Jump to content

Search the Community

Showing results for tags 'Oren'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

  1. Life on the seas is a harsh one. From storms, pirates, and sea monsters the ways to die at sea are many. Cooking smoke was billowing from the deck of the tiny Akheron class steamship leaving a trail high in the sky. A cacophony of nautical ambiance filled the air, the sounds of the ship combined with the noise of the crew. Seagulls circled above the ship, their cries a constant reminder shore is close by. The cook shouting to those on deck while the paddle wheels of the vessel splashed in the water. On deck were a dozen figures walking about shrouded by wool blankets to cover themselves from the elements. A typical scene you would see in a merchant mariner's voyage. The Akheron class ship was not the only vessel on this stretch of sea. No less than 200 meters behind them followed a much larger ship, only a Corvette class, but still dwarfed the Akheron class ship. The Corvette deployed all of its sails to gain speed. The pursuing Corvette was closing the distance while it's target did not change course. Once the Corvette was 100 meters away, it hoisted the black flag. The hunter has found its prey... The Pirate Corvette sailed up alongside the tiny steamship, readying to take her prize. However, with such topics like the high seas, interspecies romance, and cards, it is never known who the real hunter is until you show your hand. The crew aboard the tiny steamship knew exactly what they were doing. On the deck of the Corvette, a burly bald pirate shouted through a speaking horn. He made clear the pirates intentions to board the ship and loot all the belongings. The crew of the small steamship were given two options: they could surrender with their lives or die at sea. The pirates had thrown over grappling hooks, and began pulling both ships together. Dozens of cutthroats awaited on the deck of the corvette, standing by to board the small merchant steamship. An older Eastern man on the deck of the smaller steamship walked up to the ship's helm in view of his crew. He reached under the wool blanket draped around his shoulders and pulled out a folding fan. With a flick of his wrist the fan opened to a bright red color, he held it up high above his head. The trap was sprung. This was the moment they had trained for. The figures aboard the small steamship threw off their wool blankets , revealing the crimson and azure uniform of Oren's Chambery Marines with longbows ready. The pirates, still pulling on the grappling hooks, were taken by surprise. In the opening confusion of the battle, the dozen Marines on the deck of the Akheron class ship took aim at the pirates with their longbows. The the sound of whipping bowstrings cut through the air as the first volley of arrows found their targets on the pirate corvette. The sound of shouting and screams were soon added to the discord of battle. The Pirates scrambled to form up under heavy archery fire. The deck of the corvette was piling up with dead and wounded pirates. After the initial shock they began to return fire with their own archers. Marine sharpshooters shouted out targets to their comrades. Pirates in the rigging, climbing the mast, running below deck. Shot after shot, with each crack of a bowstring an arrow found its mark. Losses mounted on both sides as the two ships exchanged fire. With both boats drifting closer to each other, the sound of a brass horn pierced the misty sea air. Some pirates began to retreat to below deck of the Corvette as more of their buccaneers fell in battle. Some Marines grabbed the pirate grappling hooks already anchored to their ship and pulled the rope, other Marines threw fresh grappling hooks onto the pirate corvette. The two ships inched ever closer until not even a foot separated them. With a second blare of the horn the Marines set down their bows and drew swords and boarding axes. A third blare of the horn and the remaining Marines began to make the jump from the small steamship onto the enemy corvette, the main deck absent of any serious resistance. The first wave of Marines chased the remaining pirates below deck. Cutting down many of the fleeing pirates as the advanced. After a clash of swords and axes the Marines cornered the remaining pirates in the cargo hold. While this was happening below deck, a pair of Marine Officers made their way to the Corvette's helm. This was the objective of their weeks long mission: To intercept and capture the Corvette from the brigands and reclaim the ship in the name of Oren. Below deck the fight was over. Most of the pirates lay dead or dying in a pool of their own blood. Prisoners were gathered , heads were collected for bounties with the headless corpses of the pirates being unceremoniously dumped in the sea. The ship's medic was busy treating wounded marines and preparing rites for those marines who did not survive. A skeleton crew was sent over to the Corvette to sail her. Both ships set their course back toward the dock at Chambery. The weeks of planning paid off. The Marines mission was complete, a resounding success. History The Chambery Marine Corps was founded in 1575 following the establishment of the Viscounty of Chambery and the naval base of the same name. The Chambery Marines draw their legacy from Eastern naval traditions combined with Western Technology. The city's large Eastern refugee population have maritime and naval backgrounds that have eagerly served in the Chambery Marines. The marriage of Eastern naval tradition with Western technology has led to the creation of a unique military force within the Archduchy. Primary Mission The primary mission of the Chambery Marine Corps are to uphold and protect the Viscounty of Chambery and the surrounding waters. While primarily a nautical force, the Marines also train in land combat with their counterparts in the Lorraine Honour Guard. Marines are trained heavily in the use of the longbow. Such emphasis is placed on archery within Marine training that it is possible to be dismissed from the Marine Corps for failing archery tests. A well trained Marine is said to be able to hit a hostile target on an opposing ship's rigging from 50 meters while sailing full speed alongside them. Emphasis is also placed on a specific style of close combat very seldom taught in the honor-rich human societies. Hand to hand combat on ships requires every advantage for survival. Marines are taught the methods of incapacitating foes that would normally be looked down upon by Knight Orders and other standard military organizations. Such tactics are seen as dishonorable by most other Oren military personnel. The training is only made available to Marines. On the battlefield, the Chambery Marines fulfill the role as skirmishers and light infantry in Lorraine's military structure. By wearing lighter armors than their counterparts it allows them quick repositioning and accurate fire from their bows. Bounties and Pay The Marines are paid primarily by salary and bounties collected in combat. For each opponent a Marine incapacitates, they are instructed to collect the head of the fallen opponent. In cases where time is an issue, cutting off the opponent's nose and mustache is considered a valid alternative. This grim tradition dates back to the Eastern clans of Aeldin. The tradition has been kept around due to its efficiency for pay and promotion. It is said one who turns in an enemy general's head will have no more wants for the rest of his life. Structure The ranking system of the Chambery Marine Corps follows a standard hierarchy easy to follow for those familiar with other military orders and organizations. Commandant - The leading officer of the Chambery Marine Corps. The Commandant only answers to the Marshall of Lorraine and Imperial Command above him. The Commandant devises strategic goals and plans with the rest of Lorraine Military Command. The Commandant operates on the strategic level of operations. Lieutenant - Standard officer rank within the Chambery Marine Corps. The Lieutenants are responsible drafting battlefield tactics from the Commandant's strategy. The Lieutenant operates at the tactical level and not the strategic level of operations. Sergeant - The highest rank a Marine can achieve before becoming an officer. Sergeants are responsible for their squad of Marines on the battlefield. The Sergeant is responsible for executing the tactics described for the mission while making sure their Marines understand the mission objectives and how to accomplish the mission goals. The Sergeant is the backbone of the Chambery Marine Corps. Marine - The base rank of the Chambery Marine Corps. While it is the lowest rank, few would ever achieve the distinction of being called a Marine. The primary responsibilities of the Marine are to care for their equipment and understand basic battlefield tactics. Specialist Roles Various roles exist within the Marines independent of the ranking system. Consideration for specialist roles is based on merit and skill. Although no rank increase comes with a specialist role, base pay is increased and additional responsibilities are added. Field Surgeon - Medically trained personnel that can perform life saving surgery on the front lines of battle of the swaying belly of a ship. Quartermaster - Personnel trained in the crafting or procurement of equipment for the Marines. Demolitions - Personnel trained with the use of destructive machinery and/or alchemy. Instructor - A Marine tasked with teaching Marines combat tactics and training. Equipment Longbow - The main weapon of the Marine. The long length and special construction of the bow allows it to offer up much higher of a draw strength than standard bows. To withstand the physical toll it puts on one's body is a reason the Marines practice with bows so regularly. Eastern Longsword - A curved Aeldin Eastern longsword with a single sharpened edge. Traditionally worn by members of the military and police in Eastern Cultures. The sword is the ultimate in close range combat. Most Eastern members of the Marines carry one as their standard weapon. Western Sabre - A single edged blade with a hand guard. Popular with Marines for its utility and combat effectiveness. It lacks the sharpness of it's Eastern counterpart but has more weight to allow for stronger strikes. Favored by many of the Western Marines. Boarding Axe - The assault weapon of the Marine boarding party. Capable of knocking down shields, weapons, people, doors and more. The boarding axe is rarely seen in land engagements. Demolition Hammer - Used by demolition specialists to destroy whatever the mission objective is. A large two-handed heavy sledge, rarely wielded as a weapon and used more as a tool. There have been instances of the Hammer being used as a weapon with devastating effect. Backwater + Overseas Assault Transport. - A small two person ship that can be deployed from larger vessels or from shore to rapidly deploy Marines. One Marine is tasked to command the vessel while the other is tasked to keep watch with their longbow. OOC INFO This is a military organization that serves the Archduchy of Lorraine and thus Oren. Being a military organization the primary focus is PVP. That being said, there will also be a large amount of heavy RP that goes along with the organization. From raids, training, war, security and just general sitting around there is plenty of RP to keep the marines occupied. RP Training will be actual PVP training, working on tactics, understanding MC mechanics. Sparring with your fellow marines will not consist of writing a novella with emotes, instead it will consist of beating each other with wooden swords and understanding how minecraft pvp works. The goal of the Marines is to provide an immersive experience for the military minded RPer without the constant breaking of immersion seen in many organizations while avoiding the frustrations of powergaming. If you are not good at MC PVP, consider joining as a recruit who wishes to get better. There, we will grow your skills together while providing roleplay to reflect your real improvements in skill and understanding. (Also no, you aren't expected to hit a moving target at 50 blocks away.) Apply OOCly here: MC Name: Character Name: National Affiliation (If not Oren explain why you are applying): Are you willing to reside in Chambery?: Do you revere the Emperor and wish to expel the barbarians?: Contact Ezo_ in game or via an IC forum PM to finalize applications.
