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  1. Scyfling Culture: Wedding Traditions Published by the County of Malkovya ISSUED ON THE 6TH OF MSITZA AND DARGUND, 482 E.S. A STUDY ON THE HANSO-SCYFA TRADITIONS OF MARRIAGE Penned by the hand of Her Ladyship, Anabel Elia Colborn, Keeper of The Book "Gor vardifuli neji de fyrste tre dagi af weddi, utani de tredje yere" - Scyfling Proverb "Make precious not the first three days of marriage, but the third year" O’ GUD, VOR HJELP I GYNE ERE, With a new generation on the horizon, and surely many blossoming romances to come, it felt pertinent to dedicate a portion of my duty as the Keeper of the infamous Book of House Colborn and its ancient lords and edifices contained therein to record our culture’s ancient rites and traditions pertaining to Marriage. Additionally, with the ascent of our beloved Queen Amaya of Venzia in her marriage to King Aleksandr II, this publication is written in honour of Her Majesty to share her practices with her people. Certain traditions were mentioned in the previous Scyfling Culture publication, though these only scratch the surface of deep House Colborn and Scyfling History. While Ruskan traditions of marriage have developed along their own throughline, towards the adornment of expensive outfits and jewellry accompanied by lavish feasts for the women and jousting tournaments for the men, Scyfling traditions distinguish themselves through several key familial practices carried over from the times of our ancestors. CORTUAL AG BETROLIVNI - Courtship and Betrothals I. COURTSHIP TRADITIONS An artist’s depiction of blacksmith Annebelle in courtship with her soon-husband, Cassian Colborn. COURTSHIP RITUALS among the youth are, broadly, the same across cultures. It is not unusual for a particularly beautiful young lady to attract the attention of a dashing young man - or vice versa! Among Scyfling people, it is not taboo for a woman to approach the man she is interested in first, very unlike the Ruskan tradition of prospective bachelorettes waiting for suitors to entertain. Young Scyflings frequently become acquainted during church holidays, or at festivals, and at evening socials such as Tavern nights among the populace. Among some families, when a girl comes of marriageable age she begins to wear an empty sheath attached to her girdle. If a young suitor takes a liking to her, he places a ceremonial knife in the sheath to signal his interest, and she would keep the weapon if she likes him as well, and return it if she disapproves. THE RYFLEBAND EXCHANGE occurs when a Scyfling has decided to offer their heart to someone. They give their prospective partner the “Ryfleband”. These Ryflebandi are handed down the generations from mother to son, or father to daughter. Some Ryflebandi are family heirlooms, meaning that if the individual gifted the Ryfleband declines their partner’s gesture, then the Ryfleband will need to be returned. However, many Ryflebandi are necklaces, bracelets, or armlets lovingly crafted just for the purpose of gifting it to the Scyfling’s beloved. If a non-Scyfling is the chosen recipient of a Ryfleband, the Scyfling in question is encouraged to teach their partner how to craft one so that they may give one in exchange and allow the tradition to continue in the coming generations. Gems are often avoided in a Ryfleband, instead many Scyflings opt for beads, polished rocks, wood, and other natural ingredients that symbolise different things. Some people elect to collect and polish rocks from a location they have fond memories of; in this way they can entrust these precious sentiments to their chosen partner for them to keep them safe. Additionally, beads of gorgeous patterns are often added to a Ryfleband, and many individuals choose to adorn beads forming the symbols or colours associated with their family. For example, many young Colborns craft Ryflebandi using black and white or raven-eyed beads in honour of their House. A group of Scyfling children gathering plants and stones in anticipation of crafting their Ryflebandi. II. BETROTHAL PRACTICES A light-haired Scyfling couple posing for a portrait - likely at the request of their Elders. BETROTHAL PRACTICES in Scyfling society are a sequence of events which a couple seeking permission to get engaged must carry out. They do this to acquire the consent of their Elders and parents, as any individuals that marry against their parents’ wishes would be unable to expect a dowry to support the bride in her first years of marriage, or any inheritance in the future. Typically, in the year before marriage, a bride may elect to take time off from her work or other responsibilities. This is so that she may travel to visit her relatives and neighbours to collect any gifts they may have; often linen, wool, cloth, or money, and she spends the remainder of her time using these items to create clothing such as smocks, stockings, gloves, handkerchiefs, etc., that she will give to the groom, his parents, and other relatives (with her mother-in-law to receive the most) on the morning after their wedding. THE ELDER’S APPROVAL is a centrepiece to the Courtship process among Scyfling circles. Before one can become engaged or betrothed, both individuals must arrange a meeting with the Grand Elder of each Scyfling House. While often synonymous, both the Grand Elder and the Patriarch or Matriarch (or both) must give their consent and approval before any arrangements can be made between families. Often, the soon-betrothed will have dinner with the Grand Elder and Parriarch to discuss and gain their approval. Additionally, this can often be the opportunity for the parents of both young individuals to meet one another, get to know each other, and for both families to grow closer before agreeing to a permanent union. On the other hand, it can be a low-stakes occasion for any party involved to revoke their permission to wed, or sort out any inter-familial grievances in a positive environment. A young Scyfling man introducing his prospective bride to the Grand Elder. THE MARRSKA EXCHANGE is connected to the “Marrska”; the individual tasked with overseeing the breeding and care of horses in a Scyfling family. When members of two families have decided to get married and sought the permission of their respective Heads of Houses and Grand Elders, the Marrska Exchange takes place. In the past, horses were important symbols representing a House’s pride and prestige, and they were also incredibly valuable. It was a point of pride for each Scyfling family to keep and breed peak-condition horses to suit their needs. For example, a hunting family may breed swift horses, while a merchant family may prefer to keep more athletic breeds. The Marrska Exchange is an event in which two families about to be unified in marriage exchange a top-quality horse from each of their stables. To allow another family’s Marrska or delegate into one’s stables, and to offer them a horse is a clear sign of trust. Furthermore, the Marrska often - in the process - is given the opportunity to enter the other party’s dwelling, and makes a judgement about the other family’s suitability for their relative based on its cleanliness, the condition of any refreshments they are served, and how well they treat their horses. A Scyfling family’s Marrska preparing one of their horses to perform the Marrska exchange. FORLOVI AG WEDI - Engagement and Weddings III. ENGAGEMENT EVENTS An artist’s impression of Loviska Faolain-Colborn at her wedding to St. Carr Colborn. ENGAGEMENT CUSTOMS among Scyfling people are a very sacred practice, and there are several things that must be completed before and as a couple are wed in holy matrimony before Gud. In the past, a formal proposal of marriage would be preceded by a discreet inquiry by the gentleman suitor to ensure that he would not be met with rejection. The suitor, accompanied by an older spokesman - his father or other relative - venture to his chosen young lady’s home and they present the girl and her family with a bottle of spirits and some gifts. Often, these gifts are specific to her and her family; as they are intended to honour them, and act as an offering before the official proposal of marriage is given. If the girl’s family intend to reject the proposal, the gifts are returned at a later date. However, if their answer is favourable, the girl and her parents visit the suitor’s home in return, and the bride-to-be may even stay for a short period to impress her partner’s parents and help with the housework. THE BRIDAL CROWN BESTOWAL is an important event in a betrothed Scyfling woman’s life. Once a pair of young people have completed all of the necessary procedures to get engaged, it is the duty of the bride’s mother, grandmother, other female relatives, or the Grand Elder (if she is female) to gather the bride and the children of the family to listen to stories of her wedding and marriage. It is on this occasion that the elder female relative in question gifts the bride with her own bridal crown to wear on her wedding day. The bestowal is for this purpose, and for the elder relative to offer the bride with advice and lessons on how to maintain a happy and successful marriage. Scyfling children are highly encouraged to engage with familial tradition, and they attend an older female relative’s bridal crown bestowal to listen to their elder’s stories and learn more about their culture. Alternatively, if a female relative is unavailable for the bestowal, an older male relative or a male Grand Elder can take their place. Often, they tell stories about their own wedding and wife, and other memories of the past that could benefit the bride as she begins the next step of her life. Additionally, if the bride is marrying into a Scyfling family, she is still offered the honour of adorning the Elder’s bridal crown - or the family’s communal crown - and treated as though she were a daughter of the family as a sign of acceptance. A Scyfling Bride being bestowed with the Grand Elder’s Bridal Crown. THE SCYFHJELMER BESTOWAL, or Scyfling Helm Bestowal, is the male alternative to the Bridal Crown bestowal. The Grand Elder (if he is male), or another older male relative, retells stories from his youth of courtship, his marriage, and he shares advice to teach the groom how to treat his future wife. This is also a chance for the groom, if he is marrying into a Scyfling family, to get to know the other male members of the family and earn their trust and approval. On occasion, the men will go on a hunt together to grow closer. At the conclusion of the revelries, the groom is given a ceremonial family helmet for him to wear during the wedding. The Scyfhjelmer may only be removed, on the wedding day, by the bride once they have both taken their vows in order for the married couple to share a kiss. It is considered bad fortune for the bride to see her husband’s face before this moment if he chooses to wear the Scyfhjelmer. A Scyfling Groom donning his family’s Scyfhjelmer. IV. WEDDING EVENTS A painting of guests and the bridal party waiting outside a church for a Scyfling wedding to begin. WEDDING EVENTS are often a strictly structured and ritual affair, historically involving animals and a weeklong sequence of events. In the present, on her wedding day, the bride wears a family heirloom wedding dress and her bridesmaids don similar clothing. This is to help protect the bride by confusing any evil spirits that may want to ruin her wedding. Additionally, alike many other Scyfling traditions, Scyfling women have always had a degree more independence than other groups’, and it is for this reason that the bride typically walks herself down the aisle. Furthermore, it is well known that Scyfling families commonly bring and gift goats to their friends, allies, and family members when they get married. At any wedding, the ideal goat is of golden blonde colour as it is a symbol of wealth and good fortune for the newly married couple. THE WEDI BRIDLOP, or “The Tour of the Bride”, is a tradition originating in the early days of Scyfling conversion to Canonism. In these times, it was difficult to take written records and there were not proper avenues by which a bride and groom could be recognised as legally married. Naturally, the local authority (the King, Chieftain, etc.) may choose to recognise the union, however, this was uncommon. In order to publicly announce the couple’s new relation to one another, the recently married pair would travel around the area with a portion of their bridal party to showcase their married status and announce it to others. This practice is not necessary in current times, however the bride and groom may elect to continue a tradition in the spirit of the original custom. Often, they choose to do this by holding a race among the bridal party and their guests. All attendants race along a set course that leads them through the countryside to the site of the “Wedifest” - or Wedding Feast - where everyone celebrates the joyous occasion. To distinguish themselves from their guests, the bride and groom are each permitted to ride a horse, while all others must compete on foot. Additionally, as an extra motivator, he who arrives to the Wedifest last shall be required to pour everyone’s drinks for the evening. Frequently, the Wedifest is an opportunity for the friends and guests of the newlyweds to share stories about them among themselves and give any well wishes and gifts they may have brought. In addition, toasts are common at Scyfling weddings, and guests can often expect a toast from the father of the bride, and/or the patriarch of her House, the bride, the groom, the father of the groom, and/or the patriarch of his House. An old Scyfling Wedi Bridlop in the First Age. IN SUMMARY, wedding traditions among Scyflings are very complex and many of them have a deep history. A large proportion of this very ancient history has been left out of this publication in favour of finishing a relevant and timely study. In my free moments, I hope to do more research into these old ways that may not have as many records for the purposes of publishing a historical memoir in the future. My advice to young Scyfling brides - or those aspiring to become Scyfling through marriage - is to cross-reference the notes written here and those on bridal attire documented in the previous Scyfling Culture publication. Only by imbibing and immersing oneself in all aspects of culture can one develop a full and deep understanding. Moreover, I encourage any tentative or curious individuals to embrace Scyfling traditions if anything written herein calls to them. Additionally, I am always accepting letters from those with further interest in my area of expertise, or those who require further clarifications. SKRALI VOR GUD, Her Ladyship, Anabel Elia Colborn, Keeper of the Book, Royal Scribe
  2. The Oath of Tar-Númenatâr [music] The sacred oath of Tar-Númenatâr Foronathor of the Arthalionath, King of the Adunians, and First King of Númendil, sworn upon the summit of the White Mountain, Alkayaban. “Let the deeds I act out now be better than those who came before me. Folk of Harren or Blood of the Middlemen, or the Race of Malin, or any other, I swear this. I reject the designs of the enemy and the doom of men, which is guile and covetousness. Great bounty I have been given here, and it is enough. I shall not fear death, for the love of the Creator is upon me, and the Archangel vests in me the courage to see great deeds through until my part is played. Ever that His eyes might be upon me, I shall endeavor to prove myself worthy of His love, and the station which He has charged me. For this I swear, ever shall be a foe of His foes, be they Dragonspawn or Betrayer’s Brood, or things beyond the circles of this world. I shall broker no pact with them, and I shall accept no peace save their utter defeat. May Darkness consume my House should I falter in this oath. Creator, remember my vow.” Thus shall be sworn anew upon the coming of age of every Númenedan, or by a monarch upon ascending the White Throne.
  3. NÚMENARANYË The Exilic Kingdom of Númendil [MUSIC] Since the harrying of the Adunians from Aegis in times long past, many Adunian states have arisen, and many more cast down and sundered, for long it has been since that folk determined their own fate. For centuries, the Free City of Brolwic was the only true Adunic state, and being so detached in Aeldin from the majority of Adunians. On the continent of Almaris, the Adunians therein were scattered and leaderless, and often victims in wars they had little sway in. That was until one arose to unite them, Nauthon Marsyr, who was called John in the common tongue. Through deft diplomacy John united the errant Harren’hil of Almaris into the realm of Cartref Mor, but tragically, this hero of Harren’s folk died before his mission was completed, and his son, lost to darkness, failed to carry it forth. As it looked like once more the Adunic peoples would be divided, Ser Uther, later known as Uriel, took up the cause. With kindly words and fiery sword, he united the Adunians of Almaris, and rather than swear fealty to distant Brolwic, instead struck out upon his own path, carving out a Kingdom in the Barrowlands of that continent. Despite great efforts being made to hold, the Adunians would be driven from the Barrowlands, and Almaris as a whole. But this time they were not leaderless. Under the guidance of Tar-Uriel, the Adunians came with the other descendant realms to the continent of Aevos. Here, Uriel’s folk traveled inland until coming upon the land of Sharad'et'alkayaban, wherein a race of Farfolk called the Sharadûn dwelt, and Dedgîrth Imrîd was their King, called the Imr-khagn in their tongue. At first, Uriel’s folk sought parlay with the Sharadûn, and for a time, were permitted to dwell at the foot of the oasis of Albak’an, underneath the great white mountain, Alkayaban. Such peace was only held for a few months before the Sharadûn, feeling threatened by the sudden influx of foreigners upon his continent, took action. In the dead of night, Sharadûnic warriors armored in lamellar brass and iron attacked the Adunian encampment, slaying many and wounding many more, including the Adunic King, who remained on death’s door for a number of days, during which Steward Alwyn guided their people north into the plains, harried ever on by Sharadûnic Cataphractii and horse-archers. After three days of grueling retreat, the Adunians, low on supplies, turned to face their attackers, outnumbered and wounded, the Knights of the Barrowlands set to make a rearguard action, and in their sacrifice allow the women and children to escape with their comatose king and his heir, young Caraneth Aryantë. Just before the horns sounded however, those heavy riders were joined by none-other than their king, Uriel, resplendent in his armor, with the radiant sword, Caledfwlch in hand, and the crown of the March upon his brow atop a bloodied bandage. Roused from his unwaking state by powers unknown, Uriel’s sudden arrival caused morale to soar among the Adunians- Who went forth then, not in sacrifice, but to bring the enemy to battle. With a blinding flash from the Adunic King, the Sharadûn were driven into a rout, those whose horses failed them were struck down by the Adunians. There, within the vast plains of central Aevos, Tar-Uriel swore vengeance for his people upon the Imr-khagn, and swore such on the name of the Creator. Burning their dead and giving those wounded who could fight weapons to do such, Tar-Uriel led his band back to Albak’an. There, underneath the mountain of Alkayaban, with arms blessed by the Cardinal Antonius, the Adunians brought the forces of the Imr-Khagn to battle. At Albak’an, the martial prowess of those descended from Harren the Conqueror was once more proven, and the Sharadûn were broken when Tar-Uriel rode forth, and met Imr-Khagn Dedgîrth and his sons Sórthu, Ködgung, and Ömüg in combat, cutting down the four, and bringing the Imrîd dynasty to a climatic end. After the battle, those that remained tried to rally to the citadel built atop Alkayaban, only to find that a small force under Siegemaster Bedwyr and Ser Garen Glennmaer had already taken the sparsely-defended fortress (so sure of his victory was Dedgîrth, that he had brought almost the whole of his forces to bare on the Adunians.). Faced with this, the Sharadûn surrendered to Tar-Uriel, offering him oaths of fealty, or fled into the western desert to continue the fight, ceding Sharad'et'alkayaban to the Adunians either way. Now ruling over the Adunians and what remained of the Sharadûn, Tar-Uriel sought to remake Sharad'et'alkayaban, renaming the land the Númenaranyë, or ‘the Royal Realm of the Númenedain’ in the common-tongue. Above Albak’an, the White City of Númenost was built, and two great citadels raised, one to guard its entrance above Albak’an, facing the northern plateaus, and the other atop the white mountain of Alkayaban, where the old Sharadûn citadel once stood. Ruling over a land far richer and vaster than the Barrowlands, Uriel saw fit to adorn himself and his men in regalia of old, harkening to the first Harrenic Kingdom, in practice wishing to revive the culture of that land, without any of the wickedness that wrought its downfall. At the peak of Alkayaban, Uriel, who was once Uther, took a third and final name in the styling of the ancient Adunic kings, Tar-Númenatar. His house too was granted a new name, though still called Pendraic in the common tongue, Arthalion (pl. Arthalionath) meaning House of the Dauntless King. Many of Tar-Númenatar’s subjects followed this example, adopting names in the original Adunic tongue, while many further still kept their Highlander or Heartlander derived names, or some, such as Tar-Númenatar himself, continued to be addressed and go by these common-names outside the lands of the Adunians informally, wherein the Númenaranyë, only the Adunic rendering was proper. Naming conventions were not the only facet of Adunic culture revived in Númenost, which was built in the Idunic style. The fashions of Idunia of old, which had already begun to gradually see reuse during the reign in the Barrowlands, were brought back once more, resplendent in color and finery, though markedly more modest, accounting for the newly deeply pious nature of the Adunians, medicine and technology advanced thanks to the efforts of the Scholarium of Queen Orelia. All of this and more was afforded by the great luck and wealth the Adunians found themselves after the conquest, for within the mountain of Alkayaban, vast silver deposits were uncovered, suddenly making the Adunians one of, if not the wealthiest realm of men, jewelsmiths worked away within the White City, crafting beautiful works, and bartering their wares down the river Foroduin into the other realms of men, all this bringing exorberent wealth to the Adunic realm, which was shared by Tar-Númenatar with his subjects gladly. Of the Sharadûn that had sworn fealty to Tar-Númenatar, they were allowed to live as they had before, though greatly changed by the coming of the Adunians- Now called the Númenedain. Though unlike Harren of old, Tar-Númenatar did not oppress the Sharadûn, recognizing their stronger ties to the land now called Númendil, and in truth, was a kinder ruler than the Imr-khagn, though he did insist upon their conversion to Canonism, banning the worship of the bloody serpent god of the Sharadûn. One thing was a certainty in this uncertain new land, the Adunians would not be made subjects again. To read more about the Númenedain and the Númenaranyë, [click here]
