Search the Community
Showing results for tags 'culture'.
-
Malatesta and Venic Crest’s Malatesta Household History and Origins: The House of Malatesta has mixed roots, between House Auclair and House von Leopold. Two families of different backgrounds, cultures and origins. Symbol: The family's emblazoned coat of arms is a silver dragon on a field of blue, surrounded by seven golden stars, symbolizing guidance and protection. The motto, “Ad astra per aspera,” reflects the determination of the lineage to overcome all difficulties. Territory: Malatesta's domains stretched across the plains of the Holy See to the marshland bordering Salvo Republic, a landscape characterized by lush forests, woodlands, majestic mountains and plains. The imposing and majestic castle of the Malatesta Household, watches over the whole land and the Venic town. Traditions: The members of the lineage are known for their chivalrous spirit and dedication to justice. As well as a culture about the use of weapons, the culture of food, good eating, and listening to the people. Alliances and Conflicts: With Valerie Auclair Malatesta, has woven strategic alliances with other noble families, but has also faced conflicts with dark forces that threaten the peace of the descendants' lands. Today, the lineage is determined to maintain harmony and defend the kingdom from shadows on the horizon and enemies of peace and tranquility. Legacy: The House of Malatesta will continue to prosper, with its members engaged in politics and the arts, keeping the tradition of honor and justice alive. Their story exemplifies courage and nobility, and their name is synonymous with greatness throughout the Lowlands. HER LADYSHIP, Mother Valerie, owner of the Land around Venic Town, Priestess of the Mother Church and Holy Knight HIS LORDSIP, Reynard Malatesta, Eldest son of Mother Valerie and the Head of the Malatesta Household
-
Published; 8th of the Deep Cold, Year 203 of the Second Age “ilMaehr'sae Ilkun'ehya” ☽ ──────────═ ✯ ═────────── ☾ “In the ancient lands of Celia’nor, where the spires of silver rise like whispers of the past and the songs of the winds carry the wisdom of forgotten eras, the High Elves live beneath the eternal gaze of the cilarei—the stars. These stars are not merely pinpricks of light in the night sky, but sacred guides, celestial beings that hold the destiny of every soul within their radiant grasp. From the dawn of their existence, the High Elves have believed that the cilarei do more than illuminate the heavens; they weave the very fabric of fate, marking the path that each life must follow. This belief is woven into the very identity of Celia’nor, as old as the land itself. It is said that the stars, with their serene brilliance, are the eyes of the divine, watching over the High Elves, guiding their every step with silent grace. To the elves, fate is not a mere whim of chance; it is an intricate design, written in the constellations that adorn the night sky. From the moment of their birth, each elf is bound to this celestial map, their lives unfolding in harmony with the stars’ movements, and it is from this ancient bond that their famous blessing, "May the Stars guide you," was born—a whispered prayer and heartfelt wish for safety, as the stars alone know the fate of the journey ahead. The origins of this belief are as old as the stars themselves. Long ago, before the majestic cities of Celia’nor rose to their shimmering heights, the High Elves lived in simple elegance, gazing at the night sky with awe and reverence. They observed the movements of the stars, noting how they seemed to mirror the great events of the world below. The cilarei shimmered brightest during times of prosperity and dimmed when times of sorrow loomed. The elves came to understand that the stars were more than distant lights; they were watchers, their light a reflection of the lives they governed. It was during one such clear night, in the infancy of Celia’nor, that Larihei—the mother of all High Elves—stood beneath the heavens, her eyes lifted to the stars. She saw, not just light, but the future of her people written in the constellations. The stars whispered to her, in a language of light and shadow, that the elves were destined for greatness, that their wisdom and grace would shape the world for eons to come. From that moment forward, Larihei declared the stars to be the true guardians of her people. The cilarei, she said, held their fates, and it was by their light that the High Elves would be guided through all the trials and triumphs of their eternal journey. As centuries passed, this belief only deepened. The High Elves looked to the stars in all things, for guidance in matters both great and small. Before every important decision—whether it was the forging of an alliance, the building of a grand temple, or the beginning of a new life—the High Elves would gather beneath the night sky and consult the cilarei. The stars, it was said, would answer, sometimes with a subtle flicker, sometimes with a brilliant flare, but always with the truth. To act against the stars was to invite chaos, and so the elves followed the celestial map with unwavering devotion. Amidst this celestial reverence, the Golden Tree of Celia’nor rose as a symbol of their connection to the stars. Legend held that the tree was a gift from the cilarei themselves, planted by divine hands to mirror their light on earth. Its golden leaves shimmered under the night sky, reflecting the starlight in a way that no other being or object could. As long as the Golden Tree flourished, the people of Celia’nor knew that they were in harmony with their celestial destiny. The tree stood not only as a symbol of prosperity and peace but as a physical manifestation of their belief that the stars were ever watchful, ever guiding. But even the brightest stars can fade, and as the history of Celia’nor unfolded, so too did tragedy befall them. In a time of great darkness, when beasts from the void descended upon the land and the very foundations of their world shook, the unthinkable happened. The Golden Tree, the radiant symbol of their fate, was consumed by flames. Its once golden leaves were turned to ash, scattered by the winds of destruction. The stars above, usually so bright and clear, were obscured by smoke and sorrow. The people of Celia’nor feared that their fate had turned against them, that the stars had forsaken them in their hour of need. And yet, even in this darkest of times, the High Elves did not lose faith in the cilarei. They knew that the stars do not abandon those who walk beneath their light, and though the way was unclear, they trusted that their path was still written in the heavens. They wandered in search of a new home, following the stars as they had always done, believing that somewhere, the light would return to guide them. It was during this time of despair that the blessing, "May the Stars guide you," became more than just a farewell—it became a prayer for safety, for hope, and for the return of the light that had once shone so brightly in their lives. The High Elves journeyed far and wide, always looking to the stars for direction. On cold, lonely nights, they would gather together beneath the cilarei and speak softly of the Golden Tree, of the days when the stars had shone so brightly upon them. They told stories of how the stars had guided their ancestors, and they believed that one day, the stars would lead them to a place where they could once again flourish. Their faith was rewarded when, after long years of wandering, a single bright star appeared in the northern sky, brighter than all others. The elves knew then that this was their sign—the stars had not forgotten them. They followed the northern light to the land of Aevos, where they would plant the seed of the Golden Tree once more. Now, in their new home, the High Elves of Celia’nor continue to live under the watchful eyes of the cilarei. They believe that the stars hold their fates, and every elf is bound to this ancient truth. The Golden Tree has risen once again, its golden leaves catching the light of the stars, reminding the people that their connection to the heavens is eternal. In times of joy, they celebrate beneath the stars, offering thanks for the blessings they receive. In times of sorrow, they look to the cilarei for comfort, trusting that the stars will guide them through whatever darkness may come. And so, when an elf of Celia’nor departs on a journey, whether near or far, they are always bid farewell with the words, "May the Stars guide you." This is not just a pleasantry; it is a heartfelt wish, a prayer that the cilarei will watch over them and keep them safe. For the elves know that no matter where they go, no matter what trials they may face, their fate is always written in the stars and will always guide them home. In this way, the belief in the stars and the fate they hold has shaped every aspect of life in Celia’nor. The stars are more than lights in the sky—they are the guardians of their destiny, the protectors of their spirit, and the silent watchers that ensure that the elves of Celia’nor will never lose their way. For as long as the stars shine above, so too will the elves of Celia’nor endure, ever guided by their light.” [!] “Cilarei” is the recently discovered elvish tongue for celestial / celestials [!] ✵ _______
-
Since the ages beyond Kharajyr’s isolated solace upon Khalenwyr, there have been instances of descendants earning a place amongst their society and becoming something beyond simply a friend of their people. Those who are amicable to Kha, who live among them and learn their ways. Those who are true friends to their people may be given the opportunity to be ‘reborn’ as a Kharajyr, and earn the title of Hukhalnemi. To earn the blessed title of Hukhalnemi, one must pass through numerous Rites. However, this is not so easy a task, as to even be considered for completion of said rites, the descendant must first be nominated by a Kharajyr to the Aelkos or Priest. It is only then that the process may begin. If one has occupied place among the Kha for an extended period, and had not been nominated prior, they may instead write a report and have signed witness proofs of having completed the Rites with the aid of the Kharajyr offering nomination. A Place Among Kha Centuries of persecution from descendants have left the Kharajyr race weary and isolationists. However, those who can prove trustworthy are often considered eternal friends. This doesn’t mean they have earned a place amongst the people, though. It is critical that home is earned. This requires patience and years, if not decades of time, of which a descendant person spends the majority with their Kha friends. More than this, they must integrate themselves into the community, acting as a cornerstone. This may come in many ways, ranging from protecting them, taking part in ceremonies and events, teaching skills, engaging in hunts, or even helping raise cubs. The Kharajyr Ways One may not simply spend time around Kha and earn the grace of being considered brethren, but must wholly immerse themselves within the culture. Careful time must be spent attending rituals, classes, and ceremonies so that the ways of the Kharajyr are truly understood. Beyond simply ceremonial acts, the descendant must also be aware of mannerisms and conduction throughout day-to-day life. One must understand the importance of Metztli, the history of the Kha, the hierarchy, the language (though it isn’t required to be fluent), and the social traditions. It is something that must be proven to the leaders of the community, Endless Loyalty A natural result of pursuing Hukhalnemi title is to develop a sense of loyalty to them, which must be proven and displayed through action. Such things may occur alongside finding a place among the Kha people, where one may risk their own life for a Kha, or perhaps save the life of one medically. Such is not a singular task, but a collection of deeds which demonstrate undying loyalty. A Pride to Call Home The final requirement, perhaps the most important of them, is for the descendant to have a pride who present themselves willing to adopt them within. Such must be earned and sought out by personal choice, based on the ideals presented by the Prides of the Kharajyr. This will offer them community, and display a place of belonging amongst the greater collective. After all three Rites, the descendant must embark on a final trial in order to prove themselves worthy. A single trial is chosen from the following list by the Aelkos or Priest, where upon completion they will be reborn as a Hukhalnemi and join the ranks of the Kharajyr community as a brother or sister. Each trial below is based upon one of the titles Kharajyr may earn, the one chosen denoting to the descendant what area of Kha society they have proven to best suit. A Kharajyr’s Mend Medicine and healing is paramount among all societies, and likewise the Kha’s. As a people who are often hunted for sport by descendant races, injury occurs often and requires expert care, thus meaning well trained doctors are a necessity. A descendant who occupies medicinal skill will be trialed with completing extensive training in the field, after which they must prove proficiency. There are three means in which this can be proven, and is to be decided by the Aelkos or Priest: The descendant may be required to show their abilities by performing medical practice upon a cadaver; they may be thoroughly quizzed on medicinal practices such as herbs, their uses, and what procedures are to be done on which injuries; or in the instance of it occurring, they may be asked to perform surgery on an injured person. A Kharajyr’s Hunt Taking on the task of hunting down animals is one often seen prior to important ceremonies, the sacrifice offered to Metztli upon an altar. Warriors are those who are given the responsibility of completing the hunts, and thus warrior descendants will be given this role as well. If given this trial, the descendant must hunt down a beast no smaller than a medium sized (200lb) boar, and return to the community with the body so that it may be used to feed others or be offered to Metztli in ceremony. A Kharajyr’s Spirit The Great Beasts of Khalenwyr are powerful beings who serve as magical, spiritual leaders who govern in Metztli’s absence. Made before the Kha were formed, they are the servant Lunar Council who may be contacted and connected to via spirit walks. If one proves themselves worthy, though such a task is significantly more difficult to earn than other roles, the descendant will choose one of the 10 beasts to become a Champion of. They will be taken to the Beasts domain and be given a task to complete, and when finished they will be granted title and uphold deep spiritual connection to said Beast. A Kharajyr’s Trade Extending the reach of monetary trade is something that Kha value hugely, in that it allows broad sharing of their presence. Great alliances are forged through trade, and merchantry is the means in which such occurs. The further that the Kharajyr community can extend their outreach, the more opportunity for peace to be forged with descendant nations and their peoples. Trades(wo)men are given the trial of selling 5 Kharajyr items, the profits to then be given to the community to help support financially. Such is completed when the minas are given, as well as 5 signatures from the buyers. A A Kharajyr’s Creation The history and culture of Kha has endured the tests of time through artistic means more than any. The stories told, art made, and songs written all have archived their ways for centuries. Artists yield a unique and important place amongst the society as both entertainers and keepers of knowledge. Descendants who bear affinity for the arts are tasked with creating a piece of work that chronicles an aspect of Kharajyr culture or their history. This can be any art, ranging from a dance to a poem to a mural, but must be displayed before the Aelkos or Priest for approval. After all the required prerequisites have been met, the descendant will be ‘reborn’ before Metztli as an honorary Kharajyr, one who occupies a genuine space among the people. The ceremony of rebirth, also called the Miqui Hualnemi ceremony, begins as the sun crests the horizon and paints the skies crimson. Dressed in classically made Kharajyr attire, the Hukhalnumi stands before the guiding officiant. A ceremonial blade must be provided by a present priest, so that the ichor drawn is to be sent to Metztli herself. Blood soaked skies witness as the descendant drips their own into a ceremonial bowl, to join an ink substance. The Aelkos or Priest will then guide them to swear themselves to Metztli and the Kharajyr peoples as the moon begins its lunar climb, the Munna’s shadow witnessing their declaration. In the mean time, each of the Kharajyr present offer their own blood into the bowl, drawn as it and the ceremonial blade are passed along. To offer such is to accept this new member of the community, to gift them a Kha blood they lack. Those who deny such are to deny their acceptance, a great insult and often taboo, however both possible and valued. Those who present their rejection must state their reason, which will be considered by the Elders. When sworn, upon the descendant’s forehead the symbol of Hukhalnemi is drawn with the blood and ink mixture, marking them and their new place. With this completed, they are accepted into their Pride of choice, and are adorned with a title befitting of their status. These reborn descendants will always carry the prefix of Huk’, but may earn others alongside if their trials present themselves fitting. To conclude the ceremony, the Hukhalnemi turns and faces their people, their new family, and lets out a mighty roar of pride so that Metztli herself might hear the bellow of her newest servant.