  2. Dear Builders of Axios, I am in need of builders who are able to fit the interior of a building, alongside a possible extension. It is imperative that the builders supply their own materials for the construction. It should not take too long and the sum of payment will be decided upon prior to the construction, then finally, payed after the work is completed. The purpose of this building will be revealed to the builder(s) before the construction. If you are interested then please, fill this form below: Name: Race: ((Skype Name:)) Any Previous Works?:
  3. The Honor Guard of Summerhall History Several Honour Guard’s rush to relieve Orenian forces near the Dunamis Fort, dated 1548 The origins of the Honour Guard stem from the events preceding the Duke’s War, when Lord Marshal Augustus d'Amaury’s nascent noble house was granted a considerate holding in the former fiefdom of Adria. The hardened bannermen of the Lord’s personal retinue remained staunch servants to the strong leader, and continued to serve him in the newly formed county of Amaury as the first of his prestigious entourage. Garrisoned alongside their liege within the imposing keep of Summerhall, the veterans were offered service by the Lord Marshal- to form an Honor Guard with the goal of maintaining order in the county and protecting the House d’Amaury if need be. This company of stalwart and honorable men consists mainly of the experienced cavalrymen and halberdiers that saw service alongside the Lord Marshal during the Duke’s War, though apt newcomers in search of virtuous employ are encouraged to join the ranks of the capable band. Serving the House d’Amaury as Summerhall’s peacekeepers and their liege lord’s elite bannermen, the Honour Guard is tasked with maintaining order in times of internal and external turbulence. With the return now of both Lothaire and Jacques d’Amaury, the Honour Guard finds itself being lead by the latter under his Marshalship. Role in Amaury Portrait of Augustus d’Amaury, founder of the Honour Guard and the 1st Archduke of Lorraine, dated 1545 Since the birth of the intrepid House d’Amaury, the Honor Guard has been charged with protecting the Archduchy of Lorraine and ensuring stability over their Lord’s holdings. Patrolling the burgh- oft on horseback - the brave men of Summerhall watch over their lands with a wary gaze, protecting the denizens of Amaury from ruthless bandits and savage marauders. The men of the Honor Guard are also graced with the task of guaranteeing their the safety of their lieges,the honorable aristocracy of House d’Amaury. Acting as an armed escort and guard force when the need arises, the soldiers garrisoned within Summerhall’s walls serve the Lord Marshal and his kinfolk with zeal and ardor, upholding the virtues of their commander while protecting his family. Comprised mostly of the tested veterans of the Duke’s War, the Honor Guard is gracious to bear a large number of weathered combatants under its service. The brave footsoldiers of a vicious and bloody conflict, the Lord Marshal’s banner force boasts a capable number of courageous and valiant combatants who are well-suited to fighting wars with skillful organization and unfaltering loyalty. Duty to the Lords of Lorraine Depiction of assorted Lorrainian nobility, date unknown. In seeing the military largely centralized, lords who chose to contribute men to the Honour Guard are given more than just respect; they receive protection, save minae on wages, and save resources in our arming of these men. Lords of the realm will receive, upon request, a number of men to come protect them. Patrols will be sent through the lands as well to ensure the continued safety of all fiefs who contribute men to the force. Men who have risen to the esteemed rank of Honour Guard will also serve lords personally, acting with the authority and regal manner of a knight, but with the servitude of a page. A lord may suggest someone to act as their first Honour Guard, but all subsequent Honour Guards in service to such a lord would have to opt into it. Guardsmen will uphold the law of the Duchy wherever they are or are sent, and may actively garrison a fief if need be. Lords may approach the Commander to negotiate/make requests at any time. Ranks Men of varying rank saddle up for patrol, dated 1537 Initiate The starting rank of the Honour Guard. This rank is given to the fledgling guardsmen who have recently began their tenure within the Honour Guard, and as such they have yet to prove their aptitude and valor. Payment: 100 Footman Those who have been tested as able-bodied and loyal levies of the House d’Amaury, the Honour Guard’s Footmen make up the auxiliary of the force, and carry out their duties with coordination and devotion. Payment: 150 Man at Arms Often regarded as the more gifted and skilled counterparts to the footmen, the Men at Arms of Summerhall boast considerable competence and are proficient soldiers. A service of considerable longitude under the Lord Marshal is usually rewarded with this respectable ranking. Payment: 200 minae Sergeant The men of Summerhall who have displayed an aptitude for leadership and an ample amount of confidence and zeal are repaid for their prowess with this rank. Sergeants of the Honour Guard are shrewd disciplinarians and soldiers capable of relaying orders and maintaining authority. Payment: 250 minae. All positions hereafter do not recieve regular payment. Honour Guardsmen With the steely vigor and unflinching obedience long regarded as traits of exemplary soldiers, these ironclad cavalrymen carry the banners of House d’Amaury into combat and are professional soldiers with a heightened finesse and a prolonged service under the Lord Marshal, in times of warfare and peace alike. Guard Captain A second in command rank, the most senior of officers within the Honour Guard. Works in correlation with the Commander of the Guard. The Guard Captain beholds unrelentless loyalty to House d’Amaury and tenacity for leadership. They are the exemplary soldier within their ranks. Commander of Guard A highly prestigious rank, the Guard Captains of the Honour Guard work in tandem with Lord d’Amaury to ensure that their company maintains a reputable amount of respect and diligence. Only the Lord Marshal’s most trusted underlings have ascended the ranks of the Honour Guard to be graced with the status - and responsibility - that comes with becoming a Guard Captain. Every second Saint's Week, a muster will take place in Summerhall, where pay will be distributed and promotions announced. Failure to show up without announcing prior commitments forfeits ones pay, and could result in a promotion being reconsidered. Application MC Name: Race: Skype (PM if you’d like): Do you have Teamspeak?
  4. Lord Yuri Vladov, in the ruins of Brelus Yuri Vladov GENDER: Male RACE: Human CULTURE: Raevir AGE: Thirty Four NICKNAMES: None TITLES: Knight of Oren, Nauzican BORN: Barrow Wyk, Adria FAITH: Cannonism Health: Alive Height: 5’9” Weight: 145 BODY TYPE: Lean DESCRIPTION: Yuri since childbirth has always been compared to his mother by his family, having the same eyes as her and a fair look in his appearance. Only resemblance that Yuri could have of his father is his curly hair that shows out when his hair isn’t cared for. He also stands shorter than Fyodor but taller than his sister Anya. CLOTHING: Yuri sports traditional Vladovic clothing, a simple yellow and black shirt and brown pants. Being the only known descendant of Kazimir Vladov he has inherited his menacing bear armor. Although due to Yuri’s inability to wear his father’s armor properly due to it's weight he tends to favor lighter clothing, wearing his father’s armor during special occasions. WEAPONRY: Backsword Notable Traits: Solemn in appearance: Yuri being socially outcasted at a young age has never developed a way to properly conduct himself in public, keeping a serious tone during casual conversations. Usually acting like himself when around people he’s comfortable with. Creative: Yuri since birth has shown himself to be creative, as a toddler his favorite toys were his building blocks given to him by his uncle Franz. Affable: In spite of his serious appearance, Yuri has always been friendly strangers and treats many with the utmost respect. Loyalty: A learned trait during his time in Nauzica Brigade. He was shown to loyally serve his liege in times of crisis and in times of wealth. Family Tree
  5. THE EAGLE’S VIGIL THE VIGIL Stolid men born of war and unfaltering pride, the resilient Eagles of Courland, sworn soldiers of House Staunton, preside over the Duchy of Courland; maintaining peace and fiercely defending their home. The Eagles eagerly shoulder this heavy burden, proudly dedicating their lives to protecting Courland: their home, its citizenry, and its peerage. Their vigil only ends in death, for each armiger beholden to such an order swears a life-long oath in his service to the Duchy of Courland and the House Staunton. Once, the levies of House Staunton were in disarray, beholden to traitorous lords and split across a disparate realm. No longer, however. Now they are united beneath a single banner, that omniscient eagle, which sees all and knows true loyalty. There exists still a stigma on these men, but they work tirelessly and in an unrelenting fashion to wipe clean the slate that their names have been marked upon. Upon returning from his schooling in the former capital of Petrus, the young heir to House Staunton, Richard, witnessed the merit of these untrained men, and resolved to convert the unkempt militia into a reputable military order. The opportunity to forge such an order did not arise until years later, when, after a brief epoch serving his liege, Duke Vasili Vanir in Vydrian Order, the Stauntons were cast out by the treacherous Duke and forced to create their own force of loyal men - able to be trained for battle. Lord Richard established The Eagle’s Vigil, and after years of preparation and intensive training, an opportunity arose. The Duke’s War erupted across Oren, and the Stauntons, now loyal vassals to the Crown of Oren, stormed back into the north, reclaiming their home. RANKS Every man who serves in The Eagle’s Vigil must know respect: respect and obedience. The hallmarks of any successful and disciplined military force, every man is beholden to his superior in whatever orders they deem fit to give, and those who see fit to disobey will be punished accordingly. (SENIOR COMMAND) The Marshal The Marshal is the Lord of the order, a proven battle commander and skilled with the blade; he leads the order into battle, appoints officers, and is the chief drillmaster of all the troops. The original Marshal of The Eagles’ Vigil was Duke Richard Staunton, but the title of Marshal has since been appointed to a loyal, dedicated leader within the Vigil. The General The General is the Marshal’s right hand man and the most trusted commander in the Order. Always a man bloodied in war and tried by its cruel hand, he is the regent in times when the Marshal is not present and the commander of a great many men. The Colonel The Colonel is the mentor to the lower command, charged with the tutelage of the Captains in the oversight and management of other troops. Chosen from the most experienced and competent of captains, the Colonel is expected to show such virtues as patience and courage in his work. If any Captain fails in his duties, the Colonel also holds some blame for his failure in teaching the officer. (COMMAND) The Captain A Captain is a true leader; he knows how to lead and how to follow. Reporting directly to the Marshal himself, captains are often entrusted with the command of divisions due to their experience. The Captain is considered the officer of paramount import within the High Command and ensures that the Lieutenant is doing his job to the best of his ability. The Lieutenant A Lieutenant is a veteran commander within the order, entrusted with larger commands they typically help with instructing decurions in how to perform their job. Lieutenants are associated with a Captain, and assist him in leading their division. They are expected to be the model of discipline, leadership and humility to their peers and lessers within the Vigil. The Decurion A proven soldier who has been deemed worthy of advancement, the Decurion is groomed for command until their superiors deem him ready for a full place within the higher command. The Decurion is expected to do his uttermost best to prove to the Marshal his diligence, strength, loyalty and skill in command. The Decanus One of the greatest soldiers within the entire force of men, the Decanus’ are often tried and tested warriors whose skill with the blade knows no superior. Though not necessarily born leaders, Decanus are strong warriors who the entire force looks up to. This position is granted as an honour to them, a form of recognition from the leadership. (ENLISTED) The Ensign Ensigns are model soldiers, exemplars of discipline and loyalty. Awarded to the longest serving soldiers within the Vigil; a rank designed to reward loyalty and