  4. The Númenedain The Redeemed Harrenites [music] OVERVIEW The Númenedain (singular, Númenedan) are a distinct ethnolinguistic group of Adunians specifically descended from the Adunians known as the Harren’hil of Almaris, who later Canonized, and intermingled with several tribes of Orenized Harrenites, and later went on to colonize a region marred by mysticism and necromancy known as the Barrowlands. Successfully conquering the land, the Adunians under their first ruler, Tar-Númenatâr (then called Tar-Uriel) underwent a cultural rebirth, forming the first truly independent Adunian Kingdom among the greater descendant races in over five hundred years. Ancient traditions of lost Idunia were reclaimed, while new traditions in honor of their mixed heritage began. To enshrine this cultural ‘rebirth’, and to distance themselves from the ancient Harrenites, who though powerful, were wicked men, Tar-Númenatâr named his people anew as the Númenedain, Men of the West, a name used by the Harren’hil who dwelt within the west of Almaris, now lost. Martial in spirit, though tempered by half an age of sorrow and kinstrife with the other races of men, the Númenedain turn their swords not on conquest, but in defense of the realms of men against foreign invaders. In war, they are a fey folk, fearing neither death nor torment, for they are a faithful people, who hold that in either life or death they find peace in the Seven Skies, so long as they have behaved admirably and righteously. This does not mean they waste their lives meaninglessly however, and they prefer to remain out of the wars between faithful men, for too few are the Adunians to die in petty squabbles, rather than battles worthy of admiration. In peace, the Númenedain strive to make good a realm worth protecting, they are a charitous folk, ever to give a lended hand in need. A traveler will rarely go hungry or without shelter among the Númenedain, and those who have found the friendship of a Númenedan will have it for decades to come, and perhaps even pass that friendship on to their descendants. Though wanton avarice is a thing frowned upon, mercantilism is a respected route nonetheless, however it should be said to unfairly deal with someone is a taboo indeed, for chief among the values of the Númenedain are honor, integrity, truthfulness, courage, and chivalry. CULTURE AND CHARACTERISTICS Cultural Traits The Legacy of the First Conqueror | Though little remains of the legacy of the Adunians of elder days, that which has ever been ingrained into their culture is an unparalleled martial spirit. Harren was the first Conqueror in the history of man, and although the Númenedain reject the legacy of their tyrannical progenitor, they maintain the skill-at-arms which allowed their ancestors to subjugate and enslave, instead turned towards nobler causes. In battle, the Númenedain rely on spear-and-shield wielding infantry to pin their foes in place, while their heavy cavalry, composed of knights and men-at-arms lay waste to the enemy’s flanks. Those who flee and break are spared little, for also has it been said that the Adunians are the most skilled archers among the mannish races, likely akin to their Elvish ancestors. A Repentant Race | The Oath of Tar-Númenatâr, more commonly known simply as ‘the Oath’ was a declaration sworn on the Creator’s name upon Mount Alkayaban after the conquest of Sharad'et'alkayaban by Tar-Uriel, who adopted his third and final name writ in the Adunic tongue of yore, Tar-Númenatâr. The Oath is a declaration to forever stand steadfast and unwavering against the Forces of Darkness, and to also defend Mankind from external threat in penance for Harren’s conquests. The Oath sees the Númenedain take up an almost paternalistic role among their fellow men, to guide them away from their darker, more scheming and ambitious nature, just as the Adunians were guided towards redemption. This Oath is sworn anew upon one’s induction into Númenedain culture, before a place of either religious or cultural significance, according to one’s preference, the Oath is also sworn anew by a newly crowned monarch during coronation. [Click Here] to read more about the Oath of Tar-Númenatâr. Pride of the Adunians | Unwavering in pride, those Adunians who survived the destruction of the Barrowlands during the fall of Almaris have tasted independence for the first time since elder days, and are unlikely to accept servitude ever again. The names and lineages of the middlemen carry little weight (though are not disrespected) among the Númenedain, who have sworn to never again bow before a foreign monarch, a fierce streak of resilience brought on by centuries of turmoil. The Doom of Harren | Though they fight to be free of it, and ever-seek to repent from it, the Doom of Harren runs fiercely in the Númenedain, that is Ambition. The same ambition which turned Harren the destined firstborn into the decadent, selfish, unworthy and covetous kinslayer runs also through the Númenedain, albeit within them is the ambition to do good, it can still be said that men are capable of wicked things in thinking themselves just, and it is as true now as it was nearly two thousand years ago- The hearts of men are easily corrupted. Always Outnumbered | Though the largest remnant of the already waning Adunian race, the Númenedain are only a part of it, and many more still remain in wandering nomadic clans, or deeply ingrained within Heartlander or Highlander spheres. Fierce though they may be, the Númenedain are few in number, and should Númendil itself fall, that people- And perhaps the future of the Adunians as a whole will fall with it. Physical Traits The Blood of Idunia | Though not all Númenedain are Adunians (as middlemen may be adopted into the culture) and not all Adunians are Númenedain, Númendil itself is the first truly Adunic kingdom in five hundred years, and this is reflected in its denizens. Here, in this corner of the world, the remaining blood of Harren gathers the most in number. Adunians live longer lives then middlemen on account of their Elvish ancestry, oftentimes living anywhere from 180-200 years of age, while among the lines of kings, it is not unheard of for that number to even be exceeded, such as the case of Tar-Nauthon, called in life John Marsyr, who lived to nearly be two hundred and thirty. They do not have pointed ears. Fair and Strong | There has rarely ever been a descendant of Malin who was not fair to look upon, and the Mali’valah (Adunians) are no different. This, combined with their predominantly mannish blood and natural inclination towards martial lifestyles, means that most Númenedain, as well as being easy to look upon, possess great strength (though never exceeding that of a peak human). Númenedain who descend from Harren’hil stock are typically shorter and more lithe than those who descend from more Mannish kindred. They do not have pointed ears. Eyes and Hair | Adunians look mostly like most other men, with a few notable exceptions. Mostly possessing pale skin and hair in the range of black to auburn, Adunian hair can also turn white-gray exceedingly early, though this is not always so, and is regarded as a sign of more recent Elvish ancestry. This is also the case for their eyes, with grays denoting Elvish heritage, greens and browns are also common. They do not have pointed ears. Few in Number… | The Númenedain, as with all Adunians, suffer partially from the curse of Malin, that being infertility, this is especially true for the Harren’hil-descended Númenedain, who are of greater elven heritage than those descended from the Aduno-Heartlander or Aduno-Highlander stock. Most Adunian couples will never have more than three biological children at most, because of that, adoption is prevalent. This is lessened only slightly if only one partner is an Adunian. They do not have pointed ears. Languages of the Adunians The Adunians among the descendant realms prior to the founding of the Exilic Kingdom of Númendil were a notably nomadic people, deeply divided over vast distances, and divergent as the centuries went on. Among the Númenedain, three languages are spoken chiefly, (including the common tongue), with mainstream Thaudian as it is spoken elsewhere having fallen out of use among the Harren’hil centuries ago, and is therefore seldom used by the Númenedain who descend from them. Thaudian (Thd) is the more Traditional, less ‘diverged’ form of the language spoken by the Adunian peoples of Al’Ildic between the fourth and the fourteenth centuries, and unlike the Almaric dialect, has remained mostly unchanged from the Al’Ildic exodus, preserved chiefly by the ‘settled’ and later Imperialized Adunians, such as House O’Rourke, the Napier Family, and the Imperial Elendils. Almaric Thaudian (ThdA) is the most common of the three languages, and is the every-day ‘informal’ tongue of the Númenedain, and the Harren’hil before them. Originally a dialect of Thaudian, Almaric Thaudian diverged from that tongue many centuries before the founding of Cartref Mor where it was originally spoken. It is a musical language, complicated and difficult to learn to those who did not already speak it. It is even worse to read, as it was not intended to be written in the common script. Adunic (Adn) is the language of Idunia of old, and is the ‘formal’ language among the Númenedain. Adunic is a creole of Harrenite Flexio, and the ancient Elvish of Sarai’s tribe, the Wildewynn, and draws from both, though Elvish far more so. The ‘formal’ names of the Númenedain are taken from Adunic, including the regnant names of the Kings and Queens. Adunic is also used in the naming of cities and geological features, and is rarely used in every-day speech, and even then only truly among the upper-class. To further complicate matters, Adunic could, if the author was particularly masochistic, be separated into Early and Late Adunic, with earlier Adunic remaining truer to the Flexio routes of the language, while Late Adunic ers far more towards being an Elvish tongue. Lexicon Though by no stretch of the imagination a ‘full’ Lexicon, (for such would need to account for the multiple linguistic phases and evolutions of the Adunian languages over the last two thousand years, an impossible task.) the following is a list of common words and phrases in both common and the various Adunian dialects. Númenedain Names, Epithets, and Naming Conventions The Exilic Kingdom of Númendil (called also ‘the Númenaranyë’, meaning ‘The Royal Realm of Númendil’) is a new nation, reborn from the long-lost culture of Idunia, and melded with more modern trends among the mannish kindreds. Because of this, the Númenedain have adopted the practice of dual-naming, possessing a name in the common-tongue, or Flexio, which is used while in the company of the Middlemen, or while abroad, and a ‘formal’ Adunic name, writ in the tongue of Idunia. House names are also translated, and given equivalents when able, and Kings and Queens are encouraged to take Adunic regnal names if they do not already possess one. Younger Númenedain, born during or after the unification of the Harren’hil with their Eastron cousins often possess only one name, an Adunic name, which is used both in private and abroad. As well as possessing two first-names, two last names, and sometimes a middle name, a Númenedan may also earn an epithet through great deeds, which may be placed before or after the name of the Númenedan, depending on preference. For non-Númenedain wishing to be inducted into the culture, such as Adunicized Middlemen, or foreign Adunians, the final trial which they must undergo is a naming ceremony, during which, the Oath of Tar-Númenatâr is to be recited in the presence of an elder Númenedan before a center of worship or cultural importance, after which, a name from the Adunic tongue is granted to them by the monarch or a representative of the monarch. A specific name may be chosen prior to the ceremony by those undergoing it, or it may be left as a decision for the one observing the Oath to decide upon, this is again done by preference. Examples of Adunic names include: (M) Anardil, Anborn, Angbor, Aragost, Arahad, Barannor, Belecthor, Beleg, Belegorn, Beregond, Beren, Bergil, Celepharn, Cirion, Damrod, Denethor, Derufin, Dervorin, Dirhael, Duilin, Duinhir, Eldacar, Eredan, Forlong, Golasgil, Halbarad, Hallas, Hirgon, Hirluin, Hurin, Ingold, Iorlas, Mablung, Malbeth, Malvegil, Ohtar, Oredreth, Thorondir, Thorongil. (F) Baraheth, Barahiel, Canneth, Conuieth, Coruweth, Darthoriel, Derthoril, Faeleth, Faeliel, Gilraen, Ioreth, Ivorwen, Morwen. Note: Names beginning in ‘Ar’ or ‘Aran’ are typically reserved for those of royal or noble blood. Many names can be made to denote royalness or nobility by adding such into the name, ie: Baraheth into Aranbareth, or Beleg into Arbeleg. The names of ruling monarchs are prefixed by Tar- Meaning King in the Adunic language, ie: Aranbareth or Arbeleg into Tar-Aranbareth or Tar-Arbeleg respectively. Examples of Epithets includes: Hyarmendacil (South-Victor/Conqueror) Rómendacil (East-Victor/Conqueror) Alcarin (Glorious) Branhereg (Long-Endured/Old Glory) Foronathor (Savior of the North). Númenedain Cultural Traditions The Crown of the Númenaranyë, centered within the Radiant Star of Malchediael. Royal Standard of Númendil, and sigil of House Arthalionath Values A new people, the Númenedain carry a legacy of lost traditions going back over a thousand years to Idunia of yore, and while much is gone, never to be recovered, newer, better traditions have been made, honoring the legacy of the Harrenite homeland, while disavowing the corruption and decadence that brought it to ruin. Even in wealth, Númenedain are encouraged to err towards humility and charity, though that is not to say the acquisition of wealth is discouraged, far from it, only the misuse of it. In times of peace, the Númenedain trade happily with their neighbors, chiefly in alchemical goods, for in the last century, such they have come to specialize in, but raw materials also flow from the White City. Furthermore, though having long abandoned the woodland life of their Harren’hil ancestors, the Númenedain maintain a keen connection with their natural surroundings, viewing nature as an unmarred facet of creation, and thus, a thing worthy of protection. Though they possess the same skill in it as all men, the Númenedain are not quite so industrious, believing that such aught be tempered with a healthy respect for the natural world that the Creator made for them at the dawn of time. Because of this, animal husbandry is also a well-respected profession among them, as is hunting. Most Adunians keep pets of some form or another, typically horses, large dogs, and the occasional hunting-bird, for falconry is a common pastime also. Herbalism and healing are also seen as favored skills among that folk, not only in keeping with their woodland roots, but also simply for practicality’s sake. Númenedain Rangers will often spend many months, if not years beyond the white-walls of the capital, and as such, identifying what plants are safe, and what plants are not safe has become a matter of some importance, as has healing injuries accrued in the wilds, a skill that doubly serves well, as a folk so prone to battle are also prone to injury. In keeping with the belief that the natural world is an unmarred example of the Creator’s work, many landed Númenedain will keep a sacred grove in their fiefdoms known as a Godswood. A Godswood is a meditative tree garden, either walled within a keep, or kept outside of it. It is maintained by the ruling family instead of servants, in the belief that something as simple as gardening focuses the mind, keeping one humble, and strengthening their connection to the world around them. Most typically kept in a Godswood is a grove of native trees, dominated in the center of the grove by either the silver-leafed Adunic White Tree, or the red-leafed Almaric Heart Tree, however, other plants may be kept and grown at the base of these trees. It is not uncommon for alchemical reagents or berry-bushes to be grown in the Godswood, primarily though it is a place of quiet reflection. All that having been said, one would be wise not to confuse a Númenedan’s love of nature as heathen aspectism, indeed, the Númenedain are deeply suspicious of druids, who they view as a meddling folk that serve the Fey, nature spirits who at best are mischievous, and at worst, outright malicious. While not so superstitious as to believe the Druids themselves as Faeries, they are thought to be in league with them, and thus avoided unless one wishes to court fate by dealings with the fey. To ward off these spirits, lines of salt and iron-dust are often drawn along the edges of a Godswood, or the property of a Númenedain living out in the wild. Cultural Trials One is considered one of the Númenedain from the moment of birth, should one or both of their parents be a Númenedan themselves, but it is a mantle one cannot claim without at least having begun their trials. Beginning at the age of eleven, the Númenedain trials prepare the youth to be contributing members of their fledgling society. Likewise, any foreign or Adunians or Middlemen wishing to embrace Númenedain must first undergo the same trials before any position of prominence can be held. Those undergoing the trials may have however long it takes to complete them, though it is expected to be finished within a decade. A foreigner embracing the culture for the first time is not expected to complete it at the age, or in the time that a Númenedan-by-birth would be. Trial of Profession: (Suggested Ages 9-12) The aspirant Númenedan must take up an apprenticeship in a profession deemed of service to the greater whole, something practical and worldly that they might contribute to the Númenedain Kingdom, or at the very least, provide for their family. Trial of Service: (Suggested Ages 13-25) Having now chosen a profession (or having had one chosen for them) the aspirant Númenedan must see their profession through until the end, and seek mastery of it, learning all they might learn from their teacher until there is nothing left to learn. When the apprenticeship is deemed concluded, the aspirant Númenedan must then prove their skill to their mentor in a test as applicable to their profession, i.e. The Smith must forge a masterwork and unique craft, the warrior must show their valor in battle, physicians must display their ability to heal and mend, and one groomed for diplomacy or to command must show themselves able to resolve disputes. Trial of Naming: (Suggested, on completion of Trial of Service) Having proven themselves an independent and contributing member of society, the aspirant Númenedan swears the Oath of Tar-Númenatâr anew in the eyes of a member of the Royal House, the Ruling Steward, or a member of the local clergy. Thereafter they take upon themselves a new name in the ancient Adunic tongue, or have one granted to them by those overseeing the ritual. Religion The Númenedain are Canonists of strong piety bordering at times on zealotry, and while other faiths are tolerated among the other descendant races, it is expected for the children of Horen within Númendil to be followers of the Canonist Church. This was not always the case, for among their Harren’hil predecessors, there was in fact a strong distaste for the Canonist Church, whom the Adunians of Almaris regarded in opposition and as a foe. They among themselves favored simple ancestor-worship, or among those during the reign of Aurelion the Black, Occultic Xionism. This changed when Ser Uther assumed chieftaincy of that folk after the brief and woeful reign of Oliver Black, which saw Adunians driven from the west entirely on account of machinations of revenant undead, Aurelion. Ser Uther’s chieftaincy saw proselytization and the conversion of many of the Harren’hil even before the colonization of the Barrowlands, and by that time, many if not all of their number were devoted and repentant Canonists at heart, with the remaining Harren’hil who remained at odds with Canondom choosing exile over conversion. Ser Uther’s band of Harren’hil, later forming of the Kingdom of the Barrowlands, found not only common-cause, but kinship with those previously regarded as culturally anathema to the Harren’hil, not just Canonists, but specifically Owynists, who put a strong emphasis on the second Exalted, Owyn, who was of course famous for killing Harren and fracturing the Kingdom of Idunia. Strange that it is, this symbiosis between Harrenite and Owynist stems from Ser Uther’s informal education among the Lectorate of Owyn at the Fortress-Temple of Felder’s Rock, during his reign as regent for the Barony of Acre. Barrowlander Owynism was reasoned as recognizing their progenitor as a deeply flawed individual and later tyrant who bore the capacity to do good, but turned away, and respect Owyn not for the scattering of their ancestors, but instead his redemption for this deed by undertaking a one-man siege on the city of Edel, reclaiming it from heretics and the Undead at the cost of his own life. However, rightfully so, many Adunians even among the Númenedain do not fully accept this reasoning, and so, although Owynism remains popular (specifically among the original Knights of the Barrowlands) it is not mandated. The Kingdom of Númendil avoids a sectarian stance, and instead simply identifies as broadly-defined ‘Canonist’. Fashion and Cuisine The Númenedain are both practical and modest people. The Harren’hil who dwelt in the Barrowlands were known for a hearty palette consisting mostly of beef, pork and venison spiced with more northernly seasonings, on account of Barrowton being far disconnected from any main trade-routes. This was not the case after the founding of Númenost, which unlike its predecessor, was a central trading hub on the continent of Aevos thanks to its key location as a crossroads between the southern deserts, the eastern jungles, and the Mannish heartlands. Because of that, regular access to more exotic and southron spices was attained, something which the Númenedain swiftly developed a strong taste for. Likewise, some preference for spice had already been attained thanks to Barrowton’s Santegio-Hyspian community. Fish is also prevalent. Notably, Númenedain hunters are careful to avoid, and do not consume bear-meat, stemming from the usage of bear meat and blood in occult rituals during the reign of Aurelion Marsyr the Faithless of Cartref Mor. For fashion, Númenedain are typical, if albeit more conservative than most Canonist nations, stemming from Owynist influence. Both men and women are expected to dress modestly, with minimal exposed skin. Because of this, both gloves are common among both genders, and headgear specifically among the women. Due to Númenost’s southern climate, most clothing is fashioned from breathable, if concealing material, which thanks to the wealth of that region, is typically quite finely made and intricate. Because of this stance, sleeveless clothing, cleavage, or shirtlessness among either gender is highly frowned upon, and will often be met by vicious verbal mockery and condemnation. Númenedain Martial Traditions The Númenedain Colonization of the Sharadûn The Adunians have ever been a martial race, oftentimes by predisposition, more often by necessity. Though few in number, one Númenedan is worth two or three middlemen, and thanks to their long-lived nature, an Adunian will have twice the time of common men to master