-
When the great fallen goddess of the Moon and Time, Metztli, was in the process of creating the perfect being, she fused together countless animals through a process of magic-infused experiments. Through this period, the world was granted various new creatures that existed in the smallest of numbers, frequently discarded when considered ‘failure’ to her goal. They, however, continue to roam the Kharajyr homelands of Khalenwyr. These Beasts, who inherently boast magical properties, became creatures some Kha viewed with reverence, however due to the climate of control held by the Tlappani of the time, such was often considered taboo and therefore was seldom spoken of. As time progressed, and the Kharajyr moved from continent to continent, as their mighty empire fell, the Beasts saw less of their cousins in creation. However, the instances in which it came that a Lunar Pilgrimage would ensue, some would be lucky enough to catch glimpses of these mighty creatures Redlines: ____________________________________________ Teuzauhtototl Beast of Faith and Passion Devotion and Eccentricism [lesser of akezo] [Alignment: Good] Born from the forging of bat and owl, Teuzauhtototl rules the Faithful and Passionate. Many say he was created with the intention of guiding priests of Metztli, their divine faith in her drawing in the avian Beast. Especially since the fall of the goddess, his amiability towards loyal followers of Metztli has only grown, their devotion shown through their patience. Given his place as the guardian of worshippers, albeit not her right hand, he is said to have been Metztli’s favourite Beast. As such, he is dubbed the New Moon in the Hierarchy of Metztli Coyocoatl Beast of Agility and Deviance Cooperation and Curiosity [lesser of shezept] [Alignment: Neutral] The Coyocoatl is the Beast of Agility and Deviance, attributed such characteristics from the two creatures that had been fused together to bring forth his creation; Snake and Coyote. As such, he’s become notorious for taking on champions he deems sufficiently deceptive. Those who win his favour are often drawn to trickery and pranks, those able to utilize the gifts of quick and cleverness to outwit opponents, and those who often draw questions to authority. Within the hierarchy of Metztli’s phases, he acts as the Young Moon, the one often affiliated with adolescents. Apanmistli Beast of Freedom and Resilience Independence and Self Confidence [lesser of xaakt] [Alignment: Good] The Apanmistli is the Beast of Freedom and Resilience, a strange amalgamation of an axolotl and jaguar. He is of the free people, those who desire liberty within their own lives. Ranging from prisoners who retain their resolve, to a veteran breaking past their fears of war, those who seek to be free and yield the internal strength to achieve it are his champions. This is the Beast of eternal enduring, and only answers to those who display such a trait, those who are weak minded, unfaithful, or wavering in their ideals are deemed unworthy of his call. He is considered the waxing Crescent of the Metztli hierarchy. Collocuectli Beast of Strength and Ambition Stubbornness and Community [lesser of leyd] [Alignment: Neutral] The Collocuectli is the Beast of Strength and Ambition, a union between wolf and scorpion. This Beast has become notoriously drawn towards the warriors of the Kharajyr, their champions almost always becoming those who seek combative excellence. It is never enough to simply be strong, in their eyes, but rather to be constantly striving to reach new heights and breaking personal records, one must always desire being the best. They are dubbed the Waxing Quarter moon within the hierarchy of Metztli. Chihuateteo Beast of Knowledge and Cunning Philosophy and Decisiveness [lesser of âmul] [Alignment: Dark] The Chihuateteo is the Beast of Knowledge and Cunning, a skeletal eagle of black and gold. Her wisdom is notoriously unending, and some claim she is the first of Metztli’s experiments, having seen all occurrences since the beginning. She, of course, favours scholars and researchers, however also leans into those who seek to use their intellect to their advantage. In the eyes of the Eagle, it isn’t enough to simply be smart. This is where she and Quetzalcoatl deviate, in that Chihuateteo advocates for the superiority of those with cunning, for one to use their mind to climb above all those around them. She is dubbed the Waxing Gibbous in the Hierarchy of Metztli Quetzalcoatl Beast of Wisdom and Leadership Self Sacrifice and Altruism [lesser of jevex] [Alignment: Good] The Quetzalcoatl is the Beast of Wisdom and Leadership, created through the magical fusing of a macaw and snake. She has come to be the patron Beast of many leaders, those who take to the roles of captains or commanders, and has been said to give guidance in times of dire need. The Quetzalcoatl is often considered to have been the right hand of Metztli, and has acted in the shadows of governing forces during the times of the Kharajyr empire’s greatest heights. Many claim she, above most other Beasts, has experienced the greatest grief in seeing the race's downfall, and will do the most to see it rise once more. Within the Moons hierarchy, she is considered the Full Moon. K’awiil Beast of Luck and Romance Formality and Tradition [lesser of isuz] [Alignment: Neutral] The K’awiil is the Beast of Luck and Romance, made into the form of a spirit snake. They are a fickle beast with a heart for tradition. While those who embark on the journey that is finding love often find favour from K’awiil, those who wish to yield eternally lasting relationships ought to be familiar with the formal courtship rituals of the Kharajyr peoples. Not only do they seek to bring success in romance, but also to bring luck to those who earn it. Praying to them often occurs prior to or during risky situations, in which fortune’s favour may be one’s dire hope. They are often associated as an aid to Teuzauhtototl due to their emphasis on the traditional ways. They are the waning gibbous in the Hierarchy. Cipactli Beast of Charisma and Theatre Arrogance and Joviality [lesser of brimztra] [Alignment: Good] Cipactli is the Best of Charisma and Theatre, made from the divine fusing of monkey and alligator. A performer by nature, she is perhaps the most peculiar of the many Beasts, many stories speak of how she has quelled the wrath of her brethren through song and dance. As such, those who too grace the world with their performative arts are regarded highly. Often, among those who seek out the favour of Cipactli, she is who is emulated during story telling or dance, her theatrical prowess desired by all. Despite a seemingly minimal standing, her role amongst her peers is to both maintain and encourage the keeping of culture through the arts, something many Kharajyr strive for. She is known as the Waning Quarter. Yahui Beast of Endurance and Loyalty Assertiveness and Protection [lesser of dazkur] [Alignment: Neutral] Yahui is the Best of Endurance and Loyalty, created when Metztli melded together turtle and alligator. Many warriors often find themselves blessed by her ancient favour, those who assert themselves within the Kharajyr communities as people wishing to ensure the safety and wellbeing of others. More commonly, it’s guards who garner her attention rather than those who go and seek combat themselves, their unwavering loyalty to the security being the ideal trait in the great Turtle-Gator’s opinion. She is the Waning Crescent within the moon hierarchy of Metztli. Omekuaikoatl Beast of Sight and Patience Openness and Peacefulness [lesser of drelthok] [Alignment: Good] Sight and Patience are the things the Omekuaikoatl, the Beast formed through the melding of rabbit and gecko . He is known for his favouritism towards monk-like Kha, who spend their time mastering the inner self. Omekuaikoatl promotes peacefulness within social situations as well as openness to alternative views, often closing himself off to those inclined towards stubbornness. A closed mind hardly wins his favour. Priests often align themselves with him, their connection strengthened through acts of meditation and mindfulness. He is the Old Moon in Metztli’s Hierarchy. ◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈
-
“You keep your eye on the queen, and the knights, and the bishop, because they are the sneaky ones. But it’s the rook that often gets you. The straightforward is never quite what it seems.” Chapter I: Die Geschichten | The Histories The story of Wesenburg cannot be told without first telling the story of the first patriarch of House Sturmweber. Roland von Sturmweber was born on the 7th of Sigismund's End, 1888 as Robyrt Taranis on the island of Galta; a trade post and mining town in the far off Eastern seas of Almaris. His mother and father, Donal and Meave Taranis, were of mixed Waldenic descent, their ancestors having fled the mainland decades prior, to establish a company on the island. This company, the Taranis Mining Guild, provided a steady income for local workers and tradesmen. At the age of 8, Roland began working in the charter office, helping his father with mundane tasks like custodial work. At age 12, he learned about all kinds of ores, their properties, and what alloys could be made. While not explicitly learning about blacksmithing, Roland did have a natural affinity around the forge. He didn't see the task as overwhelming, and aspired to become a smith one day. However, apprenticeship would have to wait, as the threat of privateers grew ever more significant. By age 16, Roland and his family actively supplied the defense of Galta, and even served in the militia, repelling attacks by pirates, mercenaries, and opportunists. Roland decided, upon reaching the age of 26, to leave Galta for Almaris, to make a new and better life for himself. After a brief stay in Adria, Roland departed for Minitz as Heinrik’s Rebellion was on the rise. Upon his arrival, Roland’s good friend Peter attested that he would be a prime addition to Theoderic’s Warband, a favor which paid off. In times when the Reinmaren remained fractured under the crowns of Aaun and Haense, in the Principality of Minitz, Roland, the future Baron, came together with three of his Reinmaren brothers and sisters to form his tribe. Before Prince Ferdinand I and all in attendance, within Kanunsberg’s moot hall, the four spilled their blood in Schwur, binding themselves together eternally. As one, the tribe served Minitz in war and peace. Roland served as Warchief, leading the Warband of Minitz, and later as Erstkanzler, head of the Herrenhaus, after Brandt I. Meanwhile, Sir Varik served by the sword, as a Ritter of the Order of Saint Tylos, and Hirdman to Leon II. Their sister, Mariola, served in the Warband, quickly achieving the rank of Soldat thanks to her prowess. When the time for Reinmaren Unification came, Tribe Sturmweber was one of the first to cross the Ailmere, making camp on the land where Reinmar’s great capital, Kretzen, would soon stand. When Kretzen’s walls were raised, the Sturmwebers continued to serve, Roland as Erstkanzler, Varik as Herrenmeister, and Mariola as Unterlandser and Hirdwoman to Princess Adalfriede von Hexenwald. It was not long following the completion of Kretzen that the members of House Sturmweber, Roland and his wife, Violet, and their children, Bernhardt and Lieselotte, Sir Varik, and Mariola, were brought before the Heather Court by Prince Leon II, and issued the letters for Wesenburg, a Baronial title. The Prince named Roland a Baron, and his family took the Wesenburg surname in kind. In bestowing the title, the Prince rewarded Roland and House Sturmweber for decades of dutiful service to Minitz, Reinmar, and House Barclay, the Prince’s own family. Construction of Wesenburg Manor, upon the family’s Baronial land, was finished after Roland’s death, in 1993. Due to the death of Roland’s son and heir, Eduard, the title was passed to Roland’s grandson, Oswald, with Sir Varik serving as Lord-Regent until the boy came of age. The manor’s construction, and the construction of the village of Reinhurst in the surrounding area, were overseen by Varik, and a fountain statue was made at Varik’s express request, in Roland’s memory. The statue depicts a man with a staff adorned with a lantern, which leads the way, forging on into the future; thus, it is named Der Anführer. Chapter II: Unser Schwur | Our Oath The oath taken by Roland, the first Baron von Wesenburg, and his kin, was to serve Reinmar and the Barclay crown. For such, Roland and his family were rewarded with the Barony, and given land on the Northern frontier, nestled between Kretzen and the great river to the north. That river, and the Barony itself, now on its southern bank, is what separates Reinmar from the hostile, frigid North. The Barony, situated to the North of Reinmar’s capital, Kretzen, is rich, both in fertile soil by the river, and in emeralds, mined from the cliffs. Additionally, the Baronial territory guards a key land bridge, which crosses the river separating the North from the South. The strategic value of this crossing means the Barony of Wesenburg stands as Reinmar’s Northern shield, the first line of defense against any Northern threat. Thus, with such resources to defend, and that defense being so critical, the Barony hosts siegeworks and smithing, as well, keeping such crucial industries close at hand. The philosophy of House Sturmweber has always been that of the Rook. A tower, stalwart, unflinching, and dutiful. As the stewards of the Barony, this ideology manifests in all their works, across Wesenburg land. As entrepreneurs, with Sturmweber Company LTD., the House thrived in Minitz; as such, the Barony of Wesenburg has commerce central to its identity, always pushed to thrive. Tobacco and grain grow aplenty in the Barony, as do the roots of House Sturmweber’s ambition, long since cultivated in Minitz. In their early days as a Tribe, the Sturmwebers tested those tribesmen who wished to join them, by having them climb a tower, getting to the top by any means. Using one’s wits and cunning was the only true path to success, of course, as this was the merit Roland most valued. Chapter III: Unsere Lebensart | Our Way of Life The tower is the primary element of the family’s heraldry, as well as to their way of thinking, symbolizing fortitude and vigilance. The other central heraldic element is a pair of keys, which represent access to knowledge and power. All of these themes were central to the founder, Roland’s, ideals and as such, they are what the family was built on. Thus, the culture of the barony closely mirrors such. Like all other Reinmaren, the subjects of the Barony of Wesenburg value loyalty, competence, and piety above all else. While somewhat more welcoming toward outlanders, as a vassal situated on Reinmar’s rural frontier, the Reinmaren of Wesenburg are much less trusting of them. Roland, the first Baron von Wesenburg, was a pragmatic man, eager to allow strangers to prove themselves, but still he was shrewd and cunning, wary of the tricks and schemes others play at. Being such a rural settlement, tucked away in the Reinmaren countryside, the Barony’s primary settlement, Reinhurst, consists mostly of cottages, which reflect the attitude and lifestyle of its population. The village is ideal for those Reinmaren who live there, enjoying a simple life in the spacious frontier, with fresh air and cold river water aplenty. A prominent fixture of the Barony’s local tradition is the cultivation and use of tobacco. A significant portion of the farmland in Reinhurst, for example, is dedicated to tobacco plants. When the time comes to harvest, every Reinmaren living on the land participates in some way, from directly harvesting the crop to bundling the leaves, transporting bundles, processing the tobacco, and even rolling cigars and cigarettes. As such, every resident is entitled to a portion of the harvest and the rest is stored for later sale by Sturmweber Company LTD. In the rare case that an individual prefers not to receive the product of their labor as compensation, a payment of gold may often be arranged instead. Another tradition borrowed from the capital is Reinhurstfest. Though, naturally, being that the Barony often tends to distinguish itself in some ways, unlike Kretzenfest, Reinhurstfest is longer and focuses more on the mercantile aspects of the festival, serving as a year-long merchant faire. Traditionally, halfway through the year, the Baron hosts a feast for all of Reinmar in Reinhurst. In addition, for the duration of the year, no taxes or fees are collected by the Treasury, as a show of the Baron’s great wealth and generosity. As indicated by the traditions of Reinhurstfest, the Barony of Wesenburg has a strong mercantile culture. As such, and including the Barony’s role as a vassal, there are several industries which thrive there. Foremost, of course, is Die Kriegsfabrik, the Wesenburg siege factory. Specializing in the manufacture of artillery for the Host of Saint Johann to deploy in times of war, there stands a foundry, assembly yard, and a large crane, nestled along the riverbank in Reinhurst. Nearby, against the cliff of the landbridge, is a forge and smithy, called The Anvil’s Bane. Operated by longtime friend of Roland, the first Baron von Wesenburg, Barlord Bronzerock, The Anvil’s Bane is the first, and greatest, smithy in the Barony. In Reinhurst’s market square, Sturmweber Company LTD., the company owned by House Sturmweber, also has a stall, which is where much of the Barony’s tobacco can be purchased.
