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  1. Join us by replying to this post with "I love you Steven."
  2. -=✥=- -=✥=- The Agnethe people, also known as the Agnes, is an indigenous community who have inhabited the North-west region of Almaris for centuries. Because of the harsh weather condition in the region, they have developed unique ability to survive and thrive in extremely cold environments. Despite facing numerous challenges throughout their history, the Agnethe people have managed to preserve their rich cultural heritage and contribute to the wider Highlander culture of the region. In modern usage, they are an ethnolinguistic group native to Dunbar (Dùn Barr), Sutherland (Cataibh), and Helmsdale (Bun Illdh). -=✥=- -=✥=- History The Agnethe people are indigenous to Almaris and are concentrated in Barton and Sutherland, located in the north-west corner of the continent. Despite being close to other civilisations such as the Nedvedmorians and Norlanders, they have lived in relative isolated with minimal interference from outsiders. However, the Agnethe people have faced a series of disasters since the 14th year of the Second Age, starting with a blizzard and avalanche that wiped out much of the population in Barr and Suther. The remaining Suther people fled to Rendenford and New Esbec, while the Barrach people moved northwest of their original land. In the 19th year, a Skanarris troop attacked the Barrach settlement, killing many and forcing the rest to flee to Providence. Later, during the Three Kingdoms War, many Agnethe people were killed and the surviving children were sent to orphanages. In the Year 32 of the Second Age, a group of Agnethe people mostly of Suther descent set up the Sutherland Corporation, lead by Chairman Daibhidh MacFhilib Sutharlainn, starts to thrive in the Morantir (Almaris) continent by trading. In the Year 42 of the Second Age, the Sutherland Clan, and the Dunbar Clan merged into one united clan under the United Clans of Barr and Suther. In the same year, the Sutherland Corporation, which was a multinational business venture, and Daibhidh MacFhilib Sutharlainn, who was the Clan Chief of the United Clans of Barr and Suther, made an agreement with the King of Norland, Vane Freysson Ruric, to create a new political entity in the southeastern part of Raenrland. They signed the Helmsdale Agreement, which allowed Norland to sell the lands of Rath and Vestlandet to the United Clans and established the new merchant colony. The colony attracted many Sutican and Urguani people who moved in to cultivate the land. In Year 45, Daibhidh Sutharlainn invoked Article 6 of the Helmsdale Agreement and reorganized the merchant colony into a Barony of the Kingdom of Norland called the Barony of Dùnrath. The barony was granted a high degree of autonomy under the Kingdom of Norland through the Helmsdale Agreement and the Rathonian Diplomatic Agreement, which granted the barony independence in all Legislative, Administrative, and Judicial matters and partial independence in Diplomatic matters. Therefore, the Barony became "A Political Entity of the Kingdom of Norland with a high degree of autonomy." This is when the Agnethe people having their state. However, this state is multicultural due to the multinational nature of the Sutherland Corporation. The Sutherland Clan has been the dominating clan of Dùnrath since then. In year 122, the Rathonian People’s Council announced the creation of the title of Baron of Svealand for the rightful chieftain of the Dunbar Clan, where Marsaili Barrach (Marsley Dunbar) revived the Dunbar Clan. -=✥=- -=✥=- Language The Agnethe people have their own language called Agnesa or Oraid a’ Tuath, meaning ‘Northspeech. The indigenous people have used the language for centuries, but after the catastrophic Avalanche that occurred in the 14th year of the Second Age, most of the native speakers perished, making Agnesa an endangered language. However, with the creation of the Sutherland Corporation, the language regained some degree of recognition in the corporate world. It is not an officially recognized language in any nation and settlement on Almaris until the creation of the Barony of Dùnrath. This language was protected by the United Provinces of Dùnrath by the Language and Culture Act (65 S.A.), where along with the Common Language, and de facto Sveasspråk, is a official language of the United Provinces. Agnesa is equivalent to the modern-day Scottish Gaelic language (Not Scots, nor Scottish English), with certain terms translated into LOTC terminology. For more information about the language, Click here. -=✥=- Common Traits Tartan clothing is a traditional clothing style associated with Agnes and Agnethe culture. It consists of a patterned cloth woven from wool and dyed with natural plant-based dyes, featuring distinctive stripes and checks in various colours. There are different colours of tartan clothing and they are coloured based on the family colour (Blue and Black for Sutherland, Blue and White for Dunbar, Red and Yellow for Helmsdale, etc.) , the tartan clothing is often used to represent a specific family or group affiliation. Tartan clothing can be worn as kilts, a type of knee-length skirt worn by men, or dresses and skirts by women. It is also used to make a variety of other clothing items, including trousers, jackets, and scarves. Agnethe Highlanders lived in isolated valleys, glens, and lochs, often relying on subsistence agriculture and raising livestock. The harsh climate and terrain made life