the art of war. Compensating for their lack of numbers, the Númenedain fight primarily as heavy cavalry, as to break their enemies in one overpowering charge, or as skirmishers, releasing a hail of arrows, bolts, javelins, and war-darts towards their foe. When forced to fight afoot (something often wished to be avoided) they fight in tight-knit formations, interlocking their large kite and tower-shields to form an impenetrable wall while striking at the enemy with spear and broadsword, or hurling potions over the shield wall. Númenedain infantry are primarily a defensive force, being the anvil to their cavalry’s hammer. The Númenedain specifically have an incredibly strong tradition of chivalric Knighthood, even among the other realms of men, owing to their beginnings as a simple Knightly Warband. Jousts are one of the more common forms of entertainment, and also serve to keep their lances sharp in times of peace. Númenedain Knights are known to be a humbler lot, truer to the chivalric ideals than many of their contemporaries. Any Knight can make a Knight, it is true, but to earn it is a far harder thing than simply currying the King’s favor, or showing a modicum of martial prowess. Indeed, Knighthoods are only given as a reward for deeds of the utmost valor, and even then, only to those who embody the chivalric ideal. Númenedain Knights are not traditionally landed, instead serving as the bodyguard or retinue of a Lord until they themselves prove worthy of being granted land through leal service and piety. Hedgeknights, or Knights-Errant made up the original companions of Ser Uther (later known as Tar-Uriel, and then Tar-Númenatâr) during his time among the Heartlanders, these men (and later women) are upheld as the ideal of what it means to be a knight, to be humble and ever-and-always a defender of the weak and innocent. Unlike most Knightly orders, Knights among the Númenedain are not only encouraged, but expected to adhere to their Canonist values first, and to put fealty to the faith above fealty to the King of the Númenedain. They are also likewise encouraged to wander beyond the borders of Númenedil, to accrue fame and fortune in their own right, and to do deeds of great value wherein they are most needed. To learn more about the wandering knights of the Númenedain, [TBA] Notably, Númenedain disparaged the usage of Cannons, due to the industry required to make them being environmentally damaging, but also because of their dangerous, volatile nature, and habit of exploding. Because of this, in siege and naval war, torsion and traction-based siege weapons, such as scorpions, Ballistai, Onagers, Catapults, and Trebuchets are preferred. HISTORY THE QUENTA NAUTHONIAD Adunians settled the land of Almaris sometime in the late 14th century, nominally for a time, under the leadership of House Marsyr, originally rulers of Canmoor who fled the isles of Al’Ildic when it fell to the undead in 1309 FA. This Marsyr-led unity shattered within the first hundred years of colonization, leading to the dispersal of the proto-Harren’hil across the breadth of the continent among independent Bowie Bands. By the time of the arrival of the Descendant Kingdoms to Almaris at the beginning of the Second Age, no Chieftain commanded more than a few dozen families. With them came the last remaining trueborn scion of House Marsyr, Nauthon, who in the common-tongue was called John. John Marsyr was a warrior of great renown, having ventured the width of Arcas as a strident ranger, and slain many beasts before enlisting in the Brotherhood of Saint Karl to fight on the frontlines of the Inferi War. During that cataclysmic conflict which heralded the end of an age, John made common-cause with, and became swift friends with Prince Fëanor Sylvaeri. When Almaris was settled, John soon undertook a quest to unite its errant Adunians, the Harren’hil. Using his friendship with the Princes of Elvendom, John was granted lands on the seacoast of Amathea, and soon began traveling Almaris, gathering through skill of arm and the power of his voice, the Harren’hil to his banner. Enough soon came to him that he was named their Chieftain and Lord, and soon came to rule Cartref Mor, the Home-By-The-Sea, wherein he dwelled for a time, and his people prospered. Inevitably however, Elvendom became divided into several warring factions, and Lord Marsyr deemed that continuing to remain in the southwest was no longer possible. John was released from his fealty to the Prince of Elvendom, and led his people north, coming into the service of the Norlandic King, and was granted the lands of Ironguard (called by the Adunians Minas Angren) in exchange for helping drive the remaining Svarling and Skanarri tribes out of Norland, and back into the frozen wastes. This Lord Marsyr did for a time, and did so fervently, for he was a warrior without peer, and among the most valiant warlords of mankind in those days, however, his warring oft left him far from home, and a disquiet had fallen on his house as a result. To rectify this, Lord Marsyr trusted his second in command, Ser Edward Thuri-Elendil to rule in his stead. This would prove a grave mistake, and one which would eventually doom Cartref Mor. Edward, now called the Ill-Ruler, was seduced by the Daelish Vampire, Sionnach, who guided him towards paranoia and greed, and caused him to abandon his duties, one of which was the raising of John’s son and heir, Aurelion. In Edward’s absence, Aurelion was instead taken in, and twisted by Witches of the Far North, who led him down the dark path that would inevitably become the doom of the Harren’hil. THE AURELIONIAD When Lord John returned to Cartref, he discovered that not all was well in his house. His son was errant and wild, his squire, Uther, was driven to sell his sword for coin, and his lands were in disrepair, all due to the mismanagement of Ser Edward and his Vampire-Consort. Incensed by this, Lord John banished Ser Edward and Sionnach from his lands, and set to work attempting to rebuild his household, summoning Uther, his son, Aurelion, and many others back to his halls. Though Aurelion was already under the sway of the darkness, he was not wholly corrupted, and instead sought to carry on his father’s work, and aided him much in the management of his household. There was a brief resurgence then among the lands of Cartref Mor, which swiftly recovered under John’s rule. Tragically however, this was not to last. Soon thereafter, Lord John perished nobly in battle against the Undead, biding time for his subjects to escape an overwhelming horde at the cost of his life. For this, and all other great-deeds accomplished by him, Lord John Marsyr is posthumously recognized as Tar-Nauthon, first king of the Adunians on Almaris. Almost immediately after assuming the Chieftaincy, Aurelion sought to prove himself and step beyond his father’s shadow, and as such, started directing the Harren’hil in a way in accordance more with his own designs than his fathers. While the Adunic rulers of yore were respected and taught of during John’s reign, they were venerated as mighty spirits during Aurelion’s, akin to gods. Likewise, Aurelion raged against the Aengudaemonica, and Malchediael in particular, who he blamed for his father’s death, and who he resented for the Adunian Templars and their refusal to follow him. Aurelion’s ancestor worship soon began taking an occult turn, wherein the blood and bones of beasts were used to summon the spirits of the dead to him and take counsel with them. The more Aurelion turned towards his ways, the greater his pride grew, and the greater that his pride grew, the more he resented his feudal overlord, the Norlandic King, Odin. In those days, Cartref Mor far surpassed the Kingdom of Norland’s capital of Alisgrad in prosperity, for that realm had fallen into disrepair ever sign the reign of Vane the Vain, and so, deciding to free his folk from the rule of unworthy Highlander rulers, descendants of those who the Kingdom of Idunia kept as slaves themselves, Aurelion raised his banner in rebellion, and sought to conquer the Raenrlands, as well as establish an independent kingdom. However, King Aurelion’s reign was not to last, for he knew little how to wage war, and instead of striking immediately, waited three months for allies who would never come to his aid. In these three months, the Norlanders marshaled their forces, fewer in number, but more skilled in force of arm, retaking Ironguard, casting King Aurelion the Faithless in gold, and driving his followers from Minas Angren, many froze to death in the rivers of Lake Hakon, or were felled by arrows as they fled. Those who survived, under the leadership of Oliver Black and Fritjof Maor fled south to the Darkspawn-led Elven Principality of Celia’nor, wherein they dwelt for a time. But the malice of Aurelion was not so easily undone, and the Adunic King defied death, choosing instead to become a revenant Necromancer, after which, he continued to influence the Adunians from the shadows through his agent, Maor, and his allies in Celia’nor. Unlike Moar, Oliver did not care for the occultic ways of Aurelion, but was powerless to stop a population that was mostly already fallen, and so, he could only despair as they slipped into damnation. Only at the very end did he begin to plot against Maor, swiftly realizing that Aurelion still lived, but it was far too late. Maor, who was well-liked among the Celianites, convinced them that Oliver was the cultist, and not he, and so, they backed Maor in a violent takeover of Cartref Mor, overthrowing Oliver, and driving his followers west. Crippled, homeless, and vagrant, the remaining Harren’hil who were not under Aurelion’s thrall were condemned, until a sudden summons arrived by one Ser Uther of Acre, a Warlord in the Heartlands, and John’s last remaining disciple. THE QUENTA UTHYRIAD Uther Gwathren, son of Lady Gwynthryth of Wealdfarthing and an Elvish Lord, stemmed from an aged line on his mother’s side. Clan Gwathren was kin to House Marsyr, descending from a bastard son of that house called Gwathor the Bloody, who was the last sheriff of Canmoor before his fellows settled on Almaris, raising a small castle and village called Wealdfarthing in the lands where Oren would eventually come to dwell. Unlike the rest of the Harren’hil, Clan Gwathren never fully degenerated into nomadic life, retaining some semblance of the feudal lifestyle until being driven from their lands by Orenian invaders at the start of the Second Age. Lady Gwynthryth, who had long since abandoned her marriage with her Elven lover, instead took one of the Orenian invaders as husband to placate the invaders, and to retain some status of nobility, though this was at the cost of disinheriting her son, served as the stableboy for her new husband, a cruel and vain man, Tancred d’Aroix, Baron of Aroix. Gwynthryth soon bore the sons of Baron d’Aroix, though these new children were not allowed kinship with her eldest, for fears that Uther might one-day seek to reclaim the land that he previously stood to inherit. What little time she was able to spend with her eldest was spent reading to him from the Holy Scrolls, to ensure his piety (as Clan Gwathren had adopted the Canonist Faith centuries earlier) and to teaching him to ride the horses he tended to, to better know them. Much love did Uther have for his mother, and great was his sorrow when she passed away of the plague when he was naught but eleven. Her dying wish would be for him to flee to Cartref Mor for his safety, for Baron d’Aroix would surely seek to kill him with his wife now absent. Uther bade his dying mother a tearful farewell, and that night, stole a horse and a rusted mail hauberk from the Baron, before fleeing west to Cartrf Mor, wherein he swore to Lord John, who took pity on him, and named young Uther as his squire. Uther swiftly took to combat as a natural, and by sixteen, had already slain half a dozen men, and proved himself a leal companion for his lord on the battlefield. When John went north to combat the hill-tribes and Svarlings, Uther remained in Cartref Mor for a time, before disgust at the actions of Edward the Ill-Ruler and his consort led Uther to leave and for a time become a sellsword and freerider. Uther returned to Almaris at the summons of Lord John, who knighted him for his valor shortly before his own death, he also bestowed upon Uther the blessings of the Aengul Machediael, and it was these blessings Uther recovered from when his lord fell. After a period of mourning was done, Uther departed Cartref Mor once more, for there was no love between him and Aurelion, and Uther was not well liked among them on account of his Canonist faith. It was then that Uther fled to the Heartlands, wherein a war had brewed against the Kingdom of Oren, a rebellion led by the Black Baron (so called for his supposed outlawry) of Acre, Gustaf de Vilain. Baron de Vilain’s lands of Acre were plagued with Undead and Neverborn both, and as a newly christened Templar, Uther immediately strove to prove himself against them, also gladly fighting with Gustaf de Vilain and his people in their war against the tyrannical King of Oren, Frederick I of House Novellen. Little large-scale battles were fought, but much raiding occurred across the Orenian Countryside, during which, Uther proved himself as one of the Black Baron’s most zealous soldiers, being one of the few Knights to fight on behalf of the smallfolk in that war. Nobles were hanged, and manors burned, and eventually the rebels stormed the royal capital of Vienne, killing Frederick and his wife both during the battle, and subsequent sack of the city. Shortly after their victory and the establishment of the Harvest Confederacy, both Baron Gustaf and his father Hannes vanished, presumed killed, but later found out to have been kidnapped and taken into slavery by the Mori’quissir, leading only Gustaf’s young children to inherit. Because of this, Uther was then named regent of those lands, to rule them until Gustaf’s heir, Volker, came of age. As those lands were lawless, and fighting still occurred in some parts of that country, Uther invited several Hedgeknights into his service to serve as his retainers in helping police Acre and the heartlands as a whole, this chivalric warband, called The Knights of Pendraic (after the Almaric-Thaudian word for Warlord) participated in driving the Undead from the Heartlands with aid from the Lectorate of Owyn (who Uther then studied under) as well as cutting down the last pockets of Orenian resistance deep in the wooded regions on the other side of the Arentinian Alps. It was during this period that the remaining Harren’hil under Oliver Black came under Uther’s protection in exchange for submitting to him. Within his House in the Barony of Acre, Uther was named Chieftain of the Harren’hil, and Protector of the Adunians, and he was promised land to house them by his overlords, the de Vilains, as a reward for his loyal service. Though this reward was never given, Uther swiftly became the greatest leader of the Adunians in Almaris, far outnumbering the houses of Rourke, Thuri-Elendil, and Elendil. During his time in the Heartlands, Uther brokered close ties with the House of Barclay, and the Lectorate of Owyn, ties which would remain for decades thereafter. Not all would remain well however, and eventually, Volker de Vilain came of age, and his heart was black. Acting on a feud with House Galbraith, Volker led the levymen of the Harvest Confederacy to storm a church in the Kingdom of Balian in an attempted assassination of the groom. He failed miserable, and in the aftermath, the Harvest Confederacy was fractured, with lands ceded to Haense, Balian’s ally, as well as Urguan, with the Confederacy as a whole ceasing to exist, as it was soon divided between the Kingdom of Aaun and the Archduchy of Petra. Acre remained, though a shadow as it once was, as one who Uther did not know was named its new Baron, and Uther, for his part, chose to depart rather than continue to serve a family he had lost respect for. Taking his share of the plunder from the Sack of Vienne, Uther dwelt for a time among the Waldenians of Minitz, ruled by House Barclay, while drumming up support to launch a great expedition into the west to claim lands for Canondom, specifically the cursed and blighted region known as the Barrowlands, where, as a Templar, Uther sought to purge, and make clean and anew, so that life and light might be restored therein. With a goal in mind, and the wealth and manpower to support it, in the 110th year of the second age, the golden wyvern of the Brotherhood of the Pendraic was raised, and a long march began to establish a hold in the Barrowlands- And after some conflict with the local undead, they did. A castle was swiftly erected, and a city around it. And it was called Barrowton. THE DAGOR ALMARIAD The city of Barrowton arose swiftly, almost accidentally, as tents arrayed around the original keep quickly sprung up, and soon turned to wood, and from wood to stone. More desperate souls had signed onto the Harrenite venture than was originally anticipated, many of whom were not even Harrenites themselves, but instead counted among the Middlemen, or even the Kindreds of Malin (of these, the Silver Elves in particular.) Though some resistance was found among the Barrows in the form of restless undead, conjured long ago and forgotten by their masters, the Expedition, soon thereafter called simply ‘the Barrowlanders’ dispatched them swiftly, and scoured that land clean, and for a time long enough, all therein dwelt in guarded peace, and new life came to the Barrowlands. More Adunians now flocked to Uther’s banner, and not all of them Harren’hil, but some rather, Orenized Adunians long-since sundered from their westron kin. Uther accepted these folk gladly, and counted them among his own. In recognition of this, and his role as both warden and protector of his folk, Uther was soon regarded as one of the princes of Canondom, a renegade and maverick no longer. Twelve years after Barrowton was built, Uther was crowned by High Pontiff Pontian IV as Tar-Uriel, King and Protector of the Adunians. This was met with some criticism, for Tar-Uriel came from no royal line, and therefore had no true claim on the Adunic Kingship beyond a common and distant ancestry to Harren that all Adunic nobility bore, however, such criticism was drowned out by support, not only among the Adunians, but also Tar-Uriel’s allies among the Middlemen, House Barclay, the Oyashimans of Tetsugawa, and many others. This was not the only joy that came from this time, for also did Tar-Uriel wed his newly returned and long-betrothed love, Orelia Darkwood, and from them would stem the new royal line of the Adunians, at first called House Pendraic in Almaric Thaudian, but later renamed as the Arthalionath, or Descendants of the Hero King, in honor of Tar-Uriel’s own achievements. Not all would be joyful and glad for long, however, for the doom of Almaris was at hand. The Elvish race known as the Mori’Quessir, long-tainted by the Spider Goddess and the Third Druidic Aspect, Nemiisae, would begin assailing the descendant realms in innumerable force, and though Barrowton stood strong, many of the other realm fell, and fled towards the southern subcontinent of Almaris. Under perpetual siege by the Mori’Quessir, Tar-Uriel decided then, overcome with zeal, to set his own city to a blaze rather than offer it up to the enemy, or lose it in the impending battle. In the perpetual night, Barrowton was set aflamed, and the Barrowlanders then soon made towards the southern continent, wherein after it was planned they would flee Almaris with the rest of the descendant-realms. Yet this exodus did not come bloodlessly, for it came soon to pass that the Mori’Quessir once more darkened the doorstep. The final battle of Almaris would be fought upon the mont where stood the ruined city of San Luciano, which then had become the last refuge for all the peoples of Almaris. By blade and by spell, the remnants of Almaris’ Kingdoms fought valiantly, the Adunians not least of all. Yet at the last, even with the powerful sorceries of the Brev to aid them, all were forced into retreat, and they fled not by sea but under the earth into the domain which the enemy had since abandoned. And it was in those shadowed depths that they dwelled, until such time as they were, by providence, met with the sun’s light once more. THE FOUNDING OF NÚMENDIL Though much of this tale is told in other records [TBA] it shall be recounted here also that after arriving in Aevos the Adunians settled among a Farfolk known as the Sharadûn in the lands of Sharad'et'alkayaban, at the base of the Mountain, Alkayaban, for which those lands were named. However, fearing the influence of these Adunians, the Imr-khagn of the Sharadûn ordered their encampment burned, and its inhabitants enslaved. Tar-Uriel was gravely wounded in the initial raid, and was set into a deep coma, from which it was thought he would never awake. As the Adunians prepared to make a final stand however, Tar-Uriel awoke, and led the countercharge, harrying the Sharadûn back to their capital, which was taken, after which, the Imrîd dynasty from which the Imr-khagn descended was extinguished, and their lands taken by Tar-Uriel, who renamed them ‘the Númenaranyë’ or ‘the Royal Realm of the Númenedain’, and thus, the name was born. Tar-Uriel himself took a third and final name by which he is known now, Tar-Númenatâr, ‘King of the Númenedain’. And thus, Tar-Númenatâr the King ruled nobly and well to this day. AFTERWORD AND CREDITS (OOC) After several long weeks of writing, the Númenedain culture is complete, and I can’t say I’m not proud. The Númenedain stemmed from a desire to return the Adunians to their LOTR-inspired roots, now that they have for the first time in many years an actual nation. If you’re interested in LOTR-style humans based off the Númenoreans, or want something a bit different from the usual ‘game of thrones’ or ‘real life but fantasy’ vibe of human roleplay, I encourage you to join us in the Númenedain discord [here] or to seek us out in-game in Númendil. A small note for clarification in ‘Languages of the Adunians’ as well as ‘Númenedain names’ sections is that the languages used to represent those languages are Welsh for Almaric Thaudian, and Tolkien’s Aduniac and Sindarin for Adunic, with the former representing the earlier (and therefore lesser-recorded) Mannish dialect, whereas Sindarin is used to represent the later, more Elven-like form of the language. Finally, I would like to thank and credit all of those without whom, neither this culture, nor the Adunian nation would exist. First, the Barrowlander community, who gave me the opportunity to be their leader. Their constant proof-reading and encouragement is what helped me finish this, which is probably one of my better posts in my time on LOTC. all of you contributed in one way or another, and so it’d be difficult to list them all. In no particular order, Josh, Hermes, Shady, Irene, Sneaky, Cindy, Seva, Pepto, Daengie, Astria, Dele, Kyrrn, James, Tom, Gilded and Fimlin. I’m sure I’m forgetting some names, sorry. I want to give a special thanks to DrHope, my dearest and oldest friend on this server, who was the one who invited me to play his squire, Uther, who became so much more. I also would like to thank JakobiWitness, Owl_7, Ilum_Tarus, and Hanrahan, the original Adunians, and obviously, Professor Tolkien, from whose works this culture, and all of fantasy is clearly inspired.
