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  1. Votar'Rex Habitat: Most commonly in woodland, jungles and swamps, although it is capable of living in any terrain, except the freezing cold. Size: 4 meters tall (13 feet) and 8 meters long (26 feet), 16 including the tail (52 feet). Diet: Carnivore - The Votar'Rex requires a vast amount of meat to maintain it's hyper-active lifestyle, as well as a large portion of it's diet being made up of protein to recover from the many wounds and injuries it sustains during fights and hunts. Temperament: Irrationally aggressive and highly respectful of a dominant and superior opponent. The Votar'Rex doesn't see someone as a superior by just their ability to fight them, but only if they are simply able to decide whether it dies. Due to this, there has been numerous ways someone has gained the respect of a Votar'Rex throughout history. In terms of it's attitude to someone it does not respect, it is akin to a Honey Badger, in the sense that it will attack and challenge opponents that look far more physically superior that itself, yet the Votar'Rex is a formidable opponent. Brief summary of the creature Characteristic: Behaviour: The Votar'Rex is most known for it's super aggressive approach to any other living creature. It is highly reliant on being at the top of it's social hierarchy amongst the others of it's kind, yet it's place on that hierarchy isn't decided by fights between each other. Infact, there has never been an account of two Votar'Rex fighting each other in the wild. It is simply because there's no point. Due to the Votar'Rex's highly acute sense and awareness of it's social status, a female Votar'Rex can tell a male's placement by seeing and smelling them. A Votar'Rex that loses 3 or 4 fights in the wild within a month become highly lethargic and dispassionate. In essence, they become depressed and such a Votar'Rex, 9 times out of 10, lay down and fall into a depression, soon leading to their starvation. Such is the mindset and connection to their social status that the beast is burdened, yet also spurned on by. Because of their competitive nature, the beast has been refined in terms of their physical prowess and abilities throughout the many years of their existance and anybody would struggle to find a Votar'Rex with a faulty gene or hereditary weakness. Many before have tried taming a Votar'Rex, but few can dominate one. The beast is relentless and will not stop fighting until it has completely and utterly exhausted all it's options and energy. A challenger will not only need to be physically and mentally superior to the beast to tame it, but also retain enough stamina to beat it into submission. Once a Votar'Rex has, however, given up, usually by laying on the ground unable to move as it's muscles are paralysed with pure exhaustion, or even passing out, then the beast will keenly learn it's master's commands over the next 4 days and, as a feat in itself, learn how to obey simple commands. This connection with it's master is due to it's hyper awareness of others and their social status, being able to translate that connection into understanding orders and following them without second thought. This state of submission, though, is temporary. A Votar'Rex will feel confident again within a month and the master will need to fight it again, although this time the beast is more reserved and will be much less likely to try and kill it's master, particularly not one that has treated it well with patience, caring and taking it on hunts. Infact, some Votar'Rex never challenge their masters, but it's a rare case and the act of rebelling is always a danger for the master. Finally, a Votar'Rex tamer will undoubtedly lose it's mount if it is treated as a pet or slave. Although the beast sees it's master as indeed the master, treating it like dirt will drive it to depression, which itself is highly difficult to avoid and to take the beast out of this state is almost unheard of. Because of this, a master must be the prime example of a beast tamer, showing physical strength and mental strength in the form of patience, compassion, caring, empathy and most importantly, humility. Many Votar'Rex masters even believe they are blessed by the Gods/Spirits when they possess one. Reproduction: A female Votar'Rex is much less competitive than a male and will gather with other females in a single large area and simply live their life of raising their cubs and hunting when necessary. These females will stay together in their large groups of around 20 until death, but they have no less a connection with the social hierarchy as the males. Females are always watching each other, scorning one another when they display any kind of weakness and if a single Votar'Rex displays too much weakness, their cub is slaughtered and the female is forced out off the gathering or so too be killed. Once every few years the Males will come to a random gathering, their social status and aptitude as a Votar'Rex displayed by their posture, attitude and scent, all of which is completely out of the control of a Votar'Rex, which is as connected to their social hierarchy as their mind and emotions are. What constitutes for a strong and capable Votar'Rex is their number of kills and what beasts they have killed. If a Votar'Rex kills many large beasts, it will have large doses of dopamine and in return, feel highly confident and give off chemicals that display their prowess. The most competent Males mate with the most competent females and then the tier below mate with the same tier as their female counters-parts, then so on and so on. Gathering Food: A male Votar'Rex hunts for it's food from any source of meat available, yet will choose to hunt the most powerful beast it has a scent or track of. There are very few beasts a Votar'Rex cannot hunt and kill, fewer that can actually kill the Votar'Rex without itself suffering long-term fetal wounds. Usually a Votar'Rex will suffer injuries after a fight, yet it's body has developed the ability to heal itself within a miraculously short time. Practically any wound it has can be repaired 3 or 4 times quicker than it would for another beast of similar proportions, this is due to it's ability to consume and store vast amounts of protein, then using it to repair incredibly quickly. A Votar'Rex is constantly and recklessly on the hunt, mostly due to both it's mental and emotional reliance to become 'top-dog', as well as it's body quickly using up it's resources to heal wounds and sustain it's incredibly pro-active body. For a female, it is far more reserved in the size of prey it's hunts and in turn, it's body's abilities are equally reduced. They only heal 2 or sometimes less times quicker and are also physically inferior, but this is required due to it's large time spent bringing up it's cubs, usually varying to 2 or 3 at a time. Physical Attributes: Thick, Durable Hide: On the Votar'Rex's body is thick patches of tough hide, whilst the other areas is made up of a more flexible, but still tough skin. The large pads would be incredibly hard or impossible to cut through with a sword and axe, although they are slightly easier to pierce, yet still require tremendous force, such as a thrust from horse-back after a gallop with a spear-tip that's thin and designed for piercing the famous hide of a Votar'Rex. The more flexible areas close to joints and points of rotation/bending is akin to gambeson, making them the ideal places to strike. Cuts from swords are in-effective, yet an axe is more capable of chopping threw. Spears also have an easier time piercing, but still require a spear-point designed for thrusting armour. Muscular, Conditioned and Rubbery Musculature: Beneath it's hide are thick and conditioned muscle, tough and rubbery if felt beneath it's hide. The muscles are un-naturally resistant and cutting would also be difficult, as though cutting into boiled leather. These muscles are incredibly powerful and particularly excellent at quick, powerful sudden burst of power to allow the Votar'Rex to leap distances twice it's length with a brief sprawl, or jump it's own body length when evading attacks. It's arms, legs and neck are also highly conditioned, allowing it's razor sharp claws to pierce and rip open flesh, or haul an opponent similar in weight towards it with relative ease. Teeth, Claws and Tail Designed for Combating other Beasts: The Votar'Rex possesses long retractible claws that are very durable and sharp. They are difficult to blunt and are slightly hooked with the underside sharp and serrated. This allows them to slide threw tender meat, or hook onto tougher hides and instead pull or grip onto the opponent. It's teeth, rather than being many, thin and sharp, are relatively few, thick, incredibly durable and reasonably sharp. They are designed for clenching onto a beast's neck, piercing it's hide shallowly and once holding the opponent in place, squeezing it's clamp-like jaw to snap bone, squish flesh or simply hold the beast in place to better use it's tail. The tail, although somewhat thin, possesses a large spiked club on the end, used against beasts that prove resistant to the sharp, meat carving claws and large, bone crushing teeth. The tail is unable to move the club around with agility, although when it manages to swing it through the air, it lands with a devastating impact, fracturing bone, smashing joints, hurling lighter opponents into the air and slamming the spikes deep into thick hides. As is now obvious, the Votar'Rex has evolved with combat against other beasts in mind, having a weapon to deal with practically any opponent it faces and the application of them being deeply en-grained into it's mind and nature, applying them skilfully based on the opponent. Origin: Taking it's home on Atlas, the Votar'Rex has evolved over time and found it's unique ecological niche. It has no predators and many different potential types of prey. It is incredibly hard to tame and impossible to practically domesticate and so as such, the Votar'Rex has a secure place in the world. Weaknesses: It's relentless aggression can often get a Votar'Rex head first in a fight against a beast far out of it's league. There have been a few accounts of Votar'Rex attacking even an Uzg'ga'Rex, to which it is immediately killed after brief interested and humorous examination from the colossus. LM Approval Required: Yes, although not for tamed Votar'Rex. This being said, anyone not RPing their Votar'Rex properly in anyway would be powergaming as the keeping of such a beast is both a difficult balance of caring and strictness, but also miss caring can easily cause the death of the master or the beast. Lore Holder: TheNanMan2000 If playable, what are redlines? The Votar'Rex is not a beast every Tom, **** and Harry will be able to possess. It's one of the most bestial and aggressive creatures there is and for the vast majority of people, the pursuit of a Votar'Rex is not only suicidal, but also a burden on the rest of their life as the master of the beast. When someone has a Votar'Rex, they will be expected to take it hunting at least once a week if fighting an event beast. Nobody can just RP on their own hunting a bear and then say 'That's me for the week'. They must show that they actually care for the powerful beast in their care and so atleast 1 hunt event with the beast coming along highly, highly encouraged for a healthy beast. When you own a Votar'Rex, you must have a place for it to stay that is represented IG, and actually be able to prove you can provide sustenance for this incredibly hungry beast. Some soldier living in a city would not be able to afford large swaths of meat, nor the ability and time to hunt countless game. Owning a Votar'Rex is within itself a profession which could only really be done by someone with a lot of spare time, or a job that fits well with providing for the beast.
