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Found 148 results

  1. When This knife comprised of any kind of pie, pumpkin, strawberry, cake, egg, poop, urin, wood, silver, gold, live ferrets, live bears, live owls, live cats, live bats, a bat, a bear, a cat, or even a blueberry pie, touches a living thing, then that thing will be consumed by the pie and turn the pie into a pie shortsword, then a pie sword, then a pie longsword, then a pie greatsword, then a pie. all with the same properies, except for the pie, which is just a normal cow pie. (pile of cow poop)
  2. D4NNA

    Arcadian Tides

    Naval Storyline Become a confidant of the sea and sail across the Arcadian Ocean with your ship and a faithful crew, life overseas is not easy and requires preparation, navigation and equipment ... not to forget the food on deck is required in large supply, and that's where the delicacies such as sea-fruit are found. Sailors whisper of a taste that comes from the depths of the seas … Explore the depths of the Sea Ruin and discover a world of water and the home of an ancient civilization ... The ocean itself has preserved this place and protected it from the torrents of time, much of the ruin could have survived ... It does not only awaken the treasure hunter instincts but also those of every fisherman, the first who dared to dive beneath the surface... Go under and face the forces of nature ... Descendants have always been made to live on land, but curiosity is like a blade piercing the sea, reaching deeper and diving recklessly. Conquering the deep is a trophy to each and every category, be it by arcane arts, research or even through sheer mind and will! A genius mind will reward their fellowship with the treasure of the deep, and a title to hone their tinkering skill Reveal what lies beneath the depths and ... In a place without light, life is a lantern ... Time is torn, swept between the tides changed the people T̷h̷e̷ ̴H̵y̷d̶r̴a̷ ̴r̶e̶b̸o̶r̴n̵,̶ ̸d̵e̶s̷c̶e̵n̷d̸a̴n̶t̵s̸ ̴c̴r̴e̶a̴t̸i̷n̴g̷ ̴a̵ ̷n̷i̴g̶h̶t̶m̸a̴r̵e̶ ̷o̷f̸ ̸t̶h̷e̴i̶r̴ ̵o̷w̸n̸ ̸…̴ ̴I̴n̷ ̷t̷h̵e̶ ̸p̸a̷s̸t̷,̶ ̶t̷h̶e̸y̴ ̶l̵i̷v̴e̸d̸ ̶i̷n̴ ̶h̷a̵r̶m̷o̴n̶y̸,̴ ̷p̵e̷a̵c̴e̴ ̴a̵n̷d̵ ̵f̶r̷i̷e̷n̸d̷s̶h̸i̷p̶ ̸w̸e̵r̶e̵ ̶o̴f̴f̵e̶r̵e̴d̵ ̵t̵o̴ ̷a̴l̶l̵ ̷w̸h̵o̷ ̵w̶e̴l̸c̷o̸m̸e̷d̷ ̴i̴t̷.̵.̷.̴ ̸b̷u̵t̷ ̴a̵n̵ ̸a̶g̷g̷r̴e̷s̸s̶i̴v̷e̸ ̷f̵o̸r̵c̸e̷ ̸s̷w̵a̸l̶l̶o̴w̸e̵d̵ ̴t̸h̴i̶s̶ ̴a̷g̴e̸ ̶o̴f̴ ̵f̷r̴e̴e̴d̵o̷m̵ ̵…̷s̵e̴a̸l̷e̷d̸ ̶b̸y̴ ̶a̵ ̵g̷u̶a̵r̵d̶i̵a̴n̷ ̵o̴f̷ ̶i̸m̸m̷e̸n̶s̸e̸ ̶p̵o̸w̴e̵r̸.̷.̴.̶ ̶ The great unknown... Discover new life and beings who were born in the deep, pelagic flora and amphibious ocean dwellers alike. The aquatic creatures seem to exist in a miraculous cycle and are in harmony with nature and the Descendants. In the tropical area near the Wildlands many creatures live in different ways and in different planes. Even for those who are not interested in science, the ruin is a beacon of life to ocean dwellers. ...Ultimately, every descendant can just discover for themselves what is behind the horizon for them ... Already have wet feet? Fishing Contest! Planned for the 6th to 8th of September Pirate Warning! Planned for the 13th to 20th of September Ocean Conference! Planned for the 22th of September ((mostly during European Times)) Spoiler! Final Boss of the Storyline! If you’re interested feel free to leave a nice RP post! Thanks!
  3. (A Depiction of Humble Servants of The Creator gathering amoungst themselves peacefully) Circa, 1725, 9th of Sun’s Smile A man sits in his study, Eyes follow trails far too muddy, Lost is his mind, Forgotten when it is time, Let us look to our predecessors we’ve forgot, For we may continue on to one hundred new Empire’s, Or not, “Do not allow your Monarchs, Bureaucratic Patriarchs, and inept Dukes decide your fate, for they shalt leadeth thee into oblivion, and allow Iblee’s chaos to once again ravage our people’s GOOD hearts.” ”Look unto my eyes for I am a man created by Lord GOD, Lo’ I am the servant to whom is all powerful, I tell thee, and I tell thee.” The man hoists up his White Scepter; made of Lord GOD’s own bounty, “There’s work to be done.”
  4. The Silma A comprehensive and complete guide to the Silma House Written by Elros Silma, 5th Keeper of Malin’s Flame of the Siolian Line Summary The Silma are an Elder House of Elves who currently reside in Aegrothond. They are generally followers of the Culture of the Almenodrim, though they have their own traditions and rules beyond the Sea Tenants. The Silma, as a house, focus on defending and aiding other elves however they may, whether through skill at arms or knowledge of the world and its ways. They hold themselves to high standards of honor, humility, and hold traditional elven values strong to this day. They are led by the Keeper of Malin’s Flame and see themselves as guardians of the Elven people and the traditions of Malin. Foundation and Ancient History The Silma are an ancient house of Elves whom were founded by Siol, Son of Malin. Many of them were originally a tightly bound company of warriors called the Silmarion, whom were organized by Siol who sought to protect the children of Malin as they escaped from the Demonic Hordes of Iblees, and many died working towards this task. They stood before the demons, their swords, bows, and spears held at the ready and their formations tight, though they were often outnumbered twenty or more to one by the Undead. Overtime, Siol began to see his companions not as simple brothers and sisters in arms, but as family. Hence held them to high standards of honor and humility throughout the war, the same standards to which he would hold himself or his own kin. He adopted many of them over the course of the war, with them taking on his surname of Silma. With the end of the War and the Fall of Iblees, Malin promptly disappeared into his exile, and Siol disappeared soon after. Why he left the people he cared so much for is unknown, but it is thought that he felt some sort of guilt for his father’s self exile. After the departure of Siol, the Silma was left in the hands of Siol’s two sons, Skale and Loriens. They held the unit together as best they could, staying in the city of old Malinor while watching over the elves who resided there and trying to mediate some form of order. The Ichorian departure came very soon after Malin’s death, and due to this early abandonment of Malinor and the Ichorian’s quest for power and to pursue traditions that the Silma saw as savage, few or no Silma joined them. A few decades later, when the Irrinites departed, some Silma did accompany them, led by Skale. They admired the Seeds and were largely Aspectist, and hence wished to leave the walls of the city and rejoin nature as the Irrinites did. They left on good terms with the rest of the house who, led by Loriens, stayed in Malinor as its population dwindled. Eventually, when the population of Malinor was sparse and few besides the Silma remained, Edrahil Sylvaeri and his company returned from their adventures and the famous dragonslaying. At this point the Silma met him at the gates with some degree of hostility due to Sylvaen’s Kinslaying. However, after some form of atonement from Edrahil, the details of which have been lost to time, at least to my knowledge, the Silma and remaining elves joined him in his quest across the sea. The Siolian culture slowly blended with the Almenodrim’s as the years went on, the two houses residing together in Old Aegrothond off the coast of Atlas until it was abandoned and the Almenodrim rejoined the other Elven splinter groups in the reformed Malinor. The Silma then lived in Malinor through its existence, though they started to slowly grow apart as the years went on. This is due to the Silma being less necessary when Malin’s children were at their strongest with no great enemy to fight. Loriens, however, kept what traditions he could and passed them to his three daughters, Lûthil, Hâdhel, and Esgalneth in Anthos. Loriens believed all three, along with his wife, were lost in the flood. This was, however, not entirely the case, and led to a further fragmentation of the House. Then next section will follow the happenings among the branches of Loriens’ children before returning to the Siolian line which persists today. Large portions of the account of Arben’s line are taken verbatim from the histories of Haston Silma, which were given to me by Haust when he rejoined the main line of Silma The Quenching of the Hearths In the years leading toward the dawn of the modern age, three distinct lines of Silma came together in preparation for the oncoming storm of Ibleesian servants. During this time it is said that the matriarchs of these lines, daughters of the then missing Loriens, became twisted in their ideologies. The eldest sister between them, Lûthil, remained most closely tied to Siolian customs. The younger, Hâdhel, proved the opposite. Marrying a man of ‘aheral nobility proved to eviscerate the woman’s love for her kin, as soon concepts of purity and superiority prevailed over her mind. Hâdhel became a soul afflicted by vile whispers of treachery - yet still she could not bear to see her kin slain. In desperation to repair cultural hostilities growing between the two Lines, Lûthil summoned for her sister’s kin. This did not, however, ended in hostility, starting a great and long feud among these lines, leaving only Arben and his sister Tirnel and a handful of others alive at its conclusion. The Arbenian Line The Line of Ârben began briefly after the first blood-feud between opposing lines of Silma. In the diminishing and rapidly darkening days thereafter would the son of Lûthil, a woman hardened by the tragedies of the First Ibleesian war, emerge to lead his few remaining Kin. Much like his mother, Ârben had been forged by conflict, though evermore was he plagued by his earliest days of combat. Later within his life, he was given a Sister - an elfess brought into the Siolian ranks during the earlier days of the blood-feud. It was said that she provided the voice of mercy, a motherly figure to those who found serving alongside Ârben as too exhausting. While Ârben remained the sole Keeper of his line, much credit is given to Tirnel for keeping the few remaining survivors of the feud united. Above all, Ârben taught those who remained under his protection the art of discipline. To be a Silma was to become a greater guardian of Malin’s Children. An honor that befell a relative few, Ârben commanded a guard of Elites that rarely numbered higher than seventy-five men. The distraction of war brought by conflict between the Descendants was not the primary focus of the Line, after all. The Siolians of the early modern age most often placed familial Halls wherever able, creating a network of sorts between Elven settlements of varying size and importance. There was a time in which the Halls of Siol represented a safety of sorts to citizenry - an elder brother of sorts to watch over not only the nobility, but the peasantry as well. Despite whatever poise the Siolians of Ârben’s line seemed to achieve, humility oftentimes shrouded the true magnitude of heroic deeds performed by the ever standing guard. Vanguards against evils greater than the pursuits of lesser men - Ârben’s Line became the unsung champions of their time. Of course, the strength of one’s sword arm means little against certain creatures of the abyss. It was for this reason that Ârben anointed many outside of the bloodline Silma. Specialists of every variety were once as equally demanded as warrior of great reputation. It was for this reason that the followers of Ârben became split into two distinct branches; those who were guided by Tirnel, the sister of Ârben, and those who fought alongside Ârben himself. Tirnel acted as a guide for Siolians delving into scholarly, diplomatic, and creative pursuits. It was beneath her that the true upkeeping of the family took place, the Seer branch being ever important stewards of familial Halls and courtrooms. The Siolian Line Loriens persisted on after Anthos, thinking the whole of his line was dead, not knowing of Arben or of the Quenching. He would go look for his families over the descendents time in Athera and Vailor before coming to the Dominion of Malin in Axios and joining their guard force, trying to reconnect with his past and his old reason for being. In Atlas, Loriens met with Skale again and the two decided to reform the Silma, for a brief time as a banner house of the Sylvaeri and then as their own house as they were in the past. The two brothers blended the old Ame idea of a Seed with the traditions of Malinor and the original Silma in this new iteration of the house, which made it grow quite quickly. Loriens then succeeded Belestram Sylveari as the Third High Prince of the Dominion of Malin after it’s reformation, and he led the nation for a brief time, trying his best to further improve things for Malin’s Children, though internal and external turmoil hindered his efforts. The stress of the position slowly got to him, eventually leading him to step down and go back to simply being the Keeper of Malin’s Flame. Eventually he left even that position, appointing Skale as the new Keeper and going forth to wander and clear his head, occasionally coming back to check on the family he had formed. Skale then left after a relatively short and uneventful term as Keeper leaving Miklaeil as his successor. Miklaeil led the Silma well in his time, with his term stretching over the fall of the Dominion and the migration of the Silma to Aegrothond, to rejoin the Sylvaeri there as they had in ancient times. In his term, though the family grew and flourished in several family units that had been adopted in since the reformation of the House, the strong sense of duty and the purpose of the family were somewhat put by the wayside in favor of being a standard but inviting Almenodrim house. When Miklaeil stepped down and, after a tight election, I was chosen to succeed him. It was then my goal to rebuild the Silma with the sense of purpose we had lost over the years, aided by the last notes of Loriens and the history of the Arbenian line. The following are the codes and traditions of today’s Silma, which will hopefully allow us to thrive and continue in our purpose with a lesser risk of misunderstandings, family divisions, and ideological breaks tearing us apart. These rules are a compilation of Arben’s codes and some I have added for clarity and to suit modern times. Family Tree Note to reader that many on the family tree are adopted, and that all those noted as Siol’s Children, outside of Loriens and Skale, along with Renee Silma, are all adpoted and are simply noted as how Loriens would have refered to them. Whether they are Blood Siolians is questionable, though some (Aewion, Annil, and myself, for example) exhibit some signs such as the line’s characteristic red hair and paler skin than many mali’ame. This could represent some distant relation, perhaps through the Skaelian or Hâdhelian lines, or through some Silma where either no wife/husband is noted or by some unmentioned, deceased line. Hierarchy The hierarchy is fairly simple, with the Keeper of Malin’s Flame as the leader of the house, the Elders as leaders of safehouses or simply being senior and respected members of the family, and the members being brethren in name and in purpose. All in the house can voice their disputes, but the Keeper and Elders will always have the final say, unless they directly break the Codes. When a Keeper steps down, he is the choose his successor from among