  5. THE SCROLL OF ROYAL LAW RHIM NÚMENDIL VI ANORHÎR Issued 20th The Grand Harvest, 131 SA. In the name of His Royal Majesty Tar-Númenatâr Foronathor SECTION I. Laws of State The following are those laws which outline the hierarchy of our Kingdom’s government, as well as the laws of inheritance and succession. I. The ruling monarch, hereafter referred to as ‘the Crown’ or ‘the White Throne’, shall hold full and unquestioned authority over the lands and titles of the Kingdom. II. The Crown shall have the authority to dictate, enforce and alter this code at their discretion. III. Those empowered by the Crown to enforce the law, including Knights, levies of the royal house, and others appointed to such authority by decree, shall be privileged to interpret and enforce the law as appropriate and necessary, and shall hold that privilege at the pleasure of the Crown. IV. Subjects of the White Throne shall be obligated to adhere to any and all royal decrees or taxes levies. V. The succession of the Kingdom shall be determined by appointment of the Crown. In such an event that the monarch is slain or becomes otherwise incapable of ruling without an appointed heir, the crown shall pass to the oldest trueborn child. VI. The recognized Houses of the realm shall have the right to dictate their own traditions of inheritance. However, should a dispute of inheritance threaten the peace, it may be settled at the Crown’s discretion. VII. No title held by an Adunian House or individual shall, in any circumstance other than Royal assent, pass to one not of Adunic blood. SECTION II. Laws of the Crown Listed hereafter are those laws which shall dictate the honorable conduct to which subjects of and visitors to our Kingdom are to hold themselves. I. For a subject to act to our Kingdom’s detriment in any way, be that by the raising of arms or the aiding of Her enemies, shall be considered Treason. II. To practice or to affiliate knowingly with those who practice the Dark Arts is strictly forbidden, and shall be considered the crime of Unholiness. III. No individual shall willfully slay another outside of defense of self or others, and to do so shall be considered Murder. IV. No person shall willfully do harm to another outside of defense of self or others, and to do so shall be considered Assault. V. To make use of any magic in a manner which is harmful to the Crown’s properties or to others, or in a way that is counter to the decrees of the Crown, shall be considered the crime of Sorcery. VI. To deprive or dispossess another of their rightfully owned property or goods shall be considered Theft. VII. To damage the properties of the Crown shall be considered Vandalism. VIII. To publicly encourage the practice of Pagan faiths, or to cast insult upon our Lord GOD Almighty shall be considered Blasphemy. IX. To damage properties of the Church, or to dishonor icons of the Exalted or the Saints shall be considered Sacrilege. X. Should one accused of a crime so desire, they may request trial by combat or to appeal to the Crown for royal trial. Those known for fact to be guilty do not receive this privilege.
  6. Origins The Errant Knight’s Code is an interpretation of the informal code of conduct associated with the tradition of Knighthood which has long been a staple of human (specifically Canonist) martial culture. Over the centuries, many ‘Knight’s Codes’ have been written, all of which vary greatly on the matter of emphasis, but most, unsurprisingly, uphold loyalty to nation or Emperor before all other things, in some shameful cases, even putting secular loyalty above that to the Canonist Faith. Knights were first and foremost enforcers of their Kings and Emperors, and lesser landholders as a result, such was the standard they were, and in many places, still are held to this day. During the Harvest Revolution and the violent overthrow of the Orenian Kingdom, most landholders sided, unsurprisingly with the Royalists, as such, few knights, and most of whom were destitute and desperate sided with the commonfolk. One of them being the future Tar-Númenatâr Foronathor of Númendil, at the time, a humble hedgeknight by the name of Ser Uther. In the aftermath of the Revolution, Ser Uther was charged with maintaining the peace within the wartorn Heartlands, which had barely recovered from the Brother’s War before being bled anew during the peasant’s revolt. To do this, Ser Uther put out an open call to all who would answer, offering in part wealth and honor, but chiefly a worthy cause to those who sought it. Penitence for one’s previous failings proved a popular notion in the aftermath of two bloody civil wars, and soon, Ser Uther had rallied a cadre of destitute knights, repentant highwaymen, and dispossessed mercenaries seeking redemption. Many of them he knighted himself, under the logic that, in the absence of a King, a Knight can make a Knight, should he deem one worthy. And though the Harvest Confederacy would inevitably fall, the spirit of that Brotherhood endured as Ser Uther and his tribe of Harrenites, the predecessors to the Númenedain, came to conquer the Barrowlands, and later found the Kingdom of Númendil- Where Knighthood is earned through worthy deeds of great valor, and those who wear the honor wear it with piety, rather than serving as thugs for their monarch. THE CHIVALRIC CODE As laid out by Ser Uther ‘the Pendraic’ of Acre Written 88 SA. In memoriam of Ser Rolvald Thassion I Thou shalt maintain His Church and live piously. II Thou shalt constitute thyself the defender of All Canondom, regardless of rite, and shall never take up arms against the Church. III Thou shalt constitute thyself the defender of the innocent, the weak, and defenseless, to act else-wise is to dishonor the very concept of Knighthood. IV Thou shalt refrain from acts of wanton cruelty, to act else-wise is to dishonor the very concept of Knighthood. V Thou shalt give succor to widows, orphans and the dispossessed. VI Thou shalt not recoil before thine enemy, and shall act always with valor, even if it leads to thy death. VII Thou shalt make war upon the apostate and the servants of Iblees without cessation, and thou shalt never leave the call to crusade unanswered. VIII Thou shalt guard the honor of thy fellow knights, and in turn act virtuously as not to bring dishonor to them. IX Thou shalt perform scrupulously thy feudal duties, if they be not contrary to the laws of God. X Thou shalt always remain forthright and honest, and will be true to thy word, even if it leads to thy death. XI Thou shalt refrain from giving wanton offense. XII Thou shalt always respect and defend the honor of women. XIII Thou shalt persevere to end in any enterprise begun. XIV Thou shalt never refuse a challenge from an equal, and shall always respect the rite of single combat. XV Thou shalt be generous, and give largesse to everyone. XVI Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil. Númenedain Knighthood Due to their origins in the knightly warband of Ser Uther, the Númenedain place a strong reverence on the institution, even beyond their usual adherence to absolute feudalism. The phrase A Knight is a Knight wherever he may be describes their attitude towards the profession. Titles and peerages do not carry half as much weight among the Númenedain as martial prowess and piety, in this regard, even the lowliest hedgeknight might be held in higher regard than even the mightiest king, based on how true they remain to the chivalric ideal. ‘False knights’ ie, those granted the honorific title for political reasons alone, and those lacking martial skill or moral fiber, are viewed more akin to bandits than true knights, and the Númenedain disparage those who grant them such false ‘honors’. According to the laws of the Númenedain, any Knight who deems another worthy can name someone a knight through a basic ceremony in which the recipient is asked to swear to adhere to each clause of the code one at a time, after which, the following is recited. [ Grantor] “Do you, [name] of [name], swear to uphold all these tenants, on pain of exile should ye fail?” [Recipient] “I swear it.” [ Grantor] “Do you swear never to falter, to aid the foe willingly or unwillingly, knowingly or unknowingly, on pain of death should ye fail?” [Recipient] “I swear it.” [ Grantor] “Do you swear to be an example and mentor to your children and your taken squires, so they might carry on your legacy once ye fall?” [Recipient] “I swear it.” [ Grantor] "Then by the Cross, the Flame, and the Radiant Star, I charge you all this and more- To uphold all duties required of you by your station, and to act honorably, now and always." [ Grantor] "Arise Ser [Name] of [Name]- Knight of the Realm." [Both] “So mote it be.” Traditionally, if one is also being named a Knight with vested authority, they will be declared ‘Knight of the Realm and of [kingdom name], and the Knighting ceremony will be followed immediately with a pledge of fealty. A knight may also oftentimes be landed, but this is not always the case, for Knighthood in its own right comes with associated honors and privileges, as well as the duties as laid out in the chivalric code. These rights include being permitted to fly their own banners beneath that of their served Lord, them and their household being permitted to wear their own colors into battle, and being awarded favored treatment in the eyes of the king’s law, which they are also permitted to enforce should they be pledged, and not a simple errant Hedgeknight. Knights are expected and trained to fight primarily as heavy shock-cavalry, but are required to be capable to serve in any role (though in the case of landed knights, lowly positions such as manning siege-equipment or performing menial labor is often seen as beneath them, unless commanded by greater authority.) Uniquely among the Númenedain however, is a duty unlike any other, called The Last Rite of Kings. The Last Rite of Kings is a clause which dictates that, should the reigning monarch of Númendil be willingly or unwillingly brought under the sway of the Forces of Darkness, it is not only expected, but commanded of all Knights of the Kingdom to either bring said monarch back into the light, or, failing that, raise their banners in rebellion and overthrow them in favor of the heir, or should succession be muddied, the High Steward. In the case where both the High Steward and the Heir are unavailable, regency is to be assumed by the eldest knight in service to the Kingdom. This is perhaps the only case among the Mannish Kingdoms in which regicide is not only permitted, but outright commanded per the founding principles of the Kingdom. Malchediael and the Númenedain Among the Númenedain, along with the Canonist God and his Saints, reverence will also at times be placed upon the Aengul of Courage, Malchediael, known by most by his Canonist name, Archangel Michael. Even those without the patronage of the Archangel, his Templars, have come to favor the Warrior-Angel, and call to him in battle as one might call upon the intercession of the saints. However, the Archangel is never venerated above or in place of the Creator. As well as the Aengul of Courage, Michael is oftentimes attributed to be the Archangel of War specifically, and depictions of him or his four-pointed radiant star can be found everywhere in Númendil. Notably, the Royal House of Arthalionath adopted the Radiant Star of Malchediael into their sigil after the destruction of Barrowton during the Dagor Almariad.
  7. The Old Lur traveled far and wide with his ancient Lur Wolf as an independent unit unaware of the events that transpired in San Velku. The Orc and Wolf find themselves in a dark environment full of Netherrite, Falum watches under his darkened old hood as many other descendent refugees flood into the area. The elder kept himself away from the Mori as he kept himself isolated working on his studies and practices. He would exhaust himself regularly due to his old age, but had the work ethic to continue on. For so long he allowed his mind to be clouded and for it the ancestors have punished him to a great degree. Falum’Lur traveled between the many caverns and found many of the ancient anvils amongst other things. He found many of these sites peculiar, having interest in such ancient ruins & relics. When he returned to the underdark ruins he found that many he acquainted with were not of his kind; not of Krug’s lineage. Though he searched through the ruins there was no place he would find Orcs to be taking shelter in. During his search he reminisced upon his life many centuries ago when he was displaced from his home after an attempted genocide on Krug’s people and the court execution of his father, Vorgo’Yar. The shaman returned to the ruins as he sought an isolated meditation. The Ancestors have possessed and punished the elder’s mind for decades with the lack of piety within himself and the iron horde. The orc compels himself to think with great difficulty as he rests his blood-red eyes while his Lur Wolf roams the lands of Failor on its own for prey. His eyes snap open and he leans onto his feet using his old but large and strong muscles and says to himself. “Mi shall raise a Temple to those who came before us. Ash dat will nub ever be wiped from duh memory of cubs and even the spirits themselves shall exalt.”
  8. The Brathmordikan Temple of Almaris was overrun by the Mori and Duren held onto the body of a fatally wounded Ireheart dragging him closer to the city square. Before making an escape the elder Ireheart observed as the Dwed of the underground gallantly fought and with great valor able to defeat many Mori though were still being pushed back. Upon a retreat, Duren takes one look back at the Temple and witnesses a grand miracle conjured by another’s magic. A manifestation of Lord Dungrimm spilled out into the Temple slamming a large hammer upon many of the Mori causing the walls to collapse and providing time for escape. Duren glances back as he evacuates into the valley from the city and a bright light shines upon the mountain where his grand-son Balor rests. He squeezes his eyes closed from shedding a tear as he whispers a prayer for his fallen kin “ᚱᛖᛊᛏ ᛁᚾ ᛈᛖᚲᛖ ᛒᚨᛚᛟᚱ”. He hesitantly turns his body to continue the evacuation leaving his late grand-son in the care of Dungrimm. Duren and his great-grandson Balor II carrying the injured body of their Ireheart kin out of the mountains to safety. Once they reached the harbor the exhaustion from being the vanguard at the Temple finally overcame them. Some stone years later, Duren & many other of the Dwarves have reached the survival lands of Failor and established Camp Dwed to subsist despite the odds. Though many of them had not rallied for so long since the exodus. They have managed to continue their councils without even proper courts or temples. Celebrations and ale-pouring commonly occur as the camp cherishes the life spared to them by the Gods and also mourning for those who were lost. Even in the face of insecurity the Dwarves of Urguan keep to the pursuit of Yemekar, striking the earth!