devotion. Although these men may not be fit of command, they prove the backbone of any battleline. The Man-at-Arms The Men-at-Arms are the imposing product of the Vigil’s intensive training procedures, weathered soldiers who have been exposed to the rough of battle and have prevailed. The bulk of the Eagle’s Vigil consists of these brave veterans, who proudly form the front line, prepared to accept only two outcomes: victory or death. The Footman Having endured the drillmasters’ harsh discipline, the Footmen have shown their potential through both adherence to the hierarchy and an aptitude in the martial practices. Although untested by battle, these capable loyal soldiers have earned the respect of their brethren, their fellow order-men. They are prepared to serve the Duke, to enforce his law, and to redden their blades with the blood of his foes. The Initiate The new bloods of the order, the Initiates have yet to take the oath and to prove their worth. Tasked with grunt work, and subjected to the harsh discipline of the Drillmasters, these green young men are evaluated and pushed to their limits over the course of their initiation, at the end of which they are assigned to a division. Though young and inexperienced, these aspiring soldiers comprise the future of the Eagle’s Vigil. {SPECIALIZED RANKS} Quartermaster The Quartermaster is the supplier of the Order, always a skilled blacksmith always providing armour and weaponry for the Order. Along with their duties of blacksmithing, all quartermasters serves in the rank and file as traditional soldiery. Medic The Medic is trained in healing others. They are placed within divisions and expected to attend drilling with their brothers. However they are also expected to maintain their ability to heal, and attend regular training sessions lead by the ‘Chief Surgeon’. The Medics specialize in lending aid to fallen brothers or allies, and, when there are no soldiers to aid, the Medics often perform charity by aiding injured locals. Recruiter An officer, or soldier, without a division, the recruiters spend a longer time than any other wandering the roads of all of Vailor in search of new recruits, their own task being that of ensuring that the Vigil is always fresh with green men joining. Duke’s Guard The Duke’s Guard are the greatest warriors in the Order, sworn to protect the duke with their lives. The Duke’s Guard is built out of three men who have proven their skill with the blade and their devotion to the Duke. The Duke’s Guard is personally selected by The Marshal and The Duke in conjunction with each other. THE DIVISIONS OF THE VIGIL The Eagle’s Vigil is divided into three divisions each commanded by individual commanders; commanders who have proven their competence in battle through grit and experience are entrusted with more experienced groups, while younger ones are able to bloody themselves in combat alongside the green recruits. Every time an Initiate joins The Vigil he is assigned a division after tests; these men becoming his trusted battle-brothers and constant companions, be it in times of blessed peace of unfortunate war. The Divisions have been created to maintain order, but they also function as a mechanism for stripling commanders to improve their skill at battle. The 1st Division This division is the infantry unit. They learn to how to become an efficient core of the Vigil, mastering the sword and shield. The men within this division are trained to follow orders quickly, and to remain brave regardless of the situation, to ensure they continue to be the strong backbone of the Vigil. The 2nd Division This division is dedicated to archery. It is here the men of the Vigil are trained by their officers to learn the proper tactics and mechanics of the archer and his bow; to hit each and every one of their targets dead on. The 3rd Division Lastly, the 3rd division is the Vigil’s cavalry. Adorned in powerful weaponry and light armor, the cavalry often makes the first valiant charge into battle, fearlessly facing their enemy head on. In this division, the soldier is taught how to effectively fight on horseback, to become an influential and essential component of the battlefield. JOINING THE VIGIL The men of The Eagle’s Vigil are bound to the House Staunton, and Courland by an oath of fealty. With their oath comes many duties each soldier must fulfil. The Duties of the Order: -To defend Courland, with life if need be. -To protect the members of House Staunton, with life if need be. -To serve House Staunton in times of war. -To maintain the peace within Courland. Once one seeks to join The Eagle’s Vigil, he does not merely swear an oath and pick up a blade; The Eagle’s Vigil has a small amount of requirements an Initiate must meet: REQUIREMENTS The Applicant must be over the age of 14. The Applicant must pass a series of Physical tests. The Applicant must be of the Canonist Faith. APPLICATION [RP Application] Applicant’s Name: Applicant’s Age: Applicant’s Race: Applicant’s Past Military Experience: Applicant meets the Requirements: [OOC Application] MC Username: Skype: Willing to download TS?: Do you agree to PK if their is sufficient roleplay prior to mortality?:
  6. The Visigian Vanguard “To Defend Until Death” - Charles Philip Horen, Viscount of Balian, and Lord Vicar of the Church Purpose of Visigian Vanguard Standing quietly along the border of the Holy Orenian Empire, Visiga is part of Oren's first defense against any southern incursion. The holy lands, inhabited by the Pontifical state itself, seeking to cohesively form a line of fortitude against aggressors, has decided to assemble. Under the authority of Charles Philip Horen, Viscount of Balian and Lord Vicar of the church, the Visigian Vanguard was formed. Henceforth, it is created as a stalwart force to be a bulwark for those who inhabit the lands and beyond. To fight for those who cannot. To defend until death. Ranks Constable: The Constable commands the Vanguard in its entirety, is a man who has proven himself to be an exceptional leader both at home and on the field, and the Viscounts Military hand. The Constable works closely with the Viscount of Balian to excel in his duties. A man of few words, the Constable is required to be adaptable and collected. He has the final say in all matters. Captain: Second in command of the Vanguard, the Captain answers only to the Constable and is also responsible for maintaining the troops. His duties can range from keeping morale up to leading the men on the field of battle. Commander: Third in command of the Vanguard. They assist with keeping order within the ranks, and are often granted minor privileges and duties, as well as missions to lead the enlisted men on. Enlisted Sergeant: The sergeant is the well known solder in the Vanguard, and an Officer in training. runs the lower end ops. Man-At-Arms: The man-at-arms is no stranger to battle. These weathered veterans are expected to hold the line without fail, their ferocity and determination making them formidable opponents. Nothing less than complete obedience is expected of the man-at-arms. Footman: These soldiers are the backbone of the Vanguard. They are fully fledged soldiers that have had some experience in the military, and their presence is both a relief to their allies and a curse to their foes. Recruit: These men are the newest additions to the Vanguard. Most are lacking experience in any form of combat, and have yet to prove themselves. They will undergo trials and training until they can become Footmen. Medals Medal of Grievance: Considered the atonement medal; is given out to injured members of the Order who suffered their ailment during righteous battle Medal of the Stalwart: One of the highest of honour that could befall on a member of the Order the Medal of Stalwart is granted to those who have attained glory or surmounted a great feat. Joining the Visigian Vanguard Name: Race: Age: Any past military experience?: ((OOC)) MC Name: Skype Name (can PM if needed): Do you have TeamSpeak, or are you willing to download it (will be used in battles and other activities)?: Timezone:
  7. {❄} The Brotherhood of the Gryphon{❄} "For the North" The Brotherhood of the Gryphon are battle hardened men of the Northern plains of Carnatia. Sworn to House Kovachev, they follow them devotedly, as well as protect its holdings and peoples. They follow the traits of the family, and are extremely loyal, offering down their lives to preserve the North and the brotherhood. The Tazky (Infantry) [[Skin: https://gyazo.com/44c317082dff2e97c92b6caeb114e4ea ]] The Sipka (Archers) Holdings The main hold of the brotherhood lies on the rough Carnatian mountains. It is where the Duke and his family reside, along with the majority of the brothers. Application (In Character) [!] A man in a Kovachev Tabard looks down over you, inspecting you with a few circles before speaking. “Name, lad?”: “Hrmph, so be it. Where are ye from?”: Looking the man over, he’d then ask, “Any experience fightin’? O’ at anything, really?”: “I see.. what be yer reason for joining?”: “Do ya have ah profession?”: “Anything else ye wanna add, lad?”: [OOC] MC Name: Skype: Do you have Discord or TS? If not, are you willing to get it?
  8. "The Victorian Order" "Touto Nika!" (This banner wins) -Ser Demetrios Palaiologos II, 1542 The Victorian Order is the personal guard force of House Palaiologos, and the Castle of Nikae. They are small, selected force of well trained men, capable of warfare in any terrain. Their purpose is to protect the lands of House Palaiologos, and when required, assist Courland's security in any ways they can. Those who join the order get weapons, armor, food, tools and any other supplies they deem necesssary to have, and a room in the barracks. Once the Guards prove themselves worhy, they will have the privilage to join Courland's main army so The Victorian Order will make space for new Guards. (Maxium number of Guards 7-10) "Ranks" Tagmatarchis (Grandmaster): The commander of the Order, the Grandmaster is responsible for every soldier under his command. He handles promotions, the reputation of the Order and his word is absolute. Usually a male of House Palaiologos is Grandmaster. If there are no male of age and experience, the most worthy Cataphract shall have his place, until a new Palaiologos rises. Cataphract: The officers of the Order, the Cataphracts are officers with sole purpose of upholding the Grandmaster's will. They handle trainings, suggest promotions and are an example inside the Order. The Cataphracts are the most trusted soldiers in the Order, and are the ones who are tasked with the most important missions. Frouros (Guard): The guards are the bulky of the Order. They are soldiers who have shown discipline, strength and loyalty, thus making them worthy to become Guards, after swearing an oath. These men are the ones to do the majority of the tasks, and compose the frontlines in battles. Neosylektos (Neos/Recruit): The recruits are the ones needed to be trained in order to fully be a part of the Order. They must attend trainings frequently, complete tasks, and show the desire needed to be a Victorian Ordersman. OOC: Minecraft name: Skype name: Do you have teamspeak? (We are going to need this during warclaims): How active can you be?: IC: Name: Age: What other skills do you have?:
  9. The Order of the Vincere "Brotherhood through blood and bravery" The Order of the Vincere is a private military guild founded by the Evenhearts. They are noble protectors of Courland. The guild was created in the early 1500s and rightfully founded by Wykem Evenheart in 1552. They since have resided in Courland north of Krakens Watch. The Vincere swear to protect the brothers and sisters that choose to serve in their ranks. The Vincere Code Of Honor Code Of Conduct The Chain of Command (Standard) ((How to Join))
  10. The Summerhall Levy Looking for Professional and Aspiring Soldiers Alike The Summerhall Levy is currently seeking new members to revitalize the Barony’s fighting force. The Summerhall Levy serves as the core of military of Amaury and Lorraine. The levy looks for any person that is of the Faith of the Canon. We are seeking those who are dedicated as well as those that need somewhere to go. No previous background of soldiering is required. All soldiers will receive a set of armor made by one of the finest armourers in the region. Alongside this set of armour, each person inducted into the levy will receive a salary once the Duchy is stabilized. Those wishing to join should fill out an application and send it to the headquarters of the levy at the keep in Summerhall or seek out Captain d’Ambray within the County who can often be found tending to the fields and visiting the nearby Barony of Darkwood. Signed, Edward d’Ambray, Captain of the Levy. Godwine Horen-Maecht, Regent of Lorraine. Application: OOC MC Name: Skype username (can be PM’d): Do you have teamspeak and are willing to get on?: IC Name: Gender: Race: Faith: Previous experience, if any: ((This is a placeholder for the time being, a reformed version will be implemented in the future.))