  2. [!] A poster would be hung within the Cloud Temple, marked with the Golden Cross of Godfrey. Greetings to any Travelers that may take the time to read this. The Humble Men of Godfrey are currently in search of Horenic relics, or any information pertaining to their potential location. It is of the utmost importance that these relics and their information may be passed unto us so that we may both record, study and ultimately return these relics to their rightful owners. Horenic relics are invaluable to those of Horen descent and that of Humanity as a whole. As such, should one have valuable information pertaining to the relics or have the relics themselves, the Humble Men of Godfrey are willing to negotiate a deal through minae, resource or services provided that the product issued to us is deemed as legitimate. The Following Relics/Information are Accounted for: The Morningstar of the Hydra The Black Morningstar^ The Horenic Temple East of the Dominion The Ashes of Past Emperors The Banner of Godfrey The Dragon’s Helm^ Owyn II Holy Phallus^ (Not a Jest. A relic of the Aeldenic celibate Emperor.) Exalted Owyn’s Left Teste (Not a Jest) The Following Relics/Information are UNNACOUNTED for: The Sword of Horen The Holy Tabernacle of Horen Owyn’s Sword (Most likely lost to time, I.E. no longer existent) Godfrey’s Sword: Triumph Godfrey’s Crown Godfrey’s Scepter and Orb Godfrey’s White Leopard Kharajyr Fur Mantle. Peter Chivay’s Remains The Location of any Draconic beings/Relics Vital Information pertaining to Dragur. Alternatively, if anyone happens to acquire the pelt of a Kharajyr, a reward could also be granted as the furs are considered to be of great religious value. Vim inimici mihi bono inclina, Pius
  3. The Poor-Fellow Soldiers of Horen and the Adamantine Cathedral The Order of Saint Lucien of Savoie The Army of the Church of Canon, Soldiers of GOD Pauperes commilitones Horeni et Sanctus Lucianus Follower of the Great Creator be relieved: One day thy loyalty will be rewarded. ____________________________________________________ The Rhodesian Cross. While its origins are unknown, it is a special symbol of the Order of Saint Lucien. How to Join The Order of Saint Lucien is based in the Apostolic Kingdom of Marna’s capital city of Senntisten. Speak to an Orderman about joining or send an application addressed to the Order. Dwarves and Elves not descending from Mali’ker may join the Order of Saint Lucien if they are male. Elves must clip their ears or wear a helmet to hide their elfen characteristics. Fill out the following application. Mission The Order of Saint Lucien, a body of men whom have taken to the call of his holiness, the High Pontiff, has been reformed after centuries of inactivity in order to reform a stable and armed militant wing of the Church of Canon to both defend and enforce the tenets of the faith. As such, the Order of Saint Lucien is not an Order which responds to any secular government, thusly allowing the Order to undertake missions considered unconventional to many. Such missions include expeditions into the corrupted wastes of Iblees’ kin, the hunting of heretics/abominations, the safeguarding of the Clergy and its Missionaries, the escorting of Pilgrims to holy-sites, charitable work and to ultimately educate the masses in the word of GOD. Faith Brothers of the Order are to follow a strict format of the True Faith of the Humans. All are expected to devote themselves to the forgotten sect of Lucienism, after Saint Lucien of Savoie, the patron saint of the Order. They are hence called Lucienists. This faith protects the men of the order from punishment in the afterlife, and, when practiced, provides a sense of monastic servitude. The conservative aspects of the Lucienist ideology forces the Order to be pious representatives of their master on the soil, the High Pontiff. Many Lucienists can be seen in the halls writing books and reprinting various copies of the Holy Scrolls and Church Thesis. A Promise of Rebirth The Order of Saint Lucien, despite a mission to rid the world of heresies through physical means, is unique among all other holy orders, bearing the power to convert and forgive those who cross their way. A last plea for mercy is accepted for criminals, thieves, and heretics who look for a way out of both physical and eternal punishment. Enlistment is for life, unless deemed physically or mentally unfit to continue. In rare occasions, timed servitude can be granted, but this does not allow for one to rise up any more than that of a regular footman. Code and Tenants Tenants Though the origins of the Rhodesian Cross are unknown, it is held as a special symbol of the Order. The arms of the cross represent the four virtues which the order upholds. Prudence, Justice, Fortitude and Temperance. On those four arms are eight points. The eight points of the cross represent the eight beatitudes which which thou must preserve. • Spiritual Joy • • To Weep Over Thy Sins • • To Love Justice • • To Be Sincere And Pure Of Heart • • To Live Without Malice • • To Humble Thyself To Those Who Injure Thee • • To Be Merciful • • To Suffer Persecution • Originally named the Vandorian Order, the Order maintains a few examples of their past, such as their code of honor. Why do Vanders fight? † To fear the Creator and maintain His Church † † To serve the liege lord in valour and faith † † To refrain from the wanton giving of offence † † To live by honour and for glory † † To despise pecuniary reward † † To obey those placed in authority † † To guard the honour of fellow Vanders † † To keep faith † † To at all times to speak the truth † † To persevere to the end in any enterprise begun † † To never to refuse a challenge from an equal † † To never to turn the back upon a foe † History Ranks The Prior’s Flag Senior Command The organization of the Order is key to a strong military force that can respond at any threat to the Faith immediately. Grand Master (Grand-Maitre) Ser Rakim Yar, Knight of Justice The Grand Master of the Order and the ultimate head of Order. He wields absolute authority and has full command of the order. Though keeping most of his legislative work for his priors and council of Bailiffs, all reforms and construction papers need to pass through him. Inner Council of Bailiffs The head military council of the order and the personal advisors to the Grand Master. One must be elected by the Council of Bailiffs and approved by the Grand Master to become one of the Great Bailiffs. If a Grand Master dies then the entire Council is to be kept unless commanded by the new Grand Master. A council member, can be dismissed by the Grand Master freely in any case. Grand Commander (Grand-Commandeur) Ser Bart de Denesle, Knight of Justice The high commander of the order. He is also the main commander of the head commandery of the Order. Wielding the highest authority on the battlefield of the order, only below that of the Grand Master. The Grand Commander is an extremely skilled commander and has proven himself time and time again to be honored with such a significant position. The Head of the Council. Knight Commander (Chevaliers-Commandeur) Ser Balian Crast, Knight of Justice These men are extremely skilled knights which are required to be Knights of Justice. These men have full control over all the knights on the battlefield along with their squires and pages. As the third in command, the knight commander does have authority over the ranks of foot but should only exercise this authority in the absence of the Sergeant Major or in times of emergency. Grand Prior (Grand-Prieur) Prestor Robert “Bob” Rovin, Grand Master Emeritus The Head Priest of the Order and the head representative of the Church. He administrates the Grand Priory of Rhodos and is the senior advisor to the Grand Master. He is the head administrator to the entire order. Although he tends to not occupy himself with the affairs of the military, he is allowed to vote on military decisions to ensure the Order does not stray from the Canon in the midst of war. Sergeant Major (Master-Esquire) Sergeant Major Darwin Alers The Sergeant Major is the overseeing officer of the ranks of foot. The Sergeant Major generally ensures the day to day duties are completed by the Order. They work closely with the Grand Chancellor in keeping records up to date. The Sergeant Major dictates work to the Sergeant-at-Arms. He is the Fourth in Command of the Order of Saint Lucien. The Kaedreni Standard Low Command The lower commanders of the field and reside in the commander of the priories, these men’s duty are to lead the men of the priory to victory in battle if ever called for. These men have proven themselves worthy for such positions of honor. Knight Constable (Chevaliers Connètable) Vacant Though the term Constable is mainly associated with legal authority, the Knight Constable acts as a Lieutenant in the battlefield, only Knights of Justice can hold this office. He serves under the Knight Commander. Only two may serve as Knight Constable. Sergeant-at-Arms (Sergent en Armes) Sergeant-at-Arms Voron II Rovin Sergeant-at-Arms Dunstan Sergeant-at-Arms Alain Eastoft A Sergeant-at-Arms is responsible for leading a small regiment of Lucienists under them. Sergeant-at-Arms are expected to build comradery in their regiment and lead patrols and assign work to members of their regiments. The Rhodesian Standard Ranks of Foot The Ranks of Foot make up the bulk of the Order of Saint Lucien. The higher in rank a brother is in the Order, Brother-Sergeant (Frère-Sergent) Brother Sergeants serve as subordinates to their respective Sergeant-at-Arms. Brother-Sergeants are seasoned Lucienists who have been given the responsibility of mentoring the newly oathed. Brother-Corporal (Frère-Caporal) A Brother-Corporal is a Brother who has served in the Order for no less than 5 years. Brother-at-Arms (Frère en Armes) A newly oathed member. In order for an initiate to become a brother, they must serve in the Order for at least a year as an initiate and be vouched for by two oathed members in the Order of Saint Lucien. Initiate An unsworn member of the Order of Saint Lucien. Initiates are forbidden from wearing the Lucienist Cross on their tabard until they are oathed. Initiates must wait at least a year before being oathed. Knighthood Only the best of the order can achieve knighthood. This is an extremely prestigious position. Knights are also given the authority to command any of the ranks of foot when the Sergeant Major and the Sergeant-at-Arms are not present. Note, their rank of knight generally applies to their level of knighthood in formal situations. For example, a Knight Constable of Justice. Nobles may send their sons to squire in the Order of Saint Lucien without fear of disenfranchising them from their inheritance should they become a Knight of Obedience. In rare instances, knights of other retinue are allowed to join the Order and keep their titles, though they must undergo the same oaths and are expected to provide a levy of five men to become Brothers. Knightly Ranks Knight of Justice A knight that has taken the triple vow. A holy vows that is enforced for one’s life. It consists of the vows of poverty, chastity and obedience. Knight of Obedience A knight of noble blood that has taken the oath of obedience. These men are sworn into service for life and a full fledged knight of the Order. They may be married. Knight of Devotion A knight that does not descend from noble blood but has taken the oath of obedience. If a Knight of Devotion has proven himself enough then they may be given the option to become a Knight of Justice. Squire From ages 12-20, a squire apprentices under a Knight of Justice and follows the same vows as a Knight of Justice until they decide on which oaths they will take upon oathing. Should a squire turn 20 and not complete his squireship, they are usually taken into the Order as a Brother with the possibility of receiving training to be an officer. Squires often serve as the equivalent of a Brother when working with the ranks of foot. Page From ages 7-12, a page a young child seeking squireship. Generally they serve the knights of the Order of Saint Lucien by delivering messages and fulfilling errands. By the time they are 12, a knight may choose to take them on as a squire. Pages may not serve as guards like Squires. _______________________________________________________________ Deus Magnus!