-
Princess Lôminzil, recognizing the growing uncertainty and discord spreading across the land of Aevos, has seen the struggles of those who have lost their way and are unsure how to move forward. In response, she extends an invitation to embrace a timeless code of conduct—a guide to help you navigate the challenges ahead and find your true path. These laws are not just rules, but seek to serve as a beacon of light in dark times, offering wisdom and strength to those who choose to uphold them. 1. Never Judge a Book by Its Cover: Give everyone a chance to show who they really are before making judgments based on appearance or first impressions. 2. Keep Your Promises: Like heroes in stories, honor your word and commitments. Trust is built on reliability. 3. Help Others in Need: Acts of kindness, big or small, can have a significant impact. Offer a helping hand whenever you can. 4. Be Careful What You Wish For: Think through your desires and decisions, as they may have unexpected consequences. 5. Kindness is Always a Good Choice: Even when others are unkind, choose to respond with kindness. It shows strength and compassion. 6. Believe in the Magic of Possibility: Be open-minded and believe that extraordinary things can happen. Stay optimistic and hopeful. 7. Face Your Fears with Courage: Don’t avoid challenges or fears. Confronting them can lead to growth and discovery. 8. True Beauty Lies Within: Value others for their character, kindness, and integrity rather than their outward appearance. 9. Stay True to Who You Are: Be authentic and embrace your uniqueness. Don’t change who you are to fit in or be liked. 10. Actions Speak Louder Than Words: Let your actions reflect your true intentions. Be reliable and show your care through what you do. 11. Respect All Living Beings: Whether it’s people, animals, or nature, show respect and care for all forms of life. MINUS DARKSPAWN AND EVIL. 12. Challenges are Opportunities to Grow: See obstacles as chances to learn and improve. Don’t be discouraged by setbacks. 13. Use Secrets and Knowledge Wisely: Be careful with the information you have. Don’t use secrets to manipulate or hurt others. 14. True Love and Friendship Cannot Be Forced: Real connections happen naturally. Don’t try to force relationships or feelings. 15. Laughter is a Powerful Tool: Use humor to lighten situations, bring joy, and strengthen your bond with friends. 16. Speak the Truth, But with Compassion: Be honest, but consider others’ feelings. Truth and kindness should go hand in hand. 17. Forgive and Let Go of Grudges: Holding onto anger only hurts you. Practice forgiveness and move forward 18. Cherish and Protect Your Friendships: Like valuable treasures, friendships should be nurtured, respected, and protected. 19. Celebrate Each Other's Successes: Be genuinely happy for your friends when they achieve something. Support and uplift each other. 20. Keep the Wonder Alive: Stay curious, dream big, and don’t lose your sense of wonder, no matter how old you get. And Remember: 𝐘𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐲 𝐢𝐬 𝐲𝐨𝐮𝐫 𝐨𝐰𝐧 𝕷𝖔𝖒𝖎 HER ROYAL WHIMSINESS, Lôminzil Aranuiriel of the Royal House Arthalionath, Princess of Númenost, Leader of THE LEGEND CARVERS, The Nightflower
- 13 replies
-
71
-
- fairy
- kingdom of númendil
-
(and 6 more)
Tagged with:
-
On Reinmaren Runekeeping by Estmund von Ehrenwald To Rosalyn, My Rose. “I make this Schwur. That I plan to have not only my creations last longer than us, but our lessons and traditions of the trade persist as well. Including the art of runecarving.” ~ Tribesman Estmund von Ehrenwald at the Reinmaren Moot of Saint's Week 1988 Recollection A diegesis of a memory, separate from the book. A depiction of an earlier erected runestone, inspiration for Estmund's start in Runekeeping. It was light after dawn, the sky a dull blue as cold air hovered high with the pines and scented low with the dewy grass, wooden wheels ground against dirt and stone as it creaked its way through the trees. There was a storm in the distance, serene rumblings of thunder rolled over. Estmund preferred to walk in the mornings, flanking a cart carrying a heavy load of stones. "Here," He calls to the driver and points, "Have the cart by the stone." They had just arrived to one of the many runestones Estmund had traced along in a route. A planned pilgrimage of sorts of structures venerating tales of yore. The structure stood before them tall and vigil, testament to ancient story tellers' works. For when our voices fail, let the earth speak for us. Estmund thought to himself, resting a hand upon its cool, mossy surface. His thumbs brush gently against its carved writings to clear its font for legibility. This stone spoke of an ancient marriage between a warrior, Wulfnoð, and his wife, Bealdhild, for whom he battled seven men who had wronged her honour. Estmund produces a small book and quill, transcribing the stone by eye. Its runes running along its shape and size. A depiction of Wulfnoð fearlessly confronting an adversary in front of his entourage. "ᛞᚨᚢᚷᚺᛏᛖᚱ ᛏᛟ ᚨ ᚹᚨᚱᚱᛟᚱ-ᚲᚺᛁᛖᚠᛏᚨᛁᚾ, ᛊᚺᛖ ᚹᚨᛊ ᛞᛖᛊᛁᚱᛖᛞ ᛒᛁ ᛖᛁᚷᚺᛏ ᛗᛖᚾ ᛟᚠ ᛞᛁᚠᚠᛖᚱᛖᚾᛏ ᛏᚱᛁᛒᛖᛊ. ᚨᛚᛚ ᚹᛖᚱᛖ ᚺᚨᛚᛖ ᚨᚾᛞ ᛟᚠ ᛊᛏᚱᛖᛜᚦ, ᚲᛟᚢᛚᛞ ᚠᚨᛊᛏ-ᚱᛁᛞᛖ ᚺᛟᚱᛊᛖᛊ, ᚨᚾᛞ ᚱᚨᛁᛊᛖ ᛊᚺᛁᛖᛚᛞ ᚹᚨᛚᛚᛊ. ᛒᛖᛚᛞᚺᛁᛚᛞ ᚹᚨᛊ ᛒᛖᚢᛏᛁᚠᚢᛚ ᚨᚾᛞ ᚹᛁᛊᛖ ᛒᛖᛁᛟᚾᛞ ᚺᛖᚱ ᛁᛖᚱᛊ, ᚨᛒᛟᚢᚾᛞ ᚹᛁᚦ ᚲᚺᛟᛁᚲᛖ, ᛊᚺᛖ ᛊᛟᚢᚷᚺᛏ ᚦᛖ ᛒᛖᛊᛏ ᚷᚱᛟᛟᛗ ᚨᛗᛟᛜᛊᛏ ᚦᛖᛗ. ᛊᚺᛖ ᚠᛟᚢᚾᛞ ᚹᚢᛚᚠᚾᛟᚦ ᛊᛏᚱᛟᛜ ᛁᚾ ᛒᛟᛞᛁ ᚨᚾᛞ ᚺᛖᚱᛏ, ᚺᛁᛊ ᚹᚨᚱᛗᚦ ᛏᛟᚹᚨᚱᛞᛊ ᚺᛖᚱ ᚨᚲᛁᚾ ᛏᛟ ᚨ ᚺᛖᚱᚦ ᚨᛏ ᚹᛁᚾᛏᛖᚱ. ᛊᚲᛟᚱᚾᛖᛞ ᛒᛁ ᚺᛖᚱ ᚲᚺᛟᛁᚲᛖ, ᚦᛖ ᛟᚦᛖᚱ ᛊᛖᚢᛖᚾ ᛗᛖᚾ ᛏᚢᚱᚾᛖᛞ ᚦᛖᛁᚱ ᛒᚨᚲᚲᛊ ᚨᚾᛞ ᚲᚱᛖᛖᛞᛖᛞ ᛏᛟᚷᛖᚦᛖᚱ, ᛊᛈᛁᛏᛁᛜ ᛒᛖᛚᛞᚺᛁᛚᛞ ᚹᛁᚦ ᚱᚢᛗᛟᚱᛊ ᚨᚾᛞ ᛚᛁᛖᛊ. ᛖᚾᚱᚨᚷᛖᛞ ᛚᛁᚲᛖ ᚨ ᚱᛟᚨᚱᛁᛜ ᚠᛁᚱᛖ, ᚹᚢᛚᚠᚾᛟᚦ ᛊᛟᚢᚷᚺᛏ ᛖᚲᚺ ᛗᚨᚾ ᛟᚾᛖ ᛒᛁ ᛟᚾᛖ, ᛒᛖᛊᛏᛁᛜ ᚦᛖᛗ ᛖᚲᚺ ᛁᚾ ᚨᚾ ᚺᛟᚾᛟᚱ-ᛞᚢᛖᛚ, ᛖᚲᛊᛏᚱᚨᚲᛏᛁᛜ ᛈᚱᛁᚲᛖᛊ ᚠᚱᛟᛗ ᛖᚲᚺ ᛟᚾᛖ. ᚢᚾᛏᛁᛚ ᚦᛖ ᛊᛖᚢᛖᚾᚦ ᛗᚨᚾ, ᚹᚺᛟᛗ ᚺᚨᛞ ᚠᚨᛏᚨᛚᛚᛁ ᚹᛟᚢᚾᛞᛖᛞ ᚹᚢᛚᚠᚾᛟᚦ ᚨᚾᛞ ᚹᚨᛊ ᚲᛁᛚᛚᛖᛞ ᛁᚾ ᚱᛖᛏᚢᚱᚾ. ᚹᚢᛚᚠᚾᛟᚦ ᚱᛖᛏᚢᚱᚾᛖᛞ ᚺᛟᛗᛖ ᛏᛟ ᛒᛖᛚᛞᚺᛁᛚᛞ, ᚺᛖᚱ ᛞᛁᚷᚾᛁᛏᛁ ᚱᛖᛊᛏᛟᚱᛖᛞ. ᚺᛖ ᛈᚨᛊᛊᛖᛞ ᛟᚾ ᚺᛁᛊ ᛊᛈᛖᚱ ᛏᛟ ᚺᛖᚱ, ᛒᛖᚠᛟᚱᛖ ᚺᛁᛊ ᛊᛈᛁᚱᛁᛏ ᛈᚨᛊᛊᛖᛞ ᛟᚾ ᚨᛊ ᚹᛖᛚᛚ. ᛒᛖᛚᛞᚺᛁᛚᛞ ᚺᚨᛞ ᚱᚨᛁᛊᛖᛞ ᚦᛁᛊ ᚱᚢᚾᛖᛊᛏᛟᚾᛖ ᛏᛟ ᛈᚱᚨᛁᛊᛖ ᚺᛖᚱ ᛚᚨᛏᛖ ᚺᚢᛊᛒᚨᚾᛞ×ᛊ ᚨᛈᛈᛖᛊᛖᛗᛖᚾᛏ ᛏᛟ ᛞᚢᛏᛁ ᚨᚾᛞ ᚺᛟᚾᛟᚱ. ᛏᚺᚨᛏ ᚺᛖ ᛒᛖ ᚱᛖᛗᛖᛗᛒᛖᚱᛖᛞ, ᚨᚾᛞ ᚦᛟᛊᛖ ᛞᛁᛊᚺᛟᚾᛟᚱᚨᛒᛚᛖ ᛗᚨᛁ ᚾᛟᛏ." To which he then translates: "Daughter to a Warrior-Chieftain, she was desired by eight men of different tribes. All were hale and of strength, could fast-ride horses, and raise shield walls. Bealdhild was beautiful and wise beyond her years, abound with choice, she sought the best groom amongst them. She found Wulfnoð strong in body and heart, his warmth towards her akin to a hearth at winter. Scorned by her choice, the other seven men turned their backs and creeded together, spiting Bealdhild with rumors and lies. Enraged like a roaring fire, Wulfnoð sought each man one by one, besting them each in an honor-duel, extracting prices from each one. Until the seventh man, whom had fatally wounded Wulfnoð and was killed in return. Wulfnoð returned home to Bealdhild, her dignity restored. He passed on his spear to her, before his spirit passed on as well. Bealdhild had raised this runestone to praise her late husband's appeasement to duty and honor. That he be remembered, and those dishonorable may not." "Is it a good one this time, Meister?" The young son of the driver approaches. Estmund turns his head from his book and smiles, "Yes, we'll be staying the night for this one. Let's set up." In the ambience of history, Estmund laid camp through the day into the dark night, writing throughout the night by lantern and campfire light, in both common and modern Reinmaren runes. He breathed it all in, he could feel and imagine the spirits of those who had walked the path he sat upon before. As if he could only raise his head to see the men who raised this stone by rope and muscle, and that he could even see Bealdhild standing spectacle to this. All of this in the dark, before his imagination fades and he returns to writing. "Will you be able to read it to us tonight, Meister?" The young boy sat by the fire next to Estmund, hugging his knees to himself with dirtied hands. He had assisted them throughout the day in loading practice stones for Estmund to recreate the carving techniques he observes and theorizes. Estmund didn't spare to lift his tired eyes from his pages. He sips from a wineskin and shakes his head, "I'm sorry, child. It's a large one this time. Perhaps in the morning." "Isn't this our last one?" The boy asked, Estmund nodded in reply and silence between them returned alongside the quiet crackle of fire. "Why?" Estmund would break the silence, "Prefer there to be more?" He asked. The boy replied, "It's hard work, sir. But I always look forward to your stories." Estmund shook his head again, "These aren't my stories, remember that young one." – "They're stories I have the honor of keeping remembered by the world. These stones last generations and may outlast you. It's their stories." "But why upon stone? Why not paper?" The boy asked. Estmund replied, "Because it's tradition, we Reinmaren must uphold tradition, it is our culture. It is who we are. What was wanted of us by our ancestors, whom we must venerate at any opportunity." The boy enraptured, gave a wide gawp of a smile before uttering, "What?" Estmund realized he was in a moment of passion, his hands found raised during his speech. He lowers them before clearing his throat, "Can you read, boy?" Estmund asked. The boy shook his head. "Would you like to be taught how to read?" Estmund asked. The boy nodded. Estmund leaned forth, "Well, I can teach you then." He said, then raising a finger. "But only on one condition. Perhaps you try your hand in what I'm doing too. And perhaps you can retell stories on your own, and then someday make your own." He then smiled, "Doesn't that sound like a plan?" Learnings An excerpt from "On Reinmaren Runekeeping", by Estmund von Ehrenwald. INTRODUCTION On this day of Sigismund's End of the Year of our Lord 1990, I've returned to home, warmth, and family from a long journey of a series of journeys. Pilgrimages of the land to learn about the tradition of Reinmaren and Waldenian methods of teaching and storytelling. Most held sacred was the art of Runekeeping. Raising large structures of stone in varying shapes and sizes, all meant as an expression from the earth and cemented by effort of mortals to tell a time everlasting story. Each runestone I had visited and found in my travels were carved by heart and soul, each ridge and cut, designs and art preserved upon the faces of the stone, embedded with spiritual fervor that you could imbibe out of the air. These studies have taken years of my life, and I sometimes feel I haven't even scratched the surface of anything in this field of knowledge. I fear that it either may be lost to time, or there are limits to pages and knowledge that cannot be put to words. But we can simply say this: There need be nothing more for the raising of runestones besides heart, strength, and stone. The writing of runes is just another voice of an array our great Lord has given us as choices. We must preserve these choices for long our generations to come, as these are roots to what and whom we truly are. Living continuations of our ancestors and tribes that live on through all of us. Long as we keep this in mind and sacred. HOW IT IS DONE Part of who we are is our designs, aesthetics, cultures, and traditions. Language, especially, and though not all of us may be as attuned to ancient lexicons as others may be, I encourage its learning as my appreciation of it has raised to astronomical heights. To think our modern language has come from this, "ᚱᛖᛁᚾᛘᚪᚱᛖᚾ ᚪᚾᛞ ᚹᚪᛚᛞᛖᚾᛡᚾ ᛚᚪᛝᚢᚪᚷᛖ". One can see the resemblance with enough comparison by eye. Runestones may be raised and piled by hand, whilst others may work in groups and raise tall spires by rope and pulley of branches. Either are fully acceptable by the earth and spirits. Efforts and heart behind the contents of what is carved into the stone is what truly matters, in my humble opinion. What good is a story if it is half-told? What good is knowledge if it is half-thought? One must also not think too hard on the matter and merely tell a story in the end, the method to this is honesty overall. A lie carved on stone remains a lie and must be treated like poison. For poison can very much poison minds and hearts as it does bodies. Next, the carvings' writings must be written in the third person. The stones reflect our words and retell it for the ages, we must never use or write runestones to elevate our own stories and selves for selfish gain. Accomplishments that uphold values in groups or individuals as epitomes of ideals may be venerated, and that is of different thought than selfishness. Glory of the one is not glory for the whole. But glory for the whole can be glory for one. These carvings may be anywhere upon the stone but depending on shape and size of the structure it is mostly upon wider faces of the rock and stone; some stories extend to or down the sides. Others wrap all the way around. Some structures have words that are tiny enough to cover the structure from its very top to its bottom, that no inch be left empty and uncarved. Several runestones may be placed in close proximity to each other in a designated area. Or they may be isolated in a patch of forest rarely visited. What's important is the meaning of such area to be placed in. Practicality may also have a factor in its chosen area of raising. Be it in a village for all to see, or a site near and dear to those who know its story. Any and all may raise their runestones and must be encouraged as long as it is in good spirit. Lastly, designs of runestones are more vital parts of the runestones that others think not much of. These designs are remnants of who we are not just as warriors but as artisans, shqiptar, and storytellers. There may be geometrical designs, like squares and zags, or rounds like spirals and circles. There could be depictions of flowers, or trees, even animals or people, weapons, and ships. These images may even accompany the written story as a whole in a complementary sense. A heart desiring to express a story may have no problem with intuiting these designs to add to the runestone. A depiction of a site with many runestones, a runekeeper retelling a story of a Chieftain's ancestor. CONCLUSION Runestones are venerations of those past and present yet never the future. Stones that retell stories of us even past when we are all long gone. A method of immortality that our God has blessed us with. So that those that remain will remember us so, remember what truly matters. The lessons and values that we as Reinmaren must uphold to remain who we are as a proud people. This sense of pride and identity is what binds our society together, through strife and tribulations no man lives without his tribe. It has been that tribes after battles and victories would record the history by raising these runestones together in a communal fashion, breeding the sense of tribesmanship we carry today. Its importance will never change, even despite its lessening of practice over the generations. The ideal and practice of Runekeeping remains strong in Reinmar, and that is a testament to who we are in our reverence of tradition and diligence in its preservation. That those who learn of our stories and respect it may come to befriend our tribes, perhaps even join it. And those who do not, oust themselves as incapable of compatibility. Runekeeping is part of the Reinmaren way of life. No person may subvert it, even with the highest effort. WER RASTET, DER ROSTET Authored and Published by Estmund von Ehrenwald, Geehrte of Reinmar Ehrenwald Sigil, "Bewachen Unser Ehre"