the Elders. The Elders can overturn the appointment only if they can demonstrate that the candidate directly broke the codes, in which case a new successor will be chosen. If the Keeper dies before naming a successor, then the Elders and family will decide on the new Keeper in an election. The Codes of the Silma The Children of Malin are to be regarded as a precious resource in the realm, and are to be guarded accordingly. Traitors to the race (e.g, murderers, tyrants), are to be detained if found and brought before either the court of the nation whom they attacked or to the Keeper for judgement. If found guilty, these individuals are deemed to have abandoned Malin, and thusly no longer fall beneath the protection of the Silma. If one is found guilty of causing great harm to Malin’s Children (kinslayers and slavers especially), the Keeper and the Silma are to suggest death as a punishment, and carry such a punishment out if it is possible and reasonable to do so Elves beneath the age of 50 are exempt from this process, as they juvenile. The Family and its goals must take precedence before one’s personal pursuits. Elven customs of all cultures are to be tolerated, lest such customs interfere with the greater safety of Malin’s Children. Any Mali’ to declare themselves ‘King’ by right or claim is to be treated as a traitor to the one King of Elves, Malin. To serve Elven royalty beyond the Silma is permitted, so long as no oath binding the individual from acting in accordance with the word of the Keeper or the Codes listed. Our ancestors are to be held in reverence. Fallen Silma are to be laid within a canoe and set to sea, then to be cremated. Interbreeding or engaging in intimate relationships with other Descendants is not to be tolerated. Elven blood may mingle, but the race is to be kept free of halfbreeds. Born halfbreeds are to be treated with pity. These individuals are victim enough already to the two curses that afflict them. Silma are expected to maintain dignity and poise in their public life. Being a representative of Siol’s will is no task to be taken lightly. Discipline or expulsion will follow any act deemed disgraceful to the family by the Keeper. The practice of magic is permitted, so long as it does not endanger the greater safety of Malin’s Children. Any Keeper or Elder within the Silma who gives an order that directly violates these codes is to be disciplined as found necessary by the Keeper and/or Elders (depending on whom gave such an order) The Silma are to obey local laws and traditions when they are afield unless they directly violate one of these codes Traditions of the Silma Trials for Entry The Silma require anyone who seeks to join the House to complete 4 trials in order to prove their dedication to the Children of Malin and the ideals of the Silma. The first 3 may be completed in any order, though the fourth one must be done last. Trial of Knowledge: The goal of the Silma is to aid and protect other Elves, so hence they are to learn of the different Children of Malin, and their customs. For this trial a Silma initiate should as a member of each race and culture of Malin’s children to speak of their people and traditions, and the initiate should then report of what they learned to an Elder or the Keeper in either writing or speech Trial of Craft: A Silma must use their talents to help Malin’s people, hence they should create something with their talents to glorify the legacy and home of the elves. It can be food, music, literature, poetry, woodwork, smithwork, or any other craft, so long as it is tied into the history and heritage of the Mali. Trial of Family: An initiate must know of the Silma and their history and meaning, so for this trial they must speak with the Keeper or an Elder about the history of the Silma and about events in one’s life that display what it is to be a Silma. Trial of Honor: A Silma must help their kin with honor, and in this trial the Silma must demonstrate they are willing to do this. Here, an initiate must do some service for the Mali as a whole, whether it be freeing Mali slaves, defending a Mali nation, healing wounded, brokering peace, or otherwise working for the betterment of Malin’s Children. Once this trial is complete one has proven themself to be a worthy Silma and may receive the mark. Malin’s Flame Malin’s Flame is, in literal terms, the hearth kept by the Keeper or Elders of the Silma house. There can be multiple physical hearths that hold the flame, as any Silma manor or safehouse will hold the hearth, and even the hearths commonly found in the rooms or homes of the Silma could be considered to be lit with the Flame. However, it is much more than a simple ordinary fire found in a Silma-owned hearth, but a concept central to the Silma ideology. The Flame represents the will of Malin himself, and by extension represents tradition, knowledge, wisdom, justice, and strength. A Silma may often bid someone farewell by saying “May Malin’s Flame Guide You.” or some variation of such, as a form of blessing upon a traveller, hoping that they find wisdom and safety in their journey. The concept of the Flame is central to the Silma ideology, so it should never be doused if at all possible. The Burning of the Mark If a Silma departs the house,or if they are determined by the Keeper to have betrayed the goals and traditions of the Silma, or brings great dishonor to the House through their actions, then a Silma is to have their tattoo burned off their back with either conventional fire or with the fire of a pyromancer or fire elementalist. This is to forever be a mark of shame on them, and to show that what they are giving up or what they have betrayed is something that they will likely never attain again. It is meant to be a deterrent, a warning, and a sign to any seeking to join the Silma of the severity of such an infraction and the high standards the house holds themselves too. Funerary Rites A deceased Silma is to be laid onto a pile of straw soaked in oil in a small wooden boat (rafts, canoes, or other small boats are all acceptable) and then pushed out to sea. Once they are a fair distance out, a flaming arrow lit from the Silma Hearth (directly or through a torch lit from the Hearth) is to be shot into the boat, igniting the straw so that Malin’s Flame may claim the body and lead them to the next world. Silma who were close to the deceased, or all the Silma in the case of the death of a present or former Keeper of Malin’s Flame or a great Elven hero, traditionally douse the hearth in their home, though the main communal hearths are to be kept lit. Rites of Hospitality The Silma are protectors, guardians, and friends to all Mali, so hence the doors of their safehouses and manors to be kept open to any who seek refuge, food, shelter, or even simple conversation. If in times of peace, the doors of the main manor are to be kept unlocked. In times of war, or where there is an open threat to a Silma, they are to be kept locked, but are to be open if any of peaceful intent come to them. To violate the hospitality of the Silma, whether by committing a crime, causing disorder, or other such mischief is not acceptable, and will be punished to a level fitting of the crime, with being thrown out being a common punishment for smaller infractions and arrest, execution, and/or the waiving of one’s rights to the protection of the Silma being punishments for serious crimes. Final Notes from the Author Some of the text is of my hand and some is more ancient, though parts of the older transcripts have been edited and names changed so it is easier to read and understand for the modern reader. For example, Loriens and Skale went by different names in ancient times, so their names were change so those of our Era would recognize that they were being spoken of. The history section in general is based of a mix of Silma Oral Tradition, old tomes I have found upon my travels, the histories of the Arbenian Line that my nephew Haust granted me, the Oral Traditions and histories of the Sylvaeri, and some archeological evidence I have found throughout my life. Note that some of this information may be flawed, as some of it is based on logical inferences. Simply note that I tried my hardest to potray events as accurately as I could to history, and our morals as true to the words and Will of Loriens and to the Codes of Arben as I could. Finally, I offer a short note to any who find this tome, identify it, and seek to join us. I can relate with your feelings, as I felt them as well when I first heard of the house and saw the actions of Loriens in the Dominion, and I would encourage you to come and seek me out, for you will be welcomed with open arms so long as you respect our principles. I am often found in Aegrothond though I like to wander, so perhaps you will find me elsewhere. Even if you do not seek true entry to the House, we always seek brothers and sisters in our goals, and would welcome you as friends and allies should you not take the name, echoing the Silmarion of old. May Malin’s Flame Guide Your Path, – E.S. OOC Notes
  5. “Every tale ends with sadness Flora, no knight’s tales end happily ever after” The night was cool, on the sixteenth of Snow’s Maiden, 1728. The wind howled in the far north, and an old wandering knight patrolled the road, looking for something. That something, was a long awaited battle with a fellow man of honor; a man who’s blood boiled proudly under the right circumstances. These two men, as fate would have it, would meet up as they both traveled opposite directions; on a road less traveled. The first man, an olden knight by the name of Ironwood, and the second, by the name of Gawain Harkness; roughly a century before this meeting their ancestors fought an eternal battle that was left unsettled. These two men, however, had a choice. would they end the feud, or would they leave it unanswered? Ajax Ironwood the third’s tale would be a long and mostly boring tale of a man born from a knight and a noblewoman, in the year of our lord 1666. His upbringing was ended abruptly at the disappearance of his mother and father, leading him to be taken care of by mercenaries. Once he could wield a blade, he trained from that point on to be what he saw his father to be; a strong and gallant knight. At about the age of fifteen, his mercenary band moved to the north of the realm, and took in more orphans. Ajax found himself leading these orphans like a big brother; something he was also neglected of, as prior to his knowledge, his brothers were taken from him due to war. Ten years passed, and Ajax found himself leading the orphans to what was known as the ‘Iron Brigade’. This would be, however, Ajax’s first downfall. The Brigade was seasoned; ready and willing. The soldiers he had known to be brothers, uncles and friends were ready for battle; which they were victorious at. Many victories later, and their first, and final, loss was had. At the command of the ‘Iron Lord’, the brigadiers charged into an enemy shield wall; an outdated formation that was easy to destroy with head on assaults. Despite this, the enemy brigands countered the brigade’s charge, slaughtering half of the brigade in the process. A full retreat was on, but only one man survived; that man bearing the burden of defeat and loss on his shoulders. Not only did he lose his brothers in arms, but he lost a wife, and child. It was unclear to him if they escaped, or had died; and that unknowing would eat away at him for his entire life. Time would test the young man; and he found himself in a knightly troupe; as a squire. Unable to bear the burden of battle; he would do tasks for the assigned knight that seemed unremarkable; such as smiting from dawn to dusk; as well as maintaining the steeds. The young, defeated Ajax would eventually rise to knighthood under proper guidance; however the man who knighted him would soon find himself dead; due to a foolish war between family. Despite many failures and horrid things happening to the young man, he survived countless years until he came home to Avalain. He had not seen the city in almost his entire life; he had family that was adopted by his now deceased older brother, and to what he knew, a lover, in Warwick castle. A knight only did indeed, know how to love another knight. Dame Diana would be the only person Ajax kept dearly in his heart, aside from his niece Flora. All seemed well, until that current family of his started to hate him; Flora and Diana being the only two who remained at his side. This would turn the man’s blade in service to King Pierce, a noble and loving king who was a paragon of true virtue and honesty. He never had much dislike for the king, and would have given his own life for His Majesty. One thing recovered from Ajax’s body was a Curonian pin; it was engraved with the Devereux crest. Ajax kept true to an oath his ancestor’s made; serving until death. This in fact, leads to his death. The duel with Gawain Harkness. Their blade clashed, the two swordsmen fought with honor and skill; despite the one’s age catching up to him. The knight’s blade was damaged, yet in could pierce the finest of plate; and the young noble was all too aware of this. They traded blows, until Gawain drew first blood; going for the left leg of the old knight. Despite the injury, he stood strong and tall, piercing his right arm heavily with a forward lunge; then barrelled his shoulder and blade into Gawain; the attack slashing his eye in a mistaken attempt for a shove. This error; costed one knight his life; as Gawain blindly swung his blade. Ajax attempted to parry it, but the blade he carried was too damaged to hold; causing the noble’s blade to pierce his plate slightly, causing a shift in momentum. With this shift, the blade rips into the old knight; his vision fades as it does.... The knight drops his blade, falling to the ground. He was to croak his last words; which were not of hate, but gladness. The knight thanked his friend, and rival, and asked him to deliver his armour and blade to his son; assuming he had lived. Gawain, despite his injury, carried the knight’s body to Avalain, delivering him to the church there, with a note. The note, was a simple note, asking that GOD and country would remember the soul that was once known, as Ajax. Attached would be a short will, wishing to end the Ironwood noble bloodline from Curonia and revoking all oaths it once carried. ((OOC It was fun experiencing all of that rp; which was all throughout one of my favorite characters of LOTC. For those of you who know me to play Ajax II and III; I did that because I wanted an older experience of when I first joined and boy; did I get that. Big shoutout to @Farica16 @Cantonic @fieselena @Capace @KosherZombie @panda_bear @Renoks @Wulfery @MyLittleUnicorn @Bethinwonderland @Anime_Wolf @Dawsy @Sporan @Shmeepp @clonky and @every other friend of mine who i forgot to include who made my rp expeirence the first ajax and this ajax wonderful. No I am not quitting LOTC but this character was on of my favorite; so thank you all who every experienced him!))
  6. The cake sword is a cake that when used to attack someone will kill the person being attacked by turning them into a cake (you cannot loot the person for all their items turn into cake) and the attacker must have a glove on or they will turn into cake. The role to survive the cake sword is role a 17+ out of 20. The cake sword is able to, is it has consumed 100 people (and there is moderator approval) turn a 10 by 10 area into cake.