  4. Shield-Brothers of Markev Citizens Militia of the Free and Sovereign City of Markev | Forlorn Hope PERIISSEM NI PERIISSEM I Would Have Perished Had I Not Persisted PREFACE A cruel winter it had been for the otherwise comfortable people of Markev. The bustling city, once no stranger to the eyes of eager merchants and desperate immigrants from far away lands, had been left in desolate solitude. But high above the empty streets streamers of black and gold still wave vibrantly in the course of the Southern wind, carrying on with their unsung duties as bearers of the colors. Left ungoverned by royalty, unprotected by an army, and abandoned by their faith, the remainder of the people of Markev sought to prepare their stand against those tyrants who would have them governed and protected from palaces in far away lands— a life more fit for cattle than mankind. Rather than accept a fate of servitude, these free and civilized people chose instead to risk their lives— sacrificing the comforts of conformity— to pursue greater liberty. A hard winter it had been for the armies that challenged the might of the Czena. MISSION The Shield-Brothers of Markev serve two purposes. First and foremost, brethren are sworn to defend the inhabitants of Markev from all threats, foreign and domestic. In lieu of a professional army, this rabble is given basic training in the art of war and sent to man the walls. Lacking a proper uniform, men of many different creeds are seen peering across the landscape from the safety of the Haensetic towers, or greeting visitors as they enter the city. Most recently, these men could be seen preparing the city for an inevitable fight against Northern aggressors. Secondly, the brethren act as a civil authority, preserving law and order in spite of the chaos at hand. Though perhaps ungraceful in their methods, the body earns the respect of the people by being of the people. Shield-Brothers occupy the barracks compound at the rear of the city, a good walk from the day-to-day grounds which they patrol. Many serve in exchange for room, board, and coin-based incentives as granted by the Commandant. In a slight change in tradition, brethren who serve in the successful defense of Markev will be granted fertile acreage or an unoccupied home in the city itself. RANK STRUCTURE In lieu of the professional army that originally defended the Kingdom of Hanseti-Ruska, the Shield-Brothers have adopted simplified ranks representative of their status as a well-trained militia. Commandant The Commandant of the Shield-Brothers of Markev is the highest military authority in the city, responsible for designing the strategic defence that will carry it through these darkest times. Though capable of providing front-line commands, he usually works through a team of capable officers to perform complex endeavors otherwise foreign to a rag-tag force. Ensign Ensigns are the officers under the Commandant who are responsible for executing his strategic goals. Ensigns are expected to be capable commanders who can utilize initiative on their own to win the day. First Sergeant The rank of First Sergeant is granted to the senior enlisted man in the brethren. Armiger Though originally the role of Armiger was reserved for re-enlisted veterans, its definition has been expanded to include experienced fighters who have shown excellent conduct while apart of the militia. Generally, this comes with added perks and leniency with regards to the enforcement of trivial infractions. Armsman Armsman is the standard rank of the Shield-Brothers, forming the backbone of the defense. At the end of the day, victory will have not been achieved if not carried by these motivated citizens. The term "Brother" or "Shield-Brother" is reserved for use as an informal term among the brethren. ENLISTMENT Please seek out one of our recruiters inside the city for more information, or fill out a questionnaire as supplied to your local tavernkeep and send it to the Commandant's Office in Markev. To those assisting the illiterate: please send applicant to the Commandant. More information can be found here STATE YOUR FULL NAME: STATE YOUR AGE: STATE YOUR RACE: STATE YOUR ORIGIN OR BIRTHPLACE: HOW IS YOUR FIGHTING ABILITY? CAN YOU BE USED AS A SOLDIER?: LIST ANY OTHER SPECIALTIES OR CRAFTS YOU HAVE MASTERED: BE EXPECTING A FAST RESPONSE - BE PREPARED FOR FURTHER QUESTIONING BLOOD AND SOIL
  5. Hello my friends. Due to the Forum's templating and general lack of appealing formatting, please refer to this link to view my Character Sheet. Enjoy! https://tinyurl.com/yalkqdq3 Wiki Link; https://wikia.lordofthecraft.net/index.php?title=Prince_Henry_Richard
  6. The Poor-Fellow Soldiers of Horen and the Temple of Kaer’Rosencrantz The Order of Saint Lucien of Savoie The Army of the Church of Canon, Soldiers of GOD Mission The Order of Saint Lucien, a body of men whom have taken to the call of his holiness, the High Pontiff, has been reformed after centuries of inactivity in order to reform a stable and armed militant wing of the Church of Canon to both defend and enforce the tenets of the faith. As such, the Order of Saint Lucien is not an Order which responds to any secular government, thusly allowing the Order to undertake missions considered unconventional to many. Such missions include expeditions into the corrupted wastes of Iblees’ kin, the hunting of heretics/abominations, the safeguarding of the Clergy and its Missionaries, the escorting of Pilgrims to holy-sites, charitable work and to ultimately educate the masses in the word of GOD. Faith Brothers of the Order are to follow a strict format of the True Faith of the Humans. All are expected to devote themselves to the forgotten sect of Lucienism, after Saint Lucien of Savoie, the patron saint of the Order. They are hence called Lucienists. This faith protects the men of the order from punishment in the afterlife, and, when practiced, provides a sense of monastic servitude. The conservative aspects of the Lucienist ideology forces the Order to be pious representatives of their master on the soil, the High Pontiff. Many Lucienists can be seen in the halls writing books and re-printing various copies of the Holy Scrolls and Church Thesis. A Promise of Rebirth The Order of Saint Lucien, despite a mission to rid the world of heresies through physical means, is unique among all other holy orders, bearing the power to convert and forgive those who cross their way. A last plea for mercy is accepted for criminals, thieves, and heretics who look for a way out of both physical and eternal punishment. Enlistment is for life, unless deemed physically or mentally unfit to continue. In rare occasions, timed servitude can be granted, but this does not allow for one to rise up any more than that of a regular brother. Ranks The Basic Ranks in the Order are as follows: Initiate, Brother, and Knight. Attached to these basic ranks, many specialist ranks remain available to applicants. How to Join First, you must reach the Human Capital of Adelsberg. Look for a cart clad in White and Crimson, entitled “Diocese of Metz”. Hop upon the cart, conduct your pilgrimage to Commandery of Kaer’Rosencrantz. Once there, talk to a brother for more information on joining. Once approved by at least two brothers, you will fill out a ledger depicting your personal information. https://www.lordofthecraft.net/forums/topic/167146-the-poor-fellow-soldiers-of-horen-and-saint-lucien-of-savoie/?tab=comments#comment-1578688 ((To FMs: This is not a duplicate thread. This is within the sub-forum of Guilds and Organizations and serves the purpose of recruiting whereas the other post is informational))
  7. Basic Information Age: 19 Gender: Female Race: Human Nicknames: None Description Height: 5'5'' Weight: 127 pounds. Body Type: Pear shaped Eyes: Bright Green Hair: Bright Red Hair Skin: Pale white Markings/Tattoos: None Health: Physically, and mentally fit. Personality: Caregiver, always the one caring for others. Naomi doesn't like talking about her own problems though she'll go to great lengths to help people even strangers. Though a young adult herself she has a motherly personality. Life Style Deity: (Aengul) Cerridwen Religion: Drudism Alliance/Nation/Home: None Job/Class: None Title(s): None Special Skill(s): Basic Medic! Growing up her mother was tasked with healing the sick and wounded, Naomi spent her childhood helping her mother and considers healing the sick, and easing the passing of the dying to be her duty. Flaw(s): She's what's known as a "Smother" she will mother people into insanity even strangers she's just met, helping them with issues, giving them hot meals and generally smothering them with worry and love.
  8. =-=-=The Defenders of The Mountain=-=-= Kill a soldier and two will replace his place! Code: -Don't Kill Dwarves -Love Justice -Don't Aband Your Friends In A Fight. -Respect Your Leaders. -Obey Orders Ranks Recruit: The newest initate of The Defenders of The Mountain. Solider: A respected recruit. Captain: Able to lead a group of up to 3 soldiers (not icluding him) in a warclaim. General: Able to lead an army TO a war claim. Marshal: The leader of The Defenders of The Mountain. How To Join OOC: Minecraft name: Character name: Mcly Good at (PVP, Building, etc): Timezone: How Active Will you be (In Hours Per Day): Discord: IC: Gender: Race: Note: Elves will have to wear an helmet in order to hide their ears.