-
URUKAHL THE LANGUAGE OF THE URUK A UNIQUE TONGUE ♪♫♪ Urukahl or the language of the Uruk, is an often divisive topic. Urukahl is a guttural and harsh tongue, it’s words derive not simply from the Uruk themselves but their interactions with the larger world and languages thereof. Widely considered one of the most colorful and exotic tongues with a deep history in legend, the Urukahl shifts like the sands it was borne from, ever-changing, evolving. Uruks are called to speak in Urukahl with fellow Uruks and to utilize their most important phrases with all, though sometimes in interactions with other races, this may be tricky- it is a source of Uruk pride that they speak their own language. Words in Urukahl often can be very similar and to other descendants might even sound the same, but to the trained ear of an Uruk there is a fundamental difference in the pronunciations and intonations that form their blessed tongue. THE FORMAL AND THE INFORMAL Urukahl follows a two-layered rule system of formal and informal, the word “Hai” meaning “Respect” in the common tongue is added in an amendment to an informal to both formalize and sometimes pluralize base words. Using formal words is mostly reserved for figures of high respect, spirits, or important occasions unless pluralizing a word. For example, when speaking to a Zhomo delivering a blessing the Uruk might say “Rulhkhai” in place of the normal “Rulhk” when accepting a gift from a friend. It is ultimately up to the Uruk to decide where to place their formals, and is a delicate process wherein the Uruk must use their wisdom to decide whether or not to formalize their statements with “Respect,” “Hai.” THE URUKAHL BASIC Greeting (informal) “Ukh” Greeting (formal) “Ukhai” Closing/Farewell (informal) “Gukh” Closing/Farewell (formal) “Gukhhai” GIVING THANKS Giving Thanks (informal) “Rulhk” Giving Thanks (formal) “Rulhkhai” SIMPLE ANSWERS / QUESTIONS Yes (informal) “Yuhn” Yes (formal) “Yuhnhai” Agreed (informal) “Yulhn” Agreed (formal) “Yulhnhai” What (informal) “Wuhn” What (formal) “Wuhnhai” SIMPLE ADJ. Good, lesser (of something) “Hozh” Good, greater (of something) “Yuhnhai’Hozh” Not Good, lesser (of something) “Nuhn’Hozh” Not Good, greater (of something) “Nuhnhai’Hozh” SIMPLE ACTIONS Think, listen, understand (derogatory) “Gruhk” Think, listen, understand (non-derogatory) “Gruhkhai” See, view, take in (informal) “Shahk” See, view, take in (formal) “Shahkhai” Speak (derogatory, often used in repetition) “Blah” Speak (non-derogatory) “Ahl” Uruk Land (metaphorically) “Krugmar” Control, authority (of someone or something) “Krimp” Mother “Mozha” Father “Parzha” SIMPLE CONCEPTS War “Wagh” sometimes “Waghk” Fight, Skirmish (non-deadly) “Hur’mauk” Fight, Full Battle (deadly) “Mat’mauk” Honor (always formal) “Hunakhai” Dishonor (always informal, used sparingly) “Oshtrak” Unity (always formal) “Grahtishai” Duty, Service (always formal) “Darhalhai” Loyalty, loyal (always formal) “Darhamhai” Lie, falsehood (always informal) “Nuhn’trus” Truth, reality (always formal) “Yuhn’trushai” Drink “Grog” sometimes “Groghk” Food “Gruhb” ORDERING First (in a procedure, rank, line) “Azhth” Next (in a procedure, rank, line) “Dakh.” MISC. VERBS AND ADJ. Magic “Mozhoh” or “Mojoh” Evil, Dark, Black “Buurzh” Curse (nonsituational) “Zkah” Curse (astonished, questioning) “Wuhntehzkah” Curse (nonsense or sternly disagreeable) “Nuhnzkah” Curse (angered or positive) “Yuhnzkah” PLACES, PLACE CONCEPTS Land, world (materially) “Uzgk” Land (belonging to, an addendum to a people or individual) “Akh” Settlement (belonging to, an addendum to a people or individual) “Akahn” City “Goi” Home “Blarhk” Blood (of body, or metaphorical) “Grizh, Grish” HIERARCHY Child “Kubha” Clan “Khlan” Kingdom “Rexdom” Empire “Rexkhanate” Honored Warrior, Soldier “Krughai” OBJECTS Axe “Luzk” Sword “Zhult” Staff “Zhtah” Polearm “Luzk-Zhtah” Bow “O’lig” Spear “Shaatii” Knife/Dagger (also Scout) “Duf” Mace “Shakop” Tomahawk “Af-Pilik” Crossbow “Kruklak” Sling “Flakah” Hammer “Zhbatah” PEOPLE AND ANIMALS, TITLES Elves (derogatory) “Twighi” Elves (non-derogatory) “Albhai” Humans (derogatory) “Pinhk” Humans (non-derogatory) “Zhara” Dwarf (partially derogatory) “Ztout” Dwarf (non-derogatory) “Gazat” Halfing (derogatory) “Zquealz” Orc (informal) “Uruk” Orc (formal) “Urukhai” Lurakhan Orc / Honorary “Bruttha” Undead “Nuhnahk” Shaman “Zhomo” Swing “Buzhb” Wolf, Dog "Hozhlur" Bird “Falzhkon" Lord “Goth” Warlord “Waghgoth” King, Ruler “Rex” Emperor “Rexkhan”
-
PENNED ON THE 1ST OF SUN’S SMILE, S.A 188 History The Aduno-Highlander, as it is today, stems from old cultures of Atheran Highlander clans, their Drengrs, whom co-mingled with cultures of Adunians that held similar ways of life. Namely, mountainous living arrangements, survival methods and habits. Not only this, but these two bloodlines both shared in their usage of certain apparatus, in terms of arms, armament, and every-day clothing. The most evident and glaring example of this can be seen in the Kilt. Whereas nowadays, the Aduno-Highlanders no longer wear this dress other than the rare ceremonial occasion, they do hold dear some old traditions and values. Humble beginnings, and fiery conclusions. Men and women born of simple origin and stock, raising themselves up, and often leaving this mortal coil in heroic manner. Indeed, after multiple Highlander families died out one by one, at least four old warrior-clans lingered, refusing to follow their fellow clans into the grave, and found themselves adapting to other cultures and surroundings. Leaving behind most of their tribal natures in favor of the perceived stability of Heartlander Kingdoms of the time, they found themselves taken under the wings of Santegia as Retainers, Kings-Guards, and Royal Executioners. In their hall of Brynmor, the Briar keep, these clans did yet live. The Briars, Glennmaers, Flynts and Thornes. Whilst they prospered here together, their time too ran out, as did that of Santegia and Axios, resulting in the death of the Thornes, and the diminishing of the remaining three bloodlines. Eventually, the Flynts found themselves a small pocket of Petra to live in, under the guidance of Queen Renilde, once again comfortable in their humble circumstances. The Briars, albeit the last surviving member of that clan, and the Glennmaers, of which there were three, became sellswords. From Axios to Almaris these three clans persisted separately, severed from each other by time and cataclysm, yet all connected through their purpose. Warriors true, each and all, did they survive on the bread of those who could afford their blades. Sellswords with no renown, yet simply happy to live on. It was then that the Flynts happened upon Petra, and but a stone’s throw away, did the Briars and Glennmaers, what little remained, find Ser Uther Pendraic. Though loyal service did they provide, yet again blood did falter. The remaining Briar took to the poisoned utterings of the tyrant drake, and soon after fell, Ser Mordred the Mad eventually living up to his name. Ser Alwyn Glennmaer alone, first of the Adunic Glennmaers, held patriarchal sway over the blood of the old clans now, with his young son Garen Glennmaer under him. As years passed, the legend of Barrowton grew, eventually erupting into the pale grandeur of the Exilic Kingdom of Numendil. House Glennmaer prospered under the rule of Tar-Numenetar, once their Knight-Commander and Warband leader, now great King of the Adunians. Martial skill and loyalty alone did ever Uther ask, and that is what he received. In turn did he give the house of Glennmaer grace beyond compare. Wealth, Land, security, and a seat of their own. From one old warrior and his son, did stem the sprawling blood of house Glennmaer, and on that Hill in Numendil did Formindon sprout, the Crucible of which the fiefdom of Garenbrig would emerge. So now, another Bastion of Aduno-Highlanders sits in the lands of Numendil. A place of humble men and women, where the line between GOD’s green earth and man’s innovation are blurred, the resolute stone of those old Highlander clans melds seamlessly with the graceful green Adunic glades, and hearts burn with everlasting fire for what they hold dear. With this newfound home, under house Glennmaer, came a final seal, a coat of arms in Numenedain style: Depicting a blazing Tower, rooted to the ground upon a black & green field, symbolizing their newfound hold, enduring nature, and the purging flame of Owyn. Language Though the Glennmaer house and the population of Garenbrig can often trace their heritage back to those old Highlander clans, the language faded, at least for the Glennmaers, and gave way to the Low-Adunic tongue, also known as Thaudian. Whereas the Flynts retained their language, often referred to as Daelish now, the houses that took root in Numendil traded their gutteral, yet strong speech for a language of flowing words, lofty cadence and symphonically uttered phrases. A language and accent that gives way to the telling of stories, conveying meaning, but also to deliver words with great power. Indeed do the Glennmaers take after their Adunic heritage in their speech and often bardic nature, though the Highlandic roots remain, resulting in rougher tongues and a lower foundation from which their words rise. Whereas sometimes, an Adunian such as old Ser Mordred might speak like gentle rain, the natives of Garenbrig provide a semblance of thunder. Architecture, Climate and Dress With the rise of House Glennmaer came a certain fondness for practicality, yet humble ornamentation. Indeed do the people of Garenbrig often enjoy embellishment, decoration, and adornment, it rarely is done in excess. Streets laden with shrubbery and flowers, cobbles strewn with vines, and climbing fields of moss cement the lands of Garenbrig as one that holds dear the modest beauty of God’s creation. Though, that is not to say that Garenbrig’s people let nature run wild. Nor is it to say that they do not bother with decor of their own making. Carved stone, colorful banners, bunting and harvest-tide adornments remain year-round, for the governing bodies simply cannot bring themselves to remove the simplistic novelty, nor the nostalgia that it brings of old Barrowton, where house Glennmaer began their true ascension. Indeed it is, that Garenbrig has returned to some of that old, simpler grandeur that Barrowton held as a shining beacon of hope in the meek barrow hills. Such is seen most obviously in their arms and armor. Nostalgic, just as their architecture, the Knights and Soldiery of Garenbrig dress themselves in simple, practical plate-maille, taking into account their more rugged terrain. Knights bedeck their plates in fantastical ornamentation, depicting sigils, house-colors, and aspects of their heraldry. Wings, horns, antlers and rooks. Plumes, manes, wreathes, entire animals cast in bronze. As long as their helms can support the design, the Knights often produce it. Where soldiery, Men-at-Arms and huntsmen lack this privilege, adornment is not entirely impossible, and even they can ascend to Knighthood themselves. The common folk wear various types of dress. Some harking back to days of old tradition, and some sporting more modern Adunic designs. Both meld together almost seamlessly, as in the somewhat bleak hillside of Garenbrig, every flower can be admired for its color, be it a shade of old Highlander tartans, or the sleek velvets of Numenost’s elegance. Values Like most of Numendil, Garenbrig values honor and virtue above all else. To live by Horen’s scroll, and for many, to adhere to the code of chivalry. Even the peasantry sometimes practice this way of life, believing it not just to be the realm of Knights, but descendants as a whole, to be the best possible self. Along with their humble beginnings, some consider the denizens of Garenbrig to bear a fondness for humble things. A love for things that grow, good food, warm hearths, and the flowing of one’s favorite brown-colored drink. Yet it is this humble fondness of simplicity and community, that a sense of duty sprouts from. The world can be dangerous, thus the need for loyal soldiers and chivalrous knights is paramount, further cementing Garenbrig as a culture of both martial and agricultural foundation, held tightly together by the ideals of virtue and chivalry alike. Due to their connection, both physically and historically, to the Kingswood of Numendil, superstition is commonplace. After frequent assistance from Fae creatures, especially in the time of Delgorthad’s assault on the Kingdom of Numendil, it is often for the people of Garenbrig to be wary, yet respectful, to the denizens of the woods. Whilst some might seem benevolent, such as the beloved Jenny, the Holy Scrolls and history alike tell of the dangers of the Fae. Fairytales and horror-stories alike stem from the mere existence of the Kingswood, and flights of fancy run amok by tipsy men watching the shadows of the woodland shift. Never-the-less, the horrors and mystery of all things wild make frequent visits to the town of Garenbrig, be they friend or foe.