difficult, and the Agnethe Highlanders developed a strong sense of self-reliance, community, and loyalty to the clan, the culture, and the people. The majority of Agnethe Highlanders have lighter shades of brown, red, and blonde hair, with blonde being the most common colour. However, black and dark brown hair is also present, especially among those with Dunbar and Helmsdale ancestry. As for eye colours, blue and green were the most common among the Agnethe people, although brown and hazel were also present. However, because many Agnethe people marry non-Agnethe people (mostly Norlanders and Orenians) , the demographic has grown diverse in recent years. The Agnethe people tend to be taller and bigger in size compared to other highlanders due to their unique genetics, nutrition, and environmental factors. Moreover, Agnethe people do not have technical last names like other instead they use a patronymic (or sometimes matronymic) naming system, their last names are determined by their father (or in some cases, mother). Their last name will typically be their father’s first name with a Mac- prefix for boys and Nic- prefix for girls. For example, a man with the given name "Aonghas" (Angus) who is the son of a man named "Daibhidh" (David), would have the surname "MacDhaibhidh" (MacDavid), which means "son of David". Similarly, a woman with the given name "Mairi" (Mary) who is the daughter of a woman named "Kushina" (Cairistìona), would have the surname "NicChairistìona" (NicChristine), which means "daughter of Kushina". Furthermore, the Agnethe people can choose to have a Clan name, which is using the name of the clan as their third name. -=✥=- -=✥=- Society Similar to the Norlandic people, the Agnethe people operate under the clan system. However, there are some differences between the Agnethe clans and the Norlandic clans. The main difference being that the Agnethe clan system is relatively looser than the Norlandic Clan system. Historically, a clan was made up of everyone who lived on the chief's territory, or on territory of those who owed allegiance to the said chief. Through time, with the constant changes of "clan boundaries", migration or regime changes, clans would be made up of large numbers of members who were unrelated. Often, those living on a chief's lands would, over time, adopt the clan's name. A chief could add to his clan by adopting other families, and also had the legal right to outlaw anyone from his clan, including members of his own family. Nowadays, anyone who has the chief's surname is automatically considered to be a member of the chief's clan. Also, anyone who offers allegiance to a chief becomes a member of the chief's clan, unless the chief decides not to accept that person's allegiance. -=✥=- -=✥=- Religion The Agnethe believe in Ùna, the goddess of wisdom. She is pictured as the mother of all knowledge, the guardian of intellect and the bringer of enlightenment. Her followers believe that she embodies the essence of intelligence and innovation. It is believe that many centuries ago, in the small village of Helmsdale, the snow never seemed to stop falling. It was a constant struggle for the villagers to keep their homes warm and their bellies full. But one day, a girl arrived, shrouded in a cloak of snowflakes. She has white hair, white skin, and light blue eyes, very uncommon in the Agnethe tribes. The villagers were wary at first, unsure of what to make of this stranger. However, the girl, whose name was Ùna (Agnes), soon proved to be a kind and wise soul. She listened to their problems with patience and offered them advice and guidance. Ùna showed the villagers how to build sturdy homes with strong Pine Wood that could withstand the harsh winters. She taught them how to store and preserve food for the long, cold months ahead. And most importantly, she united the Suther people, who are the farmers; the Dunbar people, who are the warriors, and the Helmsdale people, who are the miners to form a close community and support each other through the toughest of times. After she left the town, the snow began to melt and the spring flowers started to bloom, Ùna disappeared as quietly as she had arrived. The villagers searched for her, but she was nowhere to be found. It was as if she had been a fleeting dream, a figment of their imaginations. The lessons of Ùna then became a core belief of the Agnethe people, and this ethos strongly influenced many geo-political decisions made by them. They continued to support each other through the hardships of winter, and they remembered the goddess who had shown them the way. Though she was gone, they knew that her spirit would always be with them, guiding them through the toughest of times. -=✥=- -=✥=- Cuisine Agnethe cuisine is hearty, and it is becoming more diverse since the proclamation of Dùnrath, as more ingredients and foodstuff is introduced and since then influencing the cuisine. The most important part of the Agnethe food and drink culture is Whisky. It is a distilled spirit made from malted barley and water, has played a significant role in Agnethe culture and cuisine for centuries. It is known as the drink of the Rathonians as the country is known for its production of high-quality whiskies. Agnethe producers produces many of the most famous whisky brands, such as the New Sutherland, the Challenger, and the Dancing Lady. Furthermore, dishes such as Haggis, a foodstuff made from sheep's offal (heart, liver, and lungs) mixed with oatmeal, onions, and spices, stuffed into a sheep's stomach and