train his levies to safeguard his people, that, he believed, would teach the other some patience. Behind them rode Rohir and his woman, Laurelai, and Uther chanced a small smile. Rohir was a man stricken by great guilt- Although rightfully so, no man deserved to suffer alone. She was kind and understanding, more-so than Uther could relate to, and so he was happy for them. Rohir was Ser John's right-hand man, back in the old days, and he wore the stresses of time on his face. Uther made a mental note to make use of the man's talents without burning him out, though how to do that as of yet, he hadn't decided. After them came the Witch, Alara Camian, a Shaman in truth, but few of Uther's band were educated enough to make that distinction, and truth be told, Uther hadn't cared to. She was a woman of the sciences as well as sorcery, and so Uther had charged her with educating his daughter and heir, Morrigan, so she was less ill-equipped than he. She could read, that was a start, Uther hadn't managed that until his forties. Though he'd made Lady Camian swear to not expose the girl to her rituals, truth be told, Uther found having a witch in his service to be an advantage few Lords possessed. Considering the likely alternative was being burnt at the sake, doubtless Lady Camian had done well by herself. There were others, Ser Aemon, who was once his squire, and Charles Varoche, who was his new one, the younger Glennmaer has his entourage of friends he'd brought with him as well, but their names escaped Uther. Uther rode on for a time, pondering all this and more as he studied his surroundings. They were deep now, surrounded by old graves, ancient cairns, some sealed, some not... And all about them, on the hillocks above and valleys below, the landscape was dotted by the ruination of a civilization whose name had long-since been forgotten. There were restless things here, it was true, and even as he rode, Uther felt unseen eyes upon him. But he did not fear them, he pitied them. Hopefully, with this land deconsecrated and resettled, those who lingered would finally know peace. Uther knew one thing for certain. He would conquer the Barrowlands, or die in the attempt... Uther rode down the line a-ways, past the wagons and packhorses that made up their baggage-train, until he eventually found the wagon sporting his colors, gold on red, a wyvern rampant upon a radiant star. Within was his squire, the young Varoche, who was at work polishing his helmet. He looked up as Uther approached, and the elder spoke. "Fetch a quill, lad, and ready a raven. We've letters to send out..." [!] A flier, borne across the breadth of the lands by bird and courier, finds itself posted in the various cities and towns of Canondom ------------------------------------------------ CALL TO THE BRAVE To second-sons, repentant sellswords, prospective adventurers, and pious Canonists seeking new purpose. Are you willing to risk life and limb in the pursuit of fame and freedom? Do you aspire for new lands and good, fresh soil to till, and provide for your family? Are you a pious Crusader seeking to carve out a new realm for Canondom? Then read further. The Barrowlands Expedition seeks to carve out such a place in the long-haunted west, to take lands long-since abandoned, and fill it with bounty once more. We seek to defend Heartlands and Highlands of Canondom from western incursion, and purge this place of the evils that dwell within, so that they might be home to more than grief. We are ready and able, and need only hearty folk, true and brave willing to colonize these lands with us, and make them our own. If you wish to be part of this noble-mission, join us at the campsite of our expedition while we await the masons to raise our holdfast, and know that in spite of all risks, the reward will be great, for together, we shall etch our name into the history books, by sword, cross, and radiant star. Pagans, dragonkin affiliates, and darkspawn sympathizers need not inquire. Signed Uther of House Pendraic, Chieftain of the Harren'hil, Lord of the Barrow Marches, Templar of Archangel Michael, and Knight of the Realm
  14. A written letter would be left out, made for all to see and hear, a precaution in case the adunian known as Vesryn Otellio Delmar died suddenly. "Hello there everyone, I know this is an improper way to start a letter. But I've never been much of a proper indvidual, I'm a lying conniving bastard, that somehow won the grandest prize in life. To think that a peasent like I, managed to become nobility, riches, and gain a loving family. To think that I would rise the way I did, and attain what I did, I mean like I said. I'm a right and true bastard. But I digress, I would like to make a small message, for those I knew and those I interacted with semi often. I thank those that genuinely gave me a chance, that trusted my decisions, and put faith in me. I thank you those that guided me, and those I could call fellow brothers and sisters in arms. Most certainly, I thank those that accepted me as an equal, regardless of my Adunian heritage which I am proud of. To some of you, I will leave behind a personal letter, however for others I shall either thank you or curse you out here. Borok you where a right Orc and fun hunting buddy, I hope you achieve all that you are looking for in the way of Grizh. To Ahng, you where a cool Brotha to hang out with. To Yarrow, You gave out really good Cactus Green. Ellathor, you where a bit of an idiot, but you had a kind heart. Do right by the Rangers and the rest of Elysium. To Aiyeis, you where an amazing soul, and I wish you nothing but the best in life. To Coral, I wish you and Edward the best. To the Vanari's, I personal would like to flip you all off, but you have the arm of my favorite flipping off hand. To Alona and Togrim Vanari, you are the exception to the prior flipping off. It was an honor to work with you both. To Strange Incantations, you where one of my favorite book shops. To Adem, good luck on your ventures. Avery I hope you continue on with your reading studies, your doing good. Prince Amaesil, I still hold that grudge on you not paying me for the arm. Aech, stay short and fearsome. Rina D'avre I will meet you in the pits of Moz. Rylanor, you where a good proud dwede, and I thank you always for the hand you gave me. Cypress, you where an idiot who talked shit about my wife, **** you. Kane, you where cool, good beard. To all the vampire covens in Almaris, **** you, I can kill you with seasoning. To the Inferi of Almaris, **** you, you fed my soul. *******. To all Voidal Mages, besides the select handful I like. **** you, for bringing about the hollow, you fuckwits. To the mystics of the realm, I don't know you that well, hope that Specter I sent is okay. To the Necromancers of Almaris, some of you where *******. To the druids of Almaris, you had some good people in your groups I respect it. To Lotis however, **** you for trying to kill my wife that one time. But thank you for the cool sword. To the pumpkin duchess, I will meet you Stroz, you round pumpkin *****. To the entirety of Oren and it's people, **** you for killing my people and it's culture, you genocidal scumbags. To the Paladins, **** you you pompous little *******. To Yong Ping, you had a rat problem, I now hate rats because of you. To Sions extended family, why didn't you like me? To the O'Roukes, some of you where good people. To Auden, I'm sorry I could have been better. To Elysium as a whole, your city was good, the people where somewhat shit though. To Hexers, you where shit monster hunters. To the Lectors, thank you for the arm. Lastly to round it all of, to the entirety of Cartref Mor. Though I was here from the start in physical form, I will sadly be unable to progress and see how you grow and flourish in the physical. But, my spirit shall remain, guiding as an Ancestor from above. To always help point to the right direction in life, and to always scheme you out of a situation. " Signed - Vesryn Otellio Delmar, The Viper, Head of Diplomacy in Cartref Mor, Far Scryer of the Adunains. Sent out in private, would be letters for Six Indviduals. Labled [@Setsuko_] Edward Thuri-Elendil, [@Sciencepants2] Sionnach Delmar Redfist, Velen, [@Braydben] Bryan, [@BloodyZarios] Feo, [@DrHope] Lord John OOC Notes