  7. GNOME LORE Origin/History Within the old Aegis village of Greenshire, there lived a small community of halflings who were unable to find or properly inhabit Dunwood. These halflings were like any other, loving booze and pipeweed, living in small holes in the ground, and all-around being merry. They traded with their neighbors and lived a peaceful life not unlike their Dunwood brethren. However, dark things were coming to Aegis. As the Undead started to move in from the North, Greenshire was hit hard by the Undead forces without any knights or Ascended to protect them (Unlike Dunwood, Greenshire was not an Orenian vassal). The halflings of Greenshire just barely survived by digging into the soil and hiding from the Undead, hoping that they wouldn’t be sniffed out. Only the small and cowardly halflings survived, with the rest of their kin being slain. When it was time for the Descendants to leave Aegis for Asulon, Greenshire’s population consisted of nothing but a few pipsqueaks and runts smaller than the average halfling. They were persecuted in every settlement they tried to live in, and had no luck rejoining with their old halfling kin. Thus, the runty folks from Greenshire stayed small and weak, never able to gain a proper footing in their new Asulon home. Eventually, the folks from Greenshire stopped being recognized as halflings and became known as “Gnomes” due to their small size. They lived in and around halfling villages or in solitary holes in the ground far away from others. Some gnomes managed to learn skills and live inside of human and elven cities, yet most gnomes did naught but live in holes eating worms and mushrooms, for they had no skills to speak of. As time passed on, the gnomes took on different characteristics and cultures. Those who moved to the cities and took on some sort of craft became well known for their deft, small fingers capable of producing fine works; sometimes they were even able to learn magic or even ascend to some level of authority! Those who still lived in holes in the ground were less cultured, sticking to their mushroom-eating, hole-digging ways. These ‘Forest Gnomes’ became well known for stealing crops from farmers and living in bizarre settlements of holes, mushrooms, tree stumps or fallen logs, and the occasional hut made from pebbles or stones. Description Gnomes stand at around 1’6’’ to 2’ tall. They mentally and physically mature around the age of 20 (compared to the halflings’ 32), although “mental maturity” isn’t something that even gnome adults are known for. Much like the halflings, gnomes have a higher chance to have Heterochromia Iridium (2 eyes are different colors) and usually have curly hair. Their feet are usually left bare, letting onlookers marvel at the hair that covers them. Their hair can be any color, although black hair is much rarer than other colors. Culture(s) Civilized Gnomes Civilized Gnomes are gnomes that have moved into a Descendant city and work some sort of profession there. They speak the language, follow the culture, and participate in the politics of whatever city they are in (only if they are allowed to, of course). Known for being addled in the head and quick with their fingers, gnomes are eccentric figures whenever they’re found inside of a city, drawing lots of attention with their crafts and size. From alchemy to blacksmithing, these gnomes will do whatever it takes to put food on their miniature tables. When a gnome learns magic, they are usually considered to be a Civilized Gnome, since learning magic requires the gnome to interact with non-gnomish society. These gnomish mages are the craziest gnomes of all, coming up with the wackiest of schemes and practicing their magic with reckless abandon. Forest Gnomes Forest Gnomes have not moved into a city, either living alone or with a small community of other Forest Gnomes. These Gnomes wear basic clothing made from scraps, rags, or leaves. Their diet consists of nuts, berries, and mushrooms found near their homes, occasionally through small-scale farming. Their accent is thick and hard to interpret, although it’s clear that they are speaking some form of Common. Their interactions with outsiders consists of burglary runs, crop theft, and the occasional scuffle that the Forest Gnomes are bound to lose. Forest Gnomes have a strange affinity with squirrels, often keeping them as pets or using them to collect acorns. These befriended squirrels are allowed to roam free, coming back to the Forest Gnomes of their own free will. The exact methods used by the Forest Gnomes to befriend squirrels is not well known. Some think that Forest Gnomes can talk with squirrels, but such claims are probably false. Forest Gnome Housing ~A rather Gnome-like home underneath a tree in Brandybrook~ ~A Gnomish burrow in Mellsburry! (techncally a Kobold home, but it’s exactly what a Gnome hole would look like)~ ~An example of a Forest Gnome settlement built into giant mushrooms~ Redlines Forest Gnomes Forest Gnomes, while able to befriend squirrels, cannot talk with said squirrels no matter how hard they try. Befriended squirrels will not fight for Forest Gnomes under any circumstances. They may help with theft, but won’t fight when commanded to. Cannot befriend more than 3 squirrels at a time. Cannot be taller than 2 feet. Cannot be smaller than 1 foot 6 inches. Civilized Gnomes Civilized Gnomes who learn magic do not gain any bonuses for being a Gnome. Civilized Gnomes, while better at the finer details of crafts due to their small hands, are not any better at the rest of craftsmanship. Cannot be taller than 2 feet. Cannot be smaller than 1 foot 6 inches. Purpose For Forest Gnomes, their purpose is to be used in player-run events where said Gnomes try to burgle or steal crops from farmers. As a result of this, I’m open to Forest Gnomes being an event-only race if the Story Team wills it so long as regular players can use them in events too. For Civilized Gnomes, their purpose is to allow people to play as Gnomish tinkers, wizards, craftsmen, etc. if they wish. I do not expect many people to play as Civilized Gnomes, and thus I’m open to Civilized Gnomes being a CA-only race if the Story Team wills it. (EDIT) IMPORTANT NOTICE: Players just making a Gnome character or using Gnomes in events in order to spam people with the “You’ve Been GNOMED” meme will probably be banned for poor roleplay and toxicity. Don’t say I didn’t warn you. This is serious lore, not a dumb meme you can use to troll your friends.
  8. CATHALON RISING (or How Helton Hadrian Brought Down the Republic) 12th of Owyn’s Light, 1724 Twas the 9th of Owyn’s Light when the Seventeenth Assembly was called. Delegates from around Ves attended within the Great Hall of the Prince’s Palace, and to many, it would have simply been another normal assembly meeting. However, this would not be the case, for it would be a monumental day in the history of the assembly. Helton Hadrian arose, calling forth a quorum amongst the delegates only to realize that four seats had been left vacant from departures to the demon-hive that was Llyria. And so, like the assemblies before it, a raffle was conducted. Only six came forth, offering their honorably-acquired gains to purchase tickets. The raffle was conducted, and so four new assemblymen rose to take the place of those who abandoned the Republic. GOD bless Caleb Crider, Jayce Lancefeld, Caius Rhodes, and Robert Rovin. Only one issue was brought forth to the assembly that day, a petition - a plea - issued by the Prince Regent Helton Hadrian Helvets. He sought order. “There have been tea ceremonies in Ba'as more able in government than this worthless pit of gossip.” Simon of Bass remarking on the state of the Serene Republic of Ves, 1724. “Within the past year alone, our Republic has fallen victim to all manner of vice and debauchery. The Beets began their insurrection, decimating the defenses of our Golden City. Were that not enough, our most Serene Prince, Ide Haraccus has abandoned his post, fleeing to Llyria whilst our people were stricken with the ratman menace!” The assembly frowned - not because of the honorable Prince Regent - but instead due to the feeling of betrayal. The rowdy assemblymen who had dedicated their lives to Ves’s Military boo’d, cursing the name and the deeds of corruption. In the crowd, one could hear Assemblyman Rovin shout “Drain the Swamp!” Helton, ultimately, continued. “I ask you, of the assembly, is this what our people deserve? In the past few years he was the second Prince to abandon Ves. Are we to hold ourselves as servants to this craven and that, over and over again?” He paused for some time, allowing the assembly to digest what was being said. “I will tell you all of where I, as Prince-Procurate, have been since Ide abandoned the Republic! I was in the streets, fighting alongside the Caer Bann as the Beets sought to usurp our Republic! I fought and bled alongside the people of Ves as the ratmen besieged us from within our very walls!” Those who were patriotic boomed at this, for they knew that the Prince did not simply talk the talk but instead walked the walk. The Regent had bled for his people, more than could be said for the previous heads of state. “Praise Helvets!” could be heard from the plethora of assemblymen, with claps and unruly cheers echoing throughout the hall. “And I will tell you, my assembly, that we have won! The Beets have fled the realm, the ratmen lay broken and defeated! All while our supposed Prince has hid himself away in Llyria.” “Helvets, Helvets, Helvets!” repeated those with patriotic fervor, becoming inspired by the speech. “What I ask you now is the gravest of all favors. The PRINCE has FAILED. The REPUBLIC has FAILED. I ask you, the ASSEMBLY, to JOIN with me and reorganize Ves into THE FIRST DUCHY OF CATHALON!” Helvets exclaimed. His voice rang through the room, being heard by all. A pause was evident, for not even a rat’s squeak could be heard in the dead silence of the chamber. Helvets inhaled, concluding “For a safe and secure society…” Those present knew; as did the populace, that Helvets was correct. There was need for change, and so, the hall was called to a vote. An overwhelming majority was reached, Seven patriotic men voted in Favor of the Duchy, No one dared object, and only Three Abstained. Thus, with a Two-Thirds Majority, the motion was passed, and so, the Republic was reorganized into the Grand Duchy of Cathalon. “CATHALON INVICTA!” “I love Democracy...” said Helvets with a beautiful, elegant smile. And all bar those who slithered in grass knew from this day forward Ves would be on the incline, rather than the decline.
  9. Revenants, the Assassins of Ichor Lore A newly discovered ritual using the forbidden Dark Arts of Blood Magic, Mysticism, Naztherak, and/or Dark Shamanism has awoken a new breed of creatures; a new form of rebirth. By using Blood Magic and various runes to symbolize life and to create a new physical husk, Mysticism to handle and anchor a Ghost into this mortal coil, and Dark Shamanism and Naztherak for their work with the spirit Kor and power of corrupted souls they can place a Ghost back into a physical form. Revenants are a twisted and demented recreation of their former selves. Although they hold great resemblance to their old selves and retain the memories of their lives before, they are twisted and horrific. These creatures are brought back with a vengeance and are weapons to the sorcerers that made them. These creatures, although possessing a sense of freewill, are brought back with a purpose - the haunting image of a feared figure or a loved one returning to physical form with the purpose of bloodshed. These creatures have a blackish and grey muted corpse like appearance with various cracks covering their skins that glow red with genus, specifically in the places that they suffered physical harm in their living time. Their hair is always black and wisp like with its movements like plumes of smoke and their voices appear like shattered and distorted mirrors of their old sound - changing in tones and oftentimes speaking entirely in Al’ahrn-Durngo. When these creatures are inflicted with physical damage they will simply have their grey skin flaking away into the air with a soft red mist following into seemingly nothing. Due to the nature of their creation, a haunting image of the dead, these creatures find themselves unable to hide their face either due to vanity or the means to strike fear into the hearts of those who dare go against them. Physiology Revenants are beings, forged from blood and bound to the soul. Their bodies are forged from pure blood magic and their souls bound by a mystic. While there is a connection between their bodies and soul, it is much more loose than one would be with a normal descendant. This allows them to have a higher pain tolerance, so while they still feel some pain, they do not feel as much and they are able to continue performing their action without much hindrance. They can lose limbs, ligaments, and legs and will not stop until their objective is completed unless they receive a fatal blow to the head, their heart is destroyed, or they are decapitated. While a revenant can lose limbs and arms without caring much, this still affects their ability to fight or move effectively. Say they lost a leg, they would continue to do their work, but would probably stumble and could only move on one leg, severely hindering their speed and effectiveness in combat. Along with this, Revenants possess the strength of a human male at peak physical condition, allowing them to wield a majority of weapons fairly well. REDLINES Revenants may lose limbs and ligaments without much care and can take a hit much better than most descendants can, as they are essentially a ghost within a forced husk. While Revenants can wield most weapons without much care, this does not mean they are masters in using that weapon, they are only able to lift and wield their weaponry at the level they had prior to life or if taught. Any form of headshot or heart shot would be a kill for the Revenant, meaning they can take damage to most of their bodies with little to no drawbacks besides the obvious ones like losing a limb. Abilities Revenants, although suffering the loss of their abilities they had in life, are no walk in the park for those who may encounter them. Much like a Rogue Blood Mage, these creatures have increased agility, dexterity, balance, and reflexes. Alongside this these creatures are granted with a form of “immortality” in the sense that they will never again parish from old age or disease. Marrow: Iron Revenants have the ability similar to Beserker Blood Mages which allows them to forge weapons from genus. However, unlike a Beserker, a Revenant has the ability to simply forge these weapons within their hands from the genus already flowing within them, the genus used to create them. The weapons can vary depending on the Revenant, but can be anything from a simple sword to an arrow which may be launched. The difference from the Iron Marrow to its original is that these creatures cannot forge large masses such as shields or armor with their genus. The only requirement is that the craft must have a sharp point or edge. REDLINES: A Revenant may not create shields, walls, or any physical obstacle using this ability, only edged weapons and projectiles. Launches projectiles may not fly further than five blocks without the assistance of other magic. Projectiles and weapons varying in size may cost different amounts of genus. For example; forming a simple projectile or arrow from genus would take half a unit while creating a sword or axe would take up a full one. Projectiles cannot be formed larger than one foot in length and six inches in diameter. Weapons can be up to three feet in length maximum. All projectiles take up to three emotes, one to draw genus, one to form, and one to fire. Projectiles may rotate around the player for up to two extra emotes before requiring them to fire or disintegrate. They cannot deflect attacks when they are being held onto and disintegrate once they fire past five blocks or pierce their target successfully. All weapons take up three as well, one to draw genus, two to form and have the same hardness as ferrum. They disintegrate once they are dropped or are no longer within the hands of the Revenant. Marrow: Sanguine Sigh The Sanguine Sigh is a taxing and costly ability used often times in desperate measures by the Revenants to finish off their opponents. The Sanguine Sigh allows for the Revenant to create a red haze of genus in the air out from their form in all directions which causes anyone inside this mist have a red glaze causing them only to see in shades of red, but the fog itself is not impenetrable. When inside the fog anyone who is not the Revenant that cast the spell will begin to hear their heart beating violently and loudly in their chest - causing them to lose the sense of sound to anything else around them, but of course leaving the mist would stop this illusion and return those affected back to their normal hearing. REDLINES: The mist may be breathed three blocks away from the Revenant, and having a radius of five blocks. Anyone who enters the fog would hear the sound of their heart pumping in their ear and the only way to deafen it is to either leave the fog or anyone with a rune of silence. Anyone in the mist also gets an anxious feeling and can put them on edge, as well as give a slight boost of adrenaline. The mist may be blown away with enough time and effort. When inside the fog, your vision is glazed over with a sort of red tint. This ability requires three units of genus to perform. REDLINES There must be one of each mage type in the ritual, one person cannot count for two of the four required Dark Arts. There must be a Blood Mage, a Mystic who knows both Handling and Anchoring, a Naztherak, and/or a Dark Shaman. Revenants can ONLY be made from Poltergeists with accepted CAs. Revenants cannot veil their faces in any fashion. Revenants do not need to carry totems to use their Rogue-like enhanced abilities, but must have the necessary amount of genus required. Revenants cannot learn any other forms of magic but may wield enchanted weapons as long as it is not holy. Revenants are able to be bound by any methods from the four Dark Arts used to create them, allowing for Revenants to be stolen (this does not require consent from the Revenant nor the original creators) The ritual to create Revenants must be taught specifically in roleplay. Revenants are affected by any magic or weaponry that are meant to harm undead or unnatural creatures. Revenants lose all abilities they had prior to becoming a Revenant, including those of being a Ghost and any magics they had prior to death (if any). Revenant Marrows cannot be learned by normal Blood Mages. Revenant cannot be recreated after death, it is one and done. Revenants get six units of genus to perform abilities with, but cannot have their genus collected after death. Upon death the Revenants would flake away into the air in a torrent of flakes of grey and faint red mist, only their soul remaining unless destroyed by holy magic or a shaman. Every 48 hours they can regenerate back to the six units of genus they usually have. Final Notes The purpose of this Blood Magic addition is to bring together different communities for the sake of ritualistic RP that Blood Magic was commonly known for, but however seems to be lacking in as of late. This also offers fun storylines for Ghosts and those who knew the Ghost characters in life, but does not give the same feel as a Lich or other undead creature as these would not be the types of creatures you would play on a day to day basis, similar to inferis or other Dart Art CAs, and would simply be brought back for storyline purposes - the haunting image of your loved one coming back with a vengeance. Please try your best to leave some sort of constructive criticism so that I may use it as feedback to see how the community feels about this specific lore piece and how I should take it moving forward. All opinions and comments are valid and I appreciate all feedback. -Luv Lore and Concept by: Luv Co-Author: pundimonium Suggestions by: Deer__, Jlyoko, HeeroZero, and Starfelt