-
ON THE URUK THE URUK The Uruk or Orcs are the descendants of Krug, strong and powerful like their forebear however cursed with a lust for blood. While the Uruk at heart always long for battle they are called to find such conflict through honorable means, for above all the Uruk is blessed with honor. Honor, however, does not always mean the picking of 'fair fights' but merely a code of conduct from which all descendants of the mighty Krug are called to live by. The Uruk's curse of bloodlust has at times outweighed their blessing of honor, it is the responsibility of the Uruk to hold themselves to the strict guidelines their people have followed for thousands of years lest they lose their honor and be outcast. The Uruks bond with one another is great and they are by far the most loyal of the races, betrayal is not taken lightly in Uruk society the punishment for this, OSTRACIZATION, a fate worse than death. URUK SUBCULTURES Since the creation of the War Nation of Krugmar many Uruks many natives believed that only one Uruk state could exist, this was where the “Uruk Strong Together” mentality was borne that saw foreign Uruk, despite many having originated in their own Uruk culture and not even mingling with other descendants to be labeled as “no longer Uruk.” While in recent years this has greatly changed with the acceptance of Onii as their own people for example, there still remains prejudice abroad for Uruks having or admiring culture not belonging to the primary group. While this can be a righteous prejudice as in the case of Uruks who completely disregard their own people in favor of another and betray the codes of their ancestors, often this is simply used to silence dissidents from the main band of Uruk; this of course neglects the many Uruk subgroups which have existed for millennia such as: Onii - Uruks of the Far East, often intermingled with Oyashiman cultures. Jotunnar - Uruks of the Far North, interactive through trading and battle with Northmen Cultures and Snow Elves. Desert Uruk - The most common Uruk found in Lurak, the traditional warriors of the desert. RELIGION For Uruk religion is one of the cornerstone pillars of society. Uruk revere the SPIRITS, and communion with them has been a staple of Uruk society since Krug gave such a blessing to his people. The Uruks commune with the spirits via the Shaman who follow in Krug's example. Because of this, Uruks take heart with Shamans and treat them with great respect, however Uruk do hold Uruk Shamans in higher regard than Shaman of other race as they are removed far from the originators of the faith. Lies and affronts against the spirits are not tolerated, and while it is acceptable to believe that the spirits are not the greatest powers it is unacceptable to alter them with taint or to create false narratives of them. The Lodge of Shaman are led by the Motsham; and whilst Uruk religion is not as organized as others Uruk are wise to listen to their spiritual leaders. CLAN STRUCTURE, FAMILIAL BOND, MARRIAGE The Clan is at the heart of Uruk society, for after loyalty to Urukkind the Uruk’s duty is to their Clan. The Clans are led by their Wargoth, the representative of their people who speaks for them at the KLAMOR before the Rex. Actions within this society of Clans are of great importance, actions done that shame the Uruk shame the Clan at large, and conversely actions which bring praise upon the Uruk bring praise upon the Clan. The Clans operate and function in their proceedings with their own customs, though many follow the same structure of government itself with a council of the wisest among them which made decisions for the Clan at large; the role of Wargoth passed down meritocratically and not dynastically. Wargoths are expected to keep their Clan in line, for a dishonorable or disloyal Clan usually means a dishonorable or disloyal Wargoth. For Uruk the bond of family is a tight one and is a bond between all members of the Clan for they share a common ancestry and ideals, it is why pacts made with other Uruk are not taken lightly and often take careful consideration, such as the marriage of two Uruks from different Clans. Additionally those of other races might become HONORARY URUK, through the process of Trials, these Trials bind them to an Uruk Clan and grant them status within Uruk Society. Marriage, especially in Uruk society, is not undertaken lightly- and once enacted rarely is dissolved. Uruk marriage is undergone with the purpose of intertwining the souls of the two Uruk for eternity and it is only disgraceful action that separates the souls in their bond. Marriage usually occurs within the Clan, but can occur outside the Clan as well; it is not uncommon for two Wargoths to allow members of their Clan to marry but the action is not taken lightly and the deliverance of Uruk to another Clan means one less loyal and devout member of the Clan. Marriage rituals are common and vary between Clans though all retain some aspects, there is without exception always trial involved; the proving of an Uruk’s worth to the Clan which is to give away their member to said Uruk’s Clan. Great Hunts, Glorious Battles, and Shamanistic Rites all contribute to a vast array of marriage rituals the Uruks hold dear. URUKAHL, ORCISH The language of the Uruk is URUKAHL, directly translating to "Uruk-Speak," a colorful tongue derived from many influences, and standard amongst the Uruk of Lurak. The language of an Uruk depends on the Clan, Nation, and life experience of the individual Uruk. Uruks who live on the periphery of other cultures might take up certain words or phrases of their people or even speak their language entirely; this was for many centuries frowned upon but recent cultural apparatus views this as a good thing, something which might foster relations and build friendships in other communities in order to gain better treaties, learn new technologies, and secrets. How Urukahl is used is up to the player, it is not a requirement. URUK ART AND MUSIC Art is one of the largest parts of Orcish society whether it be painting, tapestry, or monumental. The Uruk is known mostly for their wide variety of textile art called “Urukfihm” from which they trade actively for the machinery to produce such textiles. “Urukfihm” are known as some of the best rugs, blankets, and tapestries on the market, both in quality and in design. Depending on the Uruks origin these textiles take on different appearances they almost always incorporate nature in some way. This incorporation of nature is true also for Orcish painting which takes place upon most objects. Uruks paint walls, doors, logs, beams, and skulls, if it has a surface that may be painted it is more than likely susceptible to being used as a canvas for Orcish expression. Uruk believe symbols to hold power, especially those in line with more ritualistic and shamanistic beliefs; it is why before battle Uruks paint their armor with wards and symbols of the Spirits they wish to protect them, why Uruks are painted before the wedding ceremony to see their union flourish, why Uruk women are painted in protective wards before childbirth. Paints can vary in origin, but most often natural materials and components are used, in the case of battle wards blood is used. Musically, Uruks have one of the most vibrant cultures on Aevos. Ranging from the tribal calls of ancient Uruk that summon the KLAMOR together to the modern Swivwahg which is used to both bolster the Uruk and tear down opposition. Uruks are known for their musical ability and voices, a loud chorus of baritone Uruk and tenor Goblin which shout out in a beautiful combination and frighten other descendants with their harmonies. URUK APPAREL, STYLE The Uruk have a distinct style that is like no other. Uruks incorporate both Uruk-made and natural apparel; an Uruk might wear a shirt of cotton or silk while also bearing a pelt of wolf hide upon their shoulders. They might wear bracers of silver given to them for service but also wear a necklace of Throqual teeth. The Uruks are greatly connected with the land they live on and wish to not let anything go to waste so they devise elaborate trophies of hunt to wear and incorporate into their clothing. This might even extend into war. Uruk’s do not strut about in luxury as other races are prone to do but show off extravagance through symbols of honor or devotion. If an Uruk is wearing a distinct item, it is important to them personally. The hide of a lion bore on the head and shoulders of the Uruk could be a trophy from a significant hunt in their lives, a necklace of emeralds could be a gift passed down through the Clan at a significant point in the Uruk’s life. The Uruk is not opposed to wearing opulence but rather wishes to see significance in the opulence. It is important to note the habitat in which Uruk’s live also, for if they are an Uruk of the desert or the Jungle the heat might be too harsh to wear certain items such as jackets or shirts. The Uruk’s skin protects them from the sun so they needn’t layer. If the Uruk is of the mountains they might wear mostly the warm pelts of hunts conducted. If the Uruk is separated from their society they might take to the fashion of others, or if the Uruk finds distinct honor in certain foreigners or their culture they might wish to take aspects of it to wear as as a show of friendship and respect. THE KRUGHAI It is the main station of Orcish society, the ultimate goal for many Orcish men and women, that they are considered as an integral part of the Host. Since the origin of the Orcish nation, war has been a staple; for as their curse says, the Uruk will experience bloodlust for his brother, and slay him. And so it was that Uruk took to warband, to raiding party, and demolished opposition; that he went out and slain his brother purposelessly. But these skirmishes, battles, and wars have amounted to little in their hastiness. It is why Krug’s sons have come to conclusions over eons and eras, that their fury must be tamed and utilized. The Host embodies this understanding, for while Uruk will hunger for battle- to shed blood, the Host points such lust toward the correct avenue, towards the deserving. When KRUG did battle with IBLEES, KRUG the honorable and valiant, who turned away from the deceit promised to him by the DAEMON, KRUG fought an opponent deserving of rage. It is not far to grasp KRUG’S teachings. War should be brought to the deserving. War should be brought to the wicked. War should be brought to the craven. So it is then that Uruk lays down the blade against an unworthy target and turns towards the true enemies, the deceivers, the wretched, and the vile. The Host harnesses the Uruk’s might into a disciplined and unstoppable force. Training through day and night the Uruk of the host are taught how to do battle. Whether it be single combat, self-defense, or full-scale conflict, the Uruk of the Host are prepared. The Host is meritocratic, for one’s position in Luraki society does not determine whether they are worthy, but rather their worthiness determines their position in society. At the head of the Host are the Targoths, Generals of the Rexdom who are not just the best specimens of Uruk society physically but also brilliant strategists. Below them are Targests which report to the Targoth and keep order when their General, Autarch, or Rex are not present. The common soldiers of the Host are Krughai, warriors. While they hold no immediate position nor dominion over their companions, they are as their society merits- some of the most respected in Lurak.
-
An old portrait of Renilde Helena and a small Helene-Olympe, frolicking through the gardens of Courteis Hale, circa Atstana de Regne Petrère 114 9th of Harren’s Folley, Atstana de Regne Petrère 126 Freyde from Courteis Hale in the Province of Petra! I, Helene-Olympe of the Petra, come with advice and insight for individuals who intend to appear at my coming-of-age get-together later this year. For those of us that wish to keep our conversations ever more private at large social gatherings, I come to you with a quick and simple guide to the Flyeur Tongua (Floral Language). The first thing one must realize is that not only are the flowers themselves a message, but also the manner in which the flowers are displayed and presented to the possible suitor, friend, or foe. - If you present the flowers with your right hand, it is an affirmative ‘yes’ to whatever question might be looming between the pair, but a left-handed handoff is a definite ‘no’. - If flowers are presented upside down, they are to be believed to mean the very opposite of the flower’s original message. Ribbons are also important in meaning!: - A ribbon with a bow tied onto the left means that the message portrayed is symbolic of the giver. - A ribbon with a bow tied onto the right means that the sentiment portrayed is symbolic of the receiver. And as if it weren’t obvious, a wilted flower or bouquet is a rather brash statement! It is to symbolize hatred towards the receiver. Now, a quick guide to some of the most popular flowers and their meaning to prepare for your next outing in the rip-roaring wilderness we call society! Ie Ald Reinya's Neras Hortu (The Old Queen’s Little Garden) Since the construction of Courteis Hale, Grandmama and I have spent a good portion of our mornings and evenings nurturing this garden, from bud to blossom, much like the terms that my Grandmama uses to describe her upbringing of myself. On the evening of my debut jamboree, we have chosen to share the beauty of our garden with you, our guests, where you may pick the exotic flowers of ie Ald Reinya’s Nera Hortu, and gift them to another – or keep them for yourself! There is no judgment with the temptation of a garden so vast. Baby’s Breath: Everlasting Love Belladonna: Silence Bluebell: Humility Cactus: Ardent Love Carnation: Fascination -Red Carnation: Deep Love, My Heart Aches -White Carnation: Innocence, Pure and Sweet Love -Pink Carnation: I Will Never Forget You -Yellow Carnation: Disdain, Rejection -Green Carnation: (Male) Same-Sex Attraction Chrysanthemum -Red Chrysanthemum: I love you -Yellow Chrysanthemum: Slighted Love -White Chrysanthemum: Truth Daffodil: Regard Dahlia: Elegance and Dignity Daisy: Innocence Forget-Me-Not: Please Don’t Forget Me Gardenia: Secret Love Hibiscus: Delicate Beauty Hyacinth: Constancy Lavender: Distrust Rose: Love Red Rose: I Love You Pink Rose: Happiness Yellow Rose: Jealousy White Rose: Innocence Sunflower: Dwarf: Adoration Tall: Haughtiness Tulip: Declaration of Love My grandmother and I are looking forward to sharing this part of our family’s heritage and enthrallment regarding nature with our fellow Heartlanders, and we most earnestly hope to see you at my coming-of-age celebration. Most sincerely, Lady Helene-Olympe Noelle of the Petra, Courtesan of the Paradisian Court Her Majesty, Queen-Emeritus Renilde Helena of the Petra, Courtesan of the Paradisian Court
-
Eittitica Kharajyr Hierarchy The Kharajyr are a race of great pride and a deep love of showing off. As such, there is a rigidity within their classes and hierarchy. Those at the top yield greater power within the community, and their say carries more weight. Contrary to their historical manners, however, in the modern era there is a much greater intermingling between the higher and lower classes. Below are the ranked positions one may uptake, alongside the symbols each are affiliated with that are granted upon Maca Tocaitl. ◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈◆◈ Aelkos - Yhl’ With the time of those blessed by Metztli to lead having long since passed, the title of Tlatanni is no more. To respect this absence, those in total leadership now adopt the title of Aelkos, those historically below the Tlatanni. To be granted this title is of utmost honour, and can only be given by another Aelkos passing down their title. Priests - Ja’ Beneath the Aelkos, those who yield the highest authority are those who are anointed the position of Priest. Being those who teach the ways of Metztli and preach of her teachings, they offer one of the most important roles; the glue that sticks Kha together. After centuries passed, it is they who continue to keep Metztli’s name sacred and known amongst the race. Pride Leaders - Ri’ Those who lead a Pride act as a council amongst the leadership of the Kharajyr. While the Aelkos’ rule is absolute, they are to take the input of their people. This input typically comes to them from these leaders, who act as the voice of the people, and make suggestions based on what may benefit them most greatly. Doctors - Dra’ Often considered the stewards of life among Kha, medicinal practitioners are highly respected. While lower on the hierarchy, with their say being less than many others, when it comes to their profession even Aelkos do not object to the Doctors orders. Kharajyr view their bodies as gifts from Metztli, and thus the people who ensure the wellbeing of said bodies are viewed to have holy gifts. Warriors - Do’ The protectors of the community, the Kharajyr who dedicate themselves to the warrior path are granted moderate reverence for their endless loyalty to their people. Dying in the name of Metztli, protecting her children, is one of the most noble and honourable ways to meet one's end. These tlapana often embark on patrols, as well as maintain the peace within their own communities, and act in the name of the Aelkos’ and Metztli. Magic Users - Jo' Given their connection to the Spirits of Khalenwyr, these Kha hold a high position and are typically seen as holy. While they don’t hold anywhere near the same respect as priests who dedicate themselves to Metztli, their power also yields them an important position among their people. This is to note, however, users of deific or voidal magics are dishonoured in their betrayal to Metztli Merchants - Ka'/Ki'/Ko' Silver tongued Kha with an affinity for drawing in wealth and bartering for goods hold an important role within society. They are often considered the backbone of the interpersonal relationships among the Kharajyr and the descendant races, as more than any they are the ones who embark on journeys to sell their wares, spreading the Kha’s name across the lands. Artists - Ji’ While artists are typically seen as the lowest among the hierarchy, it does not mean they don’t play a vital role. It is the artists who preserve the ancient history of the Kha through their works, storytelling, music, and even their meals. It is often these Kha who spend their time teaching the young about their ancestors, carrying on the countless legacies before them. Adults - Si’/Sa’/So’ Kharajyr who reach adulthood but have not yet found themselves a place within the greater class system are considered rankless, though some view them as the bottom tier. This group often makes up the majority within their communities, filled with those searching for their callings. Though, some maintain this role for life, as it encompasses those who uptake smaller, albeit important, jobs without a noble title. Children- S’ The cubs of the Kharajyr, once given their true name by an Aelkos, are also rankless, in that they are too young to hold any true say. They are cared for by the greater community, as well as their pride. Despite their position, they are treated with great care and respect, as they are the future of the community in which they are a part of.