boiled. Shortbread, A buttery and crumbly cookie made from sugar, butter, and flour, often shaped into fingers or rounds, and Bannock Bread, a type of flatbread made from oatmeal or barley flour, are popular dishes within the people. -=✥=- Major Agnethe Clans The United Clans of Barr and Suther In Year 32 of the Second Year, as The Highland Cleansing ends, the two main Agnethe clans, Clan Sutherland and Clan Dunbar decided to form a union between them as the United Clans of Barr and Suther, and established themselves as sister clans. Besides their own possessions, they also collectively lead the United Provinces of Dùnrath. Clan Sutherland (Clann Suthar) The progenitor of Clan Sutherland is unknown, as there were no sufficient writing materials to determine the founder of the clan, but it is widely believed that the progenitor of the Clan is named Martainn. The seat of the clan is currently the Helensburgh Castle in Norraberget. Historically the Sutherland Clan is renowned for their expertise in trading and commerce, and they are also skilled craftsmen, with a particular expertise in distilling some of the most iconic drinks of the Agnethe people, namely whisky. As they have lived in the Barr, Suther, and Helmsdale region for centuries. They have a rich history of distilling alcohol from various ingredients, including barley, rye, and other grains. In recent history, they have been successful in establishing trade deals with other nations and settlements. The trade deals have helped them to expand their economy and increase their wealth. They have also formed alliances with other trading organisations to strengthen their position in the region. For example, during the time that the Sutherland Trading Company was active, they were allied to many settlements such as Elysium, the Barony of Rhein, and subsequently include clans such as the Redfist. Clan Dunbar (Clann Barrach) The progenitor of the Clan Dunbar is also unknown for the same reason as Clan Sutherland, and Neis, 1st Baronet of Dunbar, is currently the recognised progenitor of the Clan. The seat of Clan Dunbar is currently Fort Östlandet (Cille Fearann an Ear) in Svealand. Clan Dunbar is historically known as the warriors of the Agnethe people. Men and Women of Clan Dunbar are trained in the art of combat from a young age. They are known for their fierce determination and bravery on the battlefield, and their strategic thinking and cunning have helped them win many battles. Despite their prowess in battle, the members of Clan Dunbar hold themselves to a high standard of honour and respect, and are refused to harm non-combatants, or plundering and looting cities after their victories. However, Clan Dunbar people went into diaspora after the defeat in the Highland Cleansing and fled mainly to the Holy Orenian Empire, specifically Rendenford and New Esbec. These people then were persecuted by the Orenian Authorities due to their different beliefs and culture. Which led to some of them joining the Urganian side in the War of Wigs. -=✥=-
  3. ((saturday the 23 is the official opening 6 pm est)) Hello people of Almaris, we of the Grand Trog, are excited to announce that our wonderful Grand Trog is finally open for use!. I know many of you are probably curious, possibly even dying to know what this place is. Supply and Demand, On Command! In Simple terms, the Grand Trog is a Bazaar, filled with the very light and merchantry soul that fuels Almaris. Founded for those that wished to be in a healthy environment of competition and strived to carve their place within this world of glinting gold. Need a place for a more permanent shop? Go set up on the glistening sacred river, perhaps you want something not so grand? Make a shop inside of one of our many miniature stall’s. Gambling and Grizh! The Grand Trog does not just offer any old bazaar experience, for who would we be as salesmen, without some sources of entertainment! Do you wish to test your luck with the dice? Perhaps you're certain of your skills as a dealer or gambler, then come on down and spend those hard earned mina’s at the tables. Perhaps you want to test your eye’s and aim, then come test your skill at the archery range! Maybe you think your blade and hammer is a worthy foe against those in the ring, try your luck as a champion of the fighting pit’s! Artists show your craft! Perhaps though, you are far more of a charismatic individual, preferring stage and song, rather than blade and bow. Then hop onto the roof’s and play a tune, show your talents to the world as we hold a show of talents! Of course, song and dance is not the only thing we have that is a talent, there are those that work with their hands, and what kind of Bazaar would we be if we did not allow a show of such fine craftsmanship! Alongside the talent show, we will also be holding an artisan competition, to see who holds the best piece of work. Not only will it be hung up on the wall for display at the bar, but, they will also get a chunk of Boomsteel as an award. This, combined with several other perks at the Bazaar, will surely make this Grand Opening something to remember. With drink’s, hookah, and food, nothing is like it. Now you may be curious, where can you find this glorious place? Well, simply take the trail to the Iron Uzg, and you will find us right outside of their gates, a bazaar of wonder and glory ready to sell and take in merchants.