  10. The Athalian people are modest individuals who have flourished throughout the years with their teachings based on naturalism and preservation of the natural balance within the ecosystem. They represent not as much strength but instead presenting to others the creative and gentle way of life they have refined upon the tidal cliffs for themselves. As such most of Athalia’s buildings and structures are created with the usage of plants and other natural materials, causing the citizens to carefully maintain the vegetation to further allow the growth of the city and flora itself. The process of conserving such a unique culture is not something easily obtained, the people of Athalia are known to avoid conflict at any cost, as an alternative, they bring new citizens to their safe harbor with their innovations for peace. History The Athalian people have a deep-rooted history alongside with other cultures and religions, unlike many settlements, the cultural dispersion of Athalia is a rather leveled out one with a majority of elves and humans dwelling within the settlement but also a fair amount of orcs and other races having influenced the lifestyle within the kingdom. There have been many unique laws set into effect which prevent racism between the races and individuals inside the settlement, as such the relaxed ambiance of the city attracts more people to its wondrous existence. Granting all of this, the people of Athalian have been around for many realms though only now they have decided to become familiar with their neighboring settlements, while the objective of nonaggression that they strived to acquire would only be something they obtained presently. During the beginning of these ancient realms, various geographical environments allowed civilizations to form and utilize the area, one being a militarized group made mostly of humans and the other being an advanced architectural group of elven ancestors. These two settlements gathered their strong hatred for each other due to a dispute between borders and natural materials that became scarce in certain areas of the lands. After some time of conflict and bloodshed, the elven settlement presented a treaty that would allow them to share the given land and all peace may be restored. The humans had a different approach when attempting to deal with the situation; sneaking into the elven settlement and slaughtering few members. While this would have provoked the elven people, they only continued to show kindness and peace until a formal treaty was given and looked over once more. After the conflict had passed and the treaty was agreed upon, only then did both settlements and cultures unite and completed the balance they both sought out. Peace is more than the absence of war, people learned that after the troubles had ended that to live with love is the only way to achieve true peace. When they began these teachings of guiding your actions by a love that is not tainted with self-serving motives and does not cause harm to the balance, you will find the paradise your soul craves. These words enlightened the people of both settlements as the unity showed true tolerance to people unlike them. This idea of neutrality is what brought peace to Athalia, currently allowing them to form alliances with their neighboring settlers and different cultures, religion, and race. The current period of Arcas is one of pure conflict and war between the races, something that would be known throughout the rest of history as did the other wars. The mainlands of Arcas continued to pose more dangerous each moment, bandits taking their chances to ransack people moving along the road, armies of each nation attacking anyone who seems to be an enemy, natural disasters, and so much more. With the Isles of Korvassa growing and becoming much more advanced, people began to seek safety and somewhere of peace away from the wartorn mainlands. Those people formed the new city of Athalia, hailing near the coastal lining of the isles and surrounded by its magnificent vegetation. Religion Originating from their druidic and elvish influence the state religion of Athalia is Aspectism, yet, most other religious forms are accepted within the kingdom. As such people can freely worship most religions and be part of the kingdom without having any trouble with the laws of Athalia or other citizens. Excluded from such rules are religions which are overly aggressive towards other forms of beliefs or which break the balance itself, such as Necromantic beliefs in demonology and worshipping of dark beings. Due to the strong influence of Aspectism many rituals, often those tied to nature and the seasons, are practiced within the walls of Athalia, often resulting in colorful and rather entertaining festivals. Military and Warfare Known as the Silverwood Guards the military force of Athalia is known to be lead by a singular leader, which is often being assisted by a council of other fighters. The leader and council members can be of any gender, as all members of the guard force can be, allowing both men and women to partake in the defense of Athalia. Often wearing silver-colored armor each individual is also known to hold a leather-version of their armor to act within the deserted lands to the north without being cooked alive. Normally guards are being trained in swordsmanship, yet, over the years the focus changed to a more refined usage of spears and tridents to carry out their work, which is often said to originate from their location near the sea and the easier usage of such in their daily work near the waters. Often said weaponry is made out of Ferrum, yet, Aurum weapons are also known to be used by the guard force. However, while Athalia may hold a guard force of their own they are barely found in battles against other kingdoms and nations, due to their alliances with said nations. Most commonly their alliances are created to maintain peace and order on the Isles of Korvassa, allowing the settlements on the isles to flourish and grow. Politics Currently, the kingdom of Athalia is ruled by a monarchy and a formed council of ministers that conduct different aspects of the settlement. Each of the Ministers directs their own Ministry which work on their assignments. The function of the Athalian government is based on trust and agreement, while meetings are held almost every few elven weeks. The Ministry Of Magical Affairs often is in charge of the documentation and granting of permits for casting legal magic. They have been trained in various ways to be able to counter and capture any criminal and or rogue mages that wish to bring harm down to the kingdom. They are to accept only trusted individuals that do not have any criminal record or other foreign issues that could cause problems for the ministry. The Ministry Of Internal Affairs is in charge of the stewartry and enforcing taxes upon the citizens and owners of homes, shops, et cetera. They are usually seen helping newcomers gain citizenship and homes within the kingdom, while they collect taxes and make sure that no one avoids paying. The Ministry Of Militaristic and Defensive Affairs documents new recruits for the Silverwood Guards and keeps the kingdom's defenses intact. The Minster tends to do more paperwork as the lower ranks conduct more training regiments, et cetera. The ministry was formed at the beginning of the formation of the settlement as it was to protect the monarch and citizens from harm's way and or any conflict that was presented to Athalia. The Ministry Of Diplomatic Affairs is one of the most important aspects of the kingdom, used to form alliances between different nations and settlements while keeping good ties with them. The recruitment of different diplomats with good foreign affairs and skills when staying within different kingdoms to bring Athalia’s necessities first. The Ministry Of Healthcare and Welfare has been created to keep good health conditions throughout the kingdom and to give out legal medical permits to whoever wishes to use their medical knowledge for assisting the kingdom in times of needs. The Ministry Of Educational Affairs was created to allow young citizens to study and learn about the world outside of Athalia, as such the Ministry is holding school classes for interested people, teaching them about religions, magic, history and even different languages. Marriage and Divorce Unlike most nations or states, marriages and divorces are a lot easier to get through, mostly due to the simple fact that any minister is allowed to divorce a couple. Yet, marriages still need to be approved by the spiritual leader of Athalia, while any priest is allowed to perform them, making it fairly easy to get married or divorced. At the same time, same-sex-relationships and poly-relationships are also allowed within Athalia, meaning that a person can have multiple partners, living in a form of family. They aren’t allowed to marry, yet, are seen equally to married couples, creating the feeling of safety within everyone. Infrastructure Athalia’s architecture is mostly influenced by the naturalism and elven aspects of their culture, as most buildings maintain the thick vegetation of flora that spreads throughout the kingdom. Most of the buildings don’t cause harm to the natural terrain and geography of Athalia but actually utilizes it in order to create a unique ecosystem between the citizens and nature itself. They have refined and formed various designs for the structures of the city, while also being adaptable enough to construct their city upon the tidal cliffs of the northern end of Korvassa. Vines and leaves often intertwine with the stone patterns of their roads and foundations of the buildings, natural streams of water flowing down the hillsides as to aid the watering of the nearby land, allowing new flora to grow and to bloom. While the city is closely tied to nature, ancient forests of thick and old trees are scattered across the lands outside of the walls, allowing the natural ecosystem to flourish as intended. Economy The economy of Athalia is based around numerous trade agreements with other nations and settlements which reside within neighboring lands. The kingdom of Athalia usually trades natural materials such as spices, herbs, and medicines of varying rarity. Athalian merchants are often found within nations and settlements which are allied to Athalia and don’t pose a threat to the individuals, such as Sutica, Urugan, and a few others. While Athalia is known for these herbal and natural based materials and products for trade, there was often insufficient earnings to be made, causing the people of Athalia to adapt. Through the creation of new wares and new products to sell, thanks to the integration of new cultures and citizens into Athalia itself, the economy is flourishing once again. Magic Magic is well-known within Athalia and is most often seen as something respectable and something one needs to work for to obtain it. As such, most forms of magic are legalized and allowed to be used within the walls of Athalia, including voidal forms, deific forms, and forms which don’t fall under the Dark Arts. While this is the case, Druidism is the most prominent one and is often seen as the most liked and preferred form of magic within the lands of Athalia, either due to the fact that nature is constantly surrounding a person, as it is part of the city itself, or due to the fertile soil that the citizens walk upon. However, while magic is popular and mostly legalized, the Dark Arts are still seen as dangerous and impure, forbidding such mages the entry to the city as a whole.
  11. ~*~♣~*~The Treebeard Clan~*~♣~*~ ~♣~History~♣~ The Clan of The Elder Tree or more commonly known as the Treebeard Clan gets its name from Gloin, Urguan’s seventh son which unlike his brothers chose his name from one of his interest instead of naming it after one of his deeds or talents. Gloin Treebeard heard the call from nature and turned his strong connection with nature and his strong faith in Anbella into the seed of this Elder Clan. He took his clan and settled in the woodlands resulting in the subrace now known as forest dwarfs. After living in the forests for a time, many Treebeards returned to the mountains finding themselves unfit to live in the forests in wooden huts and cottages. Whilst many ended up back home in the mountains, the remaining Treebeards left for the elven forests where they settled peacefully in wooden huts and villages above the surface and on top the trees. After living there for a time, some Treebeards found themselves influenced by the elves resulting in some taking to the Aspects the elven religion and even fewer becoming druids. After hundreds of years living in the forests, the Treebeards became scattered across the woodlands of the world, resulting in the clan becoming mixed with other sub-races and giving rise to mix breeds with the name Treebeard. With many Treebeards becoming mixed, it was rare to find a pure blooded Treebeard. As the Treebeards kept to their forests they became disconnected from the world and dwarven politics, and slowly as time passed they dwindled and disappeared, some hiding in their forests while others ventured into the far reaches of the world. Treebeards came and went as they thought their stone kin needed them, in their darkest times a Treebeard would often come back into the Dwarven Kingdoms spread the word of Anbella and return to the forest. Atlas During the time of Atlas the Treebeards emerged once again within the lands of the Kingdom of Agnarum founded a small shrine to Anbella under the guidance of Ozneat Treebeard who brought back the clan itself under a more religious influence casting out the ideas of druidism and brought pro Anbella, leading to the the Treebeards adopting a lifestyle of peace and silence isolated upon the mountain tops of the Kingdom of Agnarum. The clan would then join up with there other Forest Dwarf kin known as the Cottonwoods with this unification the Village of Hefrumm was formed where the Treebeards stayed and oversaw the activities of there younger kin and guide them through their religious inquiries. Arcas The Treebeards have been living side by side with the Cottonwoods since their arrival into the new continent of Arcas in the new Village of Hefrumm, the community is growing and the members that had chosen to remain in the forest are begining to come back to by the side of their kinsman. ~♣~Culture~♣~ The Treebeards have not been known in the past for their skills in the combative arts or the ability to sell wares from here to there, this clan is known for trying to get the most out of life, living happily and making sure their tankards are always full. The ways of the Treebeards show that they are known for the great respect and compassion they show for one another, always ready to lend one another a helping hand. Although they will never forget their ancient history with their mountain-dwelling cousins, the Treebeards will still show them respect and will attempt to be as helpful as possible. Throughout history, many Treebeards have been masterful lumberjacks, farmers, woodworkers, bards and are especially known for their brewing skills. Treebeards are also known to kick their legs up by the lake while casting out a rod or sitting with their pipes by the fire at night to tell a story to all of those who want to hear. It’s been known for some members of this clan to seek the knowledge given by the Order of the Druids, given their close relationship with nature. ~♣~Religion~♣~ Treebeards are well known for their faith in the Brathmordakin their understanding of Anbella’s teachings is unmatched and their love for seeking out more of her knowledge the elders and scholars are tasked with this. Their presence in the clergy is well noticed given their love to spread the dwarven beliefs, teaching all those interested in learning about the Brathmordakin and each individual god. The Religious practice of the Treebeards is heavily based around The Brathmordakin, most importantly the Hearth Mother Anbella. Of times of old the Treebeards once followed the religion of the Aspects and of The Brathmordakin however, since the new reformation of the Treebeards they have only accepted the worship of The Brathmordakin, considering the Aspects followed by the Druids to be representations of Anbella instead of being separate deities altogether. ~♣~Clan Sygil~♣~ The Elder Tree ~♣~Patron Goddess~♣~ Anbella, The Hearth Mother ~♣~Military~♣~ As of recent years under the new influence of Ozneat Treebeard the Treebeards have become more understanding of the conflicts around them always choosing the path of neutrality rather than causing attacks upon other clans however, this doesn't make the Treebeards weak there military strength relies on one talented tactician who leads the clan into defensive battle if needed against other clans of dwarves. The Treebeards will always remain neutral until attacked which is when they surprise most clans in there effectiveness and mindset. ~♣~Appearance~♣~ The Appearance of any Treebeard is the same as all Forest Dwarves. Ranging of heights of 4,0 - 5,0ft weighing at 150 - 250lbs. Their hair and beards would be ranging from dark browns to dark gingers. The Treebeards often have fairly large noses and their skin tone ranges between that of a tanned human to an earthy brown. Their eyes are usually colored by shades of different variants of green Most Treebeards are actually quite slim compared to their mountain-dwelling cousins. The reason may range from naturally a faster metabolism to a generally increased amount of exercise. Treebeards often dress as adventurers and wear whatever they see fit or comfortable. Those that follow the path of Druidism often take to robes. However, they mostly wearing clothing of green and browns. ~♣~Leadership~♣~ The leadership of the Treebeards is very similar than other Forest Dwarf clans where they have one to rule them all, the name for this are as followed, High Elder, Clan Father, and Clan Chief all meaning the same thing to the Treebeards. The Treebeards are also governed by the Chief and the elders appointed by the chief in every matter of which is needed to discuss. ~♣~Existing Members~♣~ Clan Chief Thorin Treebeard (SoulReapingWolf) Clan Elders Ozneat Treebeard (Crim_Crim) Dutesli Treebeard (Hearth_Mother) Clan Members Kildrak Treebeard (Disturbo) Beardlings Horren “Rosebush” Treebeard (VermytheWurmy) Flynn Treebeard (Loshdesem) Hakhaestr Treebeard (ESTatomic) Aodhan Treebeard (PINKYPYRO) Missing Garrion Treebeard (goblinguy17) Grojak Treebeard (Armakak) Logguc Treebeard (Nitroflak) Dlunâr Treebeard (HedgegogHugger) Konin Treebeard (wewe_wewe) Selsi Treebeard (Rhuyne)
  12. [!] *Posters are placed all over Elven Realms among pillars and trees rests what seems to be a gilded paper, at least the ink would seem so* Courts of Mirasul We have rested long in our desert home of Korvassa, now nearly a year we send you all greetings, a formal announcement of our existence and gifts in the form of opportunity from our Gilded realm, we welcome all Elves whom seek not closed gates, nor weak defenses to come share in the peaceful desert walls of Mirasul. Mirasul Denounces the weak and idle rule of Kings We instead embrace a place where all might be nobles and lords based on what you can provide, not a culture of blood but one of gilded halls and strong warriors. For beauty, perfection is best born out of those most willing to seek it out. The glorious ambition of those who desire more. More than servitude to a lord, more than a humble lot in life as a civilian we offer that which only Mirasul has. A chance to grow, to become something more than a warrior in the battles of men, or a peaceful recluse of the hidden realms seeking to hide the glory of Elves from those undeserving of its glory. The grand road below Aegrothond now beckons you to our land; for Wealth, for power, for the true grace of Mali to be recognized under the glorious sun. [!] A stamp clearly made of wax and ink with some metallic mixture of gold hue rests below Mirasul seeks warriors, craftsmen, glory seekers of different creeds Mali, rest not in idle shackles servitude and weak leaders Glory to the Golden Realm of Mirasul (OOC) https://discord.gg/Hc7Mvwk For those interested in making a Mali’Mira(Sun Elf) or simply wishing to carry an existing character over or show interest please contact us through our discord.