  9. The Soaring Faith and Kæmhan Culture General Overview: The Kæmhan are mostly composed by open minded individuals, including but not limitted to, honorable warriors, scholars, merchants as well as liberated slaves. All of the above, have 1 trait that connects to such a deep level, putting everything else aside, that being their collective thirst for freedom, accompanied their devotion and dedication to see through their ambissions in order shape their own faith how they see fit. Population wise however, they are very diverse, as anyone is allowed to partake in their faith or merely follow their ideologies, as of now, they are mostly populated by Elfs of all sorts as well as humans. History: Due to their vastly questionable backgrounds and general location, an exact origin is still unknown until this day, however, only around the time that the descendants landed upon the lands of Almaris did the Kæmhan begin rising, slowly emerging from the shadows. From the high and might mountains of the east, to the thick jungles of the wests, many splinter groups have been formed, never quite lasting that long all together, with the only settlement ever recorded in their history, being Aethervale, a small village near the Urguani mountains, which also was short lived. While they do not have a perfered climate of choice, they do prefer areas with higher winds, however, due to diversity of their population, such places rarely become their homes. General Values: The Kæmhan are not the typical type of 'religous' as one might think they are, as they view their gods more like a pathway to self enlightenment, or a general value, to impower them mentally so that they may keep pushing forward. Due to their mix backgrounds, one would think that they would be a lot of bickering, however, due to the general belief and thought systems that have been passed down, they mostly co-exist in harmony amongst one another, even amongst the oposite ends of spectrums. They seem to haven unspoken understandings, since, they all have gotten through different trials throught heir lifes, allowing them to see how much they needed True Freedom, be it spiritually or physically. They rarely ever try to push their beliefs or religion towards other people and even at some cases, they seem protective of it, even excluding some, as they couldnt grasp the 'Aspect Of Freedom' that they hold so very dear. Because of that, they have no problem with other religions, some even adapting more than one, since they do not view it just as a religion, more of a way of living, thus rarely would they ever scold one of their own for disrespecting the Kæmhan culture, with very few examples, such us kneeling or bowing down, since it implies that you are willingly putting themselfs under someone else, in which cases, a devoted Riogh would receive major punishments. All children are taught their right to freedom from birth and they are also taught to protect and respect not only their own, but others as well. The younger lifes of a Kæmhan child are seperate in 2 categories: - A Kæmhan male, will be trained in their arts of combat and honor, so that they may grow up to protect their faith and loved ones. Their training begins with basic combat trainings with blunt weaponry, going to extreme ends near the end of their teen years, in which they are ready to enter adulthood through a trial. The trials can vary, depending on the Clan of the child, since each clan warships its on deity, but they can be anything, from preparing a might feast, to hunting a bear with only a spear or even liberating a slave. Once they have passed their trial they are given a choice, either continue trainings, to enter the army or pickup an art, such as blacksmithing, music or even cooking, however, there is one more choice, a choice that once it has been peaked, the only way back is a path of shame for them and their Kin. Usually picked by the Eldest sons of the Kæmhan Clans, they can choose to follow the path of the Riogh. The Riogh are a secrate legion of mighty warriors, trained to the extreme, with the single goal of perserving their and their peoples Freedom, going to extreme extents to do so. Such a path requires the ultimate sacrfice in the Kæmhan culture, to put aside your own opinions and needs and to devote yourself to Feidelhm's teachings, becoming the True Liberators. (More in the military section) - A Kæmhan female on the other hand, while still having the same choices as a male, usually the case for more muscular and promising females, or follow a more mentally challenging path. Since their partners are out there fighting for freedom, or merely working to provide for their family, they have to represent the family, putting all of the heavy burdens of raising their sons and daughters properly, managing their territories and even their economy, because of this, most of Kæmhan 'Officials' are women, with female Clan heads being as common as male. Beliefs And Faith: The basic beliefs of your average Kæmhan are simple, they strive for a peaceful and free life, devoid of impure or unfair doings. However, most often that not, to achieve that they need to go out of the way to do so, which is why they go through such harsh trainings as children, so that they can learn to over come any obsticles, be it alone or as a team, bound togother by their faith. The Kæmhan still 'believe' in their deitys, perhaps not in the way one may think. They do warship them, however, not only through sacrifcies or offerings of items, but by actions, such as liberating a slave, a small prayer before a duel or battle, or any other small task, depending on the deity of choice. The Soaring Faith: The Kæmhan Faith is fairly straight forward, there is one true god, the creator, who is no longer alive, but his children have been left behind, to guide the descendants through their image, so that they may trancend their mortal bounds and become spiritually immortal. They devide their faith in groups, usually each clan belongs to a different deity, as they bare said deitys spiritual animal (in some ideration) as their clan crest. The Deitys along with their beliefs are as follows: The Creator: Parthalan: The now dead creator that set the path for the rest of pantheon. He is viewed passively by the Kæmhan, they do not really warship him in any extend, merely celebrating him every first day of the new year, as respect for his creation. Information about him has been lost due to the passing of time and the fact that the Kæmhan have been nomads with no written history, their beliefs and history itself being passed generation to generation via verbal stories, with only few written records ever found and recoverd. The Primordials Feidelhm: The one true Raven, the protector of freedom and the most respected deity amongst the pantheon. Though every individual who calls thy self a Kæmhan warships him, Feidelhm is the the god that their entire belief system is mainly based off, since he is the one who guides the descendants through the rough path until they reach the vast and windy hilltops. He is most frequently portraid as a man with a heavy plated armor, a mixture of black and deep crimson red color are the plates of such armor. Decorated with a coat of jet-black feathers, earning him his Raven tittle. It is said that he is missing his left eye, legends say that he lost it in his own journey to reach true freedom, which is a direct reference to the path that his strict followers must abide by, that sacrifices must be made to reach such noble goals. Such strict followers are usually the spiritual leaders of the Kæmhan, called Fæ'id. They are the ones who look over their people and usually they have the last word for major decissions regarding their followers. A Fæ'id is viewed as a direct messanger of Feidelhm and they devote their lifes to their people and their needs. Every leader bears a mark of the clan they were born in, in which they were given after passing their Riogh trials, however if one was to become a Fæ'id, they are also given the appropriate mark called "The Sin Of Freedom", which depicts a Raven surrounded by a ring of black and crimson fire. Feidelhm does not require any sacrifices or prayers on a regular basis, one should only pray to him when they feel like the freedom of a loved one, or their own, is in danger, or whenever they are in the process of 'Liberating' someone. Though altars for him can be found in the house of the Fæ'id, which are mostly decorated with a bird cage, the left of which has been removed forcefully, as well as the symbol of his image. Their only purpose, is for them to be used as a place for the Fæ'id to draw their blood, as they pledge themselfs for the cause. Rioghnach: The one who fights, the protector of the free and the punisher of the injust, Rioghnach the brave is the one who guides the Grivs and Plumes through the trenches, the mud and dirt and all other terrain safely, so that they may reach the battlefield to fight and defend their faith. He is the ideal soldier, he embodies the true meaning of honor and glory, as he awaits for all those who fall in battle honnorably, at the iternal mountaintop of the primordials, where they can sit and rest until they are needed to fend off the injust spirits. However, he forbids cowardice fighting, that sadly includes for a soldier to die by a stab in the back, which intails they were neither careful of their foes and perhaps not even their friends. His symbol is a mighty brown bear, as he is often protraid as a tall, muscular male with silver armor, covered in the hide of a giant bear, weilding a might spear and shield, which is also why most of the Kæmhan legions are equiped with this combitination, as it also endorces comrodary and trust in your fellow soldiers, as they must be impenetrable unit. The greatest disgrace one can bestow upon Rioghnach and those who warship him is for a soldier to lose their shield, since that ruins the formation and leaves his fellow soldiers wide open. The devoted followers of Rioghnach are on the wilder side in between man and beast. As their trials for reaching adulthood for both men and women are extreme, since they are left in the wilderness, without any weapons, food, water, tools nor clothes and they are told to survive and find their way back home, after slaying a wild beast. Thus, whoever survives this trial is welcomed back, usually majorly different than how they left, now ready to serve in the front lines of the legions, or as acting commanders at greater scale conflicts. Followers of Rioghnach avoid praying as much as possible, with their prayers boiling down to prayers for a successful conflict or hunt. They are also the first who are marked with full body markings apart from the standard circular mark of any other deity. Though varying from clan to clan, they usually begin from the persons ribs, going behind their lower back and up to the shoulders, in which they sprouth out to the arms and hands, ending on the knuckles. Their spiritual mark is usually placed on their chest or lower back in between the other pattern. The only acting tradition of these followers, which is also common practice after a war or other major conflict, is offering up the body of the mightiest warrior of the enemy side that was slain, be it man or beast, in which case, they place them upon a stone altar, covered in flammable plants and other fibers, essentially creamating them as they pray for the warriors soul to reach the aforementioned mountain-top of the primordials. They later return the asses to the deseaced family, or they scutter them atop a mountain. Einherjar: The one true protector of all, the one who knows true sacrifice and punishes the selfish, Einherjar is the one who protects the ideals of his brothers, Feidelhm and Rioghnach, sacrificing himself, become a the litteral shiled that protects the mortal plains from Llue's curse. He imbodies the meaning of self-sacrifice, giving ones life to save anothers, often seen in Kæmhan culture, as high possition militants have jumped forth to take blows for their lower ranking brothers in arms. His true followers are few, yet they are the most respected, second only to those of Feidelhm. They are usually tasked with protecting the lands of the Kæmhan that go out to war, just in case war comes to their doorstep. Einherjar himself is portraid as a man with a sturdy turtle shell on his back, that is seemingly one with the rest of his armor, a moving fortress of some sort. His followers dress alike, in times of war or other conflicts they can be heard roaming their lands, patrolling for intruders or thiefs, being very noticable by their heavy steps due to the weigth of their armor. Due to their lack of numbers, most of these folk have grown fond of socializing, often resembling hermits, yet they still hold dear any friendships made from connections earlier in their childhood. Following that pattern, their trainings as well as their trial into adulthood is uknown to anyone apart from the very few left, though its speculated that the only requirement is the for one to be either crazy or brave enough to become a human shield. Even through all that however, they are usually the most attending parents, since their roles allow them to always be near their partners and children. As for their traditions they currently only celebrate the date of the death of a fellow follower of Einherjar every 10 years. In which, they use an empty turtle shell, as they fill it half-way with fresh sea water, as they pour the aforementioned fallen comrade's favourite bevarage, setting the shell down upon the ground, as they use a stick to steer the contents of the shell, before offering a prayer to the three brothers and then pushing the turtle shell into the waters, as it gets swept away by them. Llue: The hateful, the unjust, Llue is the neutral evil goddess of the depths, the one who released her infinite hatred towards the world, pushing us away from the eternal mountain-top of the primordials, leaving behind an infinite sea of destruction, our only vessel being our faith. She represents the hate of the close minded people, who flood the world full of lies and illussions just so they do not accept the truth about true freedom. She is portraid as a blue skinned woman with purple hair, however, that hair is actually tentacles, which are used to drag down into the cold depths those who oppose her. She is mostly hated by the Kæmhan people, thus there has not been any recorded instances of warship towards her, even if they were however, they would have been swiftly been dealt with by the Rioghs as they are strictly forbiden. Minor Deitys And Spirits: Haertha: The one births. Haertha is the mother of nature, she is kinda and warm to all those who care for nature, with her being warshiped primarily by woodelfs of the Kæmhan society, even if she is not considered as a primordial. In the pantheon, she is considered a Minor Deity of Forests and Mountains, while also being charged with animals, oceans and essentially all flora and fauna. She is depicted as a young woman, with enormous antlers sprouting from atop her skull, through her messy hair. In the traditional Kæmhan faith, she is viewed merely as a force of nature, that she will treat you how you treat her, thus all Kæmhan folk, regardless if they warship her or not, will always try to preserve nature if possible. Her followers also refrain from sacrifices, only going as far as preserve nature but, there have been many reports of them going to great lengths to punish those who harm it. Iðunn: The one who sees, the one who warns. Iðunn is less of a deity and more of a 'prophet', entirely 'warshiped' only by one person in the Kæmhan, which would be the Fæ'id, as they would seek his knowledge and foresight for up coming conflicts, diplomatic afairs or even how this year's crops would turn out. He is depicted as frail old man in purple robes, a long grey beard on his chin and neck, with the only other noticable feature being his missing left eye, that leaves behind a deep black smoke effect. Sacrifices are usually minor things, such as burning specific leaves or other ingredients, in order to create a smoke like trans so that he may pass down any predictions via a vision. Embla: The one who hosts. Embla is the Minor Deity of Fertility and Hospitality, as well as the wife of Einherjar. She represents family and the bonds that one family might hold dear. This would also include non-blood relatives, such as adopted children, since family is what you make of it and not it makes of you. Most Clan Leader warship her to some extent, prayer that she may bring hope and luck into their extended house holds, however, other individuals such as mothers make offerings to her, so that they may see their already existant kin rise, or if they wish to become a mother again. Offerings to her are small yet meaning full, such as singing a lullaby in front of a fire place or doorstep of their house, or hanging up small artifacts with meaning to them or their kin atop the fire place. A must for all her followers however, is to provide hospitality to anyone who may seek shelter within their walls. They will have to welcome any guests, provide for them food, drinks, a warm bath and bed to sleep for at least 3 days. When that has been done, the land owner can choose wether or not they allow the guest(s) to stay any longer. If not, then they will be given some neately homemade food and sent on their way. Sjofn: The mad one, the hateful one. Sjofn an evil spirit, that ressembles the feelings of pitty, jealousy, revenge and other injust negative emotions. She is often depicted as old hag, with white hair and pinkish eyes, as her leggs are those of a goat, causing her to have a commically short appearance. She is not typically warshiped, but one might decided to say a prayer to her if they wish for another to be plagued by bad luck or to be overcome with negative feelings. She also has a reputation of deception, as her jealousy of the mortals who have transended into a higher spiritual level anger her, thus she tries to temp them into stooping on her level by implanting them with feelings of doubt, this is also frequently seem amongst the spiritual warriors of the Kæmhan. Hodur: The who creeps, the one who haunts. Hodur is an abomination, hiding in plain sight, she is associated with dreams, specifically with nightmares and also works as a bad omen, though she is not just the messanger. She disguises herself as a young girl with a yellow hood, as she roams ones dreams, waiting for them to spot her, when that is done, the individual can feel their stomach drop, as she slowly makes her way towards them through the dream, altering it from small to incredibly horrific and gory details. Near the end of the dream she will reveal herself directly, a clear depiction of her face remains unknown, all anyone can remember is a cold feeling, as through that whole where her face should be, a dark void stares back, as a symbol slowly can be made out, before the individual awakens, drenched in cold sweat. The symbols vary drastically, yet some have been decyphered through the years, witht he most common being the following: -Fish: Death looms near those who are assosiated with the individual. -Wild Cat: Wild cats indicate a feature with worries. -Rotten Egg: Bad luck lays ahead. -Calm Water: Peace is near. -Leaves falling: Change is near. -Raven: Good luck lays ahead. Military And Hierarchy Hierarchy Structure: Both the Military and general Hierarchy structure for the Kæmhan is essentially the same, in the sense that there isnt one, not the in the typical sense at least. Within their communities, their exists no royalty, no kings or queens, nor princes and princesses. The general structure for the people is as follow: -Spiritual Leader, The Liberator, The Fæ'id: The Fæ'id is not born into the possiton, unlike most other hierarchies, he is instead elected, not only through the people, but also through the Primordials as well. Before one may even begin to consider becoming the Fæ'id, they must first go through the trials appointed to them by their Clan (The Maturity Trials), which on their own are challenge enougn, however, that is nothing compared to the mental training that they are put through, usually through the current Fæ'id or by an elder member of their Clan. The Fæ'id is the 'Leader' in more than one ways. While there is a Clan council within Kæmhan communities, it is not very common due to their current population that is not only thin but also spread all across the world, thus the Fæ'id has taken on the sole burden of 'leadership' of their people, which can be anything from managing religious events to even being in charge at times of war, since its the Fæ'id's responsibility to protect and serve their people. Due to all of this, the Fæ'id (like mentioned above) goes through intense physical and mental challenges, thus by the time a Fæ'id steps up to replace the old one, they are filled with knowledge, experience and ambitions. The one trait that the Fæ'id must lead by example with is True Neutruality, as at times they may be forced into being 'Judge, Jury and Excecutioner.' both literally and metaphorically, for both interal and external affairs. The view of the Fæ'id summarized with a simple example is the following: "The world is like a coin, it seemingly has two sides, heads and tails, yet people always seem to acknowledge the thrid sides, which is the ring around it, a very thin and fine line that belongs to neither of the aphromentioned two. Maintaining a place within that line is like a fine pressure, that can either create a diamon, or grind you into dust." Apart from that, the Fæ'id is also responsible for teaching people within or outside of their community (if they are willing) about the Soaring Faith and their belief systems in general. It is also their job to train the Preachers of the Soaring Faith, known as the Trauc'er. -The Trauc'ers, Preachers and Liberators: The Trauc'ers have a simple yet crucial role within the Kæmhan community, which is to preach and help the willing, via expanding their horizons through the teachings of the Soaring Faith, or to simply provide advice for those in need, believers or not. They are the ones who help the Fæ'id with any religious responsibilities and act like disciples of the Soaring Faith. -The Extended Kæmhan Military: The military structure of the Kæmhan is vast yet straight forward, however in a social ladder they stand right bellow the Preachers of the Soaring Faith and this category includes any and all military related personal, from the Plumes up to the Kriyell and everything in between. They are all respected and at some cases, usually the rather extreme Squadrons of the Spiritual warriors such as the Rioghna's, are usually feared as well due to their extreme skills and devotion to the cause. -The Kæmhan People: This includes everyone not included within the categories mentioned above, regardless of birth, power or economic status. They are the 'common-folk', with a majority of backgrounds much like the rest of the Kæmhan, ranging from liberated slaves, repented thieves up to warriors, scholars and merchants, as all are welcome in the eyes of the Kæmhan people, as long as they are willing to co-operate of course, with even cases of non-descendant races/creatures joining their ranks. Everyone within this category is essentially the backbone of the Kæmhan community, as they are the ones who keep it alive either through devotion to the faith, or simply because they feel like they want to help in any way they can and support the cause, without the need for warship. The Kæmhan Military and The Warriors Of The Soaring Faith Military Overview: The warriors of the Soaring Faith and the Kæmhan Military are essentially one entity working with different views and systems with the common feature of no clear hierarchy, in the sense that, no person is more important than any other, as they are all people fighting for their beliefs and their freedom. The Kæmhan Military focuses on protecting the people and any land owned by the Kæmhan as well as fighting in any and all conflicts if instructed by the Fæ'id while the Warriors of the Soaring Faith, regardless of the deity they warship or their possition, are always fighting under the direct command of the Fæ'id witht he own common purpose of Liberation of the people of the mortal realm, as well as the maintance of the peace and freedom of the Kæmhan people from any outside threat. Kæmhan Military Structure: The Kriyell: The Kriyell can be described as a General for the Kæmhan forces, acting directly under the Fæ'id in terms of military leadership, taking lead in the Fæ'id's absense as long as permission is given. Only one may be entitled to this role at a time period. The Grivs: The Griv are the 'Special' forces of the Kæmhan Military, a speciallized unit of honorable warriors that, for whatever reason, has chosen to refrain from the Soaring Faith or they just did not want to go through the trials to join one of the Spiritual Warrior groups of the Soaring Faith. They are the elite soldiers of the Kæmhan Military, with admirable brotherhood amongst the troops, perhaps at the cost of devotion to the Liberating cause of the Soaring Faith. The Plumes: The Plumes are the common soldier of the Kæmhan military, yet at the same time the most important part, as they are the backbone to the army themselfs, brotherhood also runs deep amongst them, with shared bonds and the wish to protect their land, homes and those who they hold dear. One might think that they are not as compotent as the Grivs, however, through sear determination and teamwork, they have overcome great foes and they continue to do so. Warriors Of The Soaring Faith: These people are the absolute pride of the Soaring Faith, as they are the truely devoted Liberators of the people across the mortal realm, carrying out the will of the Fæ'id via special missions, using their experience, expertise and other special skills that they may have acquired. They are split into divisions based ont heir Deity of choice and they specialize in different types of tasks, from assasins to frontlines and everything in between. Little is known about them due to the nature of their lifestyle, since their devotion leaves little space for them to engage in any activities, hobbies or anything else apart from family. Tradditions (More to be added in the future) Funerals & Grievings: The Kæmhan culture is straight forward towards funerals, as an ordinary citizen, believer or not , will be given a burrial and will be read a prayer by a Trauc'er in the hopes of salvation for their soul. Where as a warrior, will be cremated, and their asses will be spread wherever their family deems worthy. At the chance of no known relatives they will be again cremated, however this time, depending on who they were, based on beliefs and their service to the Kæmhan military, they might spread in the ocean or on a mountain top. Kæmhan Afterlife: The Kæmhan have their own version of 'Heaven' and 'Hell' without anything too specific being mentioned in their records. They refer to their version of heaven as "The Eternal Hilltop" and its a place high up upon the mountains where those who lived free lives go after they die. When they do die, they are judged by Feidelhm, the true Liberator of mortals, and depending on ones life, the god they warshiped and the deeds of their life, they get to join the deity they warshiped, or if they didnt warship one at all, they would be sent to the one that suited their life style the most. The warriors who fought and died to protect their brothers and sisters in arms go to Rioghnach, so that they may fight once more if they are ever needed to fend off against Llue. The warriors of Einherjar, who have protected their lands and their families, who have been the frontline for their brothers and sisters in arms, they will be the shield and frontline against Llue if she ever dares come back. And the Liberators of Feidelhm, they who have sacrificed everything for the freedom of their people, they shall join in him in the eternal journey to reclaim the birthright of Freedom for those who seek it. As of those who lived twisted lifes, that took advantage of others, who did not care about their fellow descendants, they shall be thrown into the deepest trench of Llues ever flowing oceans, made a slave for her ever present hold on people who hesitate to do the right thing. Forever alone in dispair, with no hope of salvation. Marriage and Relatiosnhips: Kæmhan tradition does not prohibit relationships before marriage, however it is frowned upon for a couple to have a child before they get married, with exceptions being made for couples who have adopted children. Marriage in the Kæmhan community is like mating for life, typically Kæmhan people only have one partner, however there have been rare exceptions through the years as well as same gender marriages, in both cases, it is acceptable like any other marriage, perhaps rarer. The marital ceremony is simple. After either man or woman proposes, a feast is hosted for the soon-to-be-wed couple, there traditional foods and drinks must be served by both families of the pair and at the end if the groom is the one that got proposed to, then his family must dump the remaining alcoholic and not alcoholic beverages on him, as a sign of good faith, of being washed over any last minute doubt and insecurities. (In the case of same-gender marriage, the one who got proposed to will be the one who will get the beverages dumbed upon them.) The wedding itself has very few limitations, such as guests requiring whatever they may judge as "formal" attire, only excluding any religious warriors of the Kæmhan, which are encouraged to wear clothing that reveals their marks, as a show of respect towards the couple. The choice of a priest is up to the couple, but anything is acceptable, from priests from other religions to even the Fæ'id themself. The couple is encouraged to create vowes much like other religions and even to exchange something apart from the usual ring, something of spiritual value, something symbolic of their bond.