  4. Main Lore A depiction of the Mother communing with a Seiðr [‘Shaman’] Art by Awanqi! Trials & Symbology Foreword This is an extension of the base culture lore the Tsecsar player base wrote, further defining trials & their culture’s symbology! This will include the three coming-of-age ceremonies, cultural tattoos, and ‘symbols’ of their faith. In the next Tsecsar DLC for $49.99, learn about their rankings & hierarchy! Eldars, Matrons, Eldar Initiates, etc. will be fully explained. I may or may not just be spitballing ideas. The Trials The Bride’s domain is harsh and unyielding, and to ensure a Tsecsar is capable of braving it, they’re put through three distinctive trials. A member of the family, or an ‘honorable’ member/bastard, once 15 sun-strides [years], may partake to unlock the path of an Eldar - a member of their family, and/or village, that aids their Matron/Patron in decision-making and governance. Art by Awanqi! “A test of control, be it of fear or anger. The Tsecsar will often be dangled over large drops, before bears, submerged just below nose-level in water, for a certain duration to gauge their trust in their kin and their ability to reason.” -- The Tsecsars | BRUTES OF THE NORTH Unlike the Father, a Tsecsar must be capable of controlling their emotions, and remain steadfast even on the steepest of inclines and deepest drops. A Tsecsar would be randomly selected by the Eldar or the Head overseeing their trial to test the hopeful initiate. Nights submerged in cold mudflats and hours dangling just above a deadly drop are but a few of many common tests - however, even though these are meant to be frightening, they’re certainly not meant to risk the death of the testee. After twelve hours of endurance: without complaint, nor request to concede, the Overseer will announce that the testee has succeeded in their first trial and allow them a night’s rest in preparation for the next. “Once having passed the first trial, they’ll then have to face ‘The Bride’s Wrath’. The Bride - after losing the Father to his woe, sought to destroy the Mother’s work through plaguing it in an eternal cold. The prospecting Tsecsar must face this wrath, and beat it, by enduring the tundra’s cold for half of a year on their lonesome. Should they return, they’ll then face the third trial.” -- The Tsecsars | BRUTES OF THE NORTH After their success in their first trial, the testee is then tasked to face what they’d been dangled over and submerged in head-on. With only the furs on their back and a meager few options between a spear, a shield, or a bundle of food, the initiate must venture out within untamed land and manage to thrive within the half-sunstride [half-year] they’re given. Once found after the timeframe, they’ll be gauged on how their shelter was built (or a lack thereof), their supply, and physical condition. An addition - after finding that this alone had been too simple a task, was to slay a beast and make a pelt of its fur. If maimed and starved by the time they’re found, they’re forced to repeat the Bride’s trial. This often weeds out weaker descendants - some are even found deceased within their encampments. Yet, for someone eager to ascend their society’s hierarchy, this is none more than a dip in the road. “The Mother was proud of her creations, regardless of their flaws and weaknesses. Despite her death, her gaze lingers on upon her children - upon those of the Citadel, especially. The third trial is a test of strength against a fellow Kinsmen, and he who manages to turn the other combatant on his back is deemed triumphant.” -- The Tsecsars | BRUTES OF THE NORTH At last, a final task. A last challenge, before a Tsecsar may begin their path toward becoming an Eldar. Donning their pelts and wielding an axe customarily gifted by their Trial Overseer, they’re to face another Tsecsar attempting to graduate and brawl until one is turned on their back. Magick & Alchemy is customarily outlawed in this last trial - the Tsecsar must depend on themselves, and themselves alone lest they want to be seen as weak. If there isn’t another testee available, someone who’s graduated the Trials most similar in age to the current testee is selected. One prevails, and one fails. Upon failure, they must wait until another initiate comes to brawl - and this cycles, for each individual that flunks the combat. Using magick, alchemy, or other ‘trickery’, means an immediate failure for that testee - and an immediate victory for their opponent. Ranking Symbology Tsecsars are marked by what occupation they take in life; often, those who’ve not undergone trials or do not participate in military decide on their own markings, but those who do seek traditional standards are rewarded with the following ‘tattoos’. [Note! This is my (TreeSmoothie’s) own art. Please do not use these markings on your character or take inspiration without my explicit permission. Thank you!] Named the ‘Matron’s Crown’ for its semblance to a royal circlet, and for its creator, Dame Viktoriya I ‘the Undauntable’. Upon their forehead is scrawled the symbol of Holy providence of the Mother, on their chin, the symbol of an Elk, and around their throat, their House’s motto: “Sic Semper Tyrannis”. Named the ‘Heir’s Horns’ for its semblance to stubby Oryx horns. Upon their chin is scrawled the symbol of an Elk, and around their throat, their House’s motto: “Sic Semper Tyrannis”. It only misses two features of the Matron’s marking - its crown, and the Mother’s sigil. Named the ‘Eldar’s Wreath’ for its to a Polar Grass circlet bestowed to an Eldar upon their ascension to the rank. The sigil on their forehead represents governance and community, while the four