  13. After a long time away, with little communication passed from the Under-King, Fimlin returns with his mind set on one thing; It is time for him to pass on the torch. With that, Fimlin emerged in the Kal’Varoth square to give one final speech as Under-King. <=-=> “I ‘ave ruled over this nation fer quite ah long toime, and as ah’ve assured ye all, the day fer me to lay this crown to rest ‘as come. Bu’ before ah do so, ah few last words to speak.” Fimlin coughs and clears his throat before beginning to speak once again. “We ‘ave come a long way since weh first started in Kal’Azgaryum, an’ fer some of ye even Kal’Bogrin. Almost everythin ‘as changed since t’en, but at ‘eart ah believe we are still the same Kingdom, an’ none of wot we’ve accomplished would ‘ave come to pass without it. We should all look back an’ see wot we ‘ave actualleh accomplished since the early days.” We’ve united dwedkind, ah ‘ard task, an’ one that ‘as perhaps changed our nation the most bu’ also the most essential pillar of it. Agnarum, an’ the Under-Realm were founded to provoide unity to ah divided dwedmar, an’ we ‘ave successfully achieved this goal. It is immeasurably important tha’ no matter wot our differences an’ conflicts may be, tha’ the dwedmar stick it out together, because tha’ is w’ere dwedmar belong; together. We’ve built an expansive capitol to be teh center of our nation an’ home fer the dwedmar. Wit’ ah great amount of toime, effort, foine dwarven craftsdwedship an’ labour we built a true dwarven capitol. Kal’Varoth en all its gloreh will beh ah legacy of the dwedmar fer centuries ter come. Weh’ve written an enacted the Articles of Urguan V2 as our guidebook fer running the nation, an’ fer enforcin’ the law o’ ter land. We’ve stayed away from two major world conflicts, bot’ tha’ would ‘ave onleh brought misereh an’ distract our proud nation from itself. We ‘ave also forged friendships an’ mutualleh beneficial neutral relationships wit’ other nations, whoile remaining focused on ourselves. Weh’ve allowed guilds to rise up again, where years before t’ey would falter and flatten before bein’ started. Under our fallen friend, Bjor Cottonwood teh Forest Dwarves became more than an afterthought in the legaceh of Urguan’s sons. Under his leadership the Hefrumm have flourished, an’ fer teh first toime ever the Forest Dwed ‘ave made t’eir own mark on dwedkind’s ‘istory. Weh’ve welcomed new friends an’ said goodbye to others, all teh whoile the Spirit o’ the Dwedmar ‘as been kept broight, an’ fer tha’ ah am proud.” <=-=> Fimlin would give a slight pause before continuing his speech. <=-=> “Now as the reigning King fer nearleh seven stone months, ah will impart ye some wisdom, an’ methods o’ moine own.” Whenever ah’ve faced ah decision, ah’ve understood tha’ it is important to keep the dwedmar enfranchised wit’ t’eir nation. As dwed are loyal an’ stubborn somethin is wrong if all tha’ is said ‘bout how the nation is bein’ ran is negative. Fer tha’ reason ah ‘ave always compromised an’ figured out ah middle ground tha’ teh entoire council could agree to. Ah never pulled technicalities er majoriteh on me decisions, because ah believed it necessary fer me to ‘ave everehone be able to atleas’ respect the decision made. The Dwedmar must stay united, whenever given the chance ah strove to bring dwed back to Urguan, because as long as oi’ve lived togetherness ‘as been the central pillar of the Dwedmar. Ahm proud to ‘ave reigned over all the sons of Urguan, an’ that despoite our differences weh ‘ave come back towards the uniteh weh once ‘ad. If the Dwedmar are nothin’ else, they should be together, our kingdom, our clans, our proide are minor compared to our people as a whole, an’ t’ey should not get in the way of bein’ together. Nae matter wot ‘as been goin’ on up at the surface, durin’ me reign ah’ve stayed focused on our Under-Realm. Our position in past world conflicts ‘as lead us down sad paths, the dwedmar are nae pawns of international conflicts. Weh are a proud nation, an’ the onleh wars we foight amongst the Children of Yemekar should be our own. Against the Undead, an’ aneh Harbingers of evil we however must be willin’ to make sacrifoices to keep t’ese forces at bay, wotever it takes. Ah foinal piece o’ wisdom ah’ll give ye, is one ah’ve onleh learned more recentleh. The Grand Kingdom of Urguan is dead, weh carry on Urguan’s legaceh wit’ the Under-Realm, but nae the Grand Kingdom’s. The Under-Realm is ‘ere to provoide freedom of creativiteh an’ choice to the Dwedmar, an’ that must be upheld. Nae longer should we route an’ railroad dwed down our own pre-designated paths bu’ instead keep the nation as boundless as teh world.” <=-=> Fimlin clears his throat for the last leg of his speech. <=-=> Ah am grateful, an proud of everehthin that weh’ve done. Ahm glad to ‘ave served my tenure as King, an’ as quite possibleh the longest reigning King too. Ah’ve put ah great amount o’ commitment an’ effort into t’is nation an’ ah look forward to see’n it continued on. Ah dunnae expect anehone after me to be loike meself, bu’ ah do ‘ope that wot ah’ve done, an’ wot ah’ve got to say is nae forgotten, because ah’ve never forgotten wot others ‘ave done and said, ah kept it in memoreh, an’ used it to guide this nation best ah could. Ah promise ye will all see meh around, less often, but ah will be there when yer need me. Remember me, because ah remember all of ye.” With that, the former Under-King of the Under-Realm of Urguan Fimlin Grandaxe stepped down, and made his way past the crowd. <=-=>
  14. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
  15. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  16. Stargush

    The History of Orc

    (Iblees disguised as a man attempts to fool Krug with riches and luxury) THE HISTORY OF ORC Instances of Orcish history across the major realms of Aegis to Arcas DAWN OF AEGIS (BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees acid skin and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug and Grahla birth children named Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his axe into his brother’s skull. CLAN WAR (CW) 1 CW: The Orc Clans came about when the Children of Krug began having children and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Greatfathers, and there were two who possessed the most appeal; The Great Warrior Tythor, slayer of the Kar'ak Scorpion, and The Great Shaman Or'ta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Or’ta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: After slaughtering through the numbers of Clan Lur, the clans of Krugmar are revealed the dark shamanism utilized by the Dark Shamans of Clan Dom. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus led many victories over the Dominus Clan and in one fateful battle, the High Shaman Or'ta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Or'ta was killed and the Dominus Clan was eliminated, many joining Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. AEGIS (1305 -1349) 1CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 2 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 3 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 4 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 5 13XX - An Orc named Petri bought a home in Kel’og but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 6 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 7 13XX - Or’ta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 8 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 9 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 10 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 11 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 12 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 13 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 14 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 15 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 16 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 17 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 18 1336 - The Wandering Wizard falls defending against a horde of Undead 19 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 20 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 21 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414) 1 1351 - As the orcs ventured to Asulon with the other mortal races, the orcs saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454) 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. ATHERA (1470 -1513) 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570) 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalitio, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - After the clans showed dissatisfaction for their newly elected Rex, Snoop’Azog is defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642) 1 1571 - Vailor falls into destruction while the Orcs sail through the Spirit Realm into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying.. And with that, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the absolutely devastating war they had fought. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persist for years afterwards. 26 1620 - The Shamanic Fellowship, a shamanic order like Angathgul (yet nowhere near as separate from the Krugmar), is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. ATLAS (1643 -1705) 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil ARCAS (1705 - Present) 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk.
  17. Londonium alloy, The smithing guild of Melkor Frey dug too deep and too greedily into the mines of Cloud Temple, the monks warned them “There are more dangerous and vile things than darkness down there”. But it was to no prevail, they started to dig under the confines of Cloud Temple. The company of Frey dug through miles upon miles of stone and iron. Until a very special moment when they found a pressurized emerald. When mined with a blue steel pickaxe, it has the perfect chance of not breaking. The gem was so marvelous, they took it with them. Upon return of the company to the guild hall, they started experimenting with the gem. Frey started to heat it up to an absurd amount of heat, the pressurized gem started to heat up and melt in the cauldron of the specialized forge, the gem had to be under pressure of the forge, molten steel was added to the gem fluid. The fluid started to turn a pale green color. Upon his first blade, he noticed that it was quite poisonous. The first animal he slashed died within two days of the initial slash, a faint green color surrounding the wound. When in sunlight the blade shines like the still water with sun cast upon it. The strength test proved more than expected, it was a lot stronger than normal steel. The guild of Frey are tempted to use it as their best blade yet, but his slayer steel is the pride of the guild. The mixture of Gem and steel must be cooled down and cast into an ingot for proper use, also cooled down as fast as possible. The ratio of gem and steel must be 3:1. This steel has been perfected for slashing, it has a potent metal poison. The heat needed for the perfect mixture conditions is at least 2500 Fahrenheit (1371 Celsius) The steel needs to be molten separately before adding it to the gem.