-
On Standing Court This piece theorizes upon the aspects and benefits of a standing court, which are by these following examinations, promoted. Chapter I: Court Hall Design Standing vs Sitting Of all the potential designs one may use for a hall of court, it is for the best interest of the courtiers that space be dynamic in its layout. For movement is naught but the essence of life itself, proven by that adage; ‘inaction is the worst action’. These things being noted, I say also, that of the arrangements in court, the worst of them is that in which people are compelled to sit down. It is not enough only for the Sovereign of the court to be present with the people in order to hold their attention; opportunity must be given for each individual to place themselves within a network of concepts, be it conversation, recreation, or occupation. Achieving the purpose Through conversation done tastefully, one’s understanding of the sovereign’s projection is increased, and more context added to it. Tasteful conversation, for the sake of clarity, is that which is only heard by it’s intended audience; whereas the distasteful can be heard by anyone; regardless of its private or irrelevant nature. Through recreation, one is able to stimulate their attention during periods of lull in the speech of the Sovereign or petitioners; thereby saving one’s limited focus for its most proper place. Through occupation, one is compelled both by duty and passion to fulfill some aspect of the formal court. Examples of these are the court scribe noting particular occurrences, court chefs and servantry passing food to its guests, and court priests accepting prayer requests before or after the convening of formal court. None of these processes can be effectively achieved while sitting. All of them however, approach the desired goal of maximizing the attention of those whos time is being requested away from other matters. Section II: When to Sit Within foreign culture It is natural and normal for the custom of a household to be upheld, even by its guests. Courts which opt instead for seated arrangements are no less regal, despite the decreased effectiveness. In such environments, a guest is bound by propriety to partake in the convention of their hosts; with the understanding that such orientations will limit the amount of possible movement, and thereby the amount of conversation and recreation in which courtiers can partake. Propriety of time & place An upright stance, aside from displaying the fortitude of one’s figure, also encourages action in the individual; as was mentioned before. Nevertheless, Godan in his infinite wisdom, gave us knees, so it must be concluded that there are proper times to sit. These, it is my understanding, are at times of leisure. One cannot enjoy a meal, however well-formed, while standing; and sleeping upright is the way of horses instead of man. Therefore despair not by my writing, the lethargic of you courtiers, for I intend only to increase the enjoyment of the people as they are called to the court of their sovereign. By this, the sovereign’s dictates will be better understood, and the people’s hearts filled with contentment. Signed, Lothair of Brabant
-
opportunity DECREE OF EMPLOYMENT - Fiefdom of Garenbrig
Pepto posted a topic in The Fiefdom of Garenbrig
FROM THE FIEFDOM OF GARENBRIG PENNED ON THE 13TH OF AMBER COLD OF THE S.A. 181 Heralds travel from the hills and cliffs of Garenbrig, spreading news that various duties and workers are in demand, to serve the town of Garenbrig, House Glennmaer, and the Kingdom of Númendil. With its recent expansion of numerous townhouses and farm cottages, businesses and farmland, the House may offer a great many jobs for the size to which it has grown. Any and all are welcome, so long as they fit the descriptions of the work. House Glennmaer bolsters an experienced group of leaders, so any workers employed may expect generous guidance, a yearly salary (saint’s week), hospitality and gratification for their quality efforts, along with medicinal care on behalf of Lord Glyndwr and any other Glennmaer Alchemists. The opportunities offered are as follows: FARM HANDS Farmers are expected to know their general way about the Garenbrig farmland, and how to keep them maintained. This entails harvesting products of the farm, tilling and planting the fields with seed, and sorting the harvested materials. There are currently [ 3 ] Farmhand positions open, though any wishing to live as such in Garenbrig, with no vacancies open, may request a new Farm Cottage be built, which is most likely to be accepted. Farm Hands receive the following payment & luxuries: I. A Farm cottage, with the farmer’s field at the doorstep (or close to it). II. Reduced taxes in exchange for Hay Bales. III. Free tools upon request, made of the sturdiest materials possible. GUARDSMEN, SOLDIERS, ARCHERS, AND SQUIRES House Glennmaer is a Militant house, having gained their position and lands through serving Númendil and its predecessor, Barrowton, as seasoned soldiers and Knights. Glennmaer Guardsmen are expected to be disciplined, well-trained, and fearless. Where many men make enemies of other descendants, or likewise, house Glennmaer has only ever called the servants of the Dark, and their conspirators enemies. There is no room for cowardice. However, a guard should be temperate, and entirely professional, refraining from wanton cruelty or aggression where possible. Their duties while employed under the Fiefdom of Garenbrig are to patrol its lands, be present at house meetings or functions, and be at the family’s disposal when house members venture on outings. This position has No Limit. Guardsmen, Archers and other Soldiery receive the following payment & luxuries: I. A yearly salary of 20 minas. II. Bonus payments of 10 minas per event, or special escort attended. III. Armour and weapons, provided so one’s job can be performed adequately. (PVP Gear and food, including RP weapons, and armor skins.) IV. Free housing within the Barracks or keep, should no housing be available in the town. Squires receive the following: I. All the benefits listed above for Soldiery. II. Training in the ways of the Knight, including: Weapon Use & Maintenance Armor Use & Maintenance Jousting Marksmanship Education of the Holy Scrolls Education of the Code of Chivalry Etiquette Education of Oaths and their Importance Horse Care & Advanced Riding Education III. Knighthood, on successfully completing their training and showing exceptional prowess. APOTHECARY AND PHYSICIANS An Apothecary, and their physicians, are expected to have knowledge on the use of Herbs, Alchemicals, or other materials of which they can make use of to treat those with injuries, illnesses, or other afflictions. The Apothecary must be a trained Alchemist with at least eight saint’s weeks of experience. Physicians need not know Alchemy at all, though should have knowledge of medical practice, such as surgery, balancing humors, and herbal remedies. Physicians will receive the following benefits: I. Access to the Castle hall and Infirmary. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. Free herbs, with excess, when taking requests from the Garenbrig military. (Providing the Physician is also an Alchemist). V. If interested, a role within the Guard as a Combat Physician, qualifying for all Guard benefits. The Apothecary will receive the following benefits: I. A designated Townhouse, with room for a free basement extension, and a ground-floor Shop space. II. Standard Townhouse tax, with no upcharge for business space. III. Free tools upon request, made of the sturdiest materials possible. IV. Free herbs, with excess, when taking requests from the Garenbrig military. V. A position within Garenbrig’s council. VI. All of the above benefits listed for Physicians. JESTER, FOOL, AND FUNNY PERSONS The Garenbrig Fool, or otherwise designated Jape-Master, should be funny, preferably. Knowing the limits as to when, what, and how to jest, in terms of the Númenedain Law and Scroll of Virtue. This position is mainly aimed towards those who can entertain House Children, Wards, or other young persons, though may also take on duties as a TOWN CRIER, delivering any important news, at their discretion, thus needing to be someone who can read the contents of Aevos missives. The Garenbrig Funny-Person will receive the following: I. Access to the Castle hall and Infirmary. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. A place within the Council. This benefit is not an opportunity for jokes, japes, or tricks. This is an advisory position aimed towards making sure good relations are kept through manners, friendliness, and reduced outwards adversity. Also, to make sure that things aren’t taken too seriously. V. Free housing within the Castle of Formindon. THIS POSITION WILL REQUIRE YOU TO BE TESTED. There have been far too many funny darkspawn in Númendil. MASTER OF FESTIVALS, INNKEEPER, AND BARKEEPS Barkeeps are expected to know good manners, be able to hold basic conversations, be friendly, and to be open to learning the systems of serving drinks. The Garenbrig Barkeeps will receive the following benefits: I. One free drink per saint’s day. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. 33% cut off all drink sales, using the automatic cellar system of Gnomish design. The Innkeeper or Master of Festivals is expected to carry out all duties of the Barkeep, however they must also manage the Inn Rooms, source stock, and manage any festivities within Garenbrig. Initiative should be taken to formulate ideas for festivities and proposed to the Garenbrig Council The Innkeeper or Master of Festivals will receive: I. All benefits listed above for Barkeeps. II. A Free room in the Tavern, or Castle, whichever is preferred. May also dig out a large basement chamber for themselves, should they wish, under the tavern. III. A Position within the Council of Garenbrig, along with access to the Castle Hall and Cellar. BREWER AND BEEKEEPER The Brewer of Garenbrig is expected to know how to brew beverages, specifically Mead, Whiskey, Ale, and their derivatives. Any other beverages are accepted also, though these drinks are required. The Garenbrig Brewer will receive: I. Free Housing in the Garenrbig Brewery, along with sole management of the building. II. Free food every Saint’s week. III. Free tools upon request, made of the sturdiest materials possible. IV. One mina per bottle produced upon request. These drinks will be sold for a low price in the tavern, ensuring barkeeps can receive pay for service, and any further profit goes towards the upkeep of the tavern and town. V. A beekeeping yard, of which the Brewer may use to whatever end they fancy, as long as they are able to produce Mead for the tavern from gathered Honey. VI. Freedom to employ other brewers, limited to two. APPLYING To apply for any of the above positions, contact Lord Glyndwr of Formindon or Rhiannon of Garenbrig. Or fill out an application or stop by Garenbrig. All positions will come with training unless said otherwise. Application Form:- 2 replies
-
11
-
- announcement
- culture
-
(and 3 more)
Tagged with:
-
ORIGIN The Orcs of Clan Ugluk trace their lineage back to the formidable Gorkil bloodline, born of the mighty Krug and twinned by the wild Lur. Emerging as a force to be reckoned with, the first chieftain, Pok, descendant of Ugluk, carved a path of glory through triumphant battles. His exploits caught the attention of Rex Mogroka’Gorkil, who acknowledged the legitimacy of his bloodline, thereby granting Clan Ugluk the status of an independent and respected clan. HISTORY “Burn it, burn all of it. Don’t stop until their children will only remember the flames, nothing else.” TRADITION AND FAITH Follow your Horns, Carve your Path Clan Ugluk thrives as a semi-nomadic society, drawing provisions from their great and impressive livestock and bolstering their resources through frequent raids on enemies. To be counted among the Ugluk is to embrace the spirit of the warrior above all else, leaving all other pursuits of life to secondary importance. Yet, amidst battle and war, the Ugluks hold a profound favour to the artistic expression, whether it be through song or the stroke of a paintbrush. Central to the orcs of Ugluk is the guiding principle of “Two-Horns”, a philosophy steeped into the belief that through competition and conflict, the collective strength of orcs flourishes. At the helm of this doctrine stand the revered patron spirits of Ugluk; Karazept and Qarkah, whose guidance influences the very heart of Ugluk society. “TWO HORNS” PHILOSOPHY One sick bull is a sick herd. The concept of the ‘Two-Horns’ philosophy embodies the karmic power of individual actions within the collective consciousness of the orcish society. When one orc succumbs to laziness, a ripple effect ensues leading to a widespread stagnation that stops progress. Similarly, deviations from cultural norms, such as a goblin speaking common tongue or an orc renouncing allegiance to Krug, disrupt the delicate balance within the community, resulting in unpredictable shifts of behavior. When an orc succumbs to such negative behavior, the karma can be returned to balance in two ways; self mutilation or the sacrifice of the foreign race in the flames of Qarkah. These are the true horns of Ugluk philosophy; to better yourself through pain and conflict, and to to better society through the ritualistic slaughter of the cowardly races. The sharp horn and the long horn. SPIRIT PANTHEON QARKAH Qarkah is the spirit of Culling and Immolation, a lesser spirit under Leyd. Qarkah takes the form of a huge bronze bovine engulfed in flame. Qarkah is worshipped using the Brazen Bull, a bronze bull large enough to contain many men, elves and dwarves alike. Victims are placed inside, and a fire underneath sets them to boil alive in their own fluids. Steam from the bull’s nostril mimics the sound of a cow’s stream, making the sight ever more violent. Qarkah embodies the belief that orcs are strengthened by eliminating non-orcs from their society, representing the second horn of Ugluk philosophy. KARAZEPT Karazept is the Spirit of Scarification and Mutilation, a lesser spirit under Krathol. Karazept appears as a man covered in scars and an animal skull for a head. The preferred form of scarification within the Ugluk clan is through branding, generally the same brands used on their cattle. These brands are made to mimic the simple glyphs of the ‘Kad-Kidari’, the ancient tongue of the Ugluk clan believed to have originated in the days of Morghuun Karazept represents the first horn of Ugluk; the idea that you may become stronger by experiencing pain and conflict. Stories are told from the lines on your flesh, and these scars tell other orcs of your deeds and accomplishments. PHYSIOLOGY The members of Clan Ugluk are a striking sight, towering in stature, adorned with scars, burns and clad in either bronze armour, or the bareness of their formidable physique. Their skin bears a signature colour of green, a gradient of the deep tones of the ancient Gorkils, to the more lightened tones of their newer bloodlines. Yet, there are those who boast human-like or sand-toned skin, brazen and dull. Born in a warrior clan, the Ugluk orcs are bred for battle from the moment they draw their first roar. Their muscles hardened, their minds ever-sharp, a testament to a lifetime of readiness in conflict. Proudly displayed are their weapons, each one a reflection of the dub’horn path. CURRENT ROSTER: Those that walk by us in the desert. BULLGOTH: Skorkon’Ugluk “The Minotaur” @Vilebranch BULLS: Ughûr’Ugluk, Aggad’Ugluk, Zavar’Ugluk, Obok’Ugluk, Ugzak’Ugluk @Jihnyny @Perkins@ColonelKuehl1@Wulfric @Wizzar DISCORD: Special thanks to @Vilebranchfor the referances and inspiration behind the post
-