  15. Cartref Morr 19th of the Deep Cold, 50th year of the Second Era [!] Upon those westernmost people who gazed into the starry night sky, one could see the vague shapes of birds fluttering amidst the clouds. There were flocks of them, each one carrying in their claws a singular piece of neatly folded parchment that held some tidings of importance. Like a stream, they flowed in differing directions towards the four winds, gliding along their currents as they bounded for distant realms. Heralding their arrival were the cacophony of caws that shrieked into the ears of all who hearkened to them. As they found purchase upon the shoulders of their respected receivers, they lowered the notes and soundly took off without another moment to linger. Each letter read the following... " Greetings son or daughter of Harren and Sarai, It is with great humility that I offer you a chance to start somewhere fresh, free from the political quarrels of nations and the zealous natures of would-be hunters. I offer you a chance to have a life somewhere safe, to have a part in restoring our culture in a manner to be proud of. Though others may promise wealth and prestige, we cannot offer you mina nor some illustrious title of renown, merely people of like-mind who share in the common belief of helping to restore our glory of centuries past. Yet beyond this daring dream, this ambition, or foolish notion, rests a much simpler truth. We needn’t hide any longer. The need to bury ourselves in these acts of concealing our ancestry is a toxic poison that has left us but a husk of what could be a proud people. What differences do we hold as a race in comparison to the realms of men we have taken after? What beyond our longer lives can we boast that sets us apart from the Orenian aristocrat or Hanseti noble? Whether your answer is the same as it was for myself and the others who’ve joined me or not, we await your arrival here at Cartref Mor. ” Signed John, Lord of Cartref Mor
  16. “Take from this bowl and write what you fight for on the stag” The elf prince said to the young ranger he nodded to the prince and dipped his hand into the bowl coating his hand in the ashes with in walking up to the statue of the giant stag he brought his finger to the smooth material of the statue writing ‘family’ as he stepped back from the statue he looked at the writing of so many other around him, he knew they were in for a fight they would know if they would win..but he was going to fight for his home and what he held dear His family Cypress sat there awake, his father and mother fast asleep with his two younger siblings and twin brother also in rest at the little room within the owl’s perch. however he was unable to rest easy, his family was safe but something nagged at the back of his mind. The young ranger stepped out of the room being quiet so as not to wake any others within the tavern, so many people who in one day lost their home just like him. Once outside he took a long breath. He could smell some smoke but it was distant but he could still remember the smoke that invaded his lungs only hours ago, the sound of swords clashing and the yells of people in panic and some yelling orders. It was all fresh in his mind and it all had been too real he felt horrible as he let something cloud his mind during all that fighting as much as he didn't want to admit. The fear of death and loss He had many conversations about it before with the man he long considered his mentor, john. The hours he spent training and talking with him, he was as much of a parental figure to him as the brylynn who took him and his brother in so long ago yet in the moments of terror and chaos in the fight he felt he failed not only the brylynns but also john, as he had barley helped fight and spent more time running in fear like a coward. He had been unable to even speak to his fellow rangers after they came back, looking at all the people tired and burned, during that time and even now he couldn’t shake how these people fought hard and all he had been able to do was run, even his own father who he had seen sitting in the room earlier in extreme pain with scorch marks barley even able to stand let alone stay awake. The young ranger sighed as he continued towards where he left his steed, carefully untying the horse and hopping on its back “come on let's go” he commanded the horse as they took down the path towards elvenesse or what was left.. The young ranger came to near the burning city stopping as his horse did not dare to go any closer, the smell of ash and smog he had smelled before once again infesting his lungs as he coughed but nonetheless he stayed there the same words ringing in his mind over and over like a broken record that wouldn’t leave his mind. Coward, failure, weak His eyes welled up with tears as he clenched tightly to the reins of his horse to the point his knuckles turned white under his gloves, as he just began sobbing as he hunched over as he couldn't hold them back anymore and at least there was no one there with him to see such, he wasn’t sure how long he stayed there for before he finally just couldn't cry anymore, he managed to muster himself up to get his horse to move once more as he headed back. OOC
  17. Anyone interested in playing a child? Well I got one for ya! His name is Theriion Davorn Lasfaen and he is currently twelve years old. His mother is known as Thalia Lasfaen, and his father is the deceased Davorn Lasfaen. He is of the Adunian race but has the features similar to a half elf. He has black hair and bright blue eyes. His features are defined like his father's yet soft like his mother's. Ever since the fall of Ando Alur, Thalia has been on the road constantly with Theriion when he was but a baby. At one point they stayed at the Melphestaus Estate in Oren until Theriion got old enough so Thalia could feed him proper food and keep a close eye on him. For years they kept in the same vicinity as Oren and rarely traveled outside of the Holy Oranian lands. The only fatherly figure that Theriion ever had in his life was from another Adunian male by the name of Xander Castington, to whom he hasn't seen in years. They are currently still wandering around Oren, managing to stay out of trouble and away from bandit attacks. (If anyone is interested in playing Theriion, please hit me up on my discord, Otakuu#5502. More inside information will be given once you have been given the character to play. Happy Roleplaying everyone!)
  18. Hiii! So I have a high elf character who had a child with an Adunian, Thus making the child Adunian. This child is a Male with black hair and Silvery blue eyes. His name is Theriion (Ther-i-on) Davorn Lasfaen, son of Thalia Lasfaen née Hileia and Davorn Lasfaen. when you start out you will be 5-6 years old. If anyone is interested in playing Theriion please reply to this message and/or message me on Discord (Otakuu#5502) Happy Roleplaying!