  10. Issued by the QUEEN SOFIA OF HYSPIA On this 7th day of Joma ag Umund of 477 E.S. VA BIRODEO HERZENAV AG EDLERVIK, The Tale of Horse and Crow, one symbolic of my recent marriage to King Georg I, is written and intended for any future children our union may have and for that of the next generation of our Kingdom. I chose these two for the Horse and Crow to represent our joined houses, and I hope in the future, for our blessed children to read this and learn to work together, much like the Horse and Crow in this tale. And as promised, special credit to Ser Sterling Amador, my Marian Knight for it was he who suggested the trial used in this tale! IV JOVEO MAAN Her Royal Majesty, Sofia of Hyspia, Queen-Consort of Hanseti and Ruska, Princess of Hyspia, Princess-Consort of Bihar, Dules, Lahy, Muldav, Solvesborg, Slesvik and Ulgaard, Duchess-Consort of Carnatia and Vanaheim, Margravine-Consort of Korstadt, Rothswald and Vasiland, Countess-Consort of Alban, Siegrad, Werdenburg, Alimar, Baranya, Graiswald, Karikhov, Karovia, Kaunas, Kavat, Kovachgrad, Kvasz, Markev, Nenzing, Torun, and Toruv, Viscountess-Consort of Varna, Baroness-Consort of Esenstadt, Kraken’s Watch, Kralta, Krepost, Lorentz, Rytsburg, Buck, Thurant and Astfield, Lady of the Westfolk, Protector and Lady of the Highlanders, etcetera.
  11. "He is strength, will, and action given form His hooves swallow the earth Thorns and antlers crown his fierce eyes He flies without wings His eyes are as sharp as his star-tipped arrows He is Cernunnos - King of Centaurs" Mythology of the Mother Circle Long have druids known Cernunnos as the Horned Lord; Aspect of the hunt, hunger, and primal instincts. Sometimes he is associated with the gnawing grip of disease, the ferocity of the wildfire, and the tempest's roar. For the Mother Circle, the Legend of Cernunnos stories the Hunt Father as a massive beast-man, depicted as either half stag or horse with strong body, large forked antlers and a bow of legendary strength. His arrows pierce the soul, shattering the mortal coil that delays the rebirth of nature. He and his many sons and daughters travel freely from the Court of the Fae Queen to guide the natural flow of the balance, and during the season of autumn oft associated with the Centaur King, he will blow the Horn of the Wild Hunt, beginning the greatest season of change. The leaves will recoil and shrivel into dark, fiery colors, the prey will be driven from their burrows. Hunters and gatherers alike will rejoice in the fair weather in which they will toil for the spoils of autumn, feasting on the weak and plentiful before the cold inevitabilities of winter. The celebrations of Cernunnos traditionally begin during the Fox Moon, or final Phase of Life. To honor the Hunt Father, the Mother Circle will coordinate adventures into the surrounding realms of the Grove. Before every hunt, a communal prayer is held before the grove is departed. The Huntsman's Creed is recited, the bows and blades of the hunters are blessed, and the hunters are sent off while the hearths and feasting grounds are prepared. The Creed is storied to be the self-imposed rules of any honorable hunter worshipping Cernunnos, including the sparing of young and mothers, the focus upon hunting the elder animal, and respect of animal population in reverence to the balance. Needless slaughter is taboo, and is said to invite the attention of mischievous or malevolent fae. The Huntsman's Creed With blade and bow, O Father, may I remain humble in harvest Grant my feet and arrows swiftness, may my eyes and sword be sharp When the heart is pierced, the throat cut May your arrow loft this animal's spirit to the Forest In their rebirth, may I remember this hunt Keep me their memory, the animal honored And in your will may the Wild Hunt forever come Cernunnos and Astrology of the Mother Circle While a majority of the kills sustained during the months of the Wild Hunts, there is some game that is coveted by Cernunnos himself. For the Mother Circle, a druid has become a part of the natural cycle once they arise from the waters of attunement. Druid and Draoi alike will eventually meet their end at the hands of Cernunnos' bow. Fabled to be tipped with the stars themselves, Cernunnos is also the artist of the constellations in the night sky, for every great hunt must preserve a story to honor the fallen. It is said that when Druids finally enter the Eternal Forest for rest, or Draoi for eternal turmoil, the wake of Cernunnos' soul-reaping organizes the stars into a memorial. Rumored to be the arrows of Cernunnos' bow themselves, comets or falling stars are oft seen as an omen of change. The graves of the fallen are typically marked with the simple pattern of stars and connecting lines forming the druid's memorial constellation, which are best seen from the Mother Circle's observatory. There the living druids ponder wisdom left by the fallen, warnings of those who have failed the Aspects, and legends of the Order's history.
  12. An beatiful paitning of the Aurentian Alps could be seen The mountains. It is said that like how waves tower on the beaches, so do the mountains tower over that of the land. Perhaps it could even be said that the mountains are the waves of the land. The waves are a beautiful sight to behold on the beach and such are the mountains on the land. There are many beautiful waves in this land of Almaris… but there is one only truly great mountain range, that of the Aurentian Alps. The Aurentian alps… a luscious mountain escape from the busy world. Luscious and green were the long flowing grasses on those hills. The air always felt fresh and clean. As one traveled up those mountains, one could feel the warm sun peeking over the alps. As the gentle light of the sun embraced you and the beauty of the nature around you met you, one could almost feel the embrace of God himself. And on those alps lay a lovely Viscounty called Hohengarten on the Outremont pass. It was a lovely keep with its bright colors and grape vines that supplied many a beautiful and lovely wine for feasts. The house, like the alps itself, contained plenty of greenery and flowers. In fact, it was almost as if the House was essentially a part of the alps itself in its beauty There existed in that lovely Viscounty, a lovely family. A kind but proud grandmother with a gentle-hearted grandfather. Currently, she shared that household with her 8 children, and her 4 children and daughter-in law of her adopted son. She had a total of 8 grandchildren. Half of them came from her adopted family. And in that adopted family, there existed a cute little blonde boy named Richard von Leopold, the twin brother to Peter Von Leopold and younger brother to his sister Helena and Anne von Leopold. And in that lovely family, the young child Richard was sent on a quest to explore his beautiful little world in the mountains and return with a precious item. “Richard, mein grandson, find zhe item dur Uncle James left on one of the mountain peaks near here… trust mich mein grandson du vill it know vhen du have found it” A Portrait of the young Richard Von Lepold could be seen here And so young Richard Von Leopold began his quest. Armed with a small sword, some food his mother had prepared for him and with hugs and kisses from his sisters and brothers, he walked along those verdant alps, the sun just starting to peak over those tall Alpan mountains. As he walked up those mountains, he breathed in the fresh country air. Perhaps it was a wonderful thing that Hohengarten stood so far out from the world. It was peaceful, away from the troubles of the world. Away from those evil Adrians and those evil Mori who seemed beset upon conquering his little mountain world in the Laurentian Alps. He felt the breeze of the light country air, as the wind was slowed and gentle. The breeze itself was a product of strong winds meeting the even stronger and mighty Alpan mountains that forced the winds to slow, making their breezes gentle and calm. The air felt invigorating and full of life in those luscious mountains. Richard continued his hike, he climbed up on a mountain and he would reach its peak and with a light huff, he found there to be nothing and sighed “Awww, nien, nien, nien!” he said in frustration. He would then look to the other mountains that his grandmother had pointed to and realized he maybe had 5 more to go to! He sighed and kept walking, his legs quite strong and able for a lad his age. For, he had always been an excited lad, running around his quant house and mansion in Hohengarten and never getting tired. Now, what most people don’t realize is that life in the Alps is a bit harder on newer visitors. The high altitudes often tended to make newcomers to Hohengarten a bit shorter of breath than they were used to living in lower altitudes. Eventually, as one got used to living so high above, one would adapt to mountain life and find themselves to be more capable of doing things and last longer in their exercises. But Richard, a child his age, would have no idea of this and he kept walking amazed at just how far he had traveled. His home vanished into the mountains as he continued his walk. Richard would then find the second mountain and climb to its top only to find no object upon its peak. With a sigh, the young Waldenian would find himself thirsty and after drinking the bottle of water that he had. He found himself needing more and so he stood tall upon that mountain and like an eagle he looked around until he found a small creek that he could use that took him to the direction of the third mountain top. And after a bit of a struggle the young Waldenian made it to the creek and would proceed to drink from it. Splashing some of the water in his face, his cute rosey cheeks would redden at the coldness of the creek but it would be a refreshing feeling given his weary traveling so far. The young Richard looked around and smiled for the mountains truly do bring upon great small little wonder and this place was one of them. An protrait of the creek could be seen made by a young Richard Von Leopold for the next time he traveled to this creek The noon sun made the young lilies shined brightly, their petals if felt would have felt soft to the touch. They had a wonderful smell to them and as Richard plucked one. He would giggle and smile at the softness of the lilies and its wonderful. “Ich zhould save zhis and give it to mozher und find anozher for grandmutter” he said with a smile as he took two lilies and put them in his bag. The grass like the lilies, showed a bright shade of green. They were as high as Richard ankles, undisturbed by the presence of man in these mountains as hikers and travelrs were few in this section of the Alps and so Richard like the young lad he was, rolled around in the grass like a child, giggling and laughing like many young little Waldenian children do. As he rolled, the dandelions that were in the grass, would realize their fluffs, surprised by the presence of the child. As he smelled the grass… he could feel something.. Almost as if he could feel the alps themselves speaking to him. And then with a happy and tired sigh, he would stand up and realize “Ich should travel to zhe next mountain!” he said with a giggle and trying his best to remember how he got here for another time. He would then proceed to hike up the third mountain, his legs been rested at the creek, he would proceed to walk onto its peak and finally as he reached the peak he saw the sword stuck in between two rocks in the mountain. Hours at passed, it had long been since mid-day but the sun was still brightly shining. It was msolty likely 3-4 in the day. He giggled in elation as he finally found the sword and he would quickly move to take it. The sword was a bit heavier for Richard… but it came with a backstrap and so he used and put the sword on his back as he returned home. An image of the sword with its scabbard could be seen After that, Richard would then proceed to return home with the only companion he had with him in his travels… the Sun, for it it had been there when he started his trail and now, it was setting down over the mountains as Richard knocked on the door to Hohengarten. “Hallo! It’s mich Richard!” At those words, an elderly red-haired lady, followed by her younger adult red-head daughters and son, a young blonde mother carried in tow with her adolescent blonde twin daughters rushed over to Richard. What came next was a series of hugs and kisses and jubilancy in Hohengarten. “Grandmutter! Ich found zhe svord!” he said then giving her the sword and with that his grandmother Cosima, Countess of Hohengarten would smile “Zhat’s mein gutte little grandson!” she said taking the sword, hugging her grandson and placing a kiss on his forehead. And then looking to her now growing family, she would smile and say “Come! Now we celebrate” she said, then ushering the family to the upside patio, where a wonderful Waldenian dinner would be prepared. A portrait of a sunset over the Aurentian Alps could be seen
  13. RESTRUCTURING OF THE INTERIOR As issued by the Secretary of the Interior on the 6th of the Sun’s Smile, 54 B.A. EXORDUM; The Ministry of the Interior is fundamental for the development and growth of our domain due to its obligation to maintain the architectural standard of the Crown holdings and any appropriated land for construction in the possession of Royal Peer or freely bought. Furthermore, the care of immigration is entrusted to the office as it must guarantee the continued influx of incomers. These two factors being one of the most vital affairs of any state, it is with such deliberation that the newly appointed Secretary Sarkozic envisions and promulgates the complete restructuring of the Interior in endeavor to maximize efficiency and steady prosperity for his countrymen. The aforesaid is to be done through the creation of distinctive positions with each being entitled to certain duties and service. THE SECRETARY;@Matheaww The Secretary is the representative of the Interiors exigencies on the Duana. They are entitled to the staffing of the Directories of Architecture and Immigration, and concurrently the assignment of undertakings and supervision of cohesion between the aforementioned offices. THE DEPUTY-SECRETARY; @oryP The Deputy Secretary oversees the daily management in tandem with their superior, in times of absence or incapacity they are to step in and all of the powers and functions of the Secretary may be exercised. THE DIRECTOR-GENERAL OF ARCHITECTURE; The Director-General of Architecture is responsible for the management of the Department of Architecture and its staff. They are entrusted to evenly assign tasks amongst their Architects and Inspectors and compensate them upon their completion. ARCHITECTS Making up the majority of the Department, Architects are the masterminds behind every project. Each is expected to complete work that represents the Balianese culture. They too must be skilled planners, tasks as grand as building a library and as simple as paving a road require thorough drafting. INSPECTORS@Madyyy Flaws are what make us human and, with that in mind, a Board of Inspectors will be required to overview each blueprint produced by an Architect. The Board will be made up of any number of members who show a clear understanding of Architecture. Each one will look for reliability, practicality, and the above-mentioned adequate representation of Balianese culture within each plan. THE DIRECTOR-GENERAL OF IMMIGRATION; The Director-General of Immigration is responsible for the management of the Department of Immigration and its staff. They are entrusted to evenly assign tasks amongst their Officers and compensate them upon their completion. OFFICERS The Department of Immigration has a number of strategies used to attract people to the Kingdom of Balian. Typically, Officers are assigned to write letters of invitation to newcomers of the Realm that appear willing to migrate. It is then their job to settle newcomers, upon their eventual arrival to the realm, into their new homes. [!] A folded form of application to the Ministry would be attached to the missive. SIGNED, HIS EXCELLENCY, Sir Franz Arthur Sarkozic, Viscount of Pompourelia, Knight of the Order of Saint Lothar, Secretary of the Interior
  14. First introduced by Princess Sofia de Pelear of Hyspia within the past few days in a private party, the game has since taken on popularity within the Hyspian courts of Ciudad de Plata and is seen used for varying events and to pass the time. The Game of Aviary is what you’d call a party game which is namely a game of gossip and rumors. Naturally, these can be fake or real at the discretion of the host! Five or more players are preferred for this, the bigger the group, the better in this instance. Though, the minimum needed would be at least three! Once you have your players, the one hosting will begin by telling one person in a hushed whisper the rumor in question. From there, it is up to that person on how they wish to spread the rumor, the only rule being that they may only spread it to one person and in a quiet fashion! This keeps going, from person to person and during this time, anything may be done. You could simply be enjoying a meal, making your rounds about a party or otherwise. If you’d wish to add a degree of difficulty and fun, you could choose to spread multiple rumors and see how they twist and change as they go on! At the end of the party or the game itself, you ask those to tell you what they heard and see just how close it was to the original rumor! It allows those there a good laugh and to see just how information can be so easily misconstrued when spread. Should there be any questions as to how the game works, inquiries may be sent to Princess Sofia de Pelear! Signed, Her Highness, Sofia de Pelear, Princess of Hyspia
  15. ESSAY ON THE PERSEVERANCE OF FAITH Vasili Valic I pray to Sigismund, for we live in a time like his. We Adrians are not the august lords of one great empire, as was Godfrey, we are not mythic icons of the ideal as Horen, and we are not yet redeemed as Owyn. Like Sigismund, we live in a time of low moral authority, of a humanity fractured and compromised in the absence of what once was. I have been blessed by my father, Velislav, with the great histories of our people, what was once known as Ruska or the great Raevir. I may be off base, as subject to the many hundreds of years ago I write of and the erosion of time, but nevertheless in such trying times I must try to use this gift to the advantage of common Adrian, especially those in doubt of their conscience. I can understand the sentiments of those souls, some more forgivable than others, which would receive the actions of our crooked Pontiff, and our occupied Canonist faith, as a sign of its death. These folk would believe schism is the option in the face of excommunication, that because our Pontiff is fallible, so is our belief. One must never forget that Godfrey's immediate descendants abandoned Oren in its hour of need against the Kingdom of Urguan. Though rectified some decades later through the Imperium Tertius, it was his exodus and its shadow in which Sigismund lived, in a humanity subjugated by non-humans. We do not exalt Sigismund for his reign, but his restoration. It was Sigismund who, in the face of a humanity that failed, decided not to abandon its faith in decline, but who reunited mankind under one cause, from Flotsam to Abresi, to restore the agency of humanity to its own hand. It is Sigismund's translations of the scrolls that from which our faith descends in its identity. Those who would seek to remove him from the annals of the Canon would be doing so for the purpose of illiterate megalomania, unaware that the truths they preach even against his name were written by his pen. We live in a time of Dragons and Ghouls, Vampires and other ilk; each side of the current conflict would have you believe the other is their agent. I do not believe either to be true. However, there is not a settlement in the world today which does not harbor the ill omens of undeath or immortal pacts with daemons. Humanity then is subjugated as it was then in Sigismund’s time. We are in a stasis, a vacuum of moral direction plagued by the absence of one just goal. We must think like Sigismund at this time. We must not abandon Canonism simply because there are those within it who are mortally villainous, for it is our unified faith of Humanity. We need not schism ourselves from the world simply because it wants us to. We are human, like any other, and we are, in Adria, the true and eldest heirs to Carrion. Alongside it, we carry the indomitable spirit of freedom and rectitude that has seen it burn in the face of unholy tyranny time and time again. I speak to you Adrians, to pray to the restorer of moral rectitude once more in our time of excommunication. We must not entertain these crooked souls who know neither victory nor defeat, hiding behind their walls for perpetuity while they strangle our faith to death. We must fight for our faith. We must liberate Canonism, not send it to hospice. We must liberate our identity and right titles from the Hansetian menace, not consign them to their perpetual torment under its roof. Do not resign your beliefs simply because others wish you to. Affirm them in spite of this.