  9. The Language of Tiva The guiding hand of the woods (Credits to Phobs) “Tread lightly around the flowers, my sister--for we are lost without them” The Language of Tiva: A History The Language of Tiva is a craft founded under the gazes of the wild mali of the forests, of whom tread within the winding roads of their forests. The craft aimed to recognize meaning within each individual flowers, gradually forming a language as the flowers began to weave itself unto the daily life of the elves. The Language of Tiva was a craft that eventually became dedicated to aiding many of the other traditions found within the society of the elves. The language of Tiva gave meaning to the flowers, and gradually the flowers would be intertwined together to create a certain message for those able to comprehend it--whether it be through wreaths or petal lines. The Three Major Pillars of Tiva Offerings, Guidance, Identity http://theartofanimation.tumblr.com/post/94369990158/anie330 As the Language of Tiva gained more complexity throughout their life within the seeds, the language began to serve Three major pillars within the traditions of the elves. The language remained the same within these pillars, however their purpose altered. The First Pillar: The Aspects The Second Pillar: Guidance The Third Pillar: Identity
  10. The Bradách The Bradách are akin to the real world Celts, with an emphasis on the Welsh and Irish, although imagined as a late medieval/renaissance version of themselves in a fantasy setting. Due to this, their arms and armour are akin to the rest of the world’s and their capability at building is also improved, yet it keeps to the Celtic Roundhouse and Hillfort design. They put a heavy emphasis on a man or woman’s capability to fight and the respect they place on their Gods. Their economy is basic, offering nothing in abundance and with little expertise in any particular field, but this is made up by raids and labour of slaves. The goal of the Bradách culture is to create a space for those who enjoy the Celtic culture and want to experience it in a medieval/ fantasy environment. It is suitable for the PVP and RP minded as despite RP being at our hearts, many of the Bradáchs also serve in the Bradách-glass, which is a mercenary band, comprising of the most skilled warriors, wielding claymores, javelins and sparth-axes, whilst wearing hauberk, steel helms and their Clan colours in tartan clothing. Lore The story of the Bradách peoples started with the Daelish and the Pryderi, when some of the members of each group decided to make their own group and govern themselves. This group grew over time, soon becoming it’s own stable fold of peoples. As this group advanced through history, it’s people integrated it’s ideas and beliefs, which transformed over time with each passing generation. Eventually, the Cadeyrn family became the largest amongst the fold and for the first time of it’s existence, the group elected a Cadeyrn named Bendigeidfran Cadeyrn as their leader, claiming legacy from the Pryderi. From this election and his seat as leader, he took to creating their own set of rules and traditions, such as dropping the common form of inheritance, being Primogeniture succession, and instead deciding each leader, who was then named Rí, through an election of all the peoples. Effectively being a democracy, although each election only happens upon the Rí’s death. He also established the pantheon of their Gods, calling it the Bradách Pantheon. With this pantheon, he elected a man named Myrddin to become the Derwydd Rí, leader of the also formed Derwydd, who were also inspired by the Pryderi Druii, who were responsible for sacrifices, Religious events and keeping sacred Groves off-bound to foreigners, although not because they might cause damage, but because it is believed the Gods live in these sacred sights and can injure or kill those that wander. It is because of Bendigeidfran the Bradách peoples can claim their unique culture and is remembered in stories and tales to this day, also considered the Protector God of Clan Cadeyrn. Years later, the Cadeyrn Clan kept it’s seat in power, consistently proving it’s favour for battle, skill in combat and cunning in leadership. To this day, Caratawc Cadeyrn is the leader of the Bradách and hold many of the traits that his Clan are known for. Language Siaradbrách (The Bradách language is based on real world Welsh, whilst using Irish more commonly in naming places or things) Hello: Shwmae, helo Bye: Hwyl Thanks: Diolch Yes: Ydw No: Na Common Traits: Blonde or Light Brown hair - Most commonly amongst the Bradách, they will have blonde or light brown hair, although some might have differing colours due to the mixed heritage of many Bradách. Tall - Many of the Bradách are taller than the average man, many reaching 6’1 or taller, very few ever becoming shorter than is normal for most humans Muscular - Having strong, athletic muscles is very common, some having larger, burly muscles and very few having a less muscular physique than a trained soldier would possess. This is both due to their genes and life with an emphasis on combat. Deep and Confident Voices - Many Bradách have deep voices, but due to society often scorning the weak or timid, as well as because they are capable at fighting, the Bradách will speak words without worry of the reaction and they are rarely brought to a whisper, even if to keep something quiet. Highlanders - Practically all Bradách are Highlanders, although any race is accepted into the Clan, who sometimes stay and continue to sire children. Elves, specifically Dark Elves, are appreciated amongst the Bradách due to their extended lifespans, yet human-like strength and skill at forging weaponry. Society: As is already mentioned, the Bradách are governed by a Rí that is elected by all the Bradách and any race or gender is accepted to become one. Once a Rí has been decided, he will command all the power in the Kingdom, like any other King, even over the Derwydd Rí, but many are not eager to do so, incase they upset the Gods. The Derwydd Rí is responsible for all the religious events and responsibilities in the realm, usually the one to conduct sacrifices and the first to throw the spear in battle. The Derwydd are chosen by the Rí, who help him or her do his religious activities, but can also host various religious events and will usually attend certain events as a symbol of the Gods’ presence. Finally, there is the Brádan, who is chosen by the Rí as his secondhand man, as well as who he desires to be the next Rí, should he be absent, for whatever reason it might be. If a Rí dies but the Brádan still lives, it is most common for the Brádan to be elected. There is no-body officially called nobles in society, although there are sometimes specific families held to high regard, as well as certain peoples respected highly due to their deeds and/or favour from the Gods. The last notable group in society is the Bardds, who write songs, poems and all sorts of entertainment about people or stories. Due to the fact that people’s favours of the Gods, ability in combat and general greatness is so important in society, particularly since it is responsible for making people Rí, the Bardds are a highly respected people in society and they would all find shelter and food from the vast majority within a Bradách society. Behaviour: In terms of behaviour, most Bradách act the same as others in society, particularly Highland folk, although their emphasis on their multiple Gods is very pious, but stranger yet, they are very tolerant of other deities, believing that other Gods exist, such as the Creator, but believe other Gods protect others and that the ones in the Bradách Pantheon are the only Gods that speak for them. Due to this, the Bradách show respect for other Gods as if they were their own, as giving little respect might result in being brought ill fortune, or even being smitten down by the foreign deity. This respect for foreign Gods is all the stronger when in the territory of any Gods’, such as in Canonist cities or the forests of Druids. In these places, it is not uncommon for the Bradách to sacrifice animals or peoples to the local God, even if that God doesn’t typically receive sacrifices. The Bradách are also very comfortable around the dead and death, considering it a natural thing and that inflicting it on others is not un-natural. Due to this, many Bradách will kill someone when the typical person would spare their life. Most commonly the Bradách will cut off a dead body’s head so that their soul can escape their body and if it was their enemy, keep the head as a trophy. Festivities: Gŵylygaeaf - A winter festival during The Deep Cold in which large amounts of sacrifices are made to the Gods, specifically Myrddin, as it is believed the Other World and our world are brought the closest, causing many to accidently wander into the Other World by mistake, typically when wandering too far into the wilderness. Also during this time, it is believed the dead are more likely to rise and attack who ever it sees, or join in with the festivities. Planhadau - A festival held during the month of First Seed in which the planting of the first crops is celebrated and to gain favour from the Goddess Belisama, a large man made from wood, thatch, rope and twigs is constructed, the limbs, body and head hollow and wide enough to contain humans and animals. This is called a Wickerman, or Gwenyn, and is set alight. It is hoped this sacrifice will bring fertility to the soil and keep the crops healthy. Rhyfelwyr - This is a festival held on The Grand Harvest to celebrate the crops harvested, but also to give luck and blessings to the Bradách warriors that head out for war and/or raids they will hold. When they return with slaves and their victims harvest, some of the crops is buried in a large pit and the sacrifices have their throats slit open over the fresh soil, thanking the Gods for giving the rewards of their raid. Clothing: The clothing of the Bradáchs is practically the same as many other nations, although their clothing is decorated in a tartan pattern, typically combining blue and green, but other clan colours are also used. Many wear linen tunics in the summer, or in warmer climates, whilst in the cold, wearing cotton tunics with a woolen cloak over the top, extending down to the waist. The cloak is split down the middle, so the wearer can fold on or both sides over their shoulders when needing to use their hands, or unpin their cloak from their shoulders to fight. Their also usually wear cotton trousers or their tunics instead or as well could extend down to the knees. On their feet, leather and waterproof boots or normal shoes are worn. The hole design of the Bradách clothes is meant to make travel easy and walking through muddy terrain or rivers easy to do as you can simply raise your tunic and keep your feet dry in the water proof boots. Architecture: The build style of the Bradách is based on the real world Britons, using Roundhouses as the main type of housing, and making Hillforts for defence. The capital city of the Bradáchs is a large Hillfort, the walls holding dirt behind making trebuchets very inefficient at breaking through the walls, whilst leaving large amounts of space on the inside for everything needed. Religion: The Bradáchs are a Pagan people, worshipping multiple Gods in the name of different things. If somebody wants the blessings or favour of a particular God, doing something impressive, such as showing no fear in and great skill in battle, or defeating an Orc in a wrestling match, then dedicating the victory to a God, or sacrificing an animal or human to a God will put you in their favour. There are also events and festivals held to honour the Gods. The list and name of the Gods are; Mormaer - Goddess of all the deities. Goddess of Sacrifice and Fortune Belatucadros - God of War, Hunting and the Weather Belisama - Goddess of the Sea, Agriculture and Peace Sirona - Goddess of Fertility, Health and Love Myrddin - God of Knowledge, Wisdom, Planning and Magic. Also the God of the Undead. (Each Clan has 1 God/dess that reflects their values); Cadeyrn’s God - Bendigeidfran - The Giant God of Kings, Resolve and Decisiveness. Military: The military of the Bradáchs is best described as warbands, in which the people will choose someone they trust and if that person has enough followers, they will head out in their warband and conduct raids. These warbands however all answer to the Rí, who himself may have a warband, and usually has the largest. The Rí can call the warbands into his own to create a Fyddin, or army. Since the Bradáchs do not have a standing army, nor professional one, each member is expected supply himself with arms and armour, but may be given what is necessary by somebody else. What is most typical amongst farmers to supply themselves with is gambeson, some owning iron helmets of varying kinds, although all must have at least a spear and roundshield. The seasoned warriors typical own a gambeson and hauberk (short or long sleeved), with a steel helmet. They arm themselves with a shield and spear, but some might choose an especially long spear, with the shield