  19. House Melphestaus Current Family Scion: Minuvas Melphestaus (roleplay group) “SERVUS SUMUS” ~ “I SHALL ALWAYS SERVE” "I AM A MELPHESTAUS. I WAS THERE AT THE COMING OF THE EXALTED GODFREY, AND I WELCOME THE AGE OF MEN. WHEN MY KIN BETRAYED THEIR OATH, I WAS THERE IN DEFENSE OF EMPEROR PHILIP AND JOHANNESBERG. I AM A MELPHESTAUS. I WAS THERE ON THE WALLS OF HELENA AGAINST IBLEESE. AND I AM HERE, TODAY. I AM A MELPHESTAUS. I HAVE SUFFERED; BUT I HAVE NEVER BETRAYED. MY LOYALTY IS TESTED, BUT NEVER BROKEN. I AM A MELPHESTAUS MY LOYALTY IS TO EMPEROR, TO EMPIRE, TO SCION GOD SAVE THE EMPEROR" --FAMILY OATH-- FAMILY SUMMARY The ancient family scion, Diamatus Melphestaus was a rarity amongst Elven kind. He had, having lived in an age where the sons of Malin had grown under the dominion of an emerging and growing age of man. "The age of man is upon us, as is the slow decline of the Mali. This does not usher an age of mourning, but an age of peace - to age gracefully in the centuries of human ascendancy and to make it one of triumph" - Diamatus to his Children. Diamatus was there to witness the coming of Exalted Godfrey, and be impressed by the span of this man's capabilities and reach. Diamatus took the an unusual practice as a High Elf, and welcomed other Mali who were not Thill into his blood line- establishing new blood lines, and in many ways making up for the lack of natural birth children. Thus his family was larger than most Elves, as it included numerous adopted children. He considered them all of 'his blood' , though notated some as 'De Melphestaus' to indicate they were not in the most literal sense procreated by him. He then developed a system of 'Scions' which would serve to lead each of the blood lines of the family, and give them independence to pursue their own passions. This was the start of an unusual relationship the family had with the Elven Princedoms through the ages. His child, Maelgar would further continue this tradition. In the time of the Dominion of Malin, the Melphestaus family served under the Princes of Malin as vassals to the Empire of Oren. The family scion, Maelgar Melphestaus and his wife Illana Melphestaus prided themselves on being able to intricately maintain their Elven culture yet immerse themselves with the Human Imperials of whom they were vassals. When oaths were sworn to the Empire of Oren, the Melphestaus family was there to kneel with their leadership and give fealty to Imperials. Although the Melphestaus were Elves by birth, they recognized the nativity of the Imperials and the need for Mali wisdom to guide them. The Sons of Horen would inherit the world, Maelgar believed as his father did, and it was the duty of Mali kind to guide them, teach them, and help them usher in a new age. This idea that Elves were not, in fact, superior to Humans was perhaps the final nail, in addition to the conversion of Canonism, in their relationship to further Elven Princedoms. It was at this time that the Melphestaus line found itself no longer welcome amongst circles of Elven Purists. Detached from ideas of racial purity, and seeing in the humans a society of merit - the Melphestaus family grew fond of the humans they had lived with for many decades. So close was their loyalty to human society and their obligation of service, the family moved to Johannesburg in 1580, under the reign of Emperor Philip I and worked as academics and lawyers, offering guidance and wisdom when requested to those who wanted it. In the year 1593, the betrayal of Elven society against Oren as Courland began its invasion did not shake their loyalty. As Imperial loyalists, the Melphestaus family helped in some small part in developing the ‘thanium bomb’ on behalf of Emperor Philip I in the late 16th century. Fleeing the city, they would escape to continue living - never severing their loyalty to the inherited and acknowledged Emperor of the human realm. In times of racial hate against elves, the family Melphestaus served. The family has always distrusted Elven Princedoms for this reason, believing they will inevitably betray all political allegiances to humans - because of racial arrogance. Yet the Humans were not always kind to the Melphestaus family, despite their desire to serve. They took the hate, cut their ears to appear human, and served. Decried for faith, they adopted Canonism, and served. In times good and bad, they always served. After nearly two hundred years, Maelgar and Illana had their first child, Minuvas, in 1776 in Helena. They promised each other their children would learn languages, art, and culture - but they would never imply that he was Elven, only that he was an Imperial. Because the Elves were cursed with few children, adoption is a popular method for growing the family. They would never take their children to the Silver State, to be polluted by ideas of purity before their children could learn of their own free will. A mali child being born is a gift, but one that could be free from the prejudices inflicted on them would come to love their Empire even more. They took up human practices and commissioned for themselves a human house coat of arms, kept privately, to impart on their children. Family Scions & Paths Scions So that each member may be kept productive and best maximize their talents, it was Maelgar who introduced a system of Scions that was unique from Imperial household titles. Each branch would have its own Scion, determining how best pursue the talents of its immediate kin, expand the family, and make decisions within it's family tree without consulting the Family Scion. The Family Scion was head of family, who would now serve in a more advisory position to ensure that no branch was deviating too far from the family goals and to keep them focused on larger family ambitions. The Family Scion was not always choose from among the other Scions. Though every member technically has 1 vote, the weight of each vote was often measured by the merit of the individual voting. Paths. Paths are an assigned 'goal' from the Scions on how the Mali may best pursue their life interests. They are encouraged to be voluntary, so that they match the interests of the Mali. A family member is expected to have chosen a path by the age of 30 years old. Specific paths are encouraged, but not required, by bloodline. The paths are numerous, though they tend to fall into the following categories. Specific bloodlines are encouraged to follow certain paths, except wood elves who are encouraged to pursue many paths. Family members may also pursue multiple paths and this list is not exhaustive. **High Elf **Dark Elf **Half-Elf The Path of the Arcane: Study of magic in all its forms, this path is a life-long investment. The Path of Academia: Science, mathematics, scholarship in all its forms. Family members are encourage to write, read, and learn about the world around them. The Path of Politics: Government excellence, leadership and elections. The Path of the Blade: The crafting of weapons, and the use of weapons - whether that is the assassins knife, or the Soldiers sword. The Path of Business/Finance: The sale of goods, owning of business, running of franchises and handling of money. The Path of the Faith: All family members are encouraged to join the Church, if they devote themselves as Priests, knights, or nuns - it is a great honor for the family. The Path of Science and Technology: Half-Elves lack the full gifts of magic within the family, and often take up trades in technology and gadgetry. High Elf Bloodline "Melphestaus" Dark Elf Bloodline "Livarai De Melphestaus". Wood Elf Bloodline "Daemyar De Melphestaus". Half-Elf Bloodline "D'Argyll De Melphestaus" Overall Family Traits Common to all members The Melphestaus family has served the Empire for centuries, quiet, obedient, with their ambitions kept close to the family heart. They are Imperials first, but have embraced the gifts of their Elven heritage in pursuing the improvement of their family and Empire. They prefer to embrace human-like clothing, naming conventions, and stylization - though each family member falls on various ranges of this scale. With some fully embracing their Elven features, some shunning them completely, and others trying to balance the identities. Acceptable Races into the Family: All Mali (To include Dark, Snow, High and Wood Elves) Half-Elves (of any of the above) Family Values Loyalty The Melphestaus family has never broken its oath of fealty to the Empire since the time of the Dominion of Malin, and they shall quarrel amongst each other before they turn from the Empire. There is no greater achievement for a Melphestaus than to serve the Imperial Government. They judge other Elves harshly for betraying the Empire over 300 years ago, and look suspiciously at Mali'Thill of Haelun'Or. Merit The family follows the concept of merit in all things. The family scion is set first by human inheritance laws, but the family decides internally who among them is most deserving to lead them based on accomplishment. Thus the family ‘heir’ is voted upon by the living descendants of the current Family Scion. To Serve and Guide Serve and Mentor Humans. As Mali or those of Mali mixed blood, the Melphestaus family is likely to outlive its human counterparts and friends. It is therefore the Houses Duty to preserve, through academia and archiving, the history of humankind - and to advise its leaders in the coming age. They will take on a leadership role, if required, but they ultimately will return authority to the Humans when appropriate. A Melphestaus is most comfortable as an advisor to a powerful human family or individual. Humans can never be adopted into the family, as this decries this very value. However, they will employ human mercenaries, guards, or employees as a part of any estate and often welcome them into their inner circle of friendship. Faith The family is devout Canonists, taking to heart the teaching of the Holy Scrolls. As such they will not allow inter-marriage with humans into the family. They will, however, adopt Adunians and Half-Elves into the family as they believe they do not share in the sin of their parents. They will not allow their children adopted or natural to participate mix-race marriage in accordance with the teachings of the Church of Canon. Though mixing between Elves has no limitation. The family has adopted the studies of Blessed Pius of Sutica, the High Elven Canonist priest as fundamental to their understanding of Elves and Canonism. Mild-Mannered A Melphestaus rarely raises his voice in anger, and dresses appropriately for the occasion. Well made Elven robes or Imperial Attire is the preferred dress. They believe that one should never strike when in a position of weakness, and family members rarely choose to show their hand publicly about their true beliefs on any given topic unless they believe it will have influence. Family Strengths Educated Children of the Melphestaus family are offered a wonderful education by the family, and they take it upon themselves to ensure each of them is fluent in multiple human dialects and has a strong grasp of Imperial history, culture, peerages and Knighthoods. Magically Gifted The family pursues arcane studies, privately, and shares them with the family. It is only in extreme circumstances that a Melphestaus would display their magical ability to others, feeling it is the secret ‘line of defense’ they have against their enemies. Human Bonds The family is comfortable around humans, feeling relaxed when making friends and engaging in small conversation. They are unburdened by the Elven social constructs or judgments of humans. They do, however, look at humans as if they were a young hero of the story - naive, in need of guidance and training, but will one day rise to greatness. Family Weaknesses Distant The Melphestaus family can be judgmental, especially of its own family. Bonds of affection are built slowly and over decades. Impure Mali of the Melphestaus family are generally considered impure by the Elves of Haelun’Or. Other Elven pure communities are also highly judgmental of the family, decrying their existence as Imperials.Therefore, the family has strictly forbidden their family from returning to Haelun'Or lands for fear of death, execution, or other judgment by their kin. The adoption of Canonism is required and service to humans only further entrenches their distance from the Silver State. Faux Humans Although they are Elves and of Elven descent, they have a nagging desire to appear more human and Imperial. A Melphestaus will struggle their entire life about whether they should be trying to fit in with human society, adopting their clothing, dress, and language or whether they should fully embrace being a Mali. Temptations of Power The family desires recognition, and must resist the temptation to use their long life and gifted intelligence to place themselves above humans. They do not think it is wrong to be in charge, to be enobled, or to lead humans - but they must always be wary from subverting true authority from the sons of Horen. Family Events and Other Lore Posts: The Scepter of the Blessed Emperor, Fealty to Emperor Philip II The Ravenmour Estate Family Tree Language/Culture: The Family is an "Imperial Elf" type culture, with our language dialect found here. Family Discord: https://discord.gg/GxbPrrxkKN Please hop on in if you would like to join this roleplay group and create a lasting Imperial Elf RP group.