  16. "When the moon rises in hue of strawberry, then has come the hour of the flower faerie. On beams of moonlight, they paint and dance, a springtime eve to enchant!" Excerpt from the folktale of the Wildblossom Faeries When the Crystal Moon has set, the druids of the Mother Circle pay homage to the arrival of true spring by observing one the season's more prominent faerie tales. After the Fae Queen Cerridwen emerges from her winter chrysalis, the Springmother breathes the first warm winds onto the land and blesses the dormant ground with life. Upon the perfumed breezes of moonlit nights come the Wildblossom Faeries, thought to act as the paintbrushes of the Aspect herself. The vibrant hues of spring, nearly endless in color and shape, make the living world not just a vessel of life from the Aspect, but also a reflection of her eternal beauty. Sometimes depicted as riders of springtime birds such as cardinals, robins, or hummingbirds, the faeries are believed to serve as the helpers of the Mani Kholibrii until the arrival of the next moon. _______________________________________________________ ____________________________________________________ During the passing of the Painted Moon, the Mother Circle celebrates the lunar month as one of creation and artistry. Wine and liqour is bottled with essence of spring, new clothing is sewn, performances are entertained, and the colors of the wilds are welcomed into the grove. Great care is taken to foster the growth of the blooms brought by the passing of the Painted Moon, avoiding harvest of the flowers until the time of the faeries' crossing has passed. In folklore, it is thought that those who have earned favor with the Fae Queen will discover many blooms around their house, and find their family blessed with prosperity and health. Some devout druids may choose to cultivate a certain color of flower during the season in hopes to provide their space with some living air of inspiration, such as red blooms for courage or white flowers for peace. While the Mother Circle celebrates the Painted Moon and awaits the arrival of the next, the druids offer a creation of their own to Cerridwen in hopes that when the fruits and berries of summer come, the Aspect promises a good harvest for the druids in return for their faith.
  17. Maca Tocaitl About The Kharajyr Naming ༓‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙༓ One of the most prominent cultural events of the Kharajyr is naming ceremonies. Names are incredibly important to the Kha, as it is a representation of who they are within society. Prefixes are the key focal point of this celebration, as they are given throughout the key points in a Kha’s life. As such, this ceremony can occur at various times throughout ones life, and it comes to vary from person to person. The focus comes to be representation of self, to convey aspects of the Kharajyr by introduction, and to demonstrate progress throughout ones journey. Coming of The Name When a Kharajyr cub comes of a certain age, that being 5 human years, they are to be given their first prefix, and first name. Prior to this time, they will have simply been referred to as ‘cub’ or ‘young one’, as who they are hasn’t yet been determined. This time allows the elder to determine the best fitting name for the young cub, basing it off who they are in their rawest form. This version of the ceremony is one of the most dramatic, is it included both the base name and a prefix. The cub is to rest at the feet of the elder as they lead the ceremony, offering a speech to highlight the parts of the cub that aided in determining the most sufficient name. Following the speech and explanation, the cub is then given their name, accompanied by the prefix S', until they meet adulthood. [Example: S'Xochitl] Coming of Age The next aspect of the naming world in which Kharajyr traverses is when a cub grows into themselves, and into an adult. The age of 15 is when their life truly begins, in many ways. This is the point in which a Kha is considered a true member of their community, and has earned the title of a fully grown adult. However, this is not a point in which the Kha has entirely figured out who they are, thus they are given a simple and general title. This stage of life is one to allow room to explore self, to find what it is that calls to them. Kha later are granted titles to adhere to their greatest call, what areas in which they are most attuned to in their society. The Kharajyr believe it’s important to allow their young and new members to take the time to discover themselves before committing to any one skill or path, ensuring when the choice is made, it is the correct one. This ceremony is similar to the last, in which the newly adult Kha will bow before the elder as a speech is given. This speech, however, pertains much to the aforementioned concepts of exploring oneself, as so the Kha understands what this stage of life is meant for. Once the speech comes to a conclusion, the newly adult Kharajyr may take on the title So’, Si’, or Sa’, chosen by the Elder. [Example: Si’Xochitl] Coming of Self Perhaps the most important name the Kharajyr will be given is that of self. At this point in life, the Kha has come to find themselves and their calling, settling on a sense of self they most identity with. Ranging from artist to warrior, this ceremony is grand and full of celebration. Drink, feast, and festivities are to be held when a Kha decides they have found themselves in such a way. This ceremony can occur at any time in a Kha’s life, and can even happen more than once if they come to grow into something else more fruitfully. Because of the flexibility, Kharajyr experience no pressure to have come to their choice in a certain time frame, but rather to simply focus on doing so with the greatest success possible. The elder in this version of the ceremony spends the majority of their speech going over the Kha’s journey, discussed prior to the event. This is done to display to young Kharajyr how diverse and adventurous their journey can be in finding themselves. The name taken in this instance is determined by the role the Kha has chosen to take, and can be the following: Do’ for Warriors Ji’ for Artists, Writers, and Poets Dra’ for Doctors Ka'/Ki'/Ko' for Merchants Jo' for Magic Users Do' for Warriors Ja’ For Priests or Religious Leaders
  18. Haulquiz’Metzli ‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙ ‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙ The Festival of the Future Moon is dedicated to reading the Meztli for the next lunar season. The Kha seek the heavens above during a celebration of the moon, doing so to predict what aspects of their lives will be prosperous within the following season, dependant on the stage of the moon during the reading The activities of such a festival may vary when the lunar cycle is decided for the season, however much remains the same from celebration to celebration Often led by the Elders or Priests of the Pride, the Kha and others joining in the festivities come together for a day of partying. Traditional Kharajyr meals are often served during this time, as food is an incredibly important part of the health of any group of Kha. Alcohol is also commonly shared during the initial activities, however is limited so that the ceremonies may not be interrupted Once the partying has come to a close, often decided by the lead of the Hauluiz’Metzli festival, the group of Kha converge into one location for a religious ceremony directed towards the Spirits and some aspects towards the Muuna herself, however it is up to the discretion of those leading the rituals and ceremony. To conclude the festival, the moon itself is to be observed closely, and the present stage of the lunar cycle is to be decided. Once this has been decided, the prediction of the season is to be made, and thus allow the Kha to better prepare for what is to come in that time, and further orchestrate their social activities to reflect what will be most prosperous. New Moon A season of political prosperity, Kha may come to find ally ships easier found, a good time for celebration and festivals . Young Moon A time of invention, the creative flow of Kha is enhanced during this season! There is to be prosperity in all creations. Waxing Crescent The season shall be full of bravery, inspiring Kha to act on things they may otherwise be too fearful to challenge. Waxing Quarter Dexterity comes from these times, Kha are presented with a time in which their craftsmanship is heightened significantly. Waxing Gibbous A prosperous season for merchants, the season shall bless all with fortune. Full Moon The Spirits bless the Kha of this season, fortune of all kinds are to come. Waning Gibbous A time of good health, this lunar season offers times of healing and rejuvenation . Waning Quarter This season is to be filled with joy, a time in which the voices of Kha shall be heard louder than before, in all situations. Waning Crescent A time of quiet, these times are filled with secrecy, it is wise to keep one’s thoughts to themselves. Kha are to be more reclusive during this season. Old Moon Inspiring intelligence, this lunar season bares wisdom to be found in each ordeal, all things are a lesson in these times. ‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓‧͙⁺˚*・༓⋆˖⁺‧₊☽◯☾₊‧⁺˖⋆༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙༓・*˚⁺‧͙
  19. Sobre Perfumería Viceroyalty of Hyspia’s On Perfumery Hyspian Cultural Codex I: Volume II [!] Missives can be seen hung up around the Haense and Hyspia streets. A one-of-a-kind perfume created for the Princess Sofia de Pelear of Hyspia as a gift upon her Quinceanera. On Scent Theory There are varying theories as to scent and more importantly, perfuming. It is said that the scent one uses can make a difference in their day to day life. Much like one would dress the part for the role they wish to take on, this is believed to be along that same vein. Despite its stark difference, if one wishes to take on a more flirty scent, they’d do best to look into hints of vanilla or spicy notes. It’s believed that those scents are associated with home and that of a home cooked meal, which makes this theory an interesting one as every upbringing is different. For those seeking something more light-hearted, airy, floral scents would be the go-to. It’s said to generally improve someone's mood, allowing it to give its more light-hearted atmosphere and is said to even trigger happy memories. Now, on the opposite end of this, you have woodsy scents. Crisp, aromatic notes that more often than not reminds someone of nature. In theory, it is said that it’s worn by outspoken individuals, natural leaders and namely, extroverts. The last of the four main scents variants would be that of something that you’d simply call fruity. A citrusy scent, which can easily be cloying if not used in moderation. Fruity scents are theorized to be all about personality, drawing attention to oneself and are meant to be fresh and invigorating. While these are sub-variants, these are the four main types of scents you’d find in perfuming and as written below, this will be touched on more, covering what is used in the making of perfume, on dousing yourself versus subtle scents and otherwise. What is Used? In the making of perfumes, there are a few things to keep in mind. While the ingredients are an important and key component when making any perfume, colors and tones have certain associations but it isn’t an exact science. Brown perfumes are associated with something more woody and dense, bringing it under the woodsy scent variant and occasionally the flirty scent variant. By knowing its final appearance beforehand, it’ll allow you to further plan ahead as to the make of the perfume bottle, just how to empathize the scent and otherwise. The same can be said with pale pinks being associated with more floral scent variants and hot pinks for something more sweet and light. Alongside this is green tones, associated with light and fresh scents, giving three main colors and meanings to choose from when planning your particular perfume bottle. When choosing to make a perfume of the flirty scent variant, you’d find that using vanilla, cinnamon, nutmeg, pepper and/or cloves will be your friend. This makes a strong scent that lasts well over-time, giving it longevity. The second scent variant, that of the floral scent most often has that of roses, lavender, jasmine and/or lily of the valley. This perfume tends to smell like freshly cut flowers, and is not as well-known for its longevity throughout the day. If using citrus based oils with it, you’d wish to store it properly, lest it go bad. Our second to last scent variant is our woodsy scent, which ranges over from our more delicate materials, you’d find wood-based ingredients used in this, such as roots, resins, moss and leaves. This has more longevity much like the first variant listed, lasting longer throughout the day and thus, being recommended to use in moderation. Our last scent variant is the fruity piece, where flowers and fruits alike are combined to make this personality-packed scent. Some ingredients you’d see in this are jasmine and gardenias paired with fruits such as melons, apricots or coconuts, typically luscious flowers and juicy fruits. Its longevity is much like the second scent variant, not quite well-known for lasting throughout the day but unlike the second, this one is recommended to use in moderation due to its cloying nature. Too much can make the eyes water and the throat choke up. Dousing Yourself vs. Subtle Scents A good rule of thumb is if you can smell yourself, you put on too much. Imagery and Bottles There are three main material types of perfume bottles, alongside shape types alike. You have bottles primarily made of terracotta, glass or porcelain with the shapes being that of a spray bottle, roller-ball bottle or an entirely solid perfume jar. When it comes to perfume bottles, the shape, appearance and even make of the bottle can make the difference between a long-lasting scent and one that simply wisps away. When using a glass bottle, it is important to pick something darker that protects the liquid within from any visible light, heat or otherwise. Without it, it can lose its scent, begin to smell rotten even and/or discolor entirely. The benefits of using glass is due to its sturdy construction, which keeps other scents from leaking in and destroying the intended product and that it is cheap in comparison to the other types. Terracotta perfume bottles naturally have their own benefits and cons alike. Its make allows the liquid to stay cool and prevents leakage. Another benefit is that the longer it sits, the headier the scent grows over time, akin to wine. When using these bottles, ensure the terracotta is fired first or it will absorb the liquid in question and make waste of a perfectly good perfume. Our last type is that of the porcelain bottle, designed most often as the more expensive of perfumes, it would generally hold veins of gold or silver throughout. It’s an opaque bottle, which protects any visible light, heat or otherwise from getting in and ruining the liquid within but keeps one from viewing the contents entirely. Spritz vs. Roll-On When in doubt, spritz. Imagery upon a perfume bottle of any type within Hyspian culture is something you’d find is of great importance. More often than not, you’d find religious iconography or that of the scenery of our homeland. Such examples are of the iconography of the Blessed Francisco upon a cologne bottle, or the vivid scenery of the docks of the Ciudad de Plata islands upon a terracotta bottle. Each bottle is an artistic masterpiece in of itself. The Three Phases In the closing commentary on this documentation of perfuming within Hyspian culture, I’ll touch on the three phases of scent. The first scent one would pick up is the top note, it’s what immediately grabs an individual's attention, though the effect decreases quite a bit after a few minutes of application. The second is the heart note which is arguably the most important. It is most noticeable of the three, forming when the top note has evaporated and is more important in forming a harmonious union between the top and base notes. The third note is our base note which carries its own importance as the one that is long-lasting. It’s nuanced, developing something different for each person and one of the reasons why scent theory and matching your perfume to you is most important. It stabilizes the entire perfume, and much like the name, is its base in everything. While perfumes may seem simply a scent to choose from, there is much more to it then simply approaching a merchant to order! Signed, Her Highness, Sofia de Pelear, Princess of Hyspia
  20. [!] Written by the late Crown Princess Esperanza Alba Laurelie Camila de Pelear of Hyspia, her writings have been published by the Viceroyal Crown for the public to see, may the Bard Princess rest in peace upon the Seven Skies. Idioma de Las Fans Viceroyalty of Hyspia’s Language of the Fan Hyspian Cultural Codex: Volume I Introduction With the growing popularity of decorative fans, the high class society of Hyspia soon developed a sort of ‘language of the fans’ referred to as Idioma de las Fans, popular amongst the high class ladies within Hyspian Courts. What first started out as internal communication within singular social circles soon grew into a must know for any sophisticated lady within high society, paired with a fan often decorated with precious gemstones, delicate laces, and intricate designs. Common Fan Designs The value of the fan often reflects the pedigree of the lady who owns it. A noble woman and her very pretty fan. A common lady and her very common fan. The Language of Fans Starting Communication Carrying in the Left in Front of Face - I’m Paying Attention Common Phrases Fan Resting on Left Cheek - Yes Fan Resting on Right Cheek - No Holding the Fan in the Left Hand, In Front of Face - Follow Me Placing the Fan on the Left Ear - Please Don’t Leave Placing the Fan on the Right Ear - Please Leave Hiding the Mouth - We Are Being Watched Conversation Carrying in the Left Hand - Wishing for Acquaintance Holding the Fan in Both Hands, Closed - I Wish to Speak to You Carrying in Left Hand, Open - Come and Talk to Me Carrying in Right Hand, Open - I Don’t Wish to Speak Relationships Fanning Slowly - I am Married Fanning Quickly - I am Engaged Holding the Fan in Both Hands, Open - I am Single Holding the Fan in the Left Hand, Half Shut - Desire to Become Friends Holding the Fan in the Right Hand, Half Shut - Desire to Stay Friends Matters of the Heart Twirling the Fan in the Left Hand - I Love You Twirling the Fan in the Right Hand - I Love Another Tapping the Heart Once with the Fan - I Like You Tapping the Heart Twice with the Fan - Meet Me Later Tapping the Heart Thrice with the Fan - You Have Won My Love Pointing the Fan to the Ground - I Hate You
  21. The Belief of Spectivism [!] Spirits of the dead approaching The Spirit Realm. The Religion’s Origins A fair bit of the Calavénon believe in a vague and relatively old belief of the remembrance of spirits since before they landed upon the shores of any continent. They’ve always had hopes and beliefs that nobody was truly gone once they died. During their long sea voyage searching for land, many Alurians had to leave the dead floating in the sea, having only their memories of them to hold onto. As the situation grew direr, the large Alurian fleet was separated, and the survivors wished to honour those who didn’t make it by creating a shrine. Lighting a candle for them, and if they could, adding the deceased’s possessions or perhaps a depiction of sorts. No matter if it was a simple stick figure or a painting. The Lady of Spirits [!] A painted depiction of the Lady of Spirits with grand nature spirits. None truly know what the Eos was like before The Lady of Spirits. Some believe there was nothing at all; others believe the world was barren before her arrival. All that is known is that once she arrived, Existence itself began to thrive. She was still, at the beginning, settling herself to have three powerful children during this calm moment of her existence. The parents of all grand spirits like themselves. The first child is known to mortals as the sky, surrounding Eos with winds. The second child is known as land, raising scapes from mountains to forests to be. Then the third and final child from The Lady herself is known as the sea, filling the cracks and crevices between the landmasses land had left behind with sparkling blue water. These children are the fathers and mothers of everything after themselves, ranging from the lava flowing within volcanoes to the birds soaring in the sky. Once these three children were born, The Lady of Spirits wandered about Eos. Filling the continents of the world with magic, predating even the first elves. And during this, she also created a realm for the spirits of the deceased to reside in, referred to by mortals as ‘The Spirit Realm.’ However, where there is creation, there is also destruction. Such as being the sister of The Lady of Spirits, The Mistress of Darkness. The Mistress of Darkness [!] A painting of The Mistress of Darkness and her spirit lantern. The Mistress of Darkness is said to have been born around the same time as her sister, The Lady of Spirits. However, unable to assist her sister in creation due to her lack of ability to ‘create’ children as The Lady had done, she became the first manifestation of darkness Eos had ever known. For she was darkness. Jealous of her sister’s children, she used her powers to corrupt the minds and stole the spirits of many; she was too weak to corrupt grand spirits, so she settled for manipulating the lesser spirits of mortals. When a corrupted mortal’s physical body dies, they are unable to enter The Spirit Realm, their spirits trapped in the glowing lantern of The Mistress. The Spirits of the Deceased [!] A painted interpretation of The Spirit Realm. Once a mortal perishes, their body keeps hold of their spirit until it fully rots or somehow disappears, releasing their spirit to permit entry into The Spirit Realm. It is for this reason that the cremation of bodies after death is a common practice, so a deceased spirit may more swiftly enter this realm. There is a way for mortals to attempt to contact their deceased loved ones. However, that is through a festival called The Night of Spirits. The Night of Spirits [!] Messenger lanterns flying into the air for The Lady’s eldest child to help guide them to The Spirit Realm. The Night of Spirits is a colourful festival, one with food and laughter to celebrate the travels of the deceased into The Spirit Realm rather than lament over the loss of loved ones. During this celebration, those participating dress in their finest clothing, donning a mask upon their face as well. As the festival comes to a close, everyone lights a candle, placing it into a lantern for it to travel through the sky’s domain in hopes that the grand spirit, the eldest child of The Lady of Spirits, will guide these lanterns into The Spirit Realm. These lanterns often have messages written inside of them for the deceased to receive, knowing their loved ones still remember them and shall one day join them. Marriage Practices [!] The lit candles of a newlywed couple burning brightly. When a Calavénon and their partner wish to conjoin in marriage they must light a candle to symbolise their union. Both families would bring a candle the colour of their Coat Of Arms. For the Calavénon, their candle would be a teal or cyan colour. Normally this candle would be passed down throughout the family, re-adding wax to keep it growing and attaching a new wick whenever needed. It's understandable if the other family wouldn't have a traditional candle to pass down. Once both families present their candles and light the candle after their vows it will then decide if they are destined for each other, if the candle stays lit then the couple may marry however if the candle should go out for any reason then they are not meant to be. Once the candle has been lit it must then stay lit and if it at any point goes out then its destined for the couples love to also dwindle. After the marriage the wedding can proceed to festivities which tend to include food and alcohol of different varieties. Games are also quite common such as a game which is similar to hide and seek, all must try and find the bride within the confinds of whichever nation she is to be wed at. If they are unlucky in finding the bride it is customary to pay her 50 mina for each participant as a sign of good luck in her marriage. Typically after marriage the wed-to-be's surname would be hyphenated regardless of gender. A dowry is also quite common where the bride and groom's family are to give the bride land or money to take care of each other and acquire cattle and such. Light coloured lily’s should be planted around the altar of the bride and groom to symbolise prosperity, marigolds can also be planted to symbolise good luck for the family. In terms of attire when it comes to the ceremony it's traditional for the Calavénon family to don the Coat Of Arms colours which is typically cyan. The other family isn't required to don their coat of arms colours however it is HEAVILY suggested or else they will recieve side eyes and various glares from the family.