slung on their back, or perhaps using a sparth-axe, or Dane axe. The elite warriors, who are often the members of the Bradáchglass, wear long sleeved hauberks that reach the knees with steel helmets and leather or maille gloves. As weapons, their own a shield (Kite or round), and spear, but it is also very common for them to own a claymore and sparth axe, as well as sometimes even a sword of varying kinds. What is not necessary, but very common amongst all the warriors, except the Bradáchglass, is a bow. Some using longbows, such as the hunters or more dedicated soldiers. Cavalry isn’t too common, but when deployed, they are almost always skirmishing units, throwing javelins and harassing the enemy, or attacking straying opponents so that heavy infantry, such as the Bradáchglass can move in and mop them aside. Military Tactics - The Rí is expected to be a skilled military tactician as the Warriors are in return expected to risk their lives for sakes of glory, loot and path to the Other World. Army Composition - Typically, armies are comprised mostly of skilled warriors, due to the emphasis the Bradách place on combat, but some farmers and such do not have the time to train, although these make up for much less of the army. There are also the elite Bradáchglass, who make up for about a quarter of the army. Archers and slingers are usually taken up by the untrained farmers, but some skilled warriors might choose these weapons. The skilled typically choose the Longbow and get deep in the mix of battle, peeking through gaps and letting a powerful arrow loose into the enemy line, sometimes bursting open maille or dazing men struck in the helm. Cavalry makes up a very small number, also taken up by the skilled, but usually the richer ones, but the Bradáchglass sometimes put their retainers on horseback and arm them with a few javelins. Preparation for Battle - For the Bradách, there is as much emphasis put on the lead-up to battle as during it. Raiding parties will seat out to harass, kill and sabotage enemy scouts, firewood parties and whatnot. This is an area the Bradách are particularly skilled at, most especially in wooden terrain. They will also poison water supplies or gather in large numbers and feign the army’s advance by scaring birds into large sudden flights into the air, as well as blowing horns and beating drums as though to represent the horns blown before battle or drums beaten to keep order on the march. Also, the Bradách will take great expense scouting their terrain, as well as setting their Derwydd to read the skies for the coming weather. Using these, the Bradách will modify their plans to best suit them. Tactics During a Battle - When two armies have met, the skilled warriors will form a long, relatively thin line and charge, hurling their javelins when close enough and dependant on the enemy’s response, as well as other factors like terrain, who has the higher ground and such, they might continue the charge and slam into the enemy, the first row responsible for defending, the second for delivering blows with their spears. If a charge is not advantageous, they will suddenly stop and quickly form a shield wall, then sometimes making a slow advancing into spear range, or waiting for the enemy’s response, all the while remaining silent. During this stalemate, the slingers and bowmen will pear threw the gaps and periodically fire, as a means to goad their opponent into an attacking. During this time, the cavalry might begin flanking the enemy, hurling their javelins, but usually they have too many missile troops, or superior cavalry. If so, they will constantly try to provoke the cavalry into movement, outside of their missile troop’s range and then hurl their javelins when in range. This will repeat until they run out of javelins or the cavalry make an overly determined charge, in which the skirmishing cavalry will suddenly turn and attack their enemy back, the farmers with their spears running into the melee to finish the cavalry with their spears, which is almost invariably the case, due to the advantage spears offers against cavalry. Then, these men will either attack the enemy missile troops or flank the enemy infantry. The cavalry, if still alive, will do the same and use up any remaining javelins they might have. The Bradáchglass - Mercenary and Elite Band - The Bradáchglass are a unique and new addition to the group of warriors amongst the Bradách. These men are funded by the Rí, or sometimes themselves, so that they can afford their equipment, as well as the time they spend from their potential occupations to become elite and highly trained soldiers. These men are usually raiding and plundering, but the Rí may give them permission to seek or accept mercenary contracts from other Lords. Thanks to @Dewper and @OneGhoulyBoi for giving me permission to claim inheritance from both of their cultures. Here's a link to their cultures; Dewper's https://www.lordofthecraft.net/forums/topic/163587-daelish-culture/ GhoulyBoi's https://www.lordofthecraft.net/forums/topic/164652-culture-the-pryderi/
  11. *A small book can be found, inside of it a small poem* She looks down in her arms, a small child is asleep. she stares into her eye, a smile on her face . She starts to sway her child slowly as she lets out a sigh. Her eyes don't leave the child's eyes, she can believe that she brought this baby girl into the world. in the back of her mind is shadow of fear, but when she looks into her daughter's eye she cant help but smile. the thoughts of fear and hate dispels from her world. In the night when she hear the cries, she remember the child's eye and smiles.
  12. https://www.youtube.com/watch?v=yj_wyw6Xrq4&ab_channel=AdrianvonZiegler The Kingdom of Caer Conaithe & of Y Tuath Cadeyrn "They are tall in stature, with rippling muscles under clear white skin, they look like wood demons" Physically the Bradáchs are terrifying in appearance, with deep sounding voices. They frequently exaggerate with the aim of extolling themselves. They are boasters and threateners and given to bombastic self-dramatisation, and yet they are quick of mind and with good natural ability for learning" Lore of the Bradách The Bradách peoples are a mix of Northern raiders and a unique culture. Choosing to live either on islands or hillforts, preferring proximity to the sea and living most of their life as farmers and fishermen, some worshipping the Bradách Pantheon. Despite their usually typical occupations, they put a large emphasis on Warfare, Raiding and Combat, which is how Bradáchs gain popularity and fame within their societies. Their unique culture is also carried into their government, which is ruled by a Rí, also called King. Also, there is a Derwydd Rí, also called Druid King, who is in-charge of all things to do with the Gods. These are two of the most powerful peoples in the government, but there is also the Bradán, who is the heir to the Rí, but not necessarily his son or family. What is most unique about the Bradách is their emphasis on the community and it's say. The Rí is chosen by the people's choice, most commonly the most battle-tested and intelligent chosen, which is the same for the Derwydd Rí, although that title is chosen by the other Derwydd. Finally, the Derwydd are the Druids, who are responsible for up-holding the will of the Gods by hosting the rituals, sacrifices and all else considered holy. For someone to become a Druid, the Derwydd Rí may decide if someone may become one, which is usually based on their intelligence and commitment to the Gods. The Bradách Pantheon Since the Bradách people are Pagan, they follow multiple Gods and Goddesses; Mormaer - Goddess of all the deities. Goddess of Sacrifice and Fortune Belatucadros - God of War, Hunting and the Weather Belisama - Goddess of the Sea, Agriculture and Peace Sirona - Goddess of Fertility, Health, Love and the Sun Myrddin - God of Knowledge, Wisdom, Planning and Magic. Also the God of the Undead. The Bradách also have Gods for their own Clans. Currently, Cadeyrn is the only Clan; Tuath Cadeyrn's God - Bendigeidfran - The Giant God of Kings, Resolve and Decisiveness. Application OOC Username: Discord Username: Knowledge on the IRL Celts IC Name: Age: Skills: Experience in Combat (RP and PVP): (If you want to contact us, or just organise some sort of RP or meeting, message either me with the username: TheNanMan2000, or the Tánaishte with the username: HareBear_. We welcome all sorts of RP, including raids on our land or generally anything that may be fun and good character developement)
  13. ESTERMONT REAL ESTATE WE BRING THE HOUSING YOU DESERVE RENT PROCEDURE We of Estermont Real Estate charge rent upon our tenants, this is beneficial to our tenants as selling owned property is not needed to move. It serves well those who have little money to spare, it shall also be noted money is not returned should one move before saints weeks end. CITY RENT Senntisten Marna - 15 Per Saints Week HOUSING IN SENNTISTEN - MARNA Birds Eye View Godfrey Avenue 2 [Sold] Godfrey Avenue 5 Godfrey Avenue 6 Pictorus Square 1 [Sold] Pictorus Square 2 [Sold] Rovin Way 6 [Sold] ESTATE LAW & REGULATIONS Man or woman is not to harm the exterior of the rented structure. Rent must be paid prior to moving in, then paid at the start of each saints week after. Rent must be paid in timely fashion otherwise one may be evicted. To cause trouble for local authority is met with immediate eviction. To rent real estate you agree to the terms above. Contact Eadmund Estermont to Rent [Message Julius55]
  14. Vailon Hel’Spire ---<General Information>--- Name: Vailon Hel’spire Gender: Female Race: Dark Elf Age: 21 Other Names: Vail, Valior, Titles: None ---<Personal Information>--- Birth date: ??? Birth Place: Somewhere outside of San’Torr Likes: Alcohol, Friends, Lich’s, Racial Equality Dislikes: Racistem, betrayal ---<Mental Information>--- Languages: Common Tongue Alignment: Lawful Chaotic Hoppies: ---<Social Information>--- Emotional Stability: Mostly very stable can take almost everything you throw at her, that’s a almost though. Sense of Humor: Very sarcastic, Sometimes dark. Reputation: N/A ---<OOC Information>--- Goals: I wish too Vailon have a very intense rivalry with her sister. Also sometime be turned into a Lich, Pale Knight, or a Golem and lead a undead legion. Very odd and hard goal but it’s a bit different then my usual personas . Username: Apolleyen Skype: Rivside Talrift
  15. Name: Aleksandr Baunnman Meaning Behind The Name: Baunnman means ‘Common’ or ‘Farm Worker’ given to him once he joined the Haense Royal Army. Other Names: N/A Titles: Bannerman, Guard. He doesn’t carry an title that is overly notable nor noble. Age: 15 Summers. Race: Human- Born around the lands of Kingdom of Haense. Gender: Male Sexuality: Heterosexual Current Residence: Alban Relationship Status: Single Social Status: Pleasant Physical Appearance: Height: 5’11 Weight: 145 Pounds Eye Color: Brown Skin Color: Pale Shape of Face: Square Faced Build of Body: His body is bulky with muscle from doing labor throughout his life, however he seems to usually have a notable decrease in build and weight during the winter months, gaining weight back once the warmer months return. Hair Color: Dirty blonde. Hair Style: Unkempt, Long. Complexion: His face has hints and spots of freckles. Is Seen By Others As: Likely unnoticeable. Lowborn. Scars: None at the moment. Voice: TBA Personality: Likes: +Honour +Truth +Service +Farmland and Mountains +Horses Dislikes: +Dishonest folk +Snakes +Rats Strengths: Aleksandr’s strengths is his low birth gives him a sense of simply being decent to most folk. However, his life filled often with labor to help his family survive also gave him a raw strength and due to all the strife of peasants, give him a general able to keep moving past the hardship. He also lacks all political knowledge taking quite a bit of paranoid thought and goals out of his mind, which in turn makes him much happier with what he does have, with little desire to move past it. Weaknesses: He hasn’t gotten any form of an education which means he cannot read or write in the common tongue. Fears: +Beasts of Wive Tales. +God +Fire +Winter- Fears not being able to survive it. Values: +Truth and Honesty. +Honour and Duty +Courage +Faith Education: None. Languages: Common General Attitude: Positive, if not neutral on most things- Often waiting to be ordered. Religious Inclination: God- Canonist. General Intelligence: Simple Man. General Sociability: Very Sociability when approached, not one to approach anyone himself. Alignment: Neutral Good. Short Term Goals: +Settle Long Term Goals: +Serve Possessions: Wardrobe: -An set of Royal Haense Levy uniform. -Painfully simple brown doublet and pants, nothing overly notable. Jewelry: -(Badly) carved ram’s head wooden necklace around his neck. Pets/Animals: Currently none, but Aleksandr dreams of having the chance to own a horse. Owned Homes: None. Carried Inventory: Simple one-handed axe and a shield on his back. Sometimes some form of pole-arm for patrol. General Inventory: Mostly just his necklace and an usually empty coin purse. General Wealth: Makes enough to survive, that's all he desires.