  20. Salvius

    Neo-Adunian

    NEO-ADUNIAN A proposal to restore the Adunian race and its culture. By: Davorn Lasfaen PREWORD: The Adunian race is a race which was formed from the mix of humans and elves. It’s culture shares a similar fact, a mix between that of human and elven culture, differing from area to area. An Adunian cannot be produced by just the reproduction between that of a human and an elf, one such child being seen as only a half-elf, not an Adunian. Through this proposal I hope to speak upon the idea of how to efficiently rebuild the Adunian race and culture, while still keeping the key of Adunian culture. REPRODUCTION: The current issue with that of the Adunian race is their population is declining instead of increasing, the race being bred out in other human races. In order to quell this issue for the Adunian race, new ideas regarding the production of an Adunian must be put into place. Firstly, the requirements to be considered Adunian must be loosened. Anyone considered an Adunian shall be considered an Adunian, no one else except their children shall be considered Adunian. These children cannot be the offspring of an Adunian and a human however, for this would continue the current path the Adunian’s are on. Instead any offspring of that of an elf or a half-elf with an Adunian shall be considered an Adunian due to the blood of an elven parent will add more elven blood to the Adunian, while a half-elf shall not remove any percentage of elven blood, and instead strengthen the mix of human and elven blood. Through this system elven blood would be strengthened, the percentage of human blood within Adunian veins would not increase, and the population of Adunians could be increased. Production between two Adunians is the most ideal option, however due to decreasing populations, this idea would prove to be unsuccessful. CULTURE AND BELIEFS: A prime point of being Adunian is remaining true to Adunian culture, however with how the world has changed, being orthodox when it comes to Adunian culture and beliefs will not benefit the Adunian race and help lead to its downfall instead. The question of religion will most likely come first to the minds of readers. Regarding this topic, Adunian culture must be void of anything relating to religion, instead welcoming and encouraging members of the Adunian race to follow whatever religion they choose or even none at all. Religions or sects of religions who choose to segregate against that of other religions or races however can not be permitted due to the threat this could result in internal struggle amongst the Adunian people. The Thuadian language has long not been used. In order in an attempt to strengthen Adunian culture, snippets of the Thuadian language shall be encouraged to be used, so that the Adunian race can still be welcoming to others while still growing upon our culture. Superiority is a belief which some could say was given to us by our elven ancestors. The Adunian race must cease upon such beliefs, or else events like that of Ulgaard’s Rebellion would occur once more. Beliefs upon superiority should become a foreign subject to the Adunian race, viewing all races as equal to that of the Adunian race. With this in mind however if there was ever to be an Adunian kingdom once more, only Adunians shall be permitted to inherit and be granted titles of nobleship and royalty, in the hopes that an Adunian kingdom would remain as an Adunian kingdom. With the advocation for leniency with that of other races and differing beliefs, the advocation for the increase of rights for women within Adunian society must occur too. Women shall instead be permitted to wear clothing which exposes more than just their hands, neck, and head. With this however, like that of their male counterpart, parts of the body considered to be ‘private parts’ should not be permitted to be uncovered publicly. Women should not be discouraged from entering certain career paths, regarded as male career paths, nor should they be looked down upon if they choose to go down such a path. When it comes to matters of inheritance however, an agnatic-cognatic form of inheritance should be followed, to ensure Adunian families remain in power, instead of changing to that of other families due to marriage arrangements. Other traditions, customs, and beliefs which are common throughout the Adunian race which are not spoken upon within this proposal will still be encouraged to be followed, to ensure such matters remain strong within Adunian culture. CONCLUSION: As an Adunian myself who has found himself a welcoming place within this world, I encourage all Adunians to find a new home within Ando Alur to allow our race to be better organized, rather than be scattered throughout the world. I also advise any reading who are not Adunian to encourage their Adunian neighbors and acquaintances to read this proposal.