  11. Demetrios Palaiologos II's lore Demetrios, during the civil war of Oren at the blossoming age of 15, was captured by loyalists was the first brave and capable soldier under lord Percival Staunton. During that period while Demetrios the second was in jail alongside with his little sister, their father attempted to go on a rescue mission to save his children from the loyalists. He decided to go unarmed to the enemy jail, but the enemy forces showed no kindess and captured him. In the end they forced Demetrios and Theodora to watch their father's brutal death. Both of the children were scared and knew they were not safe anymore in the jail, and then Demetrios the second managed to steal the guard's sword while he was locking in the cell. The guard died and Demetrios managed to escape along with his sister. They then returned to lord Percival's campsite to inform him of the news. Once lord Percival heard the sad news of Demetrios's death he ordered a statue to be made for his bravery which was torn down a few years later by William Staunton for unknown reasons. Years have passed since the civil war, lord Percival has died, his son Richard Staunton friend of Demetrios II rose to the title of Duke and granted him the castle of Kraken's Watch, with no titles. Demetrios decided to change the castle's name to 'Nikae', which means 'Victory' in the Akritian dialect. A Picture of Demetrios Palaiologos II Age: 35 Height: 6'1 Weight: 200 lbs Race: Human Culture: Akrtian
  12. CapCo™ Make Oren Great Again I regret to inform the public that due to an attempted hostile takeover, Jacob Goldstein, our former President, has been removed from the board, and CapCo stocks remain, for the time being, private. - Arny Rover, CEO
  13. THE BROTHERHOOD OF THE GOLDEN CROW From the Highlands of the Old North rose the first Highlander Brotherhood, composed of the Raev and Hansetians of the Lahy, which destroyed the armies of Prince Nicholas the ‘Heathen’ and established the One True Faith, the Canonist Faith, into the hearts of the Highlanders for years to come. But now, after years of different revivals, infighting amongst the original Highlanders such as the Raevir and Hansetian peoples, and eons of cultural mish-mash with the Heartlanders, the order that defended the Highlandic peoples as a whole is firmly re-established to safeguard and uphold the original purpose of the band: protect the Northern Peoples and their culture and do so with the fires of the Creator’s Will in their hearts. RANKS OF HIGH COMMAND -Marshal- “..what do ye mean you /retreated/? Who be these of the Hetmanate, demons in man’s skin?” Prince Nicholas of Dules, the Siege of Lahy, 780? The autocratic authority over the brotherhood’s entirety, the Marshal, called in the Hetman in centuries past, commands the order to fulfill his mission and goal: defend the Highlandic Plains at all cost. To the Lords and Men of the Northern Realm, his name is respected, to Southern Lordlings and their folk, his name is awed, and to heathens that sucumb the earth to their debauchery, his name is feared. -THE CURRENT MARSHAL REIGNING- Tarcell Othaman [Eddywilson2] -Velky-Hussar- “We [the Lahy] shall ney fall, my Hussars, for they do not carry [the Creator] in their feeble hearts.” Jan Yeremi, the Siege of the Lahy, 780? The Velky-Hussars, senior knights of the March, are known for their steadfast and long-service to the Commonwealth and the Highlandic peoples. Given the title of ‘Great Ser’, the Velky-Hussars are mainly ceremonial, carrying the tasks of the normal knights of the realm while remaining highly regarded, not just in their skill of combat but in their chivalry and actions for the betterment of the Highlanders as a whole. The Velky-Hussars are situated with a seat at the table of the Lord and Marshal, along with their own private quarters within the keep. Velky-Hussars wear the same equipment as the normal knights of the March, although some carry a ceremonial sash of Kha fur to display their status. KNIGHTS OF THE MARCH -Hussar- From years of contact and influence from the larger Heartlander culture, Hussars have evolved from their predecessors, forming the crucial role of heavy infantry and de facto role models of the Host itself. The Hussar is expected to follow the Code of Chivalry, akin to the nominal Heartlander Code of Chivalry, and is granted the title ‘Ser’. The Knight, as with the Hetman, is granted special rooming, seating, and proper arms and armor to fit their position. The Huscarl is also granted gentry within the autonomous Northern Commonwealth as well, receiving all rights, duties, and benefits that befall from it. -Thane- Contrary to its Heartlander counterpart, a Thane carries a quite large amount of power within the Brotherhood, being the second-in-commands of the Hussar’s Company requires wit and intelligence. It is also the Thane's duty to carry out battle preparations and other tasks sent by the Hussar himself, whereas to prove the Esquire for one day becoming a Knight of the March. Thanes dine with the enlisted, while commonly invited to sit amongst the Hussars and Atamani. Thanes are granted housing within the barracks, which depends on each situation. The Thane also carries his Hussar’s banner, an honor which is never squandered. RANKS OF FOOT -Serjeant- "Send the Serjeants in to deal with them. Never have they fallen nor shall they here." Karl Barbanov, the Destruction of the Storm-Swords The Serjeant is a grizzled soldier of the Host, proving his capabilities in and off the field countless times. It is the pool of Serjeants that new officers are pulled from, and in itself Serjeant is considered the first stage of leadership within the host. May it be known, the Serjeant is known to deal the final blow in many an occasion. Contrary to his lower peers, the Serjeant is provided more choices with weaponry. It is not uncommon to see a Serjeant wielding a mace or flail. Serjeants tend to be more armored having built themselves to a physical capability in which they can fight with it with ease. -Drengr- "You are the best of the best. You do not resist pain; rather you accept it and make it your own." Unnamed Disciplinary, 1497 Renowned for their fierce fighting ability, Drengrs are elite Huscarls who show prowess in battle. Commonly known for going beserk in battles, Drengrs ensure the enemy falls before them. Often an assortment of mushrooms are eaten before battle to send the Drengrs into a state of madness which leaves them sick for a few days afterwards. Drengrs enjoy seniority perks over the Huscarls and Initiates often taking the best bunks and food. Drengrs are the Alpha-Males of the group and train daily to ensure that stays. -Huscarl- "You are full brothers now. Trust the man to your left and right and die for him for he shall do the same." Tarcell Othaman, 1502 The title attained after completing initiative trials and proving martial prowess to the Brotherhood, those known as Huscarls, or Brothers, compile the backbone bulk of the band. Brothers have been trained in sword and shield, taught in the ways of faith, and have shown undying loyalty to the mission and cause of the Brotherhood. When the thought of the Order comes to mind, it should be the thought of the host of brothers that live in piety, fight zealously, and brave the unstoppable odds. A Brother wears the full uniform of chainmail and leather, with the white-furred Hansetian Bear pelt donning their shoulders. Weapons of a Brother can range from the simple Kaedreni Longsword, to the Hansetian Zweihander, or to the ranged weaponry of the Hunting Bow or Rhosweni Arbalest. A Brother is situated in the traditional barracks with a bed and two single chests. - Initiate - “..and when I say shite, ye will shite. When I say piss, ye will piss. This ain’t yer mama’s home no more, lads, nay… Ye are the bulwark of the North, the legion of angry pricks that will castrate any nonhuman that steps on OUR soil…” Unnamed Drillmaster, 13th of the Deep Cold of 1496. Although any order or band takes great pride in their well trained veterans and warriors, it is the fresh bloods who join that truly allow the Brotherhood to continue and prosper. From the Piscatorian Coastline to the mountain clans of Old Hanseti, boys and young men are called to Brotherhood in service of country and faith. Coming from all tracks of life, an Initiate will be trained, tempered, and groomed to become the next line of the Order’s hordes, or be cast aside and deemed as weak. Nicknamed ‘Fresh-Bloods’, Initiates are given the basic armor: leather with chainmail. A sword is commissioned to each Initiate, though all equipment is heavily regulated by the Quartermaster. Initiates bunk in a designated wing of the keep, where four initiates are assigned to the same room. An Initiate goes through some of the most harsh and effective training within the Brotherhood, with lashings being the most commonly heard sound during a drill. SPECIALIZED RANKS -Wandering Crow- The Wandering Crow spends more time away from the Brotherhood then anyone else. They are typically more skilled in the tongue and are sent out to bring in fresh recruits. Wandering Crows must first attain the rank of Huscarl and show prowess in speech and attitude. -Quartermaster- The Quartermaster, keen in numbers and tactful in supplies, ensures the Host’s continued flow of arms, armor, and resources to fund its ever growing needs in and off the field of battle. It is the duty of the Quartermaster to ensure all men under the Burgundian Cross is equipped to the fullest, holding in their hands the tools of death and destruction, with the plates of steel and mail covering their bosom from any and all attacks by their plentiful enemies. The Quartermaster is usually taken from the ranks of the Hussars, in which they are well respected and well known throughout the host. The Quartermaster receives the arms and armor dictated by their rank, and is given their own room within the Commandery barracks. -Disciplinary- It is the Disciplinary that is the true hero behind the Brother, for it is by his whip that is the Brotherhood is formed to become a force to be reckoned with. Using the ancient tactics of drilling and training, the Disciplinary molds initiates to become bitter and fierce warriors, to teach them the values of the Highlandic Peoples and how to crush their heathen and pagan enemies. The Disciplinary is taken from the Hussars, in which their names are feared throughout the entire brotherhood. The Disciplinary receives the iconic whip upon his promotion to the rank, and is expected to always carry it wherever he goes. He also receives special rooming within the enlisted barracks, sleeping among the men themselves. TRIALS Killing of the Bear The Hansetian Bear, white of pelt and native to the Grendock Range, is a beast of both majestic and terrifying grace. For an Initiate to become a full-fledged brother of the lodge, he must slay the beast in a single-man hunt and skin its tough and bountiful hide. Making of the Cloak With the newly-skinned pelt, the Initiate must