Centuries ago, in a version of Norland now ancient, when King Caedric Ruric held his rule, is when the mighty clan of hunters known as the Heskynne’s were formed. Ivar Thorkin, a man who made himself into a notorious zealot of the Red Faith, found himself seated within his abode, scheming… His mind had been set on a goal for decades now, first mastering the art of the hunt, and then spent seeking the perfect candidates for his plan. For Ivar was not born to those of classic Norlandic lineage, but rather a family who’d believed the art of the hunt was that in which true purity could be found. In his time spent delving deeper and deeper into the All Father’s faith, he came to the conclusion that in the moment in which a hunter’s breath halts, their weapon just about to make its killing blow, when their heart hammers in their ears… That is the moment where one is the closest to the All Father. As such, his scheme has become to create a group of peoples whom he could foster this moment with, to teach them how to achieve it, and how to use their skills to connect deeper with their crimson Faith whilst not just preserving, but growing their Kingdom’s culture and environment. After his careful considerations, Ivar sought out seven of Norlands residents, each bearing unique traits that would make them imperative to their hunts, who would all help him foster a small culture of huntsmen with their individual niches. Somerled: A woman notorious to Norland, however seldom seen around. She had once been one of the most prolific adventurers of their time, charting out unreached locations, always returning to their homestead with new artifacts and wisdom about how the world around them worked. Her vast knowledge of the lands for which their prey would reside was unparalleled to any other, and her enjoyment of the journeys was second only to the benefits reaped. Alvis: A youthful man of scholarly descent who had taken to medicinal works in his youth. Alvis was the youngest of those who Ivar collected for his group, and yet quickly became irreplaceable due to his expertise in the medical field. A combat medic who was equally adept at the combat itself, he was the very glue that held the clan, or rather their bodies, together. Arvid: An expert tracker who had been raised among wood elves, Arvid was the first to have taken the attention of Ivar, the one who’s very existence inspired him to find others so he might foster their talents into an ideal team of hunters. Arvid had spent his entire adolescence mastering the stalking of prey, how to seek the subtle hints that a target has passed through, a skill that would pass down through every future generation of Heskynne. Herleifr: A man as tall as he was strong, the pinnacle of what a warrior should be. He had risen through the ranks of the Norlandic army and made a name for himself in the wars to come. It’s clear why he had been one of those chosen to aid in the foundation of the hunter clan; his strength was unmatched and proved to be a virtue none would overlook when in the midst of a fight. Runar: Initially a simple librarian, Runar was a surprise to the rest when he was chosen, however his purpose quickly became imperative to the Heskynne’s hunts. An alchemist by hobby when selected, who’s proficiency allowed him to provide a valuable supply of potions that aided countlessly. Ranging from explosions to deal final blows to bottles of fog that concealed the party’s location, he was a unique and imperative facet of their dynamic. Arnbjorg: A woman whose reputation for trapping was almost as well renowned as her drinking prowess, she was Arvid’s partner in crime. Track and trap had been their go to for years, and were the crux of many of the hunts they took part in. She was an inventor in a sense, having pioneered numerous means of ensaring large prey that had typically been thought to only be slain by a direct assault. Brynja: Sometimes regarded as the ‘Northern Guardian’, she was an inspiration to women and girls across the kingdom. A powerful soldier who wielded a massive claymore in battle, she was said to have taken down a brown bear by herself. Ivar hadn’t been looking for her, but her abilities forced him to seek Brynja for his plans. She was the last to be inquired, and the most resistant, as her heart had always lied in the protection of the Norlandic peoples as a whole. Her leadership qualities turned her into an asset, taking on a role that none other could fit. When convinced of the cause, Ivar sat with his chosen seven within his home; A large clan hall that hadn’t seen proper use in years, occupied only by the lone zealot while his preparations were underway. He knew, however, that the wooden archways and great hall would someday soon be filled with the warmth of kin, for he was looking across the table at a chosen family. Or, rather a chosen group of strangers whom he would push to the brink, beyond the limits shackling them, and force them to evolve. Ivar Thorkin, followed by his now loyal septet, journeyed North into the frigid tundra that crowned the continent. The time he had taken preceding his incitement of hunter companions had been used to prepare a trial; a three year escapade in the North, in which the group would master their specialties entirely, and learn to utilize them in the hunt. This was by no means a simple task. The very snow-crested wasteland in which their temporary residence would occupy was their first strife to overcome, and doing so alone had nearly pushed Arnbjorg to abandon the others. Yet, Ivar’s passion lit a fire beneath them all, and their search to understand the true connection to the All Father drew them in deeper. Over the course of the following three years, Ivar saw his vision come to fruition in ways he could have never dreamed. Hardship, near death experiences, and stress turned out to be the greatest provocation of bonding, for when the sun rose to spill gold over the frosty hills and marked their trial complete, eight strangers had become true siblings. In the time between, all seven took to the guidance of Ivar, and honed their abilities. Rather than smother them into a uniform group, all were encouraged to bring what was exceptional and raise it to a level unseen. Bones were broken, sicknesses endured, frostbite even took one of Brynja’s fingers. The first few months were among the most difficult, their unity not yet found. But, every day, hour, minute, second that passed drew them closer. The trial itself was a coupling of countless lessons in the art of the hunt, as well as unification between talents. Beginning with small preys, and increasing until the party's final test: A Tundrastrider. The culmination of all that was learned would come from this dramatic conclusion to their sojourn, in which all eight of the to-be Heskynne’s would track and kill the imposing beast to prove to themselves, and to the All Father, that they had become masters of the hunt. The party sought not just any Tundrastrider, but one that had been scouted by Ivar months prior to the end of their expedition. The largest he had ever seen or heard of, easily counting in at 1000 lbs of striking muscle. Omnivorous and powerful, it proved to be the perfect verification of success. And proof it was. Utilizing all of their collective skills, now brought to their maximum potential by the guiding hand of Ivar, they managed to slay their final opponent. They tracked it down, they trapped it- although it did manage to break free of its binds and engage in a titillating battle of wills before the end. The flaying of foe only occurred through their overwhelming combined strengths, and when all eight stood before the cervidae and watched its life stain the snow crimson, they accepted one another as family. Having returned to Norland from their extended trial, the strangers-turned-family sat once more around the long dining table of Ivar Thorkin’s great hall, which had become a dreary sight of stagnancy, dust filling air. Together, they agreed that forming a clan of their own would be the best way to foster the environment they had created for themselves, so that they may hand it down through generations of world class hunters. With Ivar at the helm as Chieftain, and a Tundrastrider as their crest, all that was left was a name. During their three years of bonding, all seven had learned to speak the tongue of Ivar’s bloodline, one derivative of others in Norland, however deviating in many places. As such, came the suggestion from none other than the young Alvis; Heskynne, their word for Hunter. Obvious, and yet entirely fitting, there wasn’t a hair of disagreement. From that day forward, their work began to expand their name and produce a lineage of huntsmen, each of the seven deviating to specialized members and ranks. From the first line of clans members came the ranks of which those who embodied similar strengths would be bestown, to make up their own parties. Ideally, no party would be without one of each rank. A clan that takes all types of peoples and brings out the very best of their capabilities, forging unity with the ideology Ivar had instilled, training their new recruits under the mantra that now lead their lives: “Veiðimenn læra innan veiðinnar, Hunters learn within the Hunt.” This is how the Heskynne clan brings forth their mark upon the world, creating generation after generation of overwhelmingly skilled hunters. Somerthagin, The Scouts Alvithagn, The Medics Arvithagin, The Trackers Herlethagin, The Warriors Runathagin, The Alchemists Arnthagin, The Trappers Brynjathagin, The Leaders As time went on, the mantle of leadership was eventually passed down, and the original generation died out. While the world has yet to see a group as perfectly masterful as these, the Heskynne clan has continued to produce excellence. From kings head Huntsmen to Ministry leaders, the Norlandic clan remains prominent in their status, ever following the high that draws them to meet the moment where they and the All Father are the closest. Of the revered Ivar Thorkin, very little was ever recorded, some have even suggested that perhaps he was never real to begin with, while others theorize that perhaps he was the All Father himself. Whichever may be the truth, whichever one chooses to accept as such, none can deny that he produced some of the greatest hunters the world has ever seen.
-
𝔅𝔦𝔯𝔡𝔦𝔫𝔤 𝔊𝔞𝔰𝔥𝔞𝔡𝔞𝔨𝔲𝔯𝔬 𝔇𝔞𝔞𝔥𝔡'𝔏𝔲𝔯 (𝔑𝔬 ℜ𝔢𝔩𝔞𝔱𝔦𝔬𝔫) 𝙶𝙾𝙱𝙻𝙸𝙽 𝙲𝙸𝚃𝚈 𝙽𝙴𝚃𝚆𝙾𝚁𝙺 @femurlord
- 11 replies
-
48
-
𝔗𝔥𝔢 𝔖𝔴𝔦𝔳𝔢𝔩𝔢𝔯𝔰 𝔖𝔩𝔢𝔢𝔭 𝔴𝔦𝔱𝔥 𝔬𝔫𝔢 𝔢𝔶𝔢 𝔬𝔭𝔢𝔫, 𝔬𝔯 𝔴𝔦𝔱𝔥 𝔱𝔥𝔢 𝔣𝔦𝔰𝔥𝔢𝔰. The Swivelers, Heartlandic Mountain Uruk, or “Goblin Gangs,” of the Lowlands are a significant subculture of the Broken Bend Valley and subsequently the southern foothills, with some minor incursions into the southern birch climate. The Swivlers exist as a strange remnant of a failed Uruk raid of the Kingdom of Aaun and the Serene Republic of Lurin, and thus remain outlaws to their neighbors, enemies to their rivals, and sworn adversaries of Ferrymen. A History of Swivelers It was in the year 1908 when a small band of Uruk launched a raid upon the city of Whitespire, and finding its gates closed proceeded to torch the countryside moving to Lurin. Once in the Serene Republic they ravaged the populace sparing only an elf who claimed to be from the Kingdom of Balian, then, an ally of the Rex. Upon release, the elf begged nearby Ferrymen for aid, obliging, the Ferrymen launched an attack upon the outnumbered Uruk band who fled into the Eastern Trade Sea. Not very skilled in seafaring, the Uruk band of around 400 were forced to rely on Lurinite sailors whom they kidnapped; several ships, however, in anger, slayed their navigators. In a cruel twist of fate or divine punishment for the crime, the Uruk shipwrecked and in fear of reprisal from the Ferrymen or Aaunites made for the forests. Unbeknowced to them, they wandered into a Halfling ambush and were forced into the mountains north of the valley- entering what would become their home, the Broken Bend. The warband, at their last wits, swore allegiance to the smartest among them, Swiv’Lur; thus did they adopt the name Swiv’Lur’s gang, bastardized by the Broken Bend lowlanders, Swivelers. The warband, knowing that they would be labeled craven or fools for their poor tactics during the raid in Lurin, decided to create a new life and hope in the mountains, and followed Swiv until his death in a raid into Dunfarthing for supplies. His son, Swind’Lur, the new Kapo thus declared permanent enemies of the Halfling race, and the Ferrymen until the blood feud was settled. Swind, who was a rather intelligent Goblin began trade with the Aaunites of the valley until word of Wahg came to them several decades following their settlement. Despite no contact with their fellow Uruk, the Swivelers raided into Aaun from their base in the Southron hills, though the raids abruptly halted when news of their Whitewashing by the Rexdom arrived to their Kapo, who halted their raids in anger and focused upon attacking the supply lines of the Veletzian-Krugmar alliance. Surrounded by enemies, the culture grew estranged; over the subsequent decades, their isolation only furthered them from their homeland until it became somewhat unrecognizable as any culture out of the Iron Horde. Culture The Swiveler culture is one of deceit, honor which emboldens most Uruks is a stranger to the peoples of the Southron Foothills, and it is through the cunning that is taught from a young age to these greenskins that they remain in such a precarious region. The Swivelers follow no masters but their Kapo, and even then, loyalty among them is never guaranteed, as most if not all Swivlers aspire to be the Kapo. If you truly believe you understand the motivations of a member of the Swivelers, you are a fool. As such there is a saying amongst their people: "Never trust a frown, for the teeth are hidden!" It has become a cultural staple to smile during an entire exchange of pleasantries unless harm is wished to be done, in which case, a frown is a tell-tale sign of intent; of course this mostly applies within the gang, and even then the pleasantry will be discarded in favor of a smile to hide ones intentions. (So the pleasantry is meaningless.) Swiv believe any and all but themselves expendable, such is taught to them and often self preservation is encouraged over loyalty and honorable death. Waste is common in their society and it extends beyond the material objects collected; but also to their own allies and troops. Of course, however, the expenditure of life is done with a greater strategical purpose though the feebleminded enemies of Swiv'Lur society cannot see usually see such and focus more on tactics than true Swiv strategy. Swiv wear mostly the fashion of the Heartlands as they do not possess the necessary materials for industrial textiles, though some clothiers exist among them, only the wealthiest thugs among the gang wear such novelties. The exception to this rule is the very identifiable armband worn by initiate members of the gang, the Swivel of Krahg; a spoked wheel. Swiv speak in bastardized Heartlandic Blah, almost unrecognizable as Blah entirely as the traders and criminal dealers that bring most of the wealth into their gang bring back the language of those they exploit as well as the coin from their targets. (For all intents and purposes, they speak normally but with an accent and special wording.) Swiv also learned the art of skaalding from such trading and create music wherever they go, not just for morale purposes but for keeping tempo in march, as well as demoralization of the enemy. Such demoralization is refined into "Swiv-wahg" a stolen tradition from the Norlandic culture of "Flyting," wherein two opponents take turns rhythmically mocking each other; although it must be noted that despite appropriating the event the Swiv tradition is much more musical and often requires instrumentals. Naming Conventions Members of the larger gang are given short, usually one-syllable names, some examples are listed below. Swind | Craw Vex | Kut Dawd | Fidd Burrg | Squeeb Rhiz | Embezz Cull | Foww Hydrahku | Krip Boah | Shmugg The gang name follows the given name. Swiv Terminology Swiv speak in complex gang terminology which is ever developing and manifesting as culture often does, and as such oftentimes come off as more foreign than their cousins; some terms are listed below. Kapo - Warboss, Leader. Goobahn - Idiot, unintelligent. Motzahr - A fine dish of succulent cheese, most often harvested from stolen Heartlander Cattle. Ink Instigator | Missive Moron - Someone who utilizes the notice boards and writing instead of physical action in every situation. Petchren - Easy Pickings. Tusk-Maxxing - The art of sticking one's jaw out to gain a stronger underbite and larger tusk to chin ratio. The Gang - The Swiv culture at large. Tis thing of ours - The gang. Affiliant - Non Uruk ally of the gang. Gitz - Nearly insulting way of referring to an individual. Wahg - War. Swiv-Wahg - War through lyric. Flappah - A nonaffiliant, not to be trusted. Coffah - An affiliant, to be utilized for some quality. Honah - An affiliant, to be trusted. Runty - Small, insignificant. Hum - Human Elf-ting, Elf-shit - Elf Shor-ting - Dwarf Crayhone - Writing utensil often utilized for drawing offerings to affiliants. Whizbag - Any voidal mage. Booyahg - Any magic. Schmoyagel - Mooching. Goobhin - Pretending. Coppahn - Guards (Derogatory.) Musslehn - Guards (Not Derogatory.) Foohglin - Soldier/Warrior Oiashmen - Oyashiman Azdroman - Herald, etc. Bonelard - Lich U'nc - Teacher Neph' - Student