  21. Adúnia: 1. Defining Adunia- To begin, we must first ask; what is an Adunian? Is it the product of a man that is crossed with an elf, a half elf so to say? Is it the name given to half elves that have gained slightly lengthened life, maybe? Is it simply a being that wears a kilt, speaks in a strange forgotten dialect, and has the godly ability to catch maces? Well, to put it bluntly, no. An Adunian is none of these things, and is only partial to a few of them. A being that you would call “Adunian” is a descendant of the tribe of Harrenites, no matter how diluted his or her blood is with that of other races. On its own and by itself, an Adunian is no more or less than that simple definition. However, when one delves deeper, and comes to the word “Adunia”, a whole other world of meaning is opened up to them. For Adunia is not just the word used to collectivise the core group of Harrenite descendants, it is far more, and it’s own definition is ever growing, expanding, spreading itself in ink and blood across the pages of history; and it shall ever continue to grow until the day when Adunians cease to exist, and the sons of Harren have at last passed from the world of the living, leaving thousands of years of knowledge and memory behind them. Henceforth, Adunia cannot truly be defined until such a day comes to pass, but here I shall do my best here to fill in the holes left by this issue, and assure that the memory of this once great race is carried on. 2. The Origins of Adunians- In the years when Aegis was still young and it’s races new to the world, two tribes arose in the Northern mountains of the continent. The first tribe was comprised completely of humans, it’s leader a young man named Harren; a son of Horen himself. The second tribe were elves that had come up from the forests of Malinor, led by a dark haired woman named Sarai whose roots remain a mystery to this day. As is inevitable when two such primitive groups claim the same area, the two tribes clashed. A short but bloody turf war ensued, and soon the mountains were littered with the corpses of both factions. Fearing for the survival of their people with such weakened numbers, Harren and Sarai met and organized treaty between the two tribes. However, Harren’s heart saw him wanting more than simply peace. During their meeting, Harren was overwhelmed by the elven woman’s beauty, and as so made one of the treaty’s terms that she would have to marry him. Fearing her people’s destruction was imminent, Sarai hesitantly accepted these terms and the two were soon wed. Though Sarai despised Harren at first, she eventually grew to love and respect him as her husband, bearing him a single child named Baren. Now leaderless, the elves of Sarai’s former tribe merged into the Harrenites, taking on their customs and way of life. They were quickly accepted by the humans, and very soon they too began to intermarry as their leader had done. The children of these first generation Harrenites were born a new race; the Adunians. 3. In Relation to Aging and the Curses of Iblees- The events that led to the creation of what is now known as the Adunian race (commonly known as the “Mixing of Blood”) did in fact occur before Iblees laid his curses upon the mortal races of Aegis. Due to said curses, half-human/elves bred since said event are stricken with not only the infertility of elvenkind, but also the shortened lifespans of mankind, gaining not an ounce of the longevity possessed by their elven ancestors. However, because the “Mixing of Blood” occurred before Iblees placed his curses, the effects on Adunians seem to have differed ever so slightly. ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* Appearance: Adunians take traits from both their Harrenite and Mali’Dun ancestors. Brown or black hair are the only two colours found, though like other races it goes grey with age. It is not uncommon for an Adunian’s hair to go grey at ages as young as fifteen, a trait inherited from the Mali’Dun. Their skin is pale, but generally no paler than the average Heartlander. An Adunian’s eyes are either grey from the Mali’Dun, brown from the Harrenites (a rare trait), or green, which appears to have come from a mix of both, the most common eye colour. Adunians generally grow to heights of around 5”11’ and have a lean build. Tradition has Adunians keep their hair above shoulder length (though most choose to keep it short), and grow either beards that keep close to the face (rather than hang like that of a dwarf), or large, well tended mustaches. Clothing: The general climate of Al’Ildic was quite cold. Though it’s landscape was only coated in snow during the winter months, the chill of the northern wind was present year round. As a result of this climate, Adunians came to dress in a particular way. Men would wear heavy coats and cloaks, lined with furs and warm skins, thick leather boots and warm wool breeches. Women wore long-sleeved dresses often accompanied with furs draped over their shoulders, light cloaks, and some from of pants to keep their legs warm. Over time, it became considered ‘rude’ or ‘socially unacceptable’ for more than the hands or head to be unclothed. This way of thinking has stuck over the ages, and Adunians true to tradition always cover themselves from the neck down before presenting themselves publicly. Religion: In the Old North Faith there three circles. These circles were the domains of the Gods, and in each were both lesser gods, and demi-gods. The three circles, in order of least powerful, to greatest, were Nature, Life, and Astral. Within each of these realms are one dominant god. Within Nature there is Grønn the Life-Bringer, who is believed to be the Aspects of the Druids in one form, in the Old Faith’s eyes. This means that the Old Faith acknowledges the Druids as true and rightful worshipers of Nature in their own religion. Grønn is said to be twelve feet tall with bark for skin and rocks for teeth. His eyes are two pools of water and his digits are branches and twigs. He has a full beard and head of leaves and vines which twist and turn wildly. Its said he is often seen but never caught, and has the ability to take on anything in nature. This can be taken either way- as some Hunters thank them for his sacrifices to let them eat. Others commune more with the animals and forsake meat eating. He is seen as very benevolent. His charge is to control all of the planets, fish, animals, and happenings of nature. He is what ties Astral to Life. He is also credited for the creation of the elements as gifts to Morighaen. Within Man there is Thrønn the Impartial, who is believed to be the collection of all of humanities desires, virtues, morals, and thoughts. He is an absolutely gray character, with no characteristics in appearance of physically. He is thought to be the shadow of every human, a silhouette of what everyone truly is. People who pray to Thrønn traditionally wait until the sun is half up, or, half down and wait in an open field. They turn to their own shadow and take a knee, nod their head, and fold their hands. All the workings of men are held into the account of Thrønn, which is why people depending on their lives will pray to Thønn. The people who are poorer, downtrodden, who feel betrayed by life and tormented usually shun Thrønn. People who are rich, economical, industrious, and work hard usually thank Thrønn. Thrønn is often looked to positively by mages and Fathers however, for the gift of “Heartfire” to man. Within the Astral planes beyond us is Morighaen, the Night Woman, a soft looking woman covered in a veil of stars and space. She is larger than any planet and we are not even ants to her- we are something less. She is too large to see but she knows we are there- and she may assume a mortal form, or smaller size, to meddle with the cosmos as it pleases her. She is seen as sadistic almost, because of her boredom. She was left alone and to pass time she often destroys planets and galaxies at a whim and casts down the weather to meddle with the affairs of mortal. She is easily the most fearsome of the Gods and the circles, and any who claims to be Morighaen is killed out of fear, for if she has come down, it is already the end, and if she is lying, she may anger Morighaen. People pray to her to appease her, and she is often seen as a pillar of strength for the female half of Northern society. She is the cause for Moonblood and weather, time and space, and in turn, all things beyond, even magic. Her relationship to Thrønn and Grønn is strained by both the distance to one another, and the natures of one another. Places of Worship. God’s Gardens were the most natural and beautiful of the worship places. These were seen as absolute holy grounds made by the Nature Aspects themselves, there are believed to be three God’s Gardens in existence- one for each of the three Aspects (that we recognize). The God’s Garden that we currently have located and are near, is the God’s Garden of the Elements. It is a hot spring situated in the north, protected by a granite and stone wall. Spruce trees spring up with flowers poking through the snow. People would come here to cleanse the blood off themselves, to pray in its hot waters, and to fast and meditate. No blood, on any condition, could ever be shed in a God’s Garden, but blood could be cleansed here. Modern / Aegean At the dawn of man though, when humanity had just reached a point of intelligible thought, civilization, and organization, they had organized their religions, and settled down. The North had quickly picked up on Thønn and Grønn and found themselves in tune with their gods peacefully. The Adunians picked up on the Old Faith, after the First Conflict War, during the Northern Golden Age, and some mingled with the Northern Gods. Some did not, but no conflict stirred from this difference- the North having been a faith of tolerance and acceptance (mostly). The Godly Brothers saw their followers rise, and knew whom to warn of a great tragedy coming. Grønn appeared and an Oasis in the tundra arose. Shrubbery and plants sprung to life at his feet, birds and animals came at his arrival, and life flourished where his feet left impressions. His most humble followers fell before the magnificent ent, who came close to one and said, “Evil lingers in the North. My brother and I entrust you with the most sacred task of all- the defense of all life, from the kind long lost to our touch.” They had no idea he spoke of a fourth deity, of a realm most foul, and a realm unrecognized. The realm of Death, the realm of Iblees- and had no way to prepare. Fall of the Old Faith Before anyone knew what was going on, the Taran Kingdom that stood long vigil in the North and felt it had conquered all evils in the snow, sure they had closed any hope of Grønn’s doomsday prophecy, but, all was wiped out in what is called “The First Event”. One of the earliest recorded events of mass Undead Activity. It nearly wiped out an entire civilization and many blood lines in less than three nights. The Adunians to the South were hit just as hard, their people had some time to escape, most notably Halboron Elendil, the Adunian Leader. Further south were the Aegeans, whom with the help of some surviving Northerners, and some word of mouth, had time to prepare, and time to mount a defense. This, is what we know of our History, and the rest is in the books. ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ~*~* ADUNIAN COURT LANGUAGE HEARTFIRE
  22. ♫ "Portrait of the Harrenite Rebbe Avshalom Shmelke Ben-Yitzchok." - 17th of The Deep Cold, 1543 by an unknown artist. As you approach the local square of Felsen, or the bazaar of Al-Wakrah, a handful of young men garbed in the traditional Harrenite rekels and yarmulkes beckon you to their shop. As you peruse through their finely made tailor-wear, an older man adorned in finer clothing and a Shtreimel adds that you may make a custom order and offers you a form. "Shalom, find something that suits your fancy, ‘eh friend? What we have here is better than anything that moor Nawad can give ya'!" "Harrenite apprentice in the square." - 11th of The Sun’s Smile, 1545 by an unknown artist. Examples of my work Check out my PMC page by clicking the link above. Template: Character name(out of curiosity): Minecraft Name: Race: Gender: Age: Reference as of hairstyle / face / skin: Specific hair color / eye color: Reference as of clothing attire: Specific clothing colors: Agreed price: Rules: 1. You must provide a reference. 2. I have the right to deny or cancel any request. (If you pay beforehand, you will be refunded.) 3. I’ve only recently began skinning, so please be considerate. 4. Once the price is settled, you cannot back out or change the price. 5. First come, first serve. Waiting List 1. Asimulum 2. Ser_Jacko 3. Lionbileti 4. 5. 6. 7. 8. 9. 10.