  18. https://www.youtube.com/watch?v=ytQ5CYE1VZw Hûn’Zna Lore extension and Addition “Martial Arts are codified systems and traditions of combat. The term is derived from Latin and means “Arts of Mars” The Roman God of War…” (Thank you _Jandy_ for allowing me to expand and update the original, amazing Hun’Zna lore-piece you made) History of Hun’Zna Orcs’ bodies are evolved, conditioned and bred for combat. An Orc’s worth is determined by his ability to fight, and their society has been built upon a Warrior culture. To an Orc, strength, size and determination are the key traits for a Warrior, although to the members of Clan Gorkil, skill and prowess counters all. Ugluk, Gorkil’s third born son and famed for his skill as a Warrior stands as the bastion of all combat-orientated Clansmen, and it was under him that Hun’Zna was born. Ugluk, although physically dominant in his own right, was not as big as his father, Gorkil, and certainly not Rax, but he didn’t have the brains of his brother, Angbad, and didn’t have the savinness of his other brother, Azog. As such, he took up the role of a Warrior. Thanks to his physical traits, he stood out from the other Orcs, but he would never take the lime-light from Rax. Unwilling to settle for being looked over, he sought out the Shamans until one suggested a Spirit that may help. Vulka, the Spirit of Siegecraft, Strategy and Warfare had a lesser in her realm who had not yet been discovered. Maukumgoth, the Spirit of Martial Arts and Combat, had hoped that an Orc would travel to his realm for a long time. Ugluk did not have to spend long communing with the Farseer before Maukumgoth reached out and contacted them. With that connection, the Farseer took Ugluk to his realm. Perhaps they had expected a wartorn land, a battlefield or cold and dark room filled with heavily scarred and fearsome Orcs, although instead they found some of the weakest races from their own world. Elves, Humans, even Halflings, but not an Orc in sight. His realm was peaceful and serene. Ugluk feared he had been tricked, but he had no choice but to continue forward, walking through a peaceful garden and arriving in a large hall with a padded floor, punching bags, training equipment and four people sat down on a large mat. One was an Elf, a Human, another a halfling, but the 4th, at the centre and behind them, was a large Orc. Moving forward, as soon as he stepped on the mat, the Human rushed at him. Before Ugluk could take up a stance, the Human shot forward onto his front knee, slid his rear foot forward and his shoulder collided into him, wrapping his arms around his legs and lifting him into the air before slamming him off the mat with a double-leg takedown. The Human then immediately moved back, sat down and the Elf looked over Ugluk sternly. Letting out a grumble, Ugluk moved forward, back on the mat for the Elf to then rush forward. Ugluk this time knew what to expect, and lowered his hands to receive the takedown, but instead the Elf feinted a takedown, then quickly sprang up with an over-hand right, connected with his jaw, then landing a left uppercut and finished off with a leap in the air, kicking his right leg back and firing his right fist forward, colliding with his face in a superman punch. Ugluk, yet again, fell back off the mat and onto the floor. Angered, and a bloodlust beginning to boil, rushed forward. The halfling then moved forward. Ugluk stopped in his tracks and braced, not knowing what to expect, however the Halfling surprisingly laid on his back right in front of him. After a moment, Ugluk moved forward and sent his fist for the Halfling’s face, only to be halted by a foot on his hip, then another foot slamming into his ankle, sliding his foot back and causing him to fall to 1 knee. Before he could pull back his arm, the Halfing wrapped his arm around it, then pressed his foot besides his collapsed knee and throwing him heavily over that foot with a leg against the side of his chest on the other side, flipping him over with a scissor sweep. Falling on his side, Ugluk tried to stand, although before he got up very far he felt a yank on his arm and a leg swing over and pin against his chest, then another slide over his lower chest. Struggling, he’d slowly stumble up to his feet, however the halfling hung from his arm and began to pull back and push his hips forward. Ugluk didn’t have time to slam him to the ground before his elbow fuzed with pain as the joint was about to pop out, and he tapped quickly. The halfling immediately let go and returned to the trio. Filled with anger and shame, he looked to the Orc with a lowered head, obviously not willing to fight another skilled fighter, but this time equal in strength, speed and endurance. About to leave, considering himself unworthy, the Orc spoke “Lat’z azh’zt lezzon ov humility iz komplete. Return tomorruw agh wi zhall begin teachin’”. Ugluk said nothing else as he thought about what to do. But it didn’t take long for him to decide he would study this art until he met the grave. Introduction Hun’Zna is the method and style of combat taught within Clan Gorkil, passed down by it’s original master, Ugluk the Third born of Gorkil. It’s use can be used by any type of fighter or race, from Halfling to Olog, with specific areas of the martial art being especially effective for certain fighters. The utmost amount of focus is placed on pure efficiency and constant improvement. Tradition has no place inside the art, and it’s masters are expected to constantly fight and challenge other masters, including those from other nations with other styles. Before a fighter becomes a teacher they make a vow on Ugluk and Maukumgoth to demonstrate any technique in live sparring if doubted, and to never refuse a challenge from another martial art. A practitioner of Hun’Zna must hold proficiency in every form of unarmed combat and from there they may choose which to focus on. Grading A practitioner will wear a Burzol’Nak, a hemp rope, on a specific area of their body to roughly display their proficiency. Where the rope is tied is dependant on if they display the most aptitude in either Mauk, tied to the waist, Grush, the upper arm, or Glim, below the knee. In the same order, Grappling, Striking and Wrestling. The rope changes in colour as the practitioner’s aptitude increases, going in order as follows (IRL time): Grey - 1 week minimum Orange - 2 weeks minimum Brown - 1 month minimum Green - 2 months minimum Black - 3 months minimum Blue - 4 months minimum Red - 6 months minimum (IRL practitioning of MMA, or a martial art that covers all the 3 forms can skip the practitioner into an appropriate colour) The Three Forms Mauk’Zna - Grappling The method of fighting whilst on the ground, transitioning into superior positions, sweeping your target to put them on their back or latching onto them and then submitting with strikes or a submission. Grush’Zna - Striking The method of fighting with your limbs to strike the opponent in any way, such as knees, elbows, punches and kicks. The practitioner may also make use of light wrestling and clinches to supplement their strikes. Glim’Zna - Wrestling The method of fighting in which the practitioner takes the opponent to the ground and defends takedowns in any way they can, such as tripping, picking up and slamming, hip-tosses, tackles and dragging. This form is considered extremely important in order for the fighter to dictate where they want to take the fight, either to the ground or staying standing. Joining a Gym For an Orc to join a gym of Hun’Zna, called the Tail-dâr by practitioners, an Orc must seek a blue or red Burzol’Nak combatant and join their teachings. Sometimes an aspiring fighter will have to complete a task, or a trial. Other times they are simply taught, with the process itself of learning the art as a trial. Either way, those capable of teaching are most often public knowledge, and their gyms often being somewhere seen by many. Codes of the Art Hun’Zna is praised and held with honour amongst those who study it. Seen as a direct, tangable blessing from Maukumgoth, learning it’s way is as cherished as Shamanism and all it’s forms. As such, before someone undergoes their lessons, they must swear an oath; Code of the Initiate: I swear, (name), to follow the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my body be a vessel of his knowledge, and my instinct directed by his teachings. All challengers who wish to test my form shall not leave the arena unbloodied, nor shall my techniques remain untested with full veracity. (Taken by those about to receive their first lesson) Code of the Fighter: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art remain effective, and the lessons I learn shape my for my future self. My ego shall remain dulled by my humble defeat against my masters. Challengers have fell to my skill, and myself have fallen to my own flaws. (Taken by those after receiving the brown Burzol’Nak) Code of the Master: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art be passed on with honest intention and in praise to our ultimate master. In teaching this art, I acknowledge my still present flaws, and strive to find solution with passing on my knowledge. May those who benefit from my experience in turn grant me new perspective and challenge. (Taken by those after receiving the blue Burzol’Nak)
  19. Name of the creature: Jabbernak (Optional) Link to a picture of the creature + name of the artist: https://i.stack.imgur.com/1MTgW.jpg Is this creature tamable and if so, how: The process of taming a Jabbernak takes years, and cannot be shortened. If a Jabbernak is born to Jabbernak parents, it is too late to be tamed. A Jabbernak can only be tamed by stealing one of it’s eggs and bringing it to somewhere that is warm enough to continue the gestation period, a particularly difficult task when the female Jabbernak is almost always at the den. When born, the Jabbernak will not be violent or dangerous, however is blind and requires a lot of attention. It may try to climb something and fall, causing it to be injured or killed. It also requires a very large amount of food, enough that it’s Jabbernaks parents would often get themselves killed in the process of trying to attain enough. If it survives this stage, it will reach it’s teenage years at the age of 6. This is when it is a threat, as more testosterone and hormones are flowing through the beast and it develops it’s instinct to kill and hunt. The Orcish parent will need to regularly over-power it in playfights (Which will result in a real fight is the Orc isn’t capable of wrestling the Jabbernak), and take it on hunts and similar events to keep it occupied and expend it’s energy and frustration. All the while, the Orc must make solid attempts at reminding the Jabbernak who is the Alpha, and who is responsible for feeding it. These years, however dangerous and difficult, last the shortest at 3 years. After this, it is considered an adult and if trained properly, will bare no threat to it’s master. It will have control over it’s hormones and testosterone and will abide it’s Alpha in any situation. This is when it may be used to carry cargo, transport other Orcs or used in combat as it were since the days of Aegis. Breeding Jabbernak is another difficult affair. It requires two Jabbernaks who have been tamed and must spend a long period of time together. Hunting and living together must be an activity done for at least a year, and they must both be fed properly and live healthily. When they choose to mate cannot be pin-pointed, however it is always at night with no-one around. It’s a quick affair once done, but the Male will become much more aggressive and territorial after it’s mate is pregnant. Even the Jabbernak’s master will have to be very careful when entering it’s domain during the 6 month gestation period. Once the egg is laid, no-one can enter the den. The master would be attacked and killed if attempting to enter. However, if the egg is hatched and claims the two Jabbernaks as it’s parents, it will be a wild Jabbernak and will thus be impossible to tame after that. The egg must be stolen from the den and hatched to be tameable. The parents will remain hostile until the normal period of time has passed that would be required for it to hatch. After that, they will become their normal selves, and will not recognise the Jabbernak child as their own. Can you use this in combat: Yes Habitats - Check all that apply: Desert Savannah Summary of the creature: Large and powerful lizards, native to the deserts and savannahs of many lands. They are extremely aggressive, only being tamed and bred by the similarly violent race of Orcs. Their use has been dated back to Aegis, famously in the Clan Wars between Clan Rax and Dom. Many different Clans have tamed these beasts, but some have even bred them for specific tasks that each Clan requires Jabbernak can also look different to others depending on the region they have evolved in. Jabbernaks in the Mesa often look more lithe and aquatic, due to the greater abundance of streams, water and also allowing more ease in climbing. Some breed them for transporting goods and Orcs. Some others use them for battle. However, the act of taming and breeding is extremely difficult for even the famously adept beast taming Orcs. Few are chosen to learn the skill. Most Jabbernak have twice the body-length of a horse (not including tail), aswell as height. Their skin is tough and thick, similar to any other species of lizard. Jabbernaks, however, are well used to and evolved for fighting. The Muruk’Thaguzg, a 9 foot tall bear, have been an age-long rival of this species, and it shows. Jabbernak boast a very large mouth with many large carnivorous teeth, designed for ripping out large chunks of flesh and inflicting deep cuts into it’s target. Their claws are also very long and hooked, made for aiding to climb across rocks. They cannot scale vertically, however, but still boast great climbing ability. Finally, their tales are as long as their bodies and are usually used to balance themselves during difficult climbing or even in combat to club opponents and daze them or keep them back. Characteristics of the creature: As stated, the Jabbernak is a highly aggressive and dangerous beast. In the wild, it is very likely to chase down any foe it sees and attempt to kill. Only the largest of beasts would make a Jabbernak flee. Jabbernaks are carnivorous, and take down large prey on their own or accompanied by it’s family. When born, the Jabbernak is as large as a Human child of 10 years, and quickly grow to the size of a large dog in it’s 6th year, when it is considered a teenager. At this point, and if fed properly, it will rapidly grow over the course of 3 years, reaching twice the length of a typical horse on the 3rd year, and double it’s height. When an adult, the Jabbernak immedietaly seeks a mate. Whilst size and strength is an important factor in which female Jabbernak chooses which Male Jabbernak, the male will regularly provide offerings of food and displays of it’s kills in an act of courtship. The Muruk’Thaguzg being a typical offering, since it is their main rival. (Optional) Origins of the creature: Dating back to the land of Aegis, the Orcs belonging to many of the different Clans hunted and killed the large beasts in a form or sport and show of prowess. Their relative ease to find made them perfect for such a task, however their hyper aggressiveness and lethality dissuaded many Orcs from trying to tame these beasts. However, at an un-marked point in history, they began to be tamed by multiple Clans. In particular, Clan Rax made extensive use of them in battles. Many Orc would hold Clan Rax the true tamers of the beast, however the knowledge spread to Clans such as Gorkil. An excerpt from Gorkil lore; “The Rax Clan, led by Warlord Tythor, had a heated rivalry against the Dom Clan, led by Warlord Or’ta, that would eventually erupt into a full blown war. After a surprise attack launched by Or’ta against the Rax, Lur, and Phol Clan left many dead in the span of a few days all throughout the desert, the Rax Clan retaliated and called to arms not just all its brothers, but for Clans to come and fight with them. This conflict, which would come to be known as either the Rax-Dom War or the Clan Wars, would both unite and divide the Orcish race. Clans and villages began to choose sides and align themselves with either the Rax Clan or the Dom Clan, and years of violent fighting followed.” From this conflict is where the Rax Clan first employed their Jabbernaks in a full battle. Excerpt from Gorkil lore ; “Wargoth Veruk’Gorkil led a campaign in the northwest, annexing many of the smaller clans that aligned with the Raxes. The forces eventually closed in on Nomad Plains, where the first major battle of the Clan Wars would be held. At the Battle of Nomad Plains, Veruk personally led five hundred Gorkils, riding the fastest war boars the clan could muster, to eliminate the twelve hundred jabbernaks Tythor had brought to the battle. The group quickly broke through and began to wreak havoc on the enemy forces, decimating the cavalry and nearly routing the enemy. And as the Gorkils decimated the cavalry, the Dom shamans sent lightning crashing down from the skies, made fires erupt out of nowhere right in the middle of Rax forces. While the Rax forces were able to hold their ground for some time, it eventually proved to be too much, and they had to make a hasty retreat. By the end of the battle, the twelve hundred jabbernaks Tythor had brought to the battle was reduced to a hundred and fifty, while Veruk’s regiment had only lost thirty war boars, and even fewer Gorkils.” Strengths/Weaknesses Strength and Size – The most noticeable and useful aspect of the Jabbernak is it’s strength and size. Most commonly used in transportation of goods, slaves and Orcs across their territories, their aggressive nature can be kept to a minimum by a proper trainer, and will thus be used in a variety of tasks. Combat Ability – Used by some Clans who make particular focus on combat, the Jabbernak can be a worth-while investment for a Clan to be used in battle. Large and sporting multiple weapons for killing, the Jabbernak helps make up the lack of numbers Orc armies suffer from, due to their necessity to consume massive amounts of food. Thick, Lizard-like Hide – Like other lizards, it’s skin is tough and scaly, protecting it from the vast majority of sharp rocks. Due to it’s size, it’s hide is thick, and thus capable of resisting cuts from wolves, normal bears and cuts from any human sized weapon. However, piercing weapons like spears would be able to bypass more of it’s hide. Aggression – No matter the skill of it’s trainer, a Jabbernak shall forever possess extreme amounts of testosterone and years of hard-wired instinct to kill. The master of a Jabbernak will have to constantly be very well aware of what is happening around his beast, and what his beast is doing in return. An overly confident Orc that approaches to quickly from a hard to see angle towards the Jabbernak would be in real danger of getting viciously and quickly attacked. Slaves and none-Orcs to the territories are on the highest of kill counts to tamed Jabbernaks, as they are the most unfamiliar sights and smells to the beast, thus making them all the more on-edge. Extremely Hungry – Any large animal, even a horse, requires ample amounts of food to sustain their large bodies. Nothing can be said the same for the Jabbernak. Where it takes 1 Orc trainer to tame a Jabbernak, it takes a group to keep one alive and fed. Clanless Orcs practically never tame a Jabbernak, and only the large Clans tend be able to donate enough food to the beast’s master to keep it going. Such an animal is as much a burden as it is a benefit to the nation. Poor Eyesight – Due to the many sandstorms of the desert, the out-stretching masses of land and ability to kill most of it’s prey with shear power, the eyes of a Jabbernak have not evolved greatly for quality of vision, or to have large peripheral vision. The outer layer of the eye is covered in an almost gel-like substance with a thick see-through layer, causing sand that might blow into it’s face during sandstorms to not damage the eye and instead be washed off as it would blink. This layer, however, makes it’s long distance eyesight poor, and it is mostly only able to see the shape and basic details of an object, such as colour and larger items like weaponry. As a predator, it is also rarely under any need to keep it’s eyes on it’s surroundings, as only very few beasts could kill the Jabbernak, and fewer would go through such effort. Thus, it’s eyesight is much more forwards-directional than a human’s. Cold Blooded – Being a lizard, the Jabbernak is cold blooded. It relies on the habitant it resides within to grant it warmth, helping to reduce the amount of food it requires compared to similarly large, warm-blooded beasts. However, this also means it cannot venture into cold climates like tall mountains or snow-ridden lands without suffering greatly and soon after dying. Simple Minded – The Jabbernak has deeply ingrained instincts, but does not rely on it’s cognative abilities nearly as often as animals like wolves. It simply sees prey, moves along a relatively hidden path towards it and then runs after the prey, hoping it is fast enough. In combat, it’s instincts drives it’s movements, but is thus unlikely to behave differently from any other of it’s species. It would attack a wall of spears the exact same as it would a cow venturing too far into the savannah. The Jabbernak is very reliant on it’s rider when in combat to stop it from making poor choices. Red Lines An Orc who tries taming a Jabbernak without atleast 5 people willing to help aid him keep the Jabbernak fed will have his Jabbernak die of starvation, or revolt against it’s master after 2 weeks. An Orc MUST learn how to tame a Jabbernak legitimately via visiting a Spirit who has the knowledge and will impart it upon him, or by learning from an Orc who already knows how to do so legitimately. (Orcs who knew the old way of taming and breeding a Jabbernak still have the new knowledge of Jabbernak taming, so as long as they RP the method accordingly) Riding around a Jabbernak as a common mount is a very dangerous affair for everyone not used to being around the beast. The owner of the Jabbernak MUST RP the dangers and results of people not used to the beast and acting incorrectly around the beast. If your Jabbernak dies in RP it is dead forever. Cloud Monks don’t give don’t care about giant lizards. For someone to own a Jabbernak, they must possess an extremely high level of physical ability, akin to that of an Orc. Any who do not will not receive the necessary respect and servitude required of a Jabbernak and thus become it’s prey (Druids have the ability to keep their Jabbernak well enough tempered around them self, so do no apply to this rule) Shamans with the appropriate blessing and Druids may tame Jabbernaks with more ease than others, where it applies in accordance their magic. Availability: Common - Anyone can RP finding this creature.