around it are meant to depict a crow’s feathers - those of the Mother’s. The loops beneath their eyes and atop their chin represent a Polar Grass weaving; strength and maturity. Named the ‘Acolyte’s Plumage’ for its semblance to the sprouting feathers of a chick. The four loops are meant to depict a crow’s feathers - those of the Mother’s, and the link upon their chin represents the beginning of an Eldar’s Polar Grass wreath, symbolizing their path onward to ascension. Symbology Sometimes in the Tsecsar’s script, Icescrawl, letters were too complex to scrawl out in a hurry. Thus, they developed single symbols for certain words that were commonly used, like Mother, Battle, Hunt, et Cetera. Along with this, a regurgitated blurb on Icescrawl, from The Tsecsars | BRUTES OF THE NORTH; ‘Ice-Scrawl’ was an archaic script developed by Adelheid I, and refurbished by Viktoriya I centuries later. They included complex runes in order to encrypt messages between villages - of assaults on the Fjarriagua North, to the locations of storages and stashes, though did still employ the use of ‘Common-Tongue’ grammar and spelling. Their numbers consisted of; And all other symbols, like question marks and dashes, consisting of only two; The first, denoting blunt wording, while the second denoted a question or an emotional phrase. It wasn’t exactly well developed, meaning something like the phrase ‘Interesting!’; Could’ve been misread as a sarcastic [‘Interesting?’] gesture. The lack of commas also made long sentences hard and odd-sounding, so many folk-writers often created their own sigils as a replacement for the lack thereof, dawning the creation of generalized symbols. Thanks for reading! Just a little addendum to Tsecsar culture; some friends advised me that some bits were a little vague, so I opted to spitball and put some more clarification out on some of the bigger aspects. Written by me [TreeSmoothie!]
  5. (Music) An orc sits before a pyre of flesh and bone impaled with a family heirloom, from his place he plays a small hand-drum with bloodied palms. He was weak - not physically, but mentally, and spiritually, lacking honor - this orc was untouched by the curse, not that of Iblees’ doing, being unhinged anger, but instead the curse of utter ignorant obedience, the omens had shown that the stars would align, though no immortal was to credit such signs, instead - the orc knew truth, his very own ilk, be it brother or grandmother had laid such hints before him, and as an orc of little purpose, he knew his only option was to heed the words of a long since unspoken maw. He had ingested copious amounts of shrogo mushrooms and cactus green, leaving his senses overwhelmed, he could feel the wind gently pierce his skin, as if it traveled right through him - a tingle overcoming his physical form, leaving him in a relaxed state of sedation. The smoke from the pyre began to shift, as if it was it’s own entity, swirling and distorting, smoke rings often floating within the air like a lone music note held unto it’s utter climax in which it would finally dissipate, leaving the stage for yet another in its wake. Soon colors saturated his vision, the orange hues of the pyre warming earning the unaltered focus of the drum-playing uruk, it was almost as if he played for the flame itself, as it formed to /dance/ with the wind that coincidentally would pick up as the drumming grew more intense.. Eventually - the uruk realized the otherwise silent audience that was the forest around him, was hushed no longer, beneath the echoed drums, crackling pyre and whistling wind, was a soft hum radiating from the trees, plants and fungi spread throughout, such a sound played in well with the feeling of utter static which had consumed him from the stomach down, as if his own vessel spoke back to the whispering jungle. Before he the orc could take in his surroundings, he began to notice fractals forming upon his beige hide, showing themselves where the moon and fire shed light, changing in unfathomable ways, getting smaller and smaller, larger and larger not one shape was alike, and not one shape was anything he had before encountered. Finally, a faint ringing began to fluctuate around the uruk, one which he felt within his horned skull.. The pyre began to change yet again.. Though this time, not in sync with the drumming which the uruk had somehow fought to maintain throughout this state of altered consciousness. Beneath the pyre within the dirt sat a stone bowl of scarlet ichor, which he had drained in offering from his very form, to accompany the gift of flesh from those slain and left within the pyre as fuel alongside the now charred oak and marrow. The blood began to bubble whilst it’s shade deepend, and whilst the uruk seemed unphased, a cold chill came over his spine, nearly halting his playing.. Although, as to ward off those he did not seek to entertain, he kept on for instinctual survival. Soon, the pyre had began to fade, leaving only orange coals in its absence, one’s which flickered and distorted similarly to the fractals upon his arm.. Which - he had finally realized, were not constrained to just his body and the remnant pyre, but now - they were displayed all upon the observable landscape.. And whilst this was something to leave him within awe alone.. His calls were finally received.. Something seemed to rise from the bowl, mixing within the less violent smoke rolling from the vanquished bonfire, more distorted than the shapes which warped his very reality.. But soon it became clear, as if his