  23. Character Card of Q. Campbell Character Name: Quinlan O'Keefe-Campbell Nicknames: Quin, Quinny. Age: 36 Gender: Male Race: Human (Adunian) Status: Alive n' stuff Height: 6'1 Weight: 197 lbs Body Type: Big, broad shouldered and burly, like a football player. Eyes: Light Blue Hair: Dark coffee brown. Skin: Slightly Tanned Markings/Tattoos: Scars on chest from wolf mauling. Health: Fairly Healthy. Personality: He has an optimistic, humourous attitude towards life. On the surface a sarcastic and ironic kind of person, underneath, a steely determination to keep his loved ones safe. He is starkly loyal to his superiors and to his wife and family. Quinlan is one who often speaks whatever is on his mind, often construing it in a very cynical or twisted way. When leading drills, he's like that sarcastic wise cracking substitute teacher you had that one time whom everyone hated the guts of. Inventory: <> A Steel Claymore (Two handed blade) <>An Arbalest (Big crossbow) <>Lute Alignment*: Konigreich of Aesterwald, The Aesterkorp Deity*: The Creator Religion: True Faith Alliance/Nation/Home: Aesterwald Job/Class: Soldier, HalbBruden of the Aesterkorp Title(s): HalbBruden, Jager. Profession(s): Swordplay, Archery, Lute playing. Special Skill(s): Game hunting, music, et cetera. Flaw(s): No sense of organization, he has a scattered mind. He can also be very stubborn. Weaponry Fighting Style: Quinlan takes advantage of his size and strength to overpower his opponents in melee. Though he prefers to get the advantage on them with an arbalest if he can. Trained Weapon: Claymore, Longsword, Crossbow/Arbalest, Longbow Favored Weapon: Claymore and Arbalest. Archery: Meh-ish. Biography Parents: Byron Campbell, Unknown Mother Siblings: Edrik Campbell (Anawkin52), Catherine Campbell (TheH0neyb33), Desmond Campbell (Arzar). Spouse: None Children: Ciara Campbell (emilyathegreat), Adrian Campbell (Theidlemuse) Extended Family: Eoghan Campbell (Adoptive Chieftain), Scotty O'Keefe (Uncle) Pet(s): n/a History [WIP] BIRTH The birth of Quinlan Campbell is a vague one, his father Byron O'Keefe was no stable man. Not one to keep a family. Old man Byron in his younger days had slept around quite a bit, sired a few bastards. One such bastard he'd been approached with alongside one of his former dalliances. The mother of the newborn child forced the baby into Byron's care, and was never seen again. And so the life of Quinlan began, with a father whom never intended him to exist and a mother whom did not want him. Byron was a wanderer as well and not one to be tied down by the prospect of fatherhood, and so he left his son with his brother, Scotty O'Keefe, in the frigid southern town of Vaerhaven. CHILDHOOD As a child, Quinlan grew up amongst the likes of many other Adunians of various clans. His home was in Campbell hall, a big tower-like structure in the back of town. His oldest memories include that of lectures from the Adunian Archfather Tarus, learning of the old gods and the old faith. Young Quinlan was a quiet creature, a stark contrast to his Uncle and main guardian, Scotty. The tall, booming and often drunk patriarch of the O'Keefe Campbell line berated Quinlan for his softness. A proud O'Keefe is no weasel! He is a bear! Scotty would proclaim. A bear is formidable, he stands headstrong in the face of his foes, a weasel uses deceit and trickery, that is a despicable way of life. And so, Quinlan was taught that all a boy needs to become a man is a strong arm and a brave heart. Quinlan grew up without many friends for the most part, save for Torrah Campbell, son of Eoghan. A girl his age adopted into the clan. By adopted they meant kidnapped as a child from the McHarnishes of course, but there was no reason for Quin to know that. Torrah and Quinlan considered each other like siblings as well as close friends, and the two would get up to all sorts of mischief. RITE OF MANHOOD Clan Campbell was a tad more harsh on it's children than other Adunian clans in the sense that boys at the age of 15 had to prove themselves in order to be considered men. This trial involved trekking out into the cold snowy wilderness outside the walls of Vaerhaven and slaying a wild wolf. This was accomplished through both cunning and strength, and all Campbell boys were expected to accomplish this. Despite the sentiments of his uncle, Quinlan was no killer and no warrior. He certainly wasn't the pinnacle of physical strength. He was sent outside the safe walls of Vaerhaven alone for the first time shortly after his fifteenth birthday. It was a week of surviving on his own before Quinlan found a wolf, a majestic creature of a pure white pelt. The adolescent boy was terrified of the idea of having to face it. He ended up trapped the beast after laying down a pit trap with smoke from burning hare's flesh at the bottom. When he returned to Vaerhaven's walls, he convinced Scotty the wolf had died by his blade. YOUNG ADULTHOOD AND LOVE Quinlan spent his next few years in relative anonymity. Though one thing had really changed, his old friend and someone he had considered his sister had grown into a very attractive young woman. Torrah and Quinlan were both eighteen now, they celebrated the birthday of the former quietly, in Vaerhaven's cozy tavern with a pint of ale. It was there Quinlan asked her if she would do him the favour of accompanying him on a date. It was a foreign yet familiar concept, the two had been spending time alone with each other for years, but neither was too naive to realize this would be a different experience entirely. The first date was a simple affair, young Quinlan had no concept of glamour and had no concept of 'dinner and a play'. Instead he took her out to one of his favourite places, a simple stone menhir with a table, by a frozen lake outside of town. They shared a drab of whiskey and stared at the clouds, she kissed him. Though elated by his new found love, not all was well for Quinlan. News of the budding couple had reached the jealous ear of a resident member of another of Vaerhaven's Adunian clans, Cymrych Douglas. A love triangle was inevitable and the race to impress Torrah began. Cymrych was ingeniously subtle, often getting himself injured to play the pity card for Torrah. Quin knew nothing of subtly, he had been brought up by the man who could barely tell the difference between a 'P' and a 'q' in a book. The fact that Cymrych was a twin made it doubly furious. The Douglas twins gave Quin no end of grief, but it did not matter in the end, for