-
THE VENERATION OF THE ANCESTORS Art depicting a Reinmaren regaling his kinsmen with tales of his ancestor. DIE VEREHRUNG DER VORFAHREN | THE VENERATION OF THE ANCESTORS Issued by Leon II, Prince in Reinmar In the year of our Lord 1973 Medieval II Total War Music "The Widow" ÖHNE UND TÖCHTER VON REINMAR, THE REINMAREN HAVE ALWAYS VENERATED AND RESPECTED THEIR ANCESTORS. All members of our tribe, the great tribe of Theoderic, remember their forefathers. We revere our ancestors and honor them in all actions. The humblest of herders pray for helping hands from their forebears during their toil, and the most diligent of farmers ask that their forefathers assist with the harvest. The most loyal of warriors demand glory and honor for their ancestors through victory or death. We, the true sons and daughters of Reinmar, know that our ancestors are watching and guiding our great tribe at every moment, through calm waters and tempests alike. In the sacred Ferdenwald, we erect spires and runestones for our ancestors to immortalize their memories and provide resting places for their spirits. In our halls, we light candles for their souls and pray for their peace within the heavens. In combat, where glory is achieved and lost on a whim, we sing songs of their deeds and hope to emulate their courage and unending strength. Our symbols are their symbols, our swords are their swords, our land is their land, and our tribe is their tribe. When an outlander is Blooded, they gain the blood of the ancestors and their descendants; thus, they join Reinmar, as it was in the past and as it is now. The Reinmaren must always revere their ancestors and protect their honors and memories. A true tribesman would fight and die to preserve the venerable ancestors and the great chief Theoderic. WER RASTET, DER ROSTET HIS ROYAL HIGHNESS, LEON, Prince in Reinmar and of Minitz, Count of Neu Brandthof, Viscount of Tucay, Baron of Boriënwald, Lord of Durres, Chieftain of the Reinmaren, Warden of the Franklands and Ferdenwald HER LADYSHIP, FREDERICA, Baroness of Sigradz, Seneschal of the Heather Court
-
-◈-◈-◈- In the quaint castle town of Babblebrook, nestled amidst rolling hills and tranquil meadows, there exists a culture steeped in mystique and reverence for the ancient legends of their forebears. Here, among the cobblestone streets and ivy-clad walls, dwell the Musin people, a diminutive race of mousefolk whose tales and traditions are seemingly as old as time itself. Central to Musin culture is the legend of the Trioath, a sacred relic said to hold unimaginable potential. According to ancient lore, the Trioath was crafted by the divine beings known as the Three Guardians, who entrusted its safekeeping to the guardianship of the Musin people. The Trioath is said to be comprised of three golden triangles, each representing a different aspect of existence: Power, Wisdom, and Courage. Together, these three virtues form the cornerstone of Musin society, guiding their actions and shaping their destinies. In Babblebrook, the legend of the Trioath is woven into the very fabric of daily life. From childhood, Musin are taught the importance of embodying each of the Trioath’s virtues in their own lives, striving to find balance and harmony in all things. The first virtue, Power, represents strength and determination. Musin who exemplify this virtue are revered for their strength in the face of adversity, their unwavering resolve to protect their loved ones, and their willingness to stand up for what is right, no matter the cost. The second virtue, Wisdom, symbolizes knowledge and insight. Musin who embody this aspect of the Trioath are respected for their intellect, their ability to think critically and solve problems creatively, and their deep understanding of the world around them. The third virtue, Courage, signifies bravery and fortitude. Musin who possess this virtue are celebrated for their fearlessness in the face of danger, their willingness to embark on bold adventures and quests, and their unwavering commitment to justice and righteousness. Throughout the year, the Musin people of Babblebrook come together to celebrate the legacy of the Trioath through a series of grand festivals and ceremonies. During these gatherings, tales of legendary heroes and epic quests are retold, inspiring the next generation of Musin to heed the call of destiny and embark on their own journeys of self-discovery. Below Babblebrook lies the Trioath Shrine, a sacred sanctuary where it's believed that the gateway to the sacred realm where the golden triangles resides. It is here that Musin pilgrims from far and wide come to pay homage to the Three Guardians and seek their blessings for the trials ahead. But the legend of the Trioath is more than just a story passed down through the ages—it is a living testament to the indomitable spirit of the Musin people, who continue to uphold the virtues of Power, Wisdom, and Courage in their daily lives, ensuring that the legacy of their ancestors will endure for generations to come. -◈-◈-◈-
-
5
-
- the musin town of babblebrook
- culture
-
(and 3 more)
Tagged with:
-
-◈-◈-◈- In the quaint Castle town of Babblebrook, nestled next to the Halfling capital of Dúnfarthing, a festival unlike any other is held: The Facade Festival. This enchanting celebration is a testament to the bravery and ingenuity of the Musin heroes of yore, who once safeguarded their kind from perilous threats and ensured the prosperity of the Musin for generations to come. [!] Masked festival-goers dancing and being merry! As the crisp autumn air carries the scent of fallen leaves and the gentle rustle of woodland creatures, the Musin people gather in the town square, adorned in elaborate masks of their own creation. Each mask is a reflection of its maker's spirit, depicting animals, objects, or even abstract concepts like the sun or the moon. These masks serve not only as a symbol of individuality but also as a connection to the natural world and the mystical realm of the legends they are oh so fond of. The festival kicks off with a vibrant procession, led by the Royal family bearing relics of ancient Musin heroes. Drums throb rhythmically, and colorful banners flutter in the breeze as the procession winds its way through the village streets. Along the route, performers entertain the crowd with lively music and dance, invoking the spirits of nature and the Musin. At the heart of the festival grounds, food stalls offer an array of delectable treats, from savory pies made with foraged mushrooms to sweet honey cakes infused with the essence of wildflowers. Musin families gather around communal tables, sharing stories and laughter as they feast on the bounty of the land. As twilight falls, The Royal Family guide the festival-goers up to the roof of the castle to watch as the sky erupts in a dazzling display of fireworks, illuminating the night with bursts of color and light. The air is filled with laughter and awe as spectators gaze up in wonder at the spectacle unfolding above them. Throughout the festival, games and contests are set up for all to partake in, from friendly competitions of skill and agility to whimsical challenges inspired by Fae folklore and other legends. Children chase after fluttering fairy lights, while adults test their abilities in traditional Musin games of strength and cunning. But amidst the revelry and merriment, the true heart of the festival lies in the stories and legends passed down through generations. Tales of heroism and bravery inspire the young Musin to embark on their own adventures, forging bonds with nature and the Fae as they seek to protect their homeland and ensure a prosperous future for all. One of such legends tell of three spirits that embody the ideals of the musin and tell of how the world came to be. One is the spirit of Courage who is said to harbour inside great Musin Heroes who are Adventurous and Brave. One is the Spirit of Wisdom, who is said to harbour inside a Musin who is Kind and Intelligent. The last is the Spirit of Power Who is said to have once been trapped inside one who is Ruthless and Commanding. Some Musin believe that the dreaded Ratiki Stanqolk embodied the Spirit of Power in times past… And so, as the last embers of the bonfire fade into the night, the Musin gather once more to offer prayers for a bountiful harvest in the year to come, united in their reverence for the past and their hopes for the future. In this magical moment of harmony between Musin, nature, and Fae creatures, the spirit of the festival lives on, a beacon of light and hope in the darkness plaguing Aevos. -◈-◈-◈-
- 1 reply
-
8
-
- culture
- the musin town of babblebrook
-
(and 2 more)
Tagged with:
-
musin ♦The SweetBerry Festival♦
Zanael Moonstrider posted a topic in The Musin Village of Babblebrook
-◈-◈-◈- In the charming castle town of Babblebrook, nestled snugly within the rolling hills and verdant meadows of Dúnfarthing, the Musin people hold dear their rich tapestry of traditions and holidays. Among these cherished celebrations, none is more eagerly anticipated than the Sweetberry Festival, a joyous homage to the delectable fruit that has woven itself into the very fabric of Musin culture. [!] A Group of Musin celebrating a harvest of Sweetberries during the festival Originating in the earliest annals of Musin history, the Sweetberry Festival traces its roots back to a time of liberation and newfound freedom. Legend has it that the Musin, weary of their oppression under the tyrannical rule of the ratiki overlords, embarked on a daring escape from a mysterious island, its name now lost to the winds of time. It was when they arrived on Almaris, amidst the lush foliage and towering trees, that they encountered the enigmatic Giant, a benevolent figure who bestowed upon them the gift of the sweet, succulent berry that would come to be known as the Sweetberry. Captivated by the tantalizing taste and boundless gene square is transformed into a bustling marketplace, alive with the vibrant colors and enticing aromas of freshly picked Sweetberries. From dawn until dusk, Musin of all ages come together to revel in the delights of this cherished fruit, engaging in a plethora of activities and competitions that pay homage to its sweetness and versatility. In one corner of the square, skilled jam makers labor over bubbling cauldrons, concocting an array of tantalizing preserves and spreads to be sampled and savored by eager festival-goers. Nearby, bakers ply their trade, crafting an assortment of mouth watering pastries and desserts infused with the irresistible flavor of Sweetberries. Artists and poets alike find inspiration in the luscious hues and delicate fragrance of the Sweetberry, their creations adorning the walls of makeshift galleries and echoing through the air in melodic verse. Children frolic amidst fields of wildflowers, their laughter mingling with the joyful strains of music that drift through the warm summer breeze. As the sun dips below the horizon and the stars twinkle overhead, the Sweetberry Festival reaches its climax with a grand feast fit for royalty. Tables groan under the weight of sumptuous dishes, each one lovingly prepared and infused with the essence of Sweetberries. And as the Musin people gather together to dine and raise their voices in song, they offer silent thanks to the Giant whose gift has brought them together once more, united in celebration and bound by the sweet bonds of friendship and community. For in the heart of Babblebrook, amidst the laughter and the music, the spirit of the Sweetberry Festival lives on, a testament to the enduring power of love, hope, simple joys of life. -◈-◈-◈-- 1 reply
-
7
-
- lore
- the musin town of babblebrook
-
(and 1 more)
Tagged with:
-
The Barony of Caledonia [!] The four houses of Caledonia Origins Caledonia finds its true origins in the fabled story of the Lurinite Knight: Conor Tsecsar. When this noble soul disappeared, his newly established vassal was passed on to the adoptive son of the Silver Lubba, one Narithen Uialben. From there the young prince set forward to accomplish a dream he and his fiancée had both shared for quite a while: The development of a place for those of all paths to freely share their knowledge, without fear of retaliation or the influence of external prejudices. Thus, the adopted son in turn took in this adoptive Barony, transforming it into what it is today. Found across from Lurin and dominated by its central feature, the eponymous Caledonia Academy, the barony acts as a supporting feature to its overlord state across the path. Here students arrive from all over Aevos to study their chosen topics, with no restrictions or expectations placed upon them that would otherwise be seen in the outside world. In Caledonia, the footfalls there are not that of soldiers preparing for war. Nor are they that of priests kneeling in prayer. They are not the steps of politicians furthering their own agendas. The footsteps heard are those of the steady march of progress, found in the meeting of great minds and propelled through the curiosity of the inhabitants. The Landscape Caledonia has very little landscape to its name without its walls, but what it does have is healthy and vibrant. A lazy, sparkling river of water filled with all sorts of wildlife (frogs, fireflies, and more) winds its way along the back sides. The land is inundated with greenery, and special attention is paid to ensure this remains the same. Architecture Caledonia is dominated by the large academy that makes up the centre focus of the vassal state. Larger than the rest of the estate, the academy is designed to draw attention through its imposing nature and dominating stance. Yet despite this, the inside is of warm and cosy wood, and signs of greenery are Small in nature when considering sheer accessible landmass, Caledonia has no forest or owned land beyond that which is contained within and near its walls. Yet, as if to spite this lack of greenery outside, the city itself is all but inundated with plant life. All over, plants and vines can be found across the rooftops and within public centres, the smell of flowers fills the air, and the rustle of leaves can be clearly heard throughout this vassal state at the slightest wind. White marble mingles with the typical brick of the Serene State’s construction methods, matching the vassal’s mother state through the use of brick and green rooftops. To the southern side of the vassal are domiciles segmented into the colours of the four school houses, and the northern side houses a small village designed to accommodate living through the use of a cozy bar and market stalls. The entirety of the vassal is designed to accentuate comfort combined with purpose, mingling the beauty of nature and the marble accents of the buildings with the overarching purpose to facilitate the process of learning. [!] Students join together for an Alchemy lesson Society Tolerance is the name of the game within Caledonia. A vassal state designed to bring in outsiders frequently for the purposes of education and trade, many laws within the vassal state that disagreements that cannot be resolved through debate are to be left at the door. Citizenry and guests are expected to treat one another well, and to leave alone any issue that cannot be peacefully resolved. There is little restriction upon race, creed, nor goal: So long as you come to learn and live, and behave yourself well, you are welcome within Caledonia. This is emulated within its centrepiece Academy. Meant to be a haven for knowledge and active academia, many outsiders are invited to run seminars in areas and fields that they are experts in, being paid by the state for their efforts. Granted, some fields are barred- Dark magic outside of pure theory is disallowed, and tolerance only goes so far. Darkspawn are considered enemies, not in the least due to their proclivity to promptly destroy what non-dark magic related knowledge they find. There is no set expectation in any form within Caledonia, owing to its unending wish for outsiders to come and visit. So long as one behaves kindly to themselves and others, lives well and lives full, they will be welcome within it and the Academy’s grounds. Karuna Amal, mother of Amal, Baroness of Caledonia Narithen Uialben, Prince of the Most Serene State of Lurin, Baron of Caledonia
-
A HOME FOR THE PEOPLE Rumours spread amongst the Aevosi lands, quicker, through the midlands specifically. 22nd of the Sun’s Smile, 175 S.A ____________________________________________________ Signed, Koshei of Shuurga