  16. Mylder’s Gale Mylder’s Gale | An Overview A collection of Bounty Hunter’s and Sellswords joined together to complete larger jobs and higher paying jobs. It also includes free housing, food, and drinks and jobs offered not even mentioning the rewards offered through other forms of ranking. Currently Mylder’s Gale has been around one year, and has been planned for a little over two. For those looking for work of any kind, or seek to offer some form of job to the Guild, they can send a bird to one of the three Founders. Leadership and Ranks Mylder’s Gale currently functions on a small set of rules, formed by the three Leaders, who are known as the Founders. The leaders are usually very respected among the members, although orders can often be shrugged off without much consequence. Unless agreed otherwise by the majority of the Guild, members of the guild may act on their own accord. Whether this is fighting in a battle without taking coin, or simply ignoring the request of a Founder or other guild member, they will not be removed from the guild. However, if they do an action and claim the guild will also take part in said action (I.e. Joining a side of a war and claiming the entire guild will fight on that side without speaking to the Founders first) they will be punished accordingly by one of the Founders. Ranks are earned from training and the completion of bounties or other paid services. Usually offered by the Founders themselves. The ranks, those currently in each rank, and brief descriptions of the rank, are listed here: Founder Acal Synalli Initiate Recruit Mabidar Code of Conduct and Punishments If there are no specific rules for an action, it is recommended that you seek one of the Founders. If said rule would be beneficial to the guild it will be written down and updated. I. Do not Steal from your Guild mates. Whether this is an item, claimed job, or anything else. First time offense, the member will return the goods or rewards and issued a verbal warning. Second offense will demote the member. Third offense will result in removal from the Mylder’s Gale. II.Do not slay or harm a guild member, unless it was an accident during sparring. If a guild member is attacked outside of a sparring match, depending on severity the member may be demoted or removed from the Guild. Murder will result in immediate removal, unless in an act of self defense. III.Do not engage in the kidnapping of an innocent, this is one of the few job that will result in immediate denial. If caught, the member will be immediately removed. A Founder must consult the other two leaders if they wish to create another rule/amend the current ones. Any Members may request a change, although it may not come to pass. OOC Note
  17. The Black Orchid Society We are a group of like minded individuals who wish to undergo the life long stretch for knowledge in the arts of alchemy and Magic. Delving into the light and dark sides of such nature which is life. Our society is built up with a structure of Individuals who act independently from other guilds and factions of the Realms. The Black Orchid Society manages payment to those who contribute to the creation of different recipes of chemical substances and the distribution. As you might have heard that the Black Orchid Society is located all across the realm and wish to expand its foothold within the Realms We are currently unofficially settled around Adelburg's countryside yet we have not gone public just yet Ranks: Overseer: An Individual who have vast knowledge of Alchemy and magic. They hold lectures on alchemy and help manage political and individual interactions on behalf of the Black Orchid Society, and are the Recruiters. There can only be one to two overseers at one time. Researcher: An individual who seeks to discover the arts and gain knowledge of Alchemy Holding a say in things which involve the Black Orchid Society in terms of Selling and purchasing and can act independently within the Black Orchids benefit of course Initiates: Recently brought into the Black Orchid Society They posses little to no say within the guilds decision making and will attend lectures and one on one lessons with an Overseer -=- Application -=- Mc name: Rp name: Gender: Age: Skype: Known magics: Biography (short story/link)
  18. As night befalls the lands of Axios, you'd notice a glimmer of red light flickering aggressively in the distance. As you get closer to the source the glimmer forms into a radiant light, nearly blinding you. After closing your eyes in response to the initial shock, you'd see a statue composed of red matter infront of you. A red hooded man would approach you as you gazed upon it and would proceed to lift his fingers, which were smothered in red blood, and press them against your head to make the shape of a bestial head with two, curved horns on each side of it. "You may now enter the Crimson Lord's sanctum." He said in a monotone voice. As you walked past the hooded man and into the cave you'd see various red paintings on the stone walls, bones littered across the ground, and the infernal smell of death. You'd also see various other red hooded individuals, some bowing before effigies similar to the statue you saw when you entered, and others standing inside pentagrams and yelling dark incantations. Eventually you'd arrive upon a bearded man that sat upon a gilded throne and donned a red vest and red pants, with a leather belt strapped around his torso. He rose from his throne and his piercing, red gaze connected with yours. "Welcome, disciple-initiate. Complete this and I will assess if you are worthy of being one of our lord's faithful." He said as he handed you a piece of red paper and a quil. He directed you to a small wooden desk to the side that had a vat of red ink sitting there. The contents of the paper were as follows: Name: Race: Objective (reason for joining the cult and what you wish to accomplish): Skills: Short biography (4-5 sentences): OOC: Do you affirm that you are joining this cult to further the quality and experience of Roleplay on LordofTheCraft, and not your own personal benefit? Any actions to the contrary of "yes" will result in a kick. Do you agree to participate in as many events as you can, and to inform the event leader(s) of when you cannot do so? Do you agree that you will follow the rules of LOTC and this group during your tenure in the guild? How did you ICly find out about this group? Were you told by another cultist/initiate/prospective, or did you meet me? Maintain a sense of maturity in your roleplay and avoid cliches, this is an organization that will cause all kinds of terror and horror, but mostly the unpredictable kinds. Your ban record and reasoning behind bans (if needed) Do you accept that a violation of any of the aforementioned provisions will result in your removal?
  19. Di'tonteel Tribe The Di'tonteel, translated from Navajo: The Fighters. They are a currently very small group of indigenous humans and wood elves, that look like Native Americans, but call themselves the Tonteel, or Tellian. They are usually taller than most humans and elves, as well as 99% have a stronger build. But they are not the most intellectual group of people. They can only speak Navajo (the Native American language) or as they call it Taza. This page will be a basic rundown of their culture, language, and basic words. At the very bottom will be an application form for becoming one of the tribe. History: Not much is known of the Di'Tonteel people, their history is small to the naked eye but if you take it back centuries you will see it is vast and wonderful. Thousands of years back, there was a large tribe of men and women, ranging up to 40,000. But there was a civil war between this community. Desolating the original tribe into four different groups. The Di'Tonteel, The L'sha, The Fmaow and Finally the Dsarsa. As the years went by only one tribe of the four survived - the Di'Tonteel. However the numbers very little, they at least had some. As people began to modernize, these people did not, they had not evolved with the cities, instead, they retreated into the forests and wildlife as they could - living happily. Centuries went by and to this day they travel the forests - and sometimes set up a base camp outside of cities or towns - living life vastly and with great joy. Many scholars predict that the reason they were able to survive was from, 'cheating' in a way. The Di'Tonteel were the lucky ones of the four as they taken the land from the original tribe where there were mines of jewels and gems. This allowed them to maintain a large supply of food and purchase tents and hunting equipment from the 'westerners' TRADITIONS: NAMES: CURRENT LEADER: ... To join you must find a Tonteel. You must ask to speak to their Chief and they will decide if you're worthy. Or: *An information leaflet flies to you through a light breeze, on it is small yet still significant information on the Di'Tonteel people, telling you who their leader is and where you can find them* ((Where you should send the birds)) [!] You can send a letter to their Chief: - More to Be added -
  20. *Notices are posted around Axios* Come one, come all to the Moaning Maid Inn and Bar, where the drink flows and the music plays! Drink til your hearts content and make new freinds until you can't make anymore. We're located in Norland, not that far from the gate, come down and have some fun!