Torrah was faithful to him. Loss, Recovery, and Loss Again Life with Torrah was content and peaceful for Quinlan. Two adjectives that would rarely describe his life in the years to come. At around the age of 18, Quin began to feel the looming presence of the Scourge, and setherien's menace. He had lived in the newly Renovated Keep of Ard Kerrack at the time with the rest of his Adunian kin. Adunia itself was in it's prime, having occupied the last previously owned by Kaedrin of House Chivay. However all was not well in the land of the tartan, as the aforementioned scourge had begun launching minor skirmishes and harassing strikes upon the kingdom. Fully grown and Able-bodied, Quinlan was expected to take up arms to fight off these raids. With Torrah fighting at his side, they came to blows with pale faced cultists and abominations with steel welded to their flesh. However as all of Adunia was soon to learn, these guerrilla strikes were merely the beginning. It all accumulated to one big conflict, the battle of Ildon. With the forces of Adunia ready to defend their home against a horde of cultists, unholy creatures and winged beasts. For Quinlan, it was his first experience of true battle. As swords clashed, and the sounds of courageous war cries and screams of agonizing pain screeched through the atmosphere, Torrah was snatched up by a daemon of eldritch wings, carried off. The war for Adunia had been won, but Quinlan had lost the biggest part of his life. His love. He spent the next full year looking tirelessly for her, as Adunians throughout the kingdom looked on with pity, wondering when the heartbroken young man would move on. It turned out however that he would not have to, at a steep price... Torrah Campbell returned. But not as the same person she was when the agents of Setherien snatched her away. Found huddled in the corner of an inn 2 years after her disappearance, she was a sorry sight. One missing hand, scars that marred her entire body in a grotesque mess, her hair falling out at it's foundations. Still young and naive and unable to heal or do anything to help, Quinlan and Torrah eloped from Adunia, settling in the remote elven town of Lenniel, far to the west. Torrah's mental state had deteriorated rapidly, and was showing signs of insanity. To Quinlan's dismay, it seemed that Torrah had been influenced with scourge like tendencies during her time in their captivity. As she became slowly more and more sinister. Setting elven trees alight, asking Quin to hire assassins to perform hits for her as if it were a casual requests, among others. The simple minded young man was no psychologist and no amount of pleading and coercion was able to revert the now scarred and grotesque Torrah from the dark shell of her former self she had become. And one day, she simply vanished. A New Beggining Following Torrah's final dissapearance, Quin was left with no more purpose in life. He spent a few more years in Lenniel, making his living as a hunter and developing a good reputation among the wood elves whom lived there. However, life had lost most of it's colour. It was age the age of 25 when the wanderlust set back in and Quin packed up his things, leaving his home to travel the roads once more, this time, to the land his people hated: Oren. The journey to the eastern plains of Anthos was fairly peaceful, Quin managed to reach the grand walls of New Abresi in quick time. The bustling streets, town criers and the city smell were foreign to him, having grown up as a country boy. It was there he met a man in a white tabard adorning a red cross, whom introduce himself as Theodoric Hamlen. Theodoric informed Quin that he was a member of the Holy Order of Saint Lucien. A knightly order devoted to defending the true faith of the human race. With no other real options open to him, Quin decided, on a whim, to join. The keep of Ard Krallach was a massive structure built into the side of a mountain under what was once the Grand Palace of Emperor Godfrey. And the Lucienist soldiers whom made their home in it were equally impressive. It was on his first day Quin met the stalwart but friendly Raigeki Kato, an eastern man and officer of the Holy Order. Raigeki got Quin acquainted with the people and the sights of Ard Krallach, as well as providing him with his own white and red tabard. Early life as a Lucienist was rigourous, but rewarding. Quin quickly made friends out of his Brothers in the order, and learned to be strong, good with a sword, and quick on his feet. But it wasn't with the order where his life truly took it's next dramatic turn. On an off day in the Captured Kha inn in Abresi, Quin sat. He often enjoyed the company of friends on days like these, but today was alone. Through the door came a woman, a pretty thing of dark red hair and emerald eyes, accompanied with her cousin, a raven haired woman of formidable height. Both were attractive, but it was the red haired lass, whom would later introduce herself as Ayallia Meridian, that Quin had his eyes on. After a rather embarrassing attempt to get in bed with her following giving them a tour of the city with the help of a Subudai tribesman, Quin parted ways with the lovely lass feeling rather turned down. However he didn't let it deter him from his goal. Torrah was gone forever. He was in a new country, with new friends and new family, it was time to find new love. After a few semi-successful attempts to get closer to Aya by spending time in her tailory shop, Quin successfully asked her out on a date. It was quite a date. Nearly a days worth of walking back to Vaerhaven, but it was worth the journey. Quin gifted Aya with the wolf pelt he'd won to earn his rite of manhood so long ago. They watched the stars from atop the masts of dwarven ships, and shared their first kiss. War and Married Life Fast forward to three years later, and Quinlan and Aya would be happily married and living a secure life together. Aya lived with her family, the Meridians, in a complex in Abresi. Quin stayed often though work often took him to the keep of Ard Krallach where he would serve among the Lucienists. The two did not spend as much time together as perhaps a normal couple should, but they cherished the moments they had. The idyllic lifestyle would not last, however. As trouble soon began to brew within Oren. -more to come- Artwork
  24. so far Adunians have been playable but have not been selectable from the character creation screen/textbox. will this be changed in 4.0? anybody know anything?