eyes were opened by the entity.. whom revealed itself; A figure now stood before him, phantasmal and unbound, manifesting in place of the stone bowl, a familiar uruk stood before the overwhelmed. Above this orcish brute’s image was a rhino, one missing an eye, not unalike the uruk it towered behind. The drum playing Uruk (Ixula) lifted focus now unto the figure, ceasing his playing finally.. It was now he was truly frozen, unable to speak nor think freely, it was when realization came, that he understood who had displayed the omens and every bone within his body were consumed with simultaneous dread and shame. Tears welled within the eyes of the weakened uruk began to drip down his tan skin, recognition sprayed amongst his scarred and grizzly visage. His own father - long since fallen, stood now before his offspring, with a cold, disappointed and yet - plainly stare, one sharp enough to make any child drop this head. His father was a beast of the Horde, having fought his way through Vailor and beyond - losing an arm in battle for his clansmen of Braduk, whilst too bringing valorous honor unto both his Braduk, and Dom ancestors, even if not simultaneously doing so. He had given an eye unto the spirit of Ixli for forbidden knowledge, bled himself to near death for Enrohk and slain hundreds of drui’ in the name of Leyd, this brute had accomplished much, even if unblessed by the rest of the spirits for his disobedience - this uruk was everything that embodied the pride, yet restraint, dominance yet honor, that every orckin sought after. And so his failure was immense, to be the son of a great orc, with nothing accomplished for himself, two centuries had been his thus far allowed existence, horns sprouted from his cranium, and yet still - no honor nor greatness deserving of such a crown. Tears continued, whilst words remained choked upon - all which he could muster, was a broken and scratchy - “Popa..” limbs far too heavy to lift from the goat-skinned drums, his spine locked up and leaving him beneath his superior ancestor, whom finally spoke.. “Weak..this is what they say.. Your brothers have died outside the walls fighting for honor, whilst you’d prefer to rot from within them.. Do not call unto me if you do not seek change.” The spirit spat out, pacing now around his son, the image of the rhino following. “You bleed not fire, but instead lard, you grow fat and lazy, leaving your bloodlust to control you, whilst your slaves do your labors.. Be this the way of the orc?” The spirit shook his head at his own question, extending his blade-arm out to the chin of his successor, one which - while immaterial, felt colder than the night-air which bit down upon the unmoving uruk’s flesh. “You are Ikrizh, born of blood and ire, made to conquer and sustain, your honor is your shield, and your wisdom your sword, and yet you’ve replaced it for the warbow which is your bloodlust, hiding behind the walls, whilst allowing luck to place your shots fatally upon the enemy.. And yet you are no Lur who masters the art of such weaponry, you are a pig with an elf’s toy, and be it as it must - it has weakened you..” “I am all things you can be, and yet none of them. This is your doing, your failure, but too is it your redemption - I was conquered in the end, half a millennia of war with the immortals left me free to their lies, I consumed their lessers like you do cactus, and it began to take my strength, and my sanity.. This is not your path.” He called now, standing before his son with a small pile of charred bone procured from the pyre. “You are to grow past this, we live not to honor the immortals, but to unite our ancestors for union, hear throat bound songs, feel the heartbeat of their drums, and do not lower yourself to them, for we are ORCS, and bow to none but our own curse if allowed to consume our very being.. You will praise none but those who walked the path before you, they will show you the path to honor, they will reawaken all that has been lulled into slumber, and your senses with it - shall return, you will not forget the ways of Kulgarok that I have taught you, the druids will one day know of your strength, and soon after the spirits, immortal and ancestral, will know your truth, even if the former ensures nothing but turmoil in its wake..” The bone turned to ash then, blowing off in the wind.. “You will sacrifice your slaves, and begin.. Call unto Ixli for the wisdom a final time, grant him an eye, for even a small glimpse of their wisdom is costly, after this - every honorful kill will be given unto Leyd or the ancestors, you will not bow to none other, and be you to disobey - you will die long before your horns kill you from the inside out.” “Your fire shall burn longer with each honorific trait upheld, every heart offered, and through the scars you gain, you will display truth, you will become a mural of strength and valor through them, and use them as experience to avoid your next meet with Kor, do not fail me kub.” The orc finally ceased - old blah rang through the younger’s mind like water from a stream, he had only grasped it’s meaning from his upbringing, but held onto such teachings so that he could forever understand and speak to his ancestors - even when such words are not returned. Ixula now knew his purpose, freed from dishonor for a final time, he would begin to consume the knowledge his father once did.. Leaving his pyre after his senses returned.. The uruk began, knowing watchful eyes were held unto him at all times.