  20. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came the first sailors, who roamed upon the ocean’s surface with their wooden vessels. Their nets stole their food, their ships lingered above their homes, and their crewmembers stole any belongings they could find. Using every magic at their disposal did the sisters attempt to scare the seamen away, but to no avail. They hired mages to block their spells, and the finri did not wish to be discovered; for they cannot breathe air, bringing them to a swift disadvantage. Hence began the worship of Mother Moon, deity of secrets, darkness, and slumber. As the sisters slept, she visited their resting minds, blessing them with her powers on one condition. They must build an altar of peace and promise to never destroy it. The sisters agreed, mastering the power of transforming into shadow and entering dreams based upon the moon cycle. Together they gaslighted the mages on board these well-guarded boats, whispering in their ear while in shadow, giving them nightmares, and using lullabies to make them sleepwalk off the docks. Once their magical defense was down, the sailors left, marking the areas of the sea they should stay away from. A few centuries later--after the sisters died peacefully--a group of finir heard of the high elves and their philosophy. Believing that now is the time to kill the weak and breed the strong, they used each tribe’s pride against them, a tool of mass destruction. The descendants of the sisters--once loyal to each other--rained hell, redding the ocean with blood. An abysmal war for supremacy broke out, and in the final battle, the tribes decided to set the fight at Mother Moon’s temple in attempts to prove their worth to her. Their answer came when her shrine was destroyed in the process, each finir flesh stripped from bone and transformed into shadow. Now their ruins lie, temples crumbled, technologies unused, and kelp-woven scrolls eaten by fish. As Mother Moon awaits her next prophet, the corpses littering the deep’s floor hope to be discovered once more. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain a new form of magic and deity--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: https://wikia.lordofthecraft.net/index.php?title=Ancient_History Moon Worship and Magic influenced by moon phases inspired by Avatar: The Last Airbender
  21. The Gorkil Warboar “Big zkah’n gitz wiv der originz goin’ bakk zinze dah dayz ov Gorkil!” History Hailing from the days of Gorkil and his sons, and likely even Krug, the Warboars travelled with Clan Gorkil throughout time. Their unity to the Clan being a symbolic, almost Spiritualistic connection and process of trust and companionship. Ever since the beginning, Warboars being used as cavalry have been a essential and famous hallmark of Gorkil warfare. Whilst the Gorkil Berserkers would wield zweihanders, Kriegsmessers or Poleaxes in a fit of bloodlust, swathing and scything apart the enemy with untouchable speed and agility, the Warboars would pierce the rear end of the enemy in wedge formation, driving the riders deep into the collapsed and terrified foe, to then leap off and then lose themselves in a fit of frenzy, now being fully succumbed to rage and actions dictated by years worth of muscle memory. Physiology Growing from 5 to 6 feet, and usually weighing around 500-800lbs, and some even bred to be as tall as a typical Paint Horse, Warboars have thick, dense and explosive muscles and light bones, allowing them to suddenly sprint forward in a burst of speed and charge down almost any foe , far quicker than a normal horse, and faster than even a Lur wolf. Their tusks grow long and sharp like scythes, with two sets growing on both sides in many cases. Their skulls are thick, allowing them to withstand impact from their charges, and their necks are tall and strong, evolved from their days of digging up roots from the ground. Finally, the Gorkil Warboars are famous for having mud-red fur, whilst also being thick and wiry, allowing them to withstand the moderate cold, and protect them from the sun. Mental Characteristics Typically skittish and temperamental, a Warboar is likely to either charge or flee in an instant upon seeing someone in the wild. A mechanism commonly used for charging, and subsequently goring, any who would dare approach them .Their brains are hard-wired to be the first to react, and their bodies have evolved to be the quickest animal on the plains. For a tamed Warboar, the instinct to flee can be dulled and dampened when bred right, and the right training can make almost any Warboar instantly charge upon command, or when trained to recognise certain foe. The pure reaction time of a Warboar, and the speed at which it accelerates on a foe is usually enough to finish someone off out-right, and afterwards, the Warboar is likely to begin eating it’s target’s corpse. Although a brutal and smelly beast, once an Orc has tamed a Warboar, it will immediately form a strong bond with its owner, and if it is the alpha in it’s farrow, the entire farrow themselves may adopt that Orc as their leader. Similarly to Orcs, Warboars breed from the strongest. The alpha Boar gains most of the mates, whilst the lowest in the chain tend to get bullied, and often cast out from the farrow. A harsh behaviour, but when a single female Boar, a sow, can give birth to as many as 12 Warboars in one pregnancy, and sometimes give birth to yet another dozen in the same year, Warboars find themselves to be their worst enemy, and as such, there’s little point in allowing the runts and weaklings to eat from the food-source when they serve no use and only worsen the gene-pool. Diet Warboars famously have a voracious appetite, and will feast off of anything edible. Roots in the ground, and animals they are able to kill are a common part of their diet, although an Orc may feed his farrow with the left-overs of feasts and the un-usable parts of his kills. Even Humans, Elves and whitewashed Orcs are on the menu. Warboar Armor The Gorkil smithmaster, usually the oldest and wisest devout of Azog in the clan, can be commissioned to make Gorkil Warboar Armor for the boars of especially notable individuals, such as the Wargoth. Since the beast is exceptionally large, it can typically be a long endeavour, but the result will be worth it. To prove a boar worthy of its armor, the boar needs to pass a series of tests that measure speed, endurance, and strength, for only the strongest boars can carry the heavy armor.
  22. The Armitage Institute, Reborn The Researchers And Innovators For A Better Tomorrow, A Better Future The Catalog (Menu) -Story & Background -Research & Studies -Ranks & Roles -What We Seek (Goals/Expectations/Requirements) -Payment & Punishment -Application Story & Background ~2nd of Snow's Maiden, 1708~ On this day, a person named Kuvira Percy has given him/herself a new title unheard by the world, “CEO”. And with the kind help and funding of a steward of Adria and Olbrecht Von Denhardt along with the X-CEO’s self entrusted title and honor, has established a new guild with the name of “The Armitage Institute”. An institute where biological warfare, viruses, mutational modification and medicine shall be explored to their full potential and used for the better good against all evil that delves and hides in the Realms Of Arcas. With that resolve, he/she started his short journey that soon came to his/her end. ~Unknown~ Facts were hidden,were lost, or perhaps washed away by time that is unforgiving. But on this day the founding members who are truly royal to the Institute has their heart broken, even shattered to pieces and grind to dust as they knew, their X-CEO no longer walked the same plane as them. The only things remained behind that is known by the members are the remains of the original “The Armitage Institute” and his/her resolve to explore all that is considered unknown,dangerous and unacceptable by other beings for the greater good, a better life for all descendants in Arcas, and to be the first one to make change. ~15th of The First Seed, 1715~ After much discussions and meetings held by the remaining members, an Executive (a rank in the Institute) with the alias, E. M. Bow-Blackmaer steps up and takes the role as CEO. As a new CEO is born, The Armitage Institute is officially back and hopes to lead everyone that believes in the Institute to one of the many possible futures that lies ahead. Along with that, changes have been made to see to The Armitage Institute’s better development and contribution to the realm of Arcas. Research & Studies There will be 3 branches of research & studies, based on the three adjectives, “Unacceptable”,”Dangerous” and “Unknown” that can be chosen from upon joining the Institute. If you want to focus on a more specific sub-branch, please do so after you’ve been enlisted into the Institute and consult the head researchers of each respective field, Executives who bears responsibility for said branch or straight to the CEO if you have evidence that prove you will be better off focusing on that particular sub-branch instead of the whole. A person can only be enlisted into 2 branches by most, unless deemed qualified by the CEO or half of the Executive members. ~Botany, The Unacceptable~ The study that revolves around plants. Members in this branch will learn and record characteristics, growth condition and etc of both known and unknown plants that exist in the realm of Arcas so we have more knowledge about plants that can be used in the near future. ~Zoology, The Dangerous~ The study that revolves around animals. Members of this branch are required to observe and gain information about all animals that exist in the realm whether they’re known or not because there is a chance that animals evolve and have different behaviour as they’ve moved from one realm to another. ~Geology, The Unknown~ The study that revolves around minerals. Members from this branch shall research and explore the underworld, consisting of underground ravines, caves and many more to record and make a list of ores and rocks found in their respective areas and zones. ~More To Come~ Ranks & Roles The ranks system that is implemented in the Institute are very simple as they are based on each individual’s level of access which are number coded. Starting from Level 1, which is the lowest until Level 3, the highest a person can obtain at the moment.This is said so because only the Leader of the Institute owns a Level 4 Access. ~Chief Executive Officer (CEO)~ Level 4, The only individual with near absolute power over the Institute, he/she will be the one in control of the main flow of the Institute’s development. This individual will oversee all Executives and make sure they’re doing their jobs efficiently and accurately, also the one that decides who can take the role of Executive that will aid and advice him on managing the Institute. ~Executives~ Level 3, Members who have contributed a lot to the Institute, they report directly to the CEO and are able overthrow him/reject his decisions when needed during the elven monthly meeting. They will voice the CEO’s desires and notices and enforces all contractors and researchers to follow the flow of development that the CEO has set. ~Diplomats~ Level 3, They are a group of members that are trusted by both the CEO and half of the active Executives. Anyone who hold this role should be proud of themselves as they’re entrusted with all the information that the Institute hold. Their job is to ensure friendly diplomatic relationship with all nations, whether it is big or small and tries to seek cooperation and help from all other guilds that also strive to maintain Arcas’ safety and peace. They are also tasked with keeping the Institute funded with money and materials so research and experiments can go smoothly. ~Enforcers~ Level 2.5, Skilled fighters that are royal to the Institute. These members will be expected to give up their all, including their own lifes (But not their treasured ones) especially when they’re ordered to eliminate abnormalities that can threaten the peace of the realm or traitors that got their hands on dangerous assets. They are also tasked to protect the VIPs (Very Important Poeple) from harm’s way and are in charge of the Institute’s security and military force. ~Contractors~ Level 2.5, They are the hands of the Institute, they are entrusted with the making and maintainance of devices, equipment and instruments that are needed for experiments and research. Their other jobs includes but not limited to expanding the laboratory, making sure all security measures are always in order, repairing and upgrading the gears used by the Institute’s security or military force. ~Guards/Militants~ Level 2, Swords and shields of the Institute. They are the only personnel excluding Enforces that are entrusted with weapons in the Institute. The guards are needed to be always be on guard to stop raiders from invading the Institute, maintain order and discipline aswell as prevent traitors and test subjects from escaping out of the Institute building. Whereas militants are required to show themselves when called upon to eliminate threats that show themselves in the realm and cooperate with other guilds with elimination and/or capture of hazardous mystical beasts. ~Researchers~ Level 2, The smarts of the Institute. They have devoted themselves into research and analysis of what they’re tasked with, according to their branch or higher ups’ wishes and orders. Making sure that we have the most up to date information on everything they have gathered over the time. They’re also in charge of what courses the teacher will teach to the newly recruited and or students that wish to learn more about a particular subject. ~Teachers~ Level 1.5, Members who are tasked with enlisting students into the Institute. They will also teach the students they have under them knowledge that is approved by the researchers,Executives and CEO. They will also take responsibility for the group of students that learn under his/her wing and report any findings on behalf of their students. ~Students~ Level 1, Those who are newly recruited or seek to learn knowledge about their particular branches. These members will be divided into small groups and put under experienced teachers’ wing. They will slowly but surely build their foundation here and know more about the Institute as they decide if they would want to leave with their obtained knowledge or countinue to serve the Institute. What We Seek (Goals/Expectation/Requirements) ~From All Individual Members (Students)~ One, to always follow your higher up’s orders and execute them as commanded. Two, to always treasure the knowledge learned and use them for good. ~From All Research Groups (Teachers)~ One, to guide the students under their wing through the whole basic course diligently. Two, invite and recruit potential students and members that are interested in our studies. ~From All Fields of Studies (Researchers)~ One, to provide the teachers and their higher up the most recent reports on the information they’ve gathered. Two, to confirm that their research bears fruit and none of them is leaked out to those who shouldn’t get their hands on it. ~From All Enforcers/Guards/Militants~ One, to be ready to sacrifice everything in possession to eliminate threats and traitors that would bring harm to the realm. Two, to stay on alert and physically fit at all times so they can execute their task efficiently. ~From All Executives/Diplomats~ One, to always think of the realm and the Institute’s benefit before oneself to avoid badly made decisions. Two, to give everyone a good impression of the Institute and make good relationship with all nations and guilds. Payment & Punishments ~Coming Soon, Haven’t Been Decided~ Application Roleplay Name: Race: Age: Desired role(s): Desired study(ies): Reason for enlistment: Do you swear to live up to the Institute’s expectation: OOC Username: Age (Optional): Discord Tag (Example#1996):