  21. -=The Herd=- Thunderous hooves, the sound of a horn bellowing into the distance. Reaching out for miles calling for the march of the Cervitaurs from the far stretches of the realms to group up and prepare for the great migration, to ensure that nature is protected. The Herd specialises in many things such as hunting and gathering, much like primitive humans, yet communing with nature, they are a group of Deer like humanoids which see the acts of Spiritualism and the way of life as holy in all things. “Life and death comes to all” - Alikar the Wise. This guild post is a work in progress and would be updated in the future Ranks Herd leader - Ascended_gene - Alikar Shaman: Jondead - Zylan Ranger: Lily - puppetJane , Hen'sur - beingdepressed Cervitaur: Newborn: All lore related to Cervitaurs can be found here: https://wikia.lordofthecraft.net/index.php?title=Cervitaurs Application: Mc name: Discord or skype: Have you put up a Creatures app yet, and if so link it: Rp name: age: Role(Rank) in which you would fill:
  22. Elberu’cinhir: Adherents of the Bronze Law The Ceasing Restrained First formally organized by Asthil Haumel for the defense of Lin’ame, the idea of the Ceasing Restrained (Restrained for short) has endured for nigh on a century now. Bronze Elves are hardly warriors in the traditional sense, they do not fight for wealth, fame or grandeur -- they fight for duty, sacrifice and to protect their heritage. This is exemplified in the Code of the Elberu’cinhir written by Haumel, which lays the foundations for the physical and philosophical ideals of the Ceasing Restrained. Code of Elberu’cinhir I. All the grief that Elvenkind has endured can be attributed to either compromising the safety of the home by letting in the depraved, or the lack of self-control exhibited on part of the Elves responsible for the safety of the city. To commit an insane act is to be insane, the Restrained must protect Elven folk from violence and insanity internally or externally at any cost. The enemy is vile. The enemy is deranged and irrational. II. A lack of self-control can be cured; you counter Turmoil with Restraint. The Beru’cinhir are the embodiment of Restraint, acting to preserve the decency of Elfkind while possessing immense self-control. All Elves should aspire to thwart Turmoil and act as the Beru’cinhir do. The enemy can be conquered. To win the war within is to instill resolve in allies and dread within the enemy. III. Conflict is an indulgement, service on the field is no excuse to lose your inner strength. Restrained must not shout while fighting, to shout is to dishonor your battle brothers. Conflict is hell and there is no place for Elves who worship hell. The enemy is insidious. To lose the war within is to be defeated by the enemy. Goal The first and foremost goal of the Elberu’cinhir is to convert Elves to the orthodoxy of the Bronze Law while striving to overthrow the corrupt and inept Dominion of Malin. The second is to safeguard the Aspectist creed from the infidels who’d seek to dismantle the faith and make the Dominion a state without a formally recognized religion. Hierarchy Annilir Incumbent: Kairn of Leyulin (Veist) The leader of the Restrained charged with keeping the Bronze Law and ridding the land of turmoil. Translation: “One who Directs”. Halerir Incumbent: Elwyn of Trost The most capable soldiers make fine officers for the Restrained. They oversee enforcement of the Bronze Law and guide the troops while also serving as guards to the Annilir. Translation: “One who is Oathed”. Beru’cinhir The backbone of the military is the soldiers, or the Beru’cinhir. There would be no military without them, the footmen. Oathed Beru’cinhir are recognized as formal members of the Restrained and are afforded great respect, renowned for their talent on the battlefield and their strict adherence to Bronze Law. Sil’enaer Soldiers who are not considered formal members of the Elberu’cinhir. They can be of any race. Translation: “Guest Sword”. Initiate The untested Mali who must still prove their virtue to the Halerir or Annilir. Prospective soldiers who are still being trained and given tasks by the upper echelons of the Restrained. Application Name: ((MCname)): ((Discord ID, this can be PMed to me alternatively)): Age: Are you an Elf? If not you will be considered a "Guest Sword": What skill do you possess in martial combat?: The Code of Elberu'cinhir is essential to understanding the role and responsibility of a Restrained. Have you read and familiarized yourself with them?: Sources: Mali'ito Elberun'tir Elberu'cinhir: "The Ceasing Restrained" Based on the works of PtahWithin and CosmicWhaleshark Reserved.
  23. “Artist Depiction of the Daemon of War” Art Credit: Paizo Publishing Argos, The Iron-Clad Daemon of War, Wrath and Conquest Titles: The Iron-Clad, Avatar of Conflict, Father of Battle, The Forgotten General Alignment: Lawful Evil Sigil: Flaming Sword Sacred Animal: The Ram The Sword of the Divine Before there was Argos, there was Azazel; The Daemon of Glory, a proud yet honorable warrior. His first mentions were during the Wars of Creation against the Void, slaying horror after horror with the zeal and dedication that few could match. Always wanting to earn the respect of his divine peers and best his rivals, he was mostly disliked by his peers. Some due to his arrogance and self-centered nature, and others due to his war-loving tenancies. Azazel was ignorant of their criticisms, surrounding himself with his servants and followers who only shout praises to his name. During his many battles with the Voidal abominations, that was when he was most well-received, where even the Aenguls would speak well of his fighting skills. The praise of his peers continued to please the Warrior Daemon genuinely. His confidence seemingly unending and ever growing, his vibrant speeches to his flashy fighting moves to the splendor that was his decorated armor. However, as other war heroes rose from the war against the void, leading to him desperately trying to upstage any would be rivals. More and more did this campaigns would cost him soldiers and almost his plane of existence. Eventually, on one faithful battle, he was outmaneuvered and overwhelmed. Having to call upon the other Aenguldaemons who were fighting against the void for help, this deeply hurt his pride as the others came and took the glory of this great battle. Slowly returning to his realm; The Bastion Realm of Argus. The Warrior Daemon focused on rebuilding his host and keeping in contact with his cults. Asking of them for praise and battles dedicated to his name, finding the Descendants to be amusing but in the end, nothing but insects to the Daemon. When he first heard of the Arch-aengul’s project of the Soulstream, he decided to help by sending some of his servants to reclaim the souls of honorable warriors. However, in truth, he used it to recruit those willing, and those who worshipped him into his legions. Over the years, he would regain his confidence, yet a growing doubt would haunt him. When the wars became few, and his involvement in the politics of the divine began to fade, slowly The Warrior Daemon became bitter. Where once he dedicated himself entirely to the honorable cause of the defense of Creation, he would sell his blade to the Aenguldaemons that needed seasoned warriors. The only cost would be their acknowledgment and chances of glory. Finding work in slaying the occasional threat, and working through his agents on the mortal plane to earn the love and adoration of the descendants. Doing this for countless years until he received a summons from an unlikely patron, from the returned Arch-daemon; Iblees. The Hubris of Glory Their meeting was brief, the distraught Warrior Daemon filled with doubt was quick to be persuaded to join in the wars to come. Iblees using his pride and desire to become relevant once more against him. Although The Warrior Daemon held no ill-will towards the mortals, Azazel was promised glory and fame eternal, no longer forgotten. When the war between Iblees and creation had begun, Azazel arrived at the first war council, meeting with the other of his kin who joined on Iblees’ side. Roles were given out; The Warrior Daemon wanted to be on the frontlines, fighting in the vanguard where Azazel could find the glory he sought. However, to his dismay, he was ordered to provide Auxiliary. Despite his many attempts to refute, Iblees dismissed him, telling him that he was not truly loyal to the cause and that he should have been thankful to be even allowed to be on the winning side of history. The Arch-Daemon’s words stabbed at Azazel’s pride like a dagger. He complied and agreed, but would not be pleased with his new role. Armed with his mighty greatsword; Vanquisher, Azazel slew through ranks of Descendants with ease. The Host under his command would fill the gaps in the lines, moving quickly to provide support. Many a time did The Warrior Daemon attempted to prove his worth, to earn his place on the Vanguard, and every attempt left with hollow answers. Despite the treatment, he served as loyally as possible, for despite the growing ill-repute of Iblees. Azazel holds his honor in high regard, refusing to go against the contract that was signed. However, the final straw would be broken, for during the arrival of the Aenguldaemon host to defeat Iblees. The front-lines demolished, and aid was needed, Azazel and his mighty host would arrive quickly, to fill the lines and try to relieve the battered undead legions. Despite his valiant efforts, slowly and gradually his forces were pushed back. Until he was on the defensive, in a final plea to Iblees, he requested aid. Otherwise, he would be outnumbered and overwhelmed. Iblees had given nothing but silence, leaving Azazel to die. This betrayal, shattered the spirit of Azazel, for the first time, he staged a retreat. Survival and spite were driving him to break the contract. During this, a few of his former rivals would surround his battered host and attempt to ambush him. With strikes fueled by rage and the experience of a thousand battles, Azazel barely managed to slay his attackers. Mortally wounded from the action, his forces were scattered, and he returned to Argus. Reborn from Iron Upon his return to his prized realm, he discovered that the wounds inflicted upon him were inflicted upon his realm as well. Slowly regrouping with the remains of his Cult and his Daemonic Host, when he left his physical form. The essence of Azazel was wounded and left weakened, his realm stabilizing him and keeping him from death. For the years following the end of the war, Azazel muted himself from his former brethren. With every next year, his essence was worsening, and his mood grew dark. His desperation grew as he tried to find a way to reverse his condition. Finding no answers in the voidal arts, he would begin to delve into some of the darker magics for the answer. The Warrior Daemon was bent on one purpose; Vengeance. His grim situation drove him to a fit of depravity as he slowly sent out his cults to kidnap practitioners of the Dark Arts, before interrogating them on the knowledge of Necromancy and Blood Magic. After many long attempts, a ritual was devised, calling upon his Daemons and cultists to draw blood in their deity’s name. Carving runes into a set of Daemonic Steel armor, runes of power decorated the intimidating set of plate mail. Once the ritual was complete, The Immortal essence of Azazel infused inside the prison of metal. From the dark powers mixed with his divine nature, he was reborn into the Daemon of War; Argos The Iron-Clad. Current Day Although much of his Cult remain in secret, the only unifying features; being the adherence to Argos’ warrior code and them being warriors of prominence. Due to his steady growth, he had begun to gain the notice of other Aenguldaemons, while many would remain neutral or find distaste in his actions, Argos would remain ever distant, preferring to focus on the growth of his influence and power. It is not certain if the other Aenguldaemons remember any knowledge of his former name and crimes, all that is certain is that in any major war or conflict, the servants of Argos will be there. The Codes of the Iron-Clad Over the years of foundation since the revival of the cult of Azazel, The Cult of Argos maintains a strict adherence to a set of moral codes. Even amongst the highest of his holy mages dare not break the law, for upon doing so. Marked them for death within the order, to be quickly hunted down and taught the lesson of betraying the Daemon of War. The Sword is the Answer to any Injustice Poison is for the weak. Ambush is for the Cowardly. Our foes only deserve the Slaughter. Harm not the Child, for they could become strong. Do not fight the defenseless, for there is no glory. Conquer Yourself, Conquer Weakness. Surrender is Defeat, and Defeat is death. Goal Argos once devoted his existence to becoming the greatest warrior in all of the Creator’s creation. Wanting to have his tales of glory and battle to