  22. The Moonlight Sanctuary [!] The entire page appears to be translated from Kharahatla Within the walls of Nor-Velyth, lie the slumbering cats… The Remenant Kha, being a people met with near constant adversity, seek residence where they can find it. Some of such have come to be those who occupy the Moonlight Sanctuary, a pyramid settlement within the confined of Nor-Velyth lands. The Kha of this place take solace in their culture centered around both old and new traditions. Intermingling the shaman ways of their host kingdom with the old ways of Kharajyr since passed on The Sanctuary, settled with new Kharajyr blood and teeming with potential, bares arms opened to all Kha who seek a place to stay and foster a community, one in which they can thrive amongst their own peoples without strife. A place in which the remnants of our language, and new aspects of it, can be spoken without the hindrance of new descendants being ignorant to our words. Built upon the ideals that the Kha remain a strong group of individuals, the Sanctuary is a place in which one can exist peacefully and indulge in the cultures of the new Kha without worries. Come join your Kharajyr brethren and uptake a free home within our community of friends, brothers, and sisters Sanctuary Law 1. Violence within Sanctuary walls is forbidden 2. Speak our language as often as possible 3. Disrespect to the moon is forbidden and is clause to be asked to leave 4. Accept all Kha who wish to join us 5. Respect and obey the Elders 6. Obey Nor-Velyth law Sanctuary Culture Cultural events such as the Haulquiz’Metzli and naming ceremony, while not mandatory, are recommended for all Kha to take part in! Led by the Sanctuary Elders, these events offer wisdom of the future for the residence of our home and spiritualistic experiences. Our community attempts to uphold as much of the ancient ways as possible, while continuing to adapt to our new world, one lacking our Muuna. Health, dietary and other such practices are taught by the Elders of the community during communal teaching events. Along with such, ancient traditional ceremonies are often held in the name of the Moon Mother's, both the old and new, to maintain connection to the old ways. Clothing offered by those capable of making it are often akin to that of the generations before, and are highly suggested to be worn when in the community The Moonlight Sanctuary offers cultural experiences led by its Elders so that our brethren may continue to pass down the ancient history of our kind for centuries to come. Present Elders Yhl'Yaotl Yhl'Kabuki Yhl'Keidha
  23. The Redclyfians An extensive handbook on the history and culture of the Redclyfians ____________________________________________________________ Origins The Red Company’s Coat of Arms Prior to the Redclyfians, there was the renowned Red Company: a band of knights led by the renowned and respectable Captain Friedrich and his uncle Ulrich. The Red Company had fought in many wars and battles under different banners such as the Jackalope Knights, Krugmar, and later Savoy. Throughout their early life, they were given keeps and land to act as their headquarters. Eventually, however, they found themselves backstabbed by the Jackalope Knights when the Knights arrested and tortured one of their men. Rage, fueled by the betrayal of the Jackalopes, led to Friedrich and his men taking up arms against them, launching raids and fighting skirmishes against the Jackalope Knights and Kane Redfist’s town. Sutican Tour of 33 S.A, depicting battle between the Red Company and the PKS within the defeated town of Brynrose Later on, they moved to Krugmar and gained land (which they would go on to call Westfelde) in return for their martial prowess. Soon enough, however, the Red Company found itself back in Sutica, who too recognized their martial abilities and granted them land. This land and keep was to be called Redclyf. Years later, after Friedrich of Redclyf and his uncle Ulrich joined the Mösu family, the collapse of Savoy occurred. This left Redclyf independent and surrounded by former vassals of Savoy, in addition to new factions who threatened the stability of the region. They moved to Myrine alongside their newly gained Rozanian vassal to found the Redclyf-Rozanian duchy, kickstarting the Redclyfian way of life. ____________________________________________________________ Way of Governance The way of governance among the Redclyfians has remained the same since its founding, being a feudal society that is primarily ruled by a Duke. Like many such monarchical governments, a council aids the lord of Greenstone in both administration and decision-making - for what good is a lord who does not listen to the voices of his people? Greenstone’s Council is modeled similarly to the Aesir council of the old Redclyf-Rozania, which was divided into several roles: The Aesir of Aesirs (Chancellor), Aesir of Peace (High Diplomat), Aesir of War (The Marshal), Aesir of Coin (High Steward), Aesir of Whispers (Spymaster), and the Aesir of Protection (captain of the duke’s guard). In the martial culture of Redclyf, generals and knights are often the most celebrated members of the aristocracy, but most do not join the upper class in the usual feudal way - via blood and standing alone. Instead, most Redclyfian nobles gain their titles through merit. Sometimes even commoners rise to gain positions within the noble-led government due to serving well and having the right skills for the job. Whether born to their noble role or appointed as noble due to their abilities, the nobles stand as examples of the prime Redclyfian, serving as an example to all of what one should become and strive for: an honored and chivalrous warrior who is proud and indomitable. ____________________________________________________________ Rhythms of Daily Life Around a Redclyfian town, or perhaps even inside the wooden palisades, one will always find large wheatfields being attended to by farmers under the blazing sun, as they dirty their hands and feet working in the soil. Horses and various other livestock graze in lavish pastures under the watchful eye of a shepherd boy and his trusted canine companion as they keep order and safety among the herd. Suddenly a bell is struck marking the 12th hour of the day, midday, and everyone moves in towards the village. The wheatfields are left for now, and the herds are brought into enclosed pastures with only canines to watch over them. Every Redclyfian enters their homes for an hour to utter a prayer to whatever faith they practice, be it Almarism or canonism, before eating and resting to replenish their strength to continue working till dusk. Their homes are simple, with either flax or wooden roofs keeping them from the cold, while walls are made out of sturdy wood or stone depending on how rich the individual is. In the center of the town, there is a bustling square filled with market stalls, selling various goods and services such as metal works, foods, carpentry, textiles, and foreign goods. The air fills with shouts in both foreign and local accents from merchants eager to draw customers to their wares. A notice board is filled with papers from officials who have nailed up decrees and news, as well as from commoners who have nailed postings about their own services and events. A tavern can be found not too far from the center of the town, where your average citizen finds himself enjoying his spare time after a long and hard day of work via drinking and socializing. Even nobles themselves join in to spend time with the common folk and to form bonds of friendship with them. Not far from the town square lies the Lord’s manor or keep, having been erected on elevated land so as to gain a good view of the lands around, to keep an eye on the commoners below, and to keep an eye open for enemy warbands. The keeps are erected and built with a moat and bailey; the keep itself is a large stone tower with four corners. This structure is typically connected to a wall, which forms a bailey right in front of the keep. Outside these structures is another wooden palisade with its little wooden gatehouse, which forms an outer bailey. Here one finds the town blacksmiths, making weaponry, armory, and tools of the trade in the town as sweat pours down their foreheads due to the immense heat. Within the courtyard, knights and their squires, alongside men-at-arms, train and attend to their duties, such as patrolling the estate and lands to ensure the safety of the people and to hone their skills for future wars. In one of the corners of the wall, there is a large tower, serving as barracks, as well as an armory for the troops stationed there. ____________________________________________________________ Views on World & Life Redclyfian knight fighting against a Norlander The Red Company and Redclyf were formed and grounded by Highlander Knights, which has led the Redclyfian culture to take on a set of norms and beliefs similar to other Highlander folk groups. However, the warrior lifestyle has taken a firm hold on the culture as well. The most noticeable aspect of this is their proud and chivalry-centered way of life, most people making decisions based on what they find honorable and what is beneficial for the town. Redclyfians are proud of their social standing and the work they put in to provide for themselves, yet they also care deeply for their family and community. They are also known for their indomitable will, refusing to bend to another people or ruler, unless it is a Redclyfian lord guiding them while they are under another state or are working with another state as mercenaries. Redclyfians admire horses as a central part of their culture, seeing them as majestic and powerful creatures which have become an integral part of life, especially for their soldiers - for Redclyfian warriors are usually mounted knights fighting with great prowess. They have a strong belief in the family unit and community, which comes in many shapes and forms. A soldier might see his brothers and sisters in arms as his family, while a worker in the field bonds with his fellow workers as family. Still another citizen might most closely cherish the people who share her flesh and blood: her kin. Whether one’s family is by blood or by bond, remaining faithful to the family unit and protecting it, even if it comes with the cost of one's own life, is sacrosanct to the Redclyfian way of life. At all costs, they must not disgrace or drag the family in the mud for their own selfish vices. It would be honorless for one to abandon their family in their greatest time of need or to abuse it for their gain. There is a belief common among the Redclyfians, one that stems from their militancy and their adherence to honor: “Death before dishonor, and if death, then perish with a sword in hand.” In other words, they would rather die than disgrace themselves by practicing deeds associated with dishonor, and they will always go out fighting for what they find honorable. Why, though? As a result of this martial philosophy, Redclyf seeks to gain as much strength as possible; however, due to their sense of honor, they have no desire to practice cruelty and savagery towards those that are weaker. In their minds, the strong ought to protect the weak. If the weak should struggle and refuse to surrender, then it is the duty of the strong to make their opponents’ deaths quick, for there is no honor in dragging out their struggle. ____________________________________________________________ Traditions & Celebrations Redclyfians celebrate the longest day in the year by lighting fires and dancing Redclyfian culture includes a rich tapestry of celebrations and traditions, some being imported from different nations and cultures and others being native to the Redclyfians. The main example of a non-native celebration is Krugsmas, a festive celebration all about sharing presents and time with your family/kin. Redclyf also revels in being able to celebrate their own culture with celebrations and traditions of various themes and moods throughout the year. One common celebration is known as Midsummer in the common tongue and is celebrated on the longest day of the year. Townspeople erect and light on fire large and small stick piles whilst young men jump over them as a sport. Dancing, eating, music, and drinking are common during these celebrations too, as it is a way for everyone involved to take a break from the hard labor of the summer heat to ensure a healthy harvest, so that they may relax and enjoy life a little. Coming of age is an important part of every Redclyfian’s life, for it marks the end of childhood and the beginning of adulthood. Unlike most cultures, however, coming of age does not occur at a certain age, but rather after the completion of a few trials, which every boy must go through to become a man. There are three trials that a boy has to complete to be considered a man. First, he must tame a wild horse, breaking its will and asserting his dominance over it to assert himself as its master and rider. This may happen in different forms; sometimes boys are sent into the wild to find a wild horse and tame it, while sometimes it is simply a feisty horse from the village stables. (Why tame a horse? Horses are an important animal, both spiritually and practically, for the Redclyfians. They represent great strength, courage, and beauty, while in practical terms, they are an important part of the way Redclyfians partake in war: relying on mobility and cavalry. Horses are also essential for the life of the Redclyfian farmer, as they are used for plowing and transportation.) Second, he must hunt down a worthy animal upon the newly tamed horse, usually using a spear or a bow and arrow. Some even opt to simply ram the animal with their horse, depending on what they are hunting. A worthy animal can be anything from a deer to a bear, depending on what is available to hunt and what the boy’s testers think he will be able to handle. The last, and perhaps most dangerous, trial of them all is to honorably slay a man in either battle, skirmish, or duel. ____________________________________________________________ Redclyfian Tongue & Phrases Just as every culture and people who have existed and developed independently has gradually formed their own language, and just as the great nations of Almaris each have their own speech and tongue, so have the Redclyfians developed their own way of speech. Their language is based on the Auvergenian language (since the Redclyfians and Red Company originally existed in Savoy lands), yet it has intermingled with Old Norlandic from the influence of the Mösu clan to form the tongue of Redclyfians. Common Phrases Baonjour - Hello À bétôt - See you soon À la s’maine tchi veint - See you next week À peu près - Nearly, about Bouan gniet - Good Night Coume tchi que l’affaire va - How’s it going, How’s business going J’m’en fiche - I don’t care La fîn du temps f’tha tout vaie - Time will tell Ni feu ni feunque - No fire nor smoke Ni feu ni fouôngne - No fire nor baking Quaï heure qu’il est - What time is it Quaï temps qu’i fait - How’s the weather S’i’vous pllait - Please, if you please Tchi qu’est vote naom - What’s your name? Numbers The Redclyfian way of counting and numbers h follows a pattern like many other languages. The tens, for example, usually end with “nte” to signify it is two digits, the only number breaking this pattern being Ten and Twenty. Although sometimes there are variables for the same thing, a good example is Eighty, which would be Quatre-vîngts (literally 4 twenties). As for the hundreds, one simply attaches a “Chents” at the end (e.g. deux-chents, Trais-chents, Quat’-chents, etc). The sample principle applies to 4 digits and 6 digits as well. Iuene - One Deux - Two Trais - Three Quate - Four Chînq - Five Six - Six Saept - Seven Huit - Eight Neuf - Nine Dgix - Ten Vîngt - Twenty Trente - Thirty Quarante - Forty Chînquante - Fifty Sessànte - Sixty Septante - Seventy Quatre-vîngts/Huiptante - Eighty Nénante - Nighty Chents - Hundred Mille - Thousand Millaon - Million Colors Rouoge - Red Vért - Green Juane - Yellow Orange - Orange Bliu Floncé - Dark Blue Bliu Cliai - Light Blue Brun - Brown Pourpre - Purple Blianc - White Rose - Pink Nièr - Black Gris - Gray ____________________________________________________________ The Average Redclyfian The average Redclyfian is one of primarily Highlander descent, sharing many similarities with them when it comes to their physique (Not every Redclyfian resembles a Highlander, however, since the culture and way of life of Redclyf are not exclusive to one group of people. Just as a Highlander can adapt to elven and orc society and culture, so can other races and kinds of humans adapt to the ways of Redclyf). Like Highlanders, the average Redclyfian usually has pale skin, although tans are not uncommon, especially among those working long hours out in the sun on their farm or honing their martial prowess. Due to the people being hard-working, it has left them with tough skin, their hands filled with blisters and scrapes. Eye color ranges from common brown to blue and lilac. Their hair can go from black and brown to vibrant colors such as red. Redclyfian men and women, as with any human race, differ. Men are taller and sport broader builds than women, whilst women are often both shorter and slimmer. Men usually stand at 5’9 to 6’3 (and sometimes above), while women typically stand at 5’4 to 6 feet. ____________________________________________________________ Where Are They Now? Since the fall of Redclyf-Rozania, the Redclyfians have been wandering the plains of Almaris, searching for a place to call home under the leadership of Björn Mösu, the second and last duke of Redclyf-Rozania. During this time of the exodus, they found themselves living in places such as Balian, yet wherever they went, they still did not feel truly at home. Now the people have resettled in Greenstone, the former forest Dwed settlement of the Verdant Glade, where they live and work as a vassal of the Iron Horde. Björn Mösu still leads them.
  24. »•» HOUSE RANALETH «•« ─────━┿──┿━───── [THEME] SYNOPSIS; ─── ・ 。゚☆: *.☽ .* :☆゚. ─── The Ranaleths hail from the small town of Luthadel, a small northern village deep within the mountains and forgotten by time. Elven denizens there spent their days and nights within the coal mines, while others hunted, fished, or transported these goods to nearby settlements. While the aforementioned family of elves was prominent members of the village, they hardly dealt with the governing of the land. Instead, the roots of House Ranaleth come from calloused hands and sweaty brows, and it has always been their belief that with great effort comes great reward. Such beliefs carry on to the present day, and as long as one earns their keep, they are a friend of the Ranaleths. Unfortunately, such humble beginnings often take a turn for the worse. Without a well-trained militia, Luthadel was left defenseless against the various vagabonds and scoundrels that roamed the lands. Eventually, this scourge brought the village to its knees, and in its dying breath, the Ranaleth family was scratched from the history books. What remained of the family was left scattered across the continent, unaware of one another, or unwilling to rebuild what was lost. Months turned into years, and years turned into decades until the youngest generation of the family decided that enough was enough. It was time to rewrite the tales and become something new altogether. The story had been rewritten for the Ranaleth sought refuge in Almaris and specifically around Celia’nor therein another part of the family had been built to start anew; non-pure blooded Ranaleth were accepted in the family that created another branch for the family that was guided under a scarred elf, whose name was Ava, now, Ava Ranaleth. Through her assistance and one of the main heads of the Ranaleth; Ranni. A new future for the family was built. Whether they might be nobles or peasants alike, a future was assured. They are known around the culture of Celia’nor and still live in support, their new so-called home, and this time with the warriors of the new ERA; the Ranaleth’s ancestry shall be protected even more. ─── ・ 。゚☆: *.☽ .* :☆゚. ─── PHYSICAL TRAITS & CURIOSITIES: Pure-Blooded Ranaleths ─── ・ 。゚☆: *.☽ .* :☆゚. ─── New Era Ranaleths ─── ・ 。゚☆: *.☽ .* :☆゚. ─── Dresses & Accessories CULTURE: Weaponry & Armor ─── ・ 。゚☆: *.☽ .* :☆゚. ─── Culinary ways ─── ・ 。゚☆: *.☽ .* :☆゚. ─── Magic & Creatures Philosophy & The Sisterhood FAMILY MEMBERS STAFF ─────━┿──┿━───── IMPORTANT:
  25. On the Role of Blah in Orc Society A study by Gharak, for San'Velku Library of Theruz, year 115 of the Second Age A work based on books studied in the libraries of Minitz and Lurin This is a translation of the book bearing the same name, and will also serve as an OOC-saved version of the book. Still, I strongly advise you try and read the book ingame and, if you dare, in Blah. Contents: Introduction I] On Language II] To Speak Blah III] Social Tribes Conclusions
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