  6. [Note! Please ask TreeSmoothie before playing a Tsecsar. This is not an open family, but we're absolutely more than happy to give people characters!] Trials & Symbology Lair Application People of Thrawcliffe - the Tsecsars Introduction War. Wrath. Woe. The tundras are a harsh domain, home to even harsher folk and vicious beasts. The tundras are untamable and unbested, untouched by humanity. Yet, they still found a way of encroaching upon the land as they had all others - and through bloody dominion, the tribe that once had called it home, the Rimetrolls, were purged. New faces wandered in and new faces wandered out; the cold, still, was too damning for those folk. Yet some, it seemed, could settle it. Mali’fenn, Mali’thill - those elves had the skills to survive and prosper while knee-deep in snow. They had a natural immunity. And it seemed, too, that some branches of ‘Humanity’ could as well. ‘Tsecsars’ - blondeheaded, pale eyed folk with long limbs and coarse skin. They stood as tall as Evergreens and possessed the wit to scale and settle great glaciers and inhospitable mountains. Tsecsars; Brutes of the North. History Supposedly born in the Realm of Skjoldier, the Tsecsars - roughly, in the year 1720, made a voyage to the land of the Arcas alongside other kinsmen fleeing the city. Some of the few that’d survived the treacherous journey claimed to be of royal descent from the Citadel, League of Legends Concept Art (Demacia) a lone city in the North-Eastern of the Fjarriagua (Frost Witch) ridden continent. Once they’d beached upon the Arcasian shores, they headed Northward - until, in 1740, the thinning party at last settled in Helena, of the Holy Orenian Empire. There, a ‘Viktoriya’ was born, alongside her brother, ‘Freyr II’, after Freyr the Redeemer; a man who’d nigh beaten back the witches plaguing their lands centuries before. Time blurred, and their culture was set aside for a few several decades. The pair was taught of their history and their lineage, though, now, it was useless. Freyr soon disappeared, and Viktoriya had risen within the Orenian society, forsaking her role as a Matron . All, up until her banishment against the Empire. The Tsecsars fled to the Kingdom of Hanseni-Ruska, chasing their origins back to snowdrift-dwelling, elk-hunting folk - back to tales of the Mother and the Father. In settling the cold-ridden lands, despite similar beliefs & societes, the Rimetrolls and the Tsecsars have often butted heads in conquest for territory. Relatives split off in hopes of creating their own village, only to return maimed and frostbidden by those behemoths - cementing in stone a bitter rivalry to tell of til’ times’ end. Physical Appearance Tsecsars of untainted blood have thick, blonde - nigh-white hair and glistening, pale eyes the color of a Winter’s sky. [Itaxita] They tower above most descendants with long legs and sharp features. In legends of yore, a past Matron of the family - ‘Adelheid’, had stood 9 feet tall, and boasted a set of 4 arms. Though nothing, save for old paintings and etches of the Matron, had ever been found to prove her existence. Their hair is kept long and well-trimmed, kept up in buns or braided along the sides of their skull regardless of how cold and windy the weather. ‘Ice-Scrawl’ was an archaic script developed by Adelheid I, and refurbished by Viktoriya I centuries later. They included complex runes in order to encrypt messages between villages - of assaults on the Fjarriagua North, to the locations of storages and stashes, though did still employ the use of ‘Common-Tongue’ grammar and spelling. Their numbers consisted of; And all other symbols, like question marks and dashes, consisting of only two; The first, denoting blunt wording, while the second denoted a question or an emotional phrase. It wasn’t exactly well developed, meaning something like the phrase ‘Interesting!’; Could’ve been misread as a sarcastic [‘Interesting?’] gesture. The lack of commas also made long sentences hard and odd-sounding, so many folk-writers often created their own sigils as a replacement for the lack thereof. Naming Conventions Modern-Tsecsars, having taken vast inspiration from the Hanseni-Ruskan people, follow a similar naming structure and similar conventions. Most offspring from the first modern Matron, Viktoriya I, bear Ruskan names. Male Names include; - Arne: eagle - Anton: sword-bearing - August/Augustus: glorious champion - Birger: keeper - Bjørn: bear - Demitrey, Demitriyus: chosen by the heavens - Erik: absolute ruler - Frode: wise and clever - Heinrik: cherished son - Ilya: one of the sun - Lothar: holy - Wilfriche: willful, powerful Female Names include -- - Astrid: beautiful, loved - Adelajda/Adelheid: kin of aengul - Bodil: penance and fight - Brynhilda: ready for battle - Frida: peace - Gertrud: spear - Estrid: god and beautiful - Viktoriya: victorious - Yrsa: wild or she bear - Tatyana: innocent - Ulfhild: wolf or battle - Åse: goddess - Vasilia: keeper of the palace - Zerlina: washer of fabrics The only name to be completely shunned is ‘Solvin’, after Solvin the Craven, a former King of the Citadel, who’d attempted to trade his Kingdom for his wife’s life. Though some hail him as a kindhearted man, most believed Solvin to be the opposite. Marriage & Courting Marriage is heavily celebrated within the family, though neither women nor men are more likely or more known to propose. When a Tsecsar hopes to wed, they must seek out the individual’s guardians and bestow the Mother a string of glass beads, and the Father an Elk’s antler. If both were to