  23. Gorkil Battle Strategy “Few Urukz iz born true Warriurz, but meneh bekum zo through trainin’ agh forze ov Diziplin” - Wargoth Mûrak’Gorkil “Ang Gijaak-Ishi” Introduction to the Philosophy on Warfare ‘Iron in Blood’ The oldest currently existing Clan, and one fully committed to waging warfare in the truest form. Gorkil, who the Clan is named after and son of Krug, was arguably the greatest military general to exist, and his sons all came to represent War in each form. Angbad, a brilliant Military General. Azog, one of the greatest Blacksmiths to exist, and Ugluk, a great and powerful Warrior. Where a Braduk may wage war using their size and overwhelming bloodlust. A Raguk may make the finest suit of armour and send hordes into the enemy, and a Lur may fight from the sidelines with archers, skirmishers and Wolves used as anti-Cavalry. A Gorkil embraces all the greatest aspects, and hones them into the ultimate fighting force. The elite Veterans, usually in their 2nd Century or older, and their minds and bodies completely adapted for battle. Their muscle-memory is by now pure instinct. Each step taken in a fight has been hard-wired for countless years, and even in Bloodlust their Muscle-memory is impeccable. Fighting with skill, grace and pure efficiency, a Gorkil Elite is THE greatest warrior on the planet. Ranks Amongst the Army Da Durbûrz The Mighty; As already mentioned, these are the elite of the elite. No other fighting force could match their skill in combat, and their mastery of Warfare. Not only are The Mighty extremely fine-tuned for combat, but they fully understand the codes and rules of Warfare. Each has researched and studied past battles. Understand the physics and uses of certain armours and weaponry, and how to use the Bloodlust in an effective form. It is from these Uruks that Clan Gorkil has gained it’s reputation of being berserkers. The Mighty are equipped with some of the greatest arms and armour that you can obtain. Although not Bloodsteel, the armour of The Mighty looks very similar to Human plate-armour. It’s purely efficient, designed to withstand blows from all weaponry, and each piece of metal forged and fixed has a reason. Whether to deflect lateral blows, protect gaps or offer more choices of inflicting damage on the opponent by fixing a metal spike on their helm or elbow. This unit is either mounted on Warboars, or on-foot, tasked with cutting through a specific area in the enemy formation to get to their general. The Mighty are responsible for slaying their leader, or swathing a hole through the enemy’s line to break it’s formation and overwhelm them. Da Krampûrz The Loyal; After years in the field and fulfillment of countless tasks and deeds, an Uruk is promoted in this retinue. For many, this is as far as an Uruk can hope to achieve, and for even more, it is the greatest honour they will achieve. To survive enough battles and be skillful enough to reach here means an Uruk has near enough mastered combat, and understand warfare through their own experiences. Usually, this unit will ride Warboars, however special circumstance may require them to serve as a infantry unit, often serving as the Wargoth’s personal bodyguard. When mounted on their Warboars, they wield multiple Pilum, a Polearm of their choice, and a side-arm of their choice. Reaching out furthest on the battlefield, and tasked with the most crucial aspects of the battle, which may be taking down the enemy’s cavalry or harassing their general. When they have finished their tasks, they will be given the order to form a wedge and slam into the rear or back of the enemy and leap off when penetrated deep into the formation, losing themselves in a fury of arching and body-hurling strikes and blows of their weaponry and limbs. However, the fury inflicted in the ranks isn’t from lack of skill. Instead, each blow is delivered with exceptional technique and forth-rightness. Only, it is empowered with Bloodlust, and thus almost unbeatable. Da Ânghâsh The Anvils; Making up the majority of the army, The Anvils are the soldiers who have fought for a few years and learnt how to fight well, whilst taking moderate control over their bloodlust. The role of The Anvils is dependant on the battle, however they typically line up in a wall, wielding a large shield and a long spear, similar to a Spartan Dori. However, suitably long to their own physical strength. These talls bastions act as a meat-grinder to the enemy. Only the great beasts such as mammoths could pose a threat of penetrating the line, however, with spears as long as an Anvil’s, the Phalanx is capable of having 3 rows of men fighting at once. The front, second and third, holding the spears over the rows infront of them and striking, thus meaning no matter how close the enemy may get to the shields, they are always being struck by a spear, and the 400 pounds of muscle behind that spear. For an enemy to fight a foe larger than them, heavier than them, around a 100 years of fighting experience and good quality armour is the nightmare of any foe. Da Shaatii The Spears; The new recruits of the army, given a set of Pilum, spear, shield and one-handed axe, these Uruks have the least combat experience, and thus tend to have little control over their bloodlust. As such, they are used at the start and before a battle as skirmishers. Running back and forth to try and antagonize a charge from the enemy, or simply inflict casualties upon them using their Pilum. Such ranged warfare allows these men to work up a bit of a bloodlust, without losing themselves in a melee and harming their own kin. Also, from here, they get used to the battlefield without dying at a young, unexperienced age. During the collision of the main army and the enemy’s, they are on the flanks. Still skirmishing and responding to commander and general’s commands. Sometimes they are most useful hurling their Pilum into the sides of enemies committed to combat, whilst other-times the Warboars will have pinned down the enemy cavalry, in which case The Spears charge the enemy cavalry and assist the Warboar riders in finishing off the cavalry. In dire situations, The Spears can fill-in the main Phalanx, however, such a choice can easily result in many deaths of the inexperienced fighters, and their uncontrolled bloodlust often makes them take stupid choices and die. The goal is to keep The Spears alive, and allow these recruits to mature into Anvils. Pre-Battle Although the true out-come of a battle tends to be decided on the battlefield, preparation and tactics used before any combat takes place is vital. It can decide which army is properly fed, which army has proper sleep and which army suffers from poor morale and skirmishing casualties. The main body of a Gorkil army is situated apon a hill, the slope of a mountain or, if no-higher ground is available, in a large open clearing of woodland, or beside a lake/river. The camp is to be set in a location hard to encroach upon without being seen, and to give a environmental advantage if the enemy manage to attack un-seen. Warbands are formed, comprised of a mixed group of experienced soldiers, to both make sure they all have someone experienced to give out commands, and to teach the Shaatii what to do. The warbands are assigned different tasks. Some to collect firewood, or others to roam the woods for scouts, search for their resource collectors and some to encroach upon the enemy camp mounted on warboars and harass them with pilum. Scouts are also sent out, sometimes mounted on a Warboar, other times dismounted to remain more concealed. If in enemy terrain, or near their border, raiding parties are sent out in warboars to perform lightning raids, setting fire to buildings and slaughtering their populus. Should they have resources or equipment, such as wagons and food, and enemy forces aren’t close, the raiding parties seize what they can to bring back for the army. However, if the village of town being raided lays their weapons away and submits, they are spared and allowed to keep all they own, aside from their weaponry. Such a tactic is employed to persuade the enemy to surrender instead of fight, causing the enemy general to consider going on the offensive, or risk losing his lands and his people out of their fear of being killed. The last tactic employed before a battle is sending spies, disguised as envoys, to the enemy. These envoys are often slaves, however Orcs, or specifically Goblins, can be sent in their place to deliver many different demands. These demands are usually preposterous, such as demanding all their lands to be submitted, however the goal isn’t to get an agreement, rather to allow these envoys to see the enemy’s fortifications, the morale of their troops and any other valuable information, and due to the general rule of not attacking envoys, these spies are rarely put at risk of being killed. Battle Strategy and Tactics As is now obvious, a Gorkil army is diverse and adapted for the majority of military engagements, with a focus on methodical planning and countering of enemy tactics to create victory. Although each battle will be different depending on the terrain and circumstance, certain rules and tactics are usually always enforced. Formation: At the front of the army the Spears stand with Pilum and shield, spread out in a line as long as the enemy’s front-row and spaced out to best reduce casualties from enemy missile units. Their aim is to hurl pilum into the enemy and cause casualties, render shields inoperable and, hopefully, instigate an advance from the irritated enemy. Behind them are the Anvils with shield and spear, lined up in a loose shield-wall to protect from missiles, although not so tight as to make moving over terrain difficult and slow. Only once they are close to the enemy to they squeeze together and interlock shields to create the phalanx with three rows of attacking spears. Often the un-engaged Orcs behind will raise their shields to create a canopy to defend against arrows. If the enemy do not engage, the Phalanx slowy moves forward in unison until their front row of spears are able to attack. The goal of the Anvils is not to inflict mass casualties or break apart their formation, but rather to remain defensive, never stepping out of formation to land a blow or overreaching with their arms and risking injury. They simply stand their ground and deliver stabs at enemy troops who make steps forward or over extend with their arms. With the enemy now pinned down, The Spears stand on the flanks with new bundles of pilum and a spear, their goal to harass the enemy flanks and prevent their own flanking maneuvers. Beside them are then The Loyal, either dismounted or on their warboars waiting for command from the general. If the enemy have fielded cavalry and they are moved far away enough from the enemy missile units, The Loyal (If on Warboars) will charge the cavalry, hurling pilum and harassing them, instigating an attack or risk losing their men and horses before they have even fought. The Loyal will try and pull the cavalry back to their army’s flanks, and then engage in melee, so that The Spears can then charge the pinned-down cavalry and begin slaughtering them with their spears. Once the enemy cavalry is defeated, The Loyal move to the rear of the enemy to look for where the formation is thinnest, or begin slaughtering their missile units. When they eventually have finished off the missile units, they form a wedge and charge into the rear of the weakest line in the enemy formation, leaping off once at a halt and beginning to cut and tear apart the line. Finally, stood behind The Anvils are The Mighty, with their general and waiting for the enemy line to falter and show weakness. Then they move forward towards the general, either moving around the army or cutting directly through the enemy formation in order to get to him. With a tired foe, this unit of highly armoured and incredibly well trained Orcs is near impossible to with-hold, and thus The Mighty begin slaughtering and tearing, their goal to finish the General and deliver the final blow to the enemy force to cause a mass-route. When the enemy are routed, the Spears and The Loyal follow after their routed men, aiming to kill the most valuables troops first. Before they are then too out-stretched from the main army, they pull back. The Loyal and Spears are then sent out to scout the area, whilst the rest of the army begin looting the battlefield and loading the goods on carts and wagons. Enemy defeated and loot plundered, they bring it all back to the camp to be counted and distributed evenly. Post-Battle When the main force of the enemy’s army is defeated, the Gorkil army makes a methodical advance through their territory, arriving at each village and town with warbands of men to secure loyalty, or slaughter the resistant. The goal is to make sure the populus is tamed, and do not cause trouble when the army moves even further in the enemy lands. Along the main-road men are ordered to construct wooden forts on hills and strategic areas. These forts are not only made for defence, but to look out for enemy armies, defend the roads to protect the supply-lines and to impose dominance over the locals to remind them who is here. It is very rare for a Gorkil army to advance quickly through enemy lands, since quick advances make for easy ambushes and over-extension of the army. Only when a Gorkil army does not plan on settling the land do they advance quicker, but even then they still construct temporary forts, although the difference is that in this instance they will burn and pillage everything they come across, rather than tame the populus.
  24. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came an secret abysmal war. Almost each tribe has invented a new form of magic and had the instinct to claim their territory. Gi invented Umbra Phasing, to manipulate and transform into shadow. Mol made a type of magic known as Siren Callings, allowing her children to enslave sailors and wreak their ships. And Bow discovered Taint Marking, to claim an environment with runes that control the area. After the death of the four daughters, in the final battle, Gi’s descendants casted a spell that transformed all Finir into shadow, stripping themselves into nothing but bone, dead before the world even knew they existed. The only thing that remains of them now are their ruins, their guardians, their technologies, and their corpuses littering the sea. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain new forms of magic--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: · https://wikia.lordofthecraft.net/index.php?title=Ancient_History
  25. ((OOC: Sorry for posting this in a doc, but I wanted to use footnotes. My favourite passage I have posted here : ) )) ’Assembled brethren, let us make this our maxim: that whilst the STRONG do what they will, the WEAK suffer what they must. And them that are righteous are weak men. We should have it that we do our share of willing, and that others do the ‘suffering’ part - for a strong man is greater than a wise man, and it is workers of iniquity that are exalted on Earth. Therefore, let us kill this Guy, who in his righteousness is weak, just as we are in our ruthlessness strong. And so shall we rape Savoy of its laws and people, vanquish its customs and traditions, and say, in short, that whatsoever should prevail upon the Earth: Savoy must be destroyed.’-Chronici Sapaudia, 2.7 FRIENDS, let it be known that I have published the great work of my father, a most excellent historian of the highest quality, and have translated it into the Common language in order that it might be for the benefit of the whole Commonwealth. I urge you to read this most valuable and excellent work, which I have, with God’s help, faithfully and diligently translated. Erwin von Manstein. FULL Chronicle here enclosed. ((https://docs.google.com/document/d/1Oq--XHhFluH4mDD8pWIz7C00K2T-KCJa4KxHx_dvTKw/edit))
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