  25. Order of Iolar ~History~ ~Old Adunia~ Adunia has gone through major changes in military throughout the years and ages. The first main military force of the Adunian people were the Order of the Adunian Rangers, founded by Lord Braen Elendil, and were the main military of the Adunian people for some time. As time went on, however, the Order of the Adunian Rangers could not keep the peace in the expanding kingdom. During the reign of Lord Rydel Elendil, his brother Captain Thorenir Elendil of the Order of the Adunian Rangers disbanded the order, forming a larger order called the Adunian Legion. The Adunian Legion was a major aspect of ‘The Great Adunian War’, fought between Lord Rydel Elendil and his steward and deposer to the Adunian throne, Icarian Delmer. Men from the age of 17 to about 110 were drafted into Thorenir’s Adunian Legion. As the war raged on, the Adunian population dwindled to a mere 800, until the assassination of Icarian by Thorenir and his men. After the war, the Adunian Legion was disbanded from the population loss, and the Order of the Adunian Rangers were reinstated. During this war, Lord Rydel Elendil had founded a special branch of the Adunian Legion, called the Ildician Order. They were the best of the best of the Adunian Legion, and were the protectors of the Elendil Lord and the Thanes of Adunia. The Ildician Order survived the purging of the Adunian Legion into the Order of the Adunian Rangers, and stayed active. The Ildician Order collapsed with the Order of the Adunian Rangers when the undead invaded the grand Adunian city of Ildon. Halboron, leader of the Order of the Adunian Rangers and the Ildician Order was knocked unconscious, the duel orders leaderless. Men were struck down, a massacre ensued. The orders were gone, and Adunia with it. ~New Ildon in Renatus~ After the escape of Halboron and his nephew, grandson of Rydel, Artorus, they had escaped to Oren during the age of Asulon. Artorus had become the captain of the Phoenix Guard of the Kingdom of Renatus, and was granted land for a keep, which he named Ildon. The Order of the Adunian Rangers were established, and soon after the Ildician Order. However, after the failed Adunian rebellion, the orders were disbanded. Luckily, soon after, the Rangers were refounded after the Emperor of Oren granted Artorus’ son, Thorren Elendil, the duchy of Westfall. The Ildician Order was never refounded, until the age of Anthos began. ~New Adunia~ The Adunians had made it to Anthos, and were granted a county by the Emperor of Oren. The Ildician Order was refounded under Lord Starke McHaryn, and the order flourished. However, the Elendils rebeled again, and were banished out of Oren. Many Adunians fled to Vaerhaven, while some stayed in Oren, including the Ildician Order under Lord Starke McHaryn and the Order of the Adunian Rangers under Lord Caln McHarnish. Rebellion struck, as many of the Vaerhaven Adunians, eventually called the Highlanders, called Lachlan Mor Elendil their rightful leader and Thorren Elendil not fit to rule. Soon after the rebellion, the Ildician Order disbanded, after the disappearance of Lord Stake McHaryn. During the time in the wilds, King Lachlan Mor Elendil had founded the Fiana, a precursor to the new Ildician Order. Eventually after moving from Dal’Cais to Vaerhaven, then eventually the keep of Ildicia, the Order was refounded, under command of Clan Rovyk. ~Duty~ The Duty of the man of the Order is to protect the royal Clan Elendil and to protect the True Old Faith and the Faith of the Three. They are to do these two tasks at all time, as per their skill level. A man of the Order is expected basic combat skills, whether if the man is in a combat role or not. All men are also expected to have a beard, as you would look weird without one and would face heavy discrimination against him. ~Religious Obligations~ The Order of the Herrenrasse follow the true Old Faith of the North and the true Three Gods, Gronn, Thronn, and Morighaen. All men of the Order must follow the True Faith of the Three, and must follow accordingly to the Archfather and the Fathers of the Faith. Knights are to have a patron god of their choice, depending on their liking. All members of the Order is expected to pray at the neighboring stone circle (one shall be present at the keep) or at the God’s Garden. A knight, if feeling they are obligated to, may decide to stud his finger to show his everlasting faith to the Three, however this is not mandatory. All men of the order are also expected to defend his faith against the untrue heresies that plague the world. A man of the order must also carry a necklace in the shape of the Three’s knot, to show their faith to the Three. ~Ranks of the Order~ ~Grand Command~ Grand Marshal The Grand Marshal, the master of all of the forces, is the sole leader of the Order. All Commanders are to report to him and him only. The Grand Marshal is a permanent job, and is expected only to be lost if the Grand Marshal was killed in combat. Grand Knight The Grand Knight, the second-in-command of the Order, and is the leading officer for the knights. He takes command in case of the absence of the Grand Marshal. All Great Knights and Knights report to him directly. Warlord The Warlord is the leading officer for the Enlisted ranks. The Warlord is third-in-line for command incase of the absence of both Grand Marshal and Grand Knight. The Warlord has the Commander directly report to him. ~Officer Ranks~ Vice Marshal The Vice-Marshal, chosen by the Grand Marshal, is the advisor to the Master Commander and the Grand Marshal. He advises the two on battle plans and other assortment of planning for war. The Vice Marshal ranks holds purpose only during war. Commander The Commander is in charge of all of the man-at-arms in the Order. He is incharge of their well-being and is field commander for the squads. He carries the ranks of Great Sir, and should be treated as such Great Sir Only a limited number of Great Sirs are available, they are the leaders of the knights and their peers. They are to serve an example to the Order, and some of the most trusted men of the Order. They command Knights during war, and may command Man-at-Arms in case the Commander is no present. Knight The Knights are the main commanding force, as they command a small squad with the a Great Knight. They are also the advisors to the Great Knights, advising them on war tactics. All Knights are also Knights of Adunia. ~Enlisted Ranks~ Sergeant Sergeants are trusted Man-at-Arms but are not enough for knighthood. The rank of Sergeant is usually held by a Clanless, as a Clan Member would receive squireship. The Sergeant commands Man-at-Arms during war and skirmishes. Man-at-Arms These are the men who have surpased the trials for the recruits and are the main backbone of the Order. They are expected to be devout followers of the Old Faith, and should act as such. Man-at-Arms are still to be treated with respect and honor. Recruit Recruits are the new-bloods to the order, and have not undergone drilling nor trials. They must obey all orders from their higher ranking peers, and must not show disrespect to their peers. They are mainly commanded by the Sergeant or the Commander. ~Special Ranks~ Medical Officer A Medical Officer is in charge of the well-being of the order and of any medical concerns men may face in the battlefield. They are to still march with the armies to attend with wounded men in the battlefield. Drillmaster Chosen by the Master Commander, the drillmaster is incharge of drilling and training of the enlisted forces. The drillmaster is also incharge of jailing and dungeon matters within the Order, and may execute prisoners if no Grand Command is present. Quartermaster A Quartermaster is in-charge of arming the men of the Order, whether it be arms or armor. The Quartermaster holds the rank of Knight and must be able to smith his own arms and armor for the order. The Quartermaster must also take tabs on the armor of each man of the Order, to make sure of precision and efficiency. ~Tenants~ Na hidéil cur síos sa Chód Chivalry Cuireadh béim ag an mionnaí agus vows a bhí faoi mhionn gur i searmanais ridireacht, bhí in éineacht leis na mionnaí naofa de chomhrac na n-idéal de chivalry agus le rialacha dochta de etiquette agus le hiompar, tOnórach, Go hionraic, Valour, agus loyality. The ideals described in the Code of Chivalry were emphasised by the oaths and vows that were sworn in the Knighthood ceremonies, these sacred oaths of combat were combined with the ideals of chivalry and with strict rules of etiquette and conduct, Honour, Honestly, Valour, and Loyalty. Code Of Chivalry Códe As Chivalry -=`Chun eagla an tri, agus an creideamh a choimeád ar bun=- To fear the Three, and maintain the faith -=Chun freastal ar an Rí na Adunia do onóir agus glóir=- Serve the King of Adunia for high and glory -=Cabhair a thabhairt do bhaintreacha agus dílleachtaí=- To give help to widows and orphans -=A staonadh ó wanton thabhairt chion=- To Refine from the giving of offence -=Chun cónaí ag onóir agus do ghlóir=- To live by glory and honour -=go riamh a insint bréag=- To never lie -= riamh a dhiúltú challage ó comhionann=- To never deny a challenge from a equal =- riamh dul ar ais do ar foe=- To never to turn a back on a foe -Traits Of A Knight- Faith Charity Justice Sagacity Prudence Temperance Resolution Truth Liberality Diligence Hope Valour To join, just send a bird via forum pms or on this forum.
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