ring forever and be sung in halls both divine and mortal. However, with his return, his pride had been shattered and his driven nature put to his new goal. Argos wants to slowly rid the physical world of the weak and the cowardly, to replace it with battle-hardened soldiers sworn to his cause. Should he succeed, he shall take his new army, and right all wrongs with force, no more treachery, no abominations of the void, Argos will never be forgotten again. Realm: The Bastion Realm of Argus Formally the creation of Azazel, a sea of Fortresses and mountains. However after his fateful return, the sky was filled with ash, the tall and proud bastions were reduced to ruin, and the landscape destroyed. Yet under Argos, many of the rubble has been rebuilt, and from the central Citadel, a massive forge built. Rivers of Lava fill the shattered chasms of Argus, now used to fuel the endless War machine that the Iron-Clad is preparing. The fallen faithful of Argos find themselves brought to the war-torn realm, the vigors of youth returned to them, and slowly find themselves involved in one of the many roving warbands made of their fellow worshippers. Few cities exist in Argus, with the most prominent one being the City of Bellator. Built around Argos’ citadel and often the first to be provided with the new weapons made by the Daemonic Smiths. Bellator and the other Fortress Cities are under the iron-fisted rule of Self-made Warlords, former Champions of his cause which brought Martial law to the areas under their sway. To prevent any of them from stagnation, by the demands of their Daemonic master, the Fortress Cities host a series of Realm-wide War Games. Striking each other down, causing the losing Warlords to fall for stronger ones to rise again. Shortly after they succumb to their wounds, they would be restored to ‘life’ to fight once more in the following years. Great fighting pits are commonplace in these Fortress cities, used as entertainment and to train for the battles to come. The strongest of the Warlords are invited to join Argos and his Daemonic war council, as they prepare and plot for their grand crusade. “One of the many War-torn Ruins in Argus.” Art Credit: Matchack Manifestations Likely many Aenguldaemons, Argos rarely ever truly manifests upon the mortal plane, ever since the mortal wounds he suffered during the Great War with Iblees, he had been wary to ever return fully to the mortal plane. Instead, he shows a glimpse of his form through visions and illusions. He universally appears as a giant of a humanoid figure clad in darkened plate-mail. The only opening in his battle-scarred armor, being the visor, revealing only a burning pyre. His voice a metallic roar, speaking harshly and straight to the point, whenever his presence is nearby, all weapons and armor begin to stir and shake as if seeking to strike out against a hidden foe. (Modified skin) Original Skin Credit: Gleeshers Following “A devoted Cultist of Argos, coming down upon his foe with a frenzy.” (Ignore the gun) Art Credit: mynameisbryon Adjective: Argosi Warriors, Mercenaries, Barbarians, Those consumed by Violence, these are the men and women who are called to worship Argos. The Iron-Clad had slowly built from the ashes of Azazel’s cult, a growing legion of various warbands and followers. These factions are organized in such a way, that they are almost entirely indistinguishable to Mercenary Companies. The leaders of these Warbands are often Holy Mages of the Daemon, who use their soldiers and self as instruments of the Iron-Clad’s Will. Despite the seemingly organized nature of his worship, conflict and infighting are rampant, as multiple different cults would often challenge each other, to test their strength and to purge the undesirable weakness that could exist in their ranks. There is no prayer or official holy text. They venerate Argos through dedicating their battles in his name. Every wrong made right grants The Iron-Clad power, every fight a sermon in his name. While complete worship is not required to join these cults, their loyalty to the Codes of Argos and desire to further his goals is the only requirement. Within the numbers of Argosi Warbands, each of them slowly develop their own cultures. From minor changes to the usual religious uniform to extreme cases of cannibalistic rituals, believing that it would grant them the victim's strength. It is not uncommon for Dark Mages to find themselves serving such Warbands due to The Iron-Clad's neutrality of Dark Arts. This behavior causes some Cults to reinforce their mortal warriors with the undead. In the old days of Azazel, his faithful would garb themselves in bronze armor, decorated with feathers and trophies of the glories of past victories. However, in the current day, they clad themselves head to toe in darkened plate, taking the appearance of Argos himself. Those gifted with magic, take it a step further and create enchanted helms that produce an illusionary fiery visor and metallic voice so they can fully emulate their Master. Patrons Vindicta The Avenger; Patron of Ironic Justice “There is no shadow too dark. Her haze will find thee. Her justice will not be restrained, The Fires of justice will never be quenched." Art Credit: Aerenwyn The Patron of Ironic Justice arrives when a sincerely horrible injustice kills a descendant. She can see such hatred fills their heart in their last moments. They find in the darkness by an armored woman, her cold eyes filled with a calculating rage. She comes with an offer, to become an instrument of their justice, to the right the wrongs brought to them. The only price, being their eternal soul joining the cause of Argos. Should they accept the bargain, The Avenger restores them to life. However, the form they take is a monstrous being. Some believe that the Avenger was initially been a young and loving mother who had their lives destroyed before their eyes. After the death of her husband and child, her grief and hatred earned her the attention of Argos. Taking his offer for justice, she was given magical boons to turn her into a force of nature. Once she finished the deed, Argos came back to complete the transaction. He wanted a tool, a servant to spread his influence. Teaching her how to bestow the same ‘gifts’ to others, she roams near the edge of the Soulstream, looking upon the fresh deceased to grant her Master’s Justice, drawn to vengeful souls like a moth to light. Manifestations: The Eternal Legion The Legionnaires of Argos are a rare group of mortals granted boons by the Iron-Clad, often making up the elite or leading cults of Argos themselves. Acting as the closest thing resembling Holy Mages to Argos, they are combatants who draw upon their divine connection to empower their weapons and wreak vengeance upon the many foes to Argos. The magic they wield only used to improve their physical prowess as warriors and the connection, slowly destroying their bodies from the violent energies. (This will be greatly expanded upon in a separate lore post, however, should it be denied, the Argos lore will remain.) OOC Notes: Influenced by: -Ares from Greek Mythology -Gorum from Pathfinder’s Golorion Campaign Setting -Tempus from D&D’s Forgotten Realms Campaign Setting -Khorne from Warhammer Fantasy/40,000 I wrote this lore because I felt there was no Aenguldaemon dedicated to War, although there are multiple Aenguldaemons that are waging war and have war-like qualities. I wanted to write an Aenguldaemon for straight up war, for groups of warriors and mercenaries to worship. However, after taking advice from Aelesh, I expanded on the concept and added in Vengeance. Allowing a more concrete and ambitious goal for Argos to have. Also, I wanted to write an Aenguldaemon that creates ideas for events, such as groups of mercenary companies dedicated to him being hired to attack a settlement, an individual or group of people seeking protection and refuge from a vengeful being created by his Patron; Vindicta. Should an ET or other staff member have questions about how they would react in certain situations, or need help in developing an event line, I do not bite and would love to help anyone incorporate this Aenguldaemon in their events. As for players wanting to create cults of him, I plan on already doing that, and if you wish for any information or want to join, I’m always open to talking. Lore References: https://www.lordofthecraft.net/forums/topic/97770-the-aengudaemon-lore/ https://www.lordofthecraft.net/forums/topic/121438-iblees-daemon/ https://www.lordofthecraft.net/forums/topic/139713-the-planes-of-existence-world-lore/ Written by JordanXlord/LordCommander Lore Advice and Help from: @Master Sage Delaselva @The Fire Mind @Order's Disciple
  24. ♛!Horses for Sale!♛ Best horses in the realm now being sold (350%+), Fast horses, high jumpers, and resistant ones! Prices going from One Thousand minas to ten thousand!! You won't get horses this good from enywhere else!! Contact Vinic or Luke Dunamis For one (W4saki/Lucas84775) OOC: Best Horses in game for sale just pm W4saki Price goes depending on how good the speed and jump combined are. Just pm me with what stats you want your horse and i'll give a price!
  25. Steel Company; 2-11 Follower Of The Son "And you will know my name is THE LORD when I lay my vengeance upon thee." Zanira Almasi turns away, feeling a chill run through her. Grand Master Lion sits back down. The room returning to normal lighting. Flushed with passion from reciting the monotheistic Church-verse. He composes himself. Balling his fist towards her with a promise, "She will not kill you... Without my permission." Zanira freezes up once more unable to speak. She glances back to him briefly. A look of fear on her face; she is open and honest in that. The Lion breaks the silence, "IF you intend to poison and destroy my brothers and sisters. You will not be spared. At my behest, you will be harvested like a crop." Zanira instantly retorts, "Why would I harm anyone?" Lion responds, "The reasons, I cannot see. However, I believe none are exempt from being perverted to evil. That which is all around us. Waiting to decay our minds if given the slightest chance. Best to see through the visages of other people. Look at the truth of their actions. Do not be blinded by the propaganda they herald." The two sit in silence. Lion considers how he himself may be spewing propaganda. He counters his virtuous rhetoric with a self-countering point. "Today I killed a man." Zanira quietly responds in a matter-of-fact way, "You did." He continues, "And tomorrow I will save a man. I couldn't say if I've killed more men or saved more men. Yet my intention remains the same. Stick to my code." She retorts, "Doing good doesn't outweigh wrongdoings." Lion considers this as well. Answering in a train-of-thought that will eventually get to the point, "You saw me show evil. A contained force of death and aggression. Locked away by the order of my good willpower. The universe will do unto me as I've done unto it. Doing good and evil deeds do weigh. They weigh on our souls. I could choose to be evil and pick you up. Slam you into that wall. Thrusting your skull back and forth till there was nothing left to crush upon the cobble. Or I could choose to be good. Remaining seated. Offering you the tools to articulate your freedom of expression, your medical pursuits. Good and bad DO have weight." Zanira weighs that herself. Telling Lion, "Those actions don't erase past actions." The Grandmaster nods, "Tis true. We all must live with our pasts. Hopefully letting those actions and experiences appoint you to create your moral code. In your own words: I choose to be good as much as I can, but I'm not perfect. Even when I asked you for your honest opinion about where I stood on the morality spectrum, you responded; neutral. Weighted. Balanced. You are right in saying actions do not erase past actions. Yet, we can only choose how we make future actions. Will you feed the evil inside you; corruption or will you feed the good inside you; virtue. These choices are entirely up to you. Good or evil. You decide every time." He lets that settle in. Zanira remains in thought for some time, Lion takes the formative moment and adds, "My view might just be darker than yours, but it's not hard to objectively see our intentions align. The only difference between you and I is my choice to pick up a warhammer and your choice to pick up a medical satchel. War and peace both seek the same end." Zanira rubs her hands down her face, silent. Her eyes slip shut. The scene fades out as she continues to discuss his company, "Orym doesn't want me to associate with your company, you know." (It’s been a while, but I think I’ve found a place to call home in Axios. A company of heroes, scoundrels, scholars and swordsmen. Together, we’ll be great. Let this serve as the first episode in a series of non-chronological tales surrounding actual In-Game RP surrounding the master guild, 2-11.) Date: The Amber Cold, 1630.
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