make the customary Bear Cloak that is adorned on every member’s shoulders, be them in uniform dress or in casual attire. This would include drying and tanning the fur, cutting and crafting it to appropriate length, and eventually presenting it to the Standard-Bearer. Baptism of Ashes When Saint Joren was anointed underneath the full moon in the name of the Creator, he was done so in ashes, symbolizing rebirth and renewal of his life. Following the holy legend, all Initiates must gather the wood of the Haensian Spruce and burn ‘till there is only ashes. With their cloak of bear fur, the Initiate is then fully prepared to be baptised by the ashes and fully inducted into the Brotherhood. COMPANIES The First Company Led by Hussar Roric Volik, the First Company focuses on infantry tactics. Typically armed with a shield in order to help in the shield wall, the First Company soldiers are trained to follow commands quickly and efficiently in battle. First Company members are often used as the main bulk of the forces and are trained to never break in battle. The Second Company Led by Velky-Hussar Ecthallion, the Second Company focuses on archery tactics. Armed with studded leather and the best bows possible, Second Company soldiers are used as supporting units. Generally, Second Company soldiers are given a set of chainmail as well if they are needed to help in the charge. The Third Company Led by Hussar Sarus Mallister, the Third Company focuses on cavalry tactics. Given horses and heavy weaponry, the Third Company leads the charge and acts as shock units in battle. Third Company soldiers are sent out to do hit and run raids on the enemy in order to disrupt them. REWARDS OF SERVICE After 30 years of service in the order or 10 years of service with being forced to retire due to an injury, Brothers of the Golden Crow are granted a 25x25 piece of land. Soldiers are provided the best iron plate and weaponry available. Bunks and storage are provided as well with food, drink and other things needed upon request. MEDALS -Medal of Bravery- Only given to a member of the Golden Crow when they have accomplished a heroic deed, the Medal of Bravery is a prized possession within the Crow. The Medal of Bravery is given to those who sacrificed or put their life in danger for the survival of another brother. Only 3 Medals of Bravery have been given out in the entire history of the Golden Crow, none of which took place in present day. -Medal of Service- Given to those who have worked hard to supply the Golden Crow with necessary materials, the Medal of Service represents the dedication one gives to the Golden Crow. The Medal of Service is worn proudly in the Golden Crow by someone who has dedicated their life to the well-being of the brotherhood. -Medal of Sacrifice- Commonly referred to as "the bad medal", the Medal of Sacrifice is given to those seriously wounded or who have died in service to the brotherhood. The Medal of Sacrifice represents the dedication brothers give for one another and for the defense of others. With the Medal of Sacrifice comes retirement and the receival of the veteran plot. JOINING THE BROTHERHOOD OOC MC Name: Skype: Do you have TS? If not, are you willing to get one? IC [!] An old man, wearing the standard of the Golden Crow, looks upon you with dull eyes. Tapping the paper with the end of his quill,, he asked: “Name, boy?”: “Hrmph, so be it. Where ye be from?”: Clearing his throat, he then asked, “Any experience fightin’? O’ at anything, really?”: “Mhrmm.. what be yer reason for joining?”: "Do ye have a profession, lad?”: “Anything else ye wanna add, lad?”: Once finished, the old man nodded and gave a wave of dismissal to you, beckoning the next in line to follow suit. [!]
  14. In Athera, on the outskirts of The Reformed Kingdom of Oren, a settlement was formed, mostly human, on a fishing wharf. It was out of the way from major roads, and it's population wasn't high, so it's not hard to believe that the economy was so stagnant that the majority of the population lived in little more than mud huts along the small fisheries and make-shift dock. There was one exception: a powerful wizard, likely of dark magic, held a tower that loomed over the little village. His name was Deinalt Mephistaurus, and he enjoyed the power he held over the peasants and fish-mongers. He relished in it and exercised it as a tyrant. The villagers had little choice but to comply with his demands. The years drew, however, and they saw no way out, his demands becoming harsher and harsher as he pushed their limits. Sometimes, they were even summoned into the tower itself, either to never be seen again, or as a dry, pale corpse. Secretly, they sent messages out, begging for help from Oren, but Oren had been caught up with politics and, most importantly, wars, and their resources were stretched thin. The request went unheeded. When war erupted in 1483, the villagers knew they would not receive help soon, if at all, and sought instead to hire mercenaries who would take the job for the meagre coin they could scrounge up. They eventually found some who agreed, and the group stole in at the dead of night to ambush the wizard as he rested, for they knew frontal attack upon his tower would avail little except their own deaths. They did not kill him as he slept, as the wizard did wake, but he was still caught flat-footed and with his magical components outside of his reach. He cast what he could, but blind-sided as he was, the fight was intense but short. Deinalt Mephistaurus fell backwards upon the bed he had woken from, but not before cursing the traitorous villagers with his dying breath, promising pain and destruction to them as long as they lived. In the end, the village rejoiced in the victory of their saviours. After much celebration, the heroes parted and Rahult enjoyed their new freedom. They found some measure of prosperity now that they were no longer bogged down with the unrelenting and unfair demands of the wizard. Ten years later, on the anniversary of the wizard's murder, the Plague hit the town, and much of the population died over night. It was no coincidence, the villagers moaned as they mourned. Deinalt's grip still strangles them today. His curse continues! Some of the villagers suggested seeking clerical help, but this idea was shot down for its massive cost. Besides, the Plague hit them hard; if this were truly the will of the mage, would it not be satiated? Another ten years passed, and upon the anniversary, the village was torn with a localized earthquake. Many died in the fallen rubble. Many more lost their homes. Calls for holy intervention increased, but so did the flight from the village. Nothing could be done to circumvent the next tragedy but to wait. When the 30th anniversary came, the villagers waited with baited breath, waiting for a swoop that would likely kill them off for good this time. But the night passed with no unholy intervention, and they all breathed a collective sigh... until the next morning. Several people (men, women, children) were found dead in their beds, throats slit. A couple people were confirmed missing shortly after, but it was unknown if they were still alive, or if they were, whether they were fleeing justice for the acts or fleeing the curse before it could hit them. The villagers would have loved to follow up these events with a witch hunt, but their seeking was cut short; the Flood had overtaken Athera and their wharf was one of the first to drown below the constant rains. Those who were left had no choice but to leave their homes to be swallowed by the waters and go to Vailor. Some of those villagers may still yet live, as could the Heroes of Rahult... as could the unknown murderer. And though the village is gone, no one knows for sure if the wizard's curse is done. Known Former Villagers: Sahar Tha'un Known Heroes of Rahult: Timeline: 1468 - Athera was settled 1469 - Rahult was successfully settled, building watched over by Deinalt Mephistaurus 1475 - Mephistaurus's demands become strange. Citizens begin to disappear 1483 - The Kingdom of Oren becomes Galahar. Rahult citizens look elsewhere for aid. 1483, Sun's Smile - Mercenaries are hired to kill Deinalt Mephistaurus, a contract is drawn 1483, The Amber Cold - Deinalt Mephistaurus is killed in his tower. 1493, The Amber Cold - Plague hits the town overnight. Many citizens die. 1503, The Amber Cold - A localized Earthquake hits the village 1513, The Amber Cold - Many citizens are found murdered in their beds End of 1513 - Rahult is abandoned to the Flood
  15. Across Vailor, neatly drafted posters can be spotted near every tavern, inn, and brothel, written colourfully and with great care, each bearing a picture of a man enjoying his pipe and drink... The Northern Orenian Gentleman Club "Hail to you, friend! Have you ever felt that you have not sported a fair enough band to partake in the cities fair pastimes with? Has there perhaps been a day where you could simply not find a place of true respite? Maybe, even worse, could not find a drink hard enough or plentiful enough to see your sorrows seep away? Look no further, friend! The Northern Orenian Gentleman Club is seeking out more men to to partake in revelry and celebration, and celebrate the great bounty and fortune our lives have given us! With supplies from the fabulous Dalavician Merchant Company, good times are assured with the promise of unforgettable memories! Should you choose to join, find us currently in Felsen and Port Vydrik, or wait and see if your town receive our patronage! We shall be hosted semi-frequent parties and balls for those interested! Send applications to the Bracchus home in Port Vydrik or to the Amyas camp outside of Felsen for review, and welcome to the club in advance! -Publius Bracchus" Underneath the letter on these posters is some information on the club, and the necessities of the application. Little structure is given to the club currently, seeing itself largely organized by Publius Bracchus. Those who find themselves in the club will be invited to pub events. Any NGOC associates and members who overstep the boundaries of the law during their revelry are NOT assured any legal protection. We care not about race, only your willingness to enjoy the drink! Anyone who joins is not obligated to do a thing, and will simply be invited out, unless told otherwise. Lastly, only those who are TRUE gentlemen will be taken on as members, other applicants may become associates, receiving far fewer benefits and luxuries. Associates may prove themselves though, and become members. Should you find yourself interested, please send us the following information: Name?: Age?: Reason for joining?: Do you have a residence, and are willing to use it for any future events?: Our Roster:
  16. https://www.youtube.com/watch?v=H-elyK2cnxI THE BROTHERHOOD OF THE GOLDEN CROW From the Highlands of the Old North rose the first Highlander Brotherhood, composed of the Raev and Hansetians of the Lahy, which destroyed the armies of Prince Nicholas the ‘Heathen’ and established the One True Faith, the Canonist Faith, into the hearts of the Highlanders for years to come. But now, after years of different revivals, infighting amongst the original Highlanders such as the Raevir and Hansetian peoples, and eons of cultural mish-mash with the Heartlanders, the Order that defended the Highlandic peoples as a whole is firmly re-established to safeguard and uphold the original purpose of the band: protect the Northern Peoples and their culture and do so with the fires of the Creator’s Will in their hearts. RANKS OF HIGH COMMAND -Marshal- “..what do ye mean you /retreated/? Who be these of the Hetmanate, demons in man’s skin?” Prince Nicholas of Dules, the Siege of Lahy, 780? The autocratic authority over the brotherhood’s entirety, the Marshal, called in the Hetman in centuries past, commands the order to fulfill his mission and goal: defend the Highlandic Plains at all cost. To the Lords and Men of the Northern Realm, his name is respected, to Southern Lordlings and their folk, his name is awed, and to heathens that sucumb the earth to their debauchery, his name is feared. -THE CURRENT MARSHAL REIGNING- Tarcell Othaman [Eddywilson2] -Standard-Bearer- “Lift the banner high, my men, for this be the day we have proven ourselves as a true brotherhood!” Lord Vasili Vanir, the Battle of Savoy Fields, 1456 Carrier of the Banner of the Burgundian upon the Golden Crow, the Standard-Bearer is the watchful eye of all the enlisted and March in their training and combat. It is the Standard-Bearer who leads the charge of the Burgundians against their foe, and it is the Standard-Bearer who declares victory for the band. It is also custom that the band never retreats until the Standard-Bearer has fallen, a custom which has given the Brotherhood a fierce reputation. The Standard-Bearer is situated with a seat at the table of the Lord and Marshal, along with their own private quarters within the keep. The Standard-Bearer is expected to be the figurehead of the enlisted and March, dressing properly and accordingly in arms, armor, and casual wear. He is also given leadership over the knights who have been knighted by Lord Barbanov, given the title ‘Grand Ser’. -THE CURRENT STANDARD-BEARER CHOSEN- Vacant [Vacant] -Velky-Hussar- “We [the Lahy] shall ney fall, my Hussars, for they do not carry [the Creator] in their feeble hearts.” Jan Yeremi, the Siege of the Lahy, 780? The Velky-Hussars, senior knights of the March, are known for their steadfast and long-service to the Commonwealth and the Highlandic peoples. Given the title of ‘Great Ser’, the Velky-Hussars are mainly ceremonial, carrying the tasks of the normal knights of the realm while remaining highly regarded, not just in their skill of combat but in their chivalry and actions for the betterment of the Highlanders as a whole. The Velky-Hussars are situated with a seat at the table of the Lord and Marshal, along with their own private quarters within the keep. Velky-Hussars wear the same equipment as the normal knights of the March, although some carry a ceremonial sash of Kha fur to display their status. KNIGHTS OF THE MARCH -Hussar- From years of contact and influence from the larger Heartlander culture, Hussars have evolved from their predecessors, forming the crucial role of heavy infantry and de facto role models of the Host itself. The Hussar is expected to follow the Code of Chivalry, akin to the nominal Heartlander Code of Chivalry, and is granted the title ‘Ser’. The Knight, as with the Hetman, is granted special rooming, seating, and proper arms and armor to fit their position. The Huscarl is also granted gentry within the autonomous Northern Commonwealth as well, receiving all rights, duties, and benefits that befall from it. -Esquire- Contrary to its Heartlander counterpart, an Esquire carries a quite large amount of power within the Brotherhood, being the second-in-commands of the Hussar’s Banner requires wit and intelligence. It is also the Esquire’s duty to carry out battle preparations and other tasks sent by the Hussar himself, whereas to prove the Esquire for one day becoming a Knight of the March. Esquires dine with the enlisted, while commonly invited to sit amongst the Hussars and Atamani. Esquires are granted rooming within the barracks, which depends on each situation. The Esquire also carries his Hussar’s banner, an honor which is never squandered. RANKS OF FOOT -Serjeant- “..what do ye mean you /retreated/? Who be these of the Hetmanate, demons in man’s skin?” Prince Nicholas of Dules, the Siege of Lahy, 780? The Serjeant is a grizzled soldier of the Host, proving his capabilities in and off the field countless times. It is the pool of Serjeants that new officers are pulled from, and in itself Serjeant is considered the first stage of leadership within the host. May it be known, the Serjeant is known to deal the final blow in many an occasion. Carrying the iconic pelt cap upon their heads, the Serjeant, contrary to his lower peers, wears plate and mail upon their body. Serjeants also receive better choice in weaponry and equipment, with many of the more dangerous and lethal given to their hands. It is not uncommon to see a Serjeant wielding a warhammer, mace, or even the deadly flail. - Huscarl - “We [the Lahy] shall ney fall, my Atamani, for they do not carry [the Creator] in their feeble hearts.” Jan Yeremi, the Siege of the Lahy, 780? The title attained after completing initiative trials and proving martial prowess to the Brotherhood, those known as Huscarls, or Brothers, compile the backbone bulk of the band. Brothers have been trained in sword and shield, taught in the ways of faith, and have shown undying loyalty to the mission and cause of the Brotherhood. When the thought of the Order comes to mind, it should be the thought of the host of brothers that live in piety, fight zealously, and brave the unstoppable odds. A Brother wears the full uniform of chainmail and leather, with the white-furred Hansetian Bear pelt donning their shoulders. Weapons of a Brother can range from the simple Kaedreni Longsword, to the Hansetian Zweihander, or to the ranged weaponry of the Hunting Bow or Rhosweni Arbalest. A Brother is situated in the traditional barracks with a bed and two single chests. - Initiate - “..and when I say shite, ye will shite. When I say piss, ye will piss. This ain’t yer mama’s home no more, lads, nay… Ye are the bulwark of the North, the legion of angry pricks that will castrate any nonhuman that steps on OUR soil…” Unnamed Drillmaster, 13th of the Deep Cold of 1496. Although any order or band takes great pride in their well-trained veterans and warriors, it is the fresh bloods who join that truly allow the Brotherhood to continue and prosper. From the Piscatorian Coastline to the mountain clans of Old Hanseti, boys and young men are called to Brotherhood in service of country and faith. Coming from all tracks of life, an Initiate will be trained, tempered, and groomed to become the next line of the Order’s hordes, or be cast aside and deemed as weak. Nicknamed ‘Fresh-Bloods’, Initiates are given the basic armor: leather with chainmail. A sword is commissioned to each Initiate, though all equipment is heavily regulated by the Quartermaster. Initiates bunk in a special wing of the keep, where four initiates are assigned to the same room. An Initiate goes through some of the most harsh and effective training within the Brotherhood, with lashings being the most commonly heard sound during a drill. SPECIALIZED RANKS -Quartermaster- The Quartermaster, keen in numbers and tactful in supplies, ensures the Host’s continued flow of arms, armor, and resources to fund its ever growing needs in and off the field of battle. It is the duty of the Quartermaster to ensure all men under the Burgundian Cross is equipped to the fullest, holding in their hands the tools of death and destruction, with the plates of steel and mail covering their bosom from any and all attacks by their plentiful enemies. The Quartermaster is usually taken from the ranks of the Hussars, in which they are well respected and well known throughout the host. The Quartermaster receives the arms and armor dictated by their rank, and is given their own room within the Commandery barracks. -Disciplinary- It is the Disciplinary that is the true hero behind the Brother, for it is by his whip that is the Brotherhood is formed to become a force to be reckoned with. Using the ancient tactics of drilling and training, the Disciplinary molds initiates to become bitter and fierce warriors, to teach them the values of the Highlandic Peoples and how to crush their heathen and pagan enemies. The Disciplinary is taken from the Hussars, in which their names are feared throughout the entire brotherhood. The Disciplinary receives the iconic whip upon his promotion to the rank, and is expected to always carry it wherever he goes. He also receives special rooming within the enlisted barracks, sleeping among the men themselves. TRIALS Killing of the Bear The Hansetian Bear, white of pelt and native to the Grendock Range, is a beast of both majestic and terrifying grace. For an Initiate to become a full-fledged brother of the lodge, he must slay the beast in a single-man hunt and skin its tough and bountiful hide. Making of the Cloak With the newly-skinned pelt, the Initiate must make the customary Bear Cloak that is adorned on every member’s shoulders, be them in uniform dress or in casual attire. This would include drying and tanning the fur, cutting and crafting it to appropriate length, and eventually presenting it to the Standard-Bearer. Baptism of Ashes When Saint Joren was anointed underneath the full moon in the name of the Creator, he was done so in ashes, symbolizing rebirth and renewal of his life. Following the holy legend, all Initiates must gather the wood of the Haensian Spruce and burn ‘till there is only ashes. With their cloak of bear fur, the Initiate is then fully prepared to be baptised by the ashes and fully inducted into the Brotherhood. Rewards of Service Payment Initiates are paid 100 minas a week if they are actively around and participate in training and events. Every other rank is paid 150 minas a week that they are actively around. Supplies Soldiers are given a set of chainmail armor and a sword immediately upon joining the Brotherhood. Iron is plentiful and made by the finest smiths so lost armor can be replaced. Food and ale is available as well. JOINING THE BROTHERHOOD OOC MC Name: Skype: Do you have TS? If not, are you willing to get one? IC [!] An old man, wearing the standard of the Golden Crow, looks upon you with dull eyes. Tapping the paper with the end of his quill,, he asked: “Name, boy?”: “Hrmph, so be it. Where ye be from?”: Clearing his throat, he then asked, “Any experience fightin’? O’ at anything, really?”: “Mhrmm.. what be yer reason for joining?”: Do ya have ah profession?”: “Anything else ye wanna add, lad?”: Once finished, the old man nodded and gave a wave of dismissal to you, beckoning the next in line to follow suit. [!]
  17. *A missive is spread throughout the land. To all cities, states, corners and edges of the civilized world. Pinned on boards and taped to walls, it is visible to all.* The Dragons' Guard The House of Horen seeks the strongest, brightest, and most dedicated men and women to serve under its banner. To brave the harsh cold of the north and defend the hardy people therein. To safeguard the city of Ayr, and the grand keep of Edmund’s Watch. Why Join? -To serve under one of the oldest and most noble families known to the realm. -To find fulfillment in protecting the innocent, and in turn serving humanity. -To gain the admiration of all your peers. -To call the soon-to-be keep of Edmund’s Watch your home, if you so desire. -To hone your skills as a soldier and kickstart your career as a man-at-arms. -To be free of prejudice under the watchful eyes of Peter and Robert Horen. How to Join: If you wish to reap the benefits listed above, and prove your worth, you need only send a letter to Robert Horen ((Kowaman/Namawok)) including the following ((Reply to the thread or PM)): - Your Name: Your Experience: What you can Contribute / Your Skills: - *At the bottom of each missive is a stamp of green wax, emblazened with the Horenian insignia. Beside it, are the signatures of Robert and Peter Horen.* Regards, Peter Horen & Robert Horen
  18. Jace Evans Basic Information Age: 40 (as of the 9th of Malin’s Welcome, 1509) (( May 28, 2015 )) Gender: Male Race: Human Status: Alive and well Description Height: 5’10” Weight: 170 lbs Body Type: Average; Jace was rather skinny during his youth, and during his long service in the Akovian and later the Orenian military, he was a bit more muscular. Nowadays, though, he’s only marginally fit – mostly from minor carpentry work. Eyes: Brown Hair: Charcoal Skin: Fair-skinned Markings/Tattoos: None Health: Healthy Personality: Jace Evans is a genuinely friendly person. He goes out of his way to help others, and loves to give advice. He’s naturally a pacifist, but when given no other option, he will not hesitate to end an evil-doer’s life. He’s fully devoted to empowering Oren, as he believes he is fulfilling the late-king Vydra’s will by doing so. Jace tends to not curse, except when Orenian military failure is at hand. Inventory: Jace always carries a small journal, where he jots down his ‘to do’ lists. During times of stress or uncertainty, Jace will carry around an emerald in his pocket – a gift from a friend – that he deems ‘lucky.’ He is seldom armed with a longsword anymore, given that he’s retired from the military, but he does carry a dirk whenever he travels. Life Style Alignment: Lawful Neutral (Originally Neutral Good, until he joined the military; now, Oren is his greatest concern, not personal morals.) Deity: The Creator Religion: Canonist Alliance/Nation/Home: Vanhall, of the Duchy of Vanaheim (formerly known as the Duchy of Akovia) Job/Class: Currently, he oversees the construction, planning, functions, and goals of Vanhall. Title(s): Esquire; formerly Commissar (HOSS) and Sergeant (2nd Regiment) Profession(s): Former farmer; former petty blacksmith for the Regiment; currently he dabbles with fishing, to calm his nerves. Special Skill(s): Jace is an avid planner and writer. He’s written numerous documents on military conduct, and has written precise orientation manuals for recruits. Along with his planning, Jace is also a tactician, preferring intelligence to raw combat prowess. Flaw(s): Jace is ignorant on various customs from cultures around the world – and especially on formality with Orenian nobles. He also struggles with offensive strategies, as he focuses primarily on defense and the security of the Orenian people. On top of all of this, Jace really isn't the best fighter. He can hold his own, but he's nothing exceptional. Weaponry Fighting Style: Military; formations and placement, rather than specific stances. Trained Weapon: Longswords, maces, and dirks Favored Weapon: Now, dirks. Whenever he was active duty military, it would be longsword during wars and maces during internal disputes. Archery: Crossbow; minimal training Biography Parents: Wilhelm Evans and Hollis Evans (both deceased) Siblings: William Evans, Jace’s older brother Children: None, yet History (( Backstory )) Jace Evans was born in a small, unnamed hamlet within the Eruthos Canyons. The hamlet specialized in ranching and mining, and is where Jace began his humble life in peasantry. Not strong or effective enough to herd cattle, Jace was put to work cleaning out the barns and running food and water to the animals whilst his brother, William, was the hamlet’s designated cook. The main source of income for the hamlet was the small mining industry, which eventually struck it rich with finding a large deposit of iron ore. As the miners dug more and more furiously, their success became their downfall. Without warning, the mine collapsed, destabilizing the nearby rocky hill; this caused a rockslide, which swallowed the small village whole. Jace was fortunate enough to be shirking away from his duties and instead studying the local flora – as he intended to become a famous alchemist someday. Jace returned later that evening to find his home crushed beneath a slew of rocks. He stayed near the wreckage for days, hoping help or survivors would come, but nobody did. Devastated, Jace trekked southward, completely unaware of the hostilities festering in Athera. (( Actual events )) Jace made his way to the Cloud Temple, and from there he headed east until he reached the Kingdom of Akovia. Jace was quickly ushered to the allegedly new king, Andrik Vydra. Immediately he warned Jace of the Schism War that was taking place, and that Jace’s arrival was at a bad time – but he could be useful. Fearing death, as Jace had never held a weapon before, he instead opted for farm work to bolster the Akovian economy. Jace was given a humble underground hole to live in for the time being, as well as a spot in what Jace thought was a thriving community. Some weeks passed without any conflict, and a dwarven woman named Sofie Varley ended up becoming his neighbor in the underground houses. Delighted at what Jace thought meant was signs that the Schism War was dying down, he eventually befriended her. The two fostered a close friendship as they both rose out of their underground homes and into proper hovels. Jace’s loyalty to Akovia grew and grew as he spoke to other residents and his loyalty was soon put to the test. One day, Jace was on the Stone Road buying supplies whenever he heard the ominous treading of boots behind him. Turning, he witnessed the combined armies of humans he did not recognize, dwarves, and orcs. It was the enemy! Terrified, Jace fled to Akovia where defenses were already preparing. Jace was handed a chainmail suit, sword, and a crossbow. Without warning, Jace had been plunged directly into the conflict. A large battle erupted and Jace had his first taste of war. Delighted he had not faced an untimely death, Jace took a new-found interest in the war and joined as a conscripted soldier in the Akovian levy. More time would pass and more battles fought as Jace honed his skills in battle. Still shying away from leadership and active duty patrols, Jace would instead debate Waldenians in the Cloud Temple in an attempt to learn his enemy. However, shortly thereafter the Schism War was over and Petrus was in Akovian hands. Feeling a strong sense of nationalism for the recent success as well as gaining new contacts in his time with the military, Jace joined the 2nd Akovian Regiment of the 1st Orenai Legion on the 11th of the Grand Harvest, 1491. He shortly thereafter met Publius Bracchus, whom became one of his closest friends during their time in the Regiment. As Publius madly recruited for the Regiment, Jace took a different approach to leadership: education. Jace would give lectures on the lessons he had written, as well as participate in congratulatory speeches whenever the Regiment soldiers had done an extraordinary job. Before long, Jace was promoted to Sergeant – one of the few officer positions available. He continued to serve the regiment as a leader with his new-found authority, leading up to the sinister assassination of King Andrik Vydra. Upon hearing the news, the once-merciful Jace Evans turned a blind eye as his soldiers pillaged and killed elves along the highways for days to come. More time passed as Jace’s desire for revenge hardened into a desire for Oren to further emulate what Vydra would have wanted. In fanaticism, Jace studied all he could, hoping for an answer. With luck, the answer came in the form of Andrik Vydra’s old journal. Seizing it, Jace studied its contents carefully before handing it over to his superiors. Vasili Vanir decided, upon reading Vydra’s journal, that a new order must be formed if Oren is to become what Vydra wanted. With that, the Second Regiment was disbanded and Humanity’s Office of Selective Service – HOSS, for short – was formed. Informally known as the Sons of Vydra, the new order took only the most serious of previous regimental forces and turned them into zealots for Vydra’s ideology. The mission was clear: ensure human supremacy and unity at all costs. Before long, the Urguan-Oren War was over and peace had been restored. Ultimately relieved, Jace now looked for a way out of the military so that he could pursue more peaceful endeavors. As the Sons of Vydra grew less and less needed, Jace took to regularly visiting Karl Barbanov and offering advice, hoping to make himself useful in ways other than violence or warfare. Eventually, Jace found his calling as the Vanir family bestowed upon him the title of Esquire, giving him a chunk of land to build a town with. Even more exciting, Jace was officially relieved of his military duties on the 11th of The Amber Cold, 1507 – making Jace a 16 year veteran. At once, Jace took to his new duties with joy, and he can only hope for the best as he continues down his journey in life. (( Significant events that I wasn’t able to include in his main story )) The swamp adventure with Vydra and a few of his loyalists: Jace was a terrified peasant, forced to help find one of Andrik’s knights. Confronted by cultists, Jace wondered how he came out alive! Sofie being shot by the Carrot Knight: Jace was enjoying a visit with Sofie, before she was shot in the back by an arrow! Jace frantically tried to imitate what he had seen the lich do in the swamp, which would have ultimately caused more damage than necessary. Jace killing the Carrot Knight: In an entirely different scenario, Jace ended up killing the Carrot Knight, rightfully avenging Sofie’s attack. Reunification with William: Assuming William Evans had died in the rockslide, Jace had figured he was the only one left in his family. This was not the case, however, as William had figured Jace perished. William later on went to become an innkeeper within Petrus, before finding work elsewhere. Regimental forces in Leuvaarden: Fearing civil conflict, the Regiment was sent to Leuvaarden to maintain the peace. As the 2nd Regiment was spat on, pushed, shoved, and yelled at, not a single soldier broke out of formation. This landed them a speech from Publius and Jace! Jace’s receiving of his ‘lucky emerald’ from Sofie: Sofie began a new career in becoming a brewery owner, at which point she decided to give Jace a very special gift! Jace and Publius attempting to save the wood elves: Blinded by rage, Jace was to let the high elves suffer for the assassination, but he would not allow the innocent slaying of wood elves. Together, Publius and Jace dissuaded Orenian soldiers from attacking Cerulin. (( PLEASE NOTE: I SCREENSHOT EVERY RP ENCOUNTER JACE HAS, SO IF YOU THINK I'M MISSING AN IMPORTANT MOMENT IN HIS LIFE, LET ME KNOW! THANKS! )) Artwork Jace Evans, 37, Commissar in Humanity's Office of Selective Service (( Just a little something I drew up one day; I'm no good with art! ))
  19. A forceful de-militarization of the South, Naval Superiority ​ ​ The abandonment of the Dwarvish naval port in the East meant the expansion of the Kingdom’s power over their enemies’ water. Thanks to the colonists sent by Lord Franz I of Vladovic, the port town and fort was taken. However, all the ships that were previously at bay were now long gone. They now sit at the closed and vulnerable bay near the Grand Kingdom’s capital. And so it had begun, the counts, barons, and dukes of the Kingdom all took it upon themselves to construct a broad navy spanning to massive galleons to a new breed of warships, the Steam Boat. ​ ​ ​ For strategic purposes, these warships are faster than their predecessors while taking up large amounts of coal to power them. They pack a punch for those witnessing its might, the HMS King Daniel. So therefore, those of the Kingdom of Oren’s mass arsenal set sail for the bay of the vulnerable Dwarvish warships for King and Country, for the Canonist faith, and for Glory! ​ The skies fill with smoke in the Southern Isles as the fleet makes its journey towards the defenseless ships, trapped in the bay. After the passing of Port Davier, the Orenian fleet closes in on its prey. Ever so closely, the fleet makes anchor around a few isles, out of vision, to plot. In the next hour, they raise anchors and perfect the steam engines, rams, ballistas, and catapults, and men-at-arms ready to seize the day. Type of Battle: Pillage Time & Date: 3/8/2015 5 P.M. EST Attacking Forces: Reformed Kingdom of Oren and Allies. Defending Forces: Grand Kingdom of Urguan and Allies Location and Boundaries: Dwarven Naval Port ​ Terms of Victory: Victory for attacking team: If the defenders are all killed or driven out of the battle area. Or. If the defender’s ships are destroyed or occupied by attackers. Victory for the defending team: If the attackers are all killed or driven out of the battle area. Or. If the attacker’s ships are destroyed or occupied by defenders. Battle area terms will be discussed on by the leaders of both sides. Rewards: Victory for the attackers means the attacking force can willingly do what they want with the spoils of war. That includes the remaining ships and structures around the base. (For 1 Hour) Victory for the defenders means the region may not be war claimed for a time based off the suggestions of non affiliated Game Moderators with the consent of both sides. This also includes that they can do what they want willingly to captured ships. Rules: Server rules TNT is allowed Swimming in armor is allowed (For the sake of decency) Ships may be boarded by ladders No new modifications to defenses or ships No team killing No fake statuses No returning to battle No meta-gaming ​ ​All items in this location may not be transferred to another, starting now.
  20. A Forceful Decolonization, the North to None https://www.youtube.com/watch?v=-G_Ekpq32HA Scouts on horseback dashed through the Northern reaches of Athera. Once previously occupied by Aesterwald, the North was nothing but a desolate ruin, filled with empty shells of once large settlements. The night howled around them as they rode on to their objective, the horses grunting and wheezing as they continued the arduous journey. Under the cover of darkness they dismounted, the satchels slapping at their sides as they did so. They approached the the bridge that lay before them and quietly led their steeds across it, tightly gripping the leads that were wrapped about the creatures' muzzles. The wind pushed and pulled the bridge this way and that, nearly upending the travelers into the icy waters below. Tieing the ropes to a pine tree, they moved off to the opposite side of the snow covered road. Now that they had ridden past the ruins of Vanderfell and that of Cloud Temple, the scouts beheld the tips of purple spiraling towers just above the treetops. Though covered in the night’s shade, they glimmered strange tones and emitted an aura of sorts. Heartened by this sight, they trekked forwards with a renewed vigor. Hiebenhall was within their reach. Swiftly as one can through such thick forests, the scouts began to survey the area around the castle. They took detailed notes of the natural and man-made defenses, huddled quietly in the darkness that gave them shelter. Quite pleased with their work, the duo gladly returned to their steeds and mounted up. After numerous hours of trudging through snow and avoiding Irongut patrols, they road south back towards Orenian Lands and to a much warmer climate. A few weeks later, a dozens upon dozens of ravens flooded out of the rookeries of Petrus, heading out to spread the word across the Kingdom. The Orenian Forces were marching to war. WARCLAIM Type of Battle: Pillage Time & Date: To Be Decided Preferably this weekend Attacking Forces: Reformed Kingdom of Oren and allies. Defending Forces: Hiebenhall inhabitants and allies. Location and Boundaries: Hiebenhall ((and the areas around it)) Terms of Victory: Victory for attacking team: If the defenders are all killed or driven out of the battle area. Victory for the defending team: If the attackers are all killed or driven out of the battle area. Battle area terms will be discussed on by the leaders of both sides. This is referring to the underground of Hiebenhall and the keep like structure the lands house. Rewards: Victory for the attackers means the attacking force will be granted free-reign within the region. They will be able to look and pillage as they please for two (2) hours. Victory for the defenders means the region may not be war claimed for a time based off the suggestions of non affiliated Game Moderators with the consent of both sides. Rules: Server rules No team killing No fake statuses No returning to battle No meta-gaming There must be a way to actually get across the river No underground fort modifications prior to this post. All additional fortifications must be on ground level or above. ​All items in this location may not be transferred to another, starting now.
  21. The Enchanters guild Keepers of Knowledge Greetings fellow Enchanters of Athera. I Mariane’a Fournier present to you the Enchanters guild. A place where you will be able to work on mastering this ancient art. We the Enchanters guild will supply you with everything you need to satisfy your hunger for knowledge of Alteration and enchanting; such as books and materials. The guild is here to teach and explain the ways of enchanting. We would be proud to have you within our ranks The Enchanters guild is independent within the nation of Oren. Even though we are independent we don't supply enemies of Oren with Enchantments. -=Rules=- The teaching of non-students is forbidden. Respect other enchanters works. Murder is not allowed. Disrespect will not be tolerated. -=Ranks=- (1)Enchanter: The leader or high officials of the guild their soul purpose to teach. guide and help the students, The Enchanter/enchantress will manage the guild, keeping everything running smoothly, The Enchanter will assign An apprentice tasks and reward them for completing the desired task. Enchanters have the permission to make further decisions to strengthen the guild, even through they might not be the leaders, sometimes a vote can be made and that can overturn the leaders decision. (2)Apprentice: An apprentice is learning to become an enchanter, As they have been studying for a few years they will be able to choose between two subjects, the study of minerals and understanding or Mathematical; equation, As they study they will be told to document their findings and report them to the Enchanter in charge of the library. (3) Student: Students are the basic members of the guild, they are given tasks and are assigned to an apprentice to help them around with basic tasks given by an Enchanter The Student will learn a lot during their time as a student and once they become familiar in enchanting ((Apprentice in the Enchanting skill)) Shall they be given the tank of apprentice. (( OOC info )) As you are applying please take into consideration that we are looking for good roleplayers and we don’t want frivolous applications, only serious applicants will be considered In your application please answer the questions as detailed as you can, make it fun and enjoyable to read -=Recruit Application=- -=Out of character information=- Minecraft name: Have you ever been banned before and why?: Age: Skype: How long have you been playing on the server?: -=In character information=- What is your name? How old are you? What gender are you? What are you interested in? What do you want to Achieve from joining the Guild? Where have you been educated/and by who/where? What are your skills?((screenshot of you skill list)) - [__Your_signature__] -=Enchanter application=- -=OOC info =- Mc name: Skype: Age: Have you been banned, if so why? How long have you been on the server? -=In character information=- What is your name? How old are you? What gender are you? What are your motives for teaching? What are your skills? ((screenshot of you skill list)) How long do you feel you are going to be with us? -= OOC=- After you have been accepted into the guild, I shall send you a bird rply and we will conduct an interview
  22. Lord Gregory Winchester places his pen to his paper and inscribes upon it the following message: The former commander of the Watch has stepped down, thus falling to myself to take charge of the watch. In the recent years, the Watch has dwindled and lost its former prowess and organisation. It falls to myself to implement this back into it. We are currently undergoing a reformation, as of now. We will be changing the following: The Rank list. The Uniform. Holding meetings. Introduction of Squads. New ranks, thus far (those who have completed the census) Commander - Lord Gregory Winchester Captain - Thomas, Barth Overseer - Bruce, Charles Quartermaster - Matthew Senior Warden - Richard Warden - Cordo, Alexander, Gregory Aram Inductee - none thus far All members of the watch are hereby ordered to hand in their census sheet containing their: Name: Rank: Time in the Watch: Any people wishing to join the watch should send a bird to Lord Gregory Winchester.
  23. We stood on the shoulders of giants. We forged the imperial crown. Ours is the name first in the great histories. We are the most pure of the elder line of Horen I. Our ancestors are King Horen, King Owyn, King Daniel, Emperor Godfrey, and all those great monarchs between, before, and since. The name of the empire itself derives from our family. We are the House Horen. It was by marriage to us that all the great houses cemented their claims. Our blood is the gold of the crown, the sweat of the miner, and the iron of the pick. In days past, the Church even said that ours was the blood of the divine. Today, although no longer sitting in the imperial throne, the House Horen has answered the call of the heartlander peoples. Once again, the purple and black banner of Horen flies high over the plains and forests of Oren, a beacon of hope to every human soul. ~~~ The bannermen of Horen are the most brave and loyal of the heartlander folk, committed to defending to the ideals and assets of the House Horen, and their homes. Every man who takes up sword in the name of House Horen is guaranteed a house, garden, arms, and support of his family by the good Baron Edmund. If you wish to serve under the banner of the purple dragon, send word to his Lordship with the following information ((reply in the thread)): Ranks: - Captain of the Guard - Reporting directly to the Lord Edmund, the captain is in charge of all operations of the levy force. Receives a manorial estate and is given the honors of a house knight of the Barony. - Ensigns - Standard bearer and officer of the levy. The most distinguished men of the Barony hold the honor of ensign, and bear the black dragon and crown on their breastplates. Reports to the Captain and receives a stately residence in the Barony of Dragonspeak. - Men-At-Arms - The distinguished soldiers in service of the black dragon. They are true heartlanders and loyal warriors of the barony and the empire. Footmen are given the honors of a Man-At-Arms after a year of service. Men-At-Arms are extended the guarentees of house and home in the Barony. - Footmen - Newly conscripted bannermen, These are the common folk of the barony, held above other citizens for their commitment to serve the black dragon. After a year of service ((2 weeks)) they are allowed to leave the barracks to establish their own small estate, courtesy of the Baron, and are promoted to Men-At-Arms Full Name: Name of your father: Ethnicity: Age: Military experience: Will you pledge your sword to the first true Heartlander family, the House Horen, and protect it like your own, and accept the benefits of land and provisions in return for your service?
×
×
  • Create New...