accept, it’d be taken as a grant to then request marriage from their child. Courting is a lengthy, and expensive process. Gifts of luxurious furs, strings of crystal beads, and other trinkets, for an entire week in hopes to woo their love. Courting multiple people was heavily looked down upon, though no records had ever shown a true punishment. Upon the marriage ceremony, the Bride & Groom would endure a typical Canonist-esque proceeding, with the slightest twist. At the end, a log would be rolled into the courtroom, or wherever the Marriage might’ve been hosted; the couple was then awarded a two-person saw to cut the log in half. The tradition is meant to symbolize how the couple will work together as they face obstacles in their marriage and their life together, as Husband & Wife. Funerals When a Tsecsar passes, they’re laid within a wooden boat and given grave offerings, in accordance with their earthly status and profession. These often included beads, pelts, and wooden trinkets of the Mother to guide them into her realm, as the boat was then sailed off, burning and cremating what it held. Cremation Funerals were often held in lakes, to create a more ‘concentrated’ ground of the dead & deceased - giving, what they thought would be a closer connection to the Mother. The water was considered Blessed, where ‘baptisms’ and blessings could be held, later. Many paintings, songs, and poems by the Tsecsar-people include these bastions of spirituality as a nod to their revered Mother. Clothing Tsecsar garb is often crafted from furs and skins of elks & bucks for good insolation, decorated in the animal’s antlers as gifts from other family members. Those of higher standing - governmental figures, Matrons/Patrons, et Cetera don paler furs, with a Polar Bear’s pelt often reserved solely for the family’s head. [Veronica Lewski] Yet some opt for a more Ruskan-styled garb; sarafans, shawls, guskas, from the Kingdom of Hanseni-Ruska. Very, very few don Imperial clothing because of cultural sentiments, though it’s not to say they’d never be seen donning a tailcoat or a tricorn hat in visiting the state. Heirlooms Throughout their long history, great smiths forged heirlooms - primarily, weaponry, to be passed throughout the family’s Matriarchs & Patriarchs. These are; - Deiavausan’s Thunder; The Mother’s Blade - Piety, Oath of the Righteous; The Father’s Blade - Titan’s Fury; The Bride’s Hammer - Avarice, the Captain’s Vow; Viktoriya’s Triumph - and Halycon, Blade of the Grey; Adelheid’s Might. Deviausan’s Thunder, a modern relic, according to more recent tales, was said to have slain thousands of Infernal legionnaires in the Infernal-Demonic war. It thrums with some eldritch energy, rumored to be of Aengulic-Creation - while others only chalk it up to a petty enchantment of sorts. Piety, Oath of the Righteous, a poleaxe presumably haunted by the ghosts of the Citadel’s past - or, so the Tsecsar’s Matron, Viktoriya I, claims. Those unfortunate enough to wield such a weapon had suffered a vicious rage not long after, causing it to be sealed away as a totem; an attestation of the existence of harrowed souls. Titan’s Fury -- The Bride’s Hammer. A great Maul constructed from the remains of an Orcish spirit’s totem, wreathed in black smog. It represents the Bride’s havoc, as its owner claims, and the destruction that’d ensued as she sought to undo the Mother’s work on the mortal plain. The spirit that’d blessed, or cursed it, perhaps, is still unknown. Avarice, Captain’s Vow -- Viktoriya’s Triumph. A small medallion crafted from silver, as a testimony to the Matron’s sacrifice and long-standing devotion. During the second trial for a Tsecsar’s Vzrosleniye - in Ruskan, meaning ‘Coming of Age’, the Tsecsar would be adorned with Avarice to encourage them on their last trial, The Mother’s Gaze. Halycon, Blade of the Grey -- Adelheid’s Might. A shortsword forged from Arcanium, depicting a vast tundra. Though its origins remain unknown the day it’d appeared within their early encampment, their present Matron had taken it as a symbol of Adelheid I, the ‘Leviathan’. Religion Though in publicity the Tsecsars veil as Canonists, some follow the age-old belief of the Mother and Father. As quoted from ancient Skjoldier tomes . . . “Religion serves as a unifying factor of the continent, with the majority following the doctrine of the Mother and the Father. The Father is generally reviled and unspoken of, believed to be the cause of the plague and general misfortune that has befallen the lands. Because of this, things that are believed to be his “creations” are generally unappreciated, as well. The winter and fall seasons, and the sky, with many of the stars and constellations being entirely unnamed and uncharted… She [the Mother] went to Father once, and asked him to awake. He did not. After a hundred years, Mother went to him again, and he opened his eyes, but pushed her away. After yet another hundred years, he finally awoke. Mother pleaded with him, her desire, and eventually he relented. Their work began, Mother moving swiftly to enact her vision, working tirelessly and without rest. Mother made the earth, the land, and the sea. From her hands she wove the dirt together, lifting rocks to make mountains and carving out grooves for the rivers and oceans. From her warmth and presence she made Summer, and Spring. Father started to make the sky, but after his first attempt did not think it reflected them well enough. So he undid it. After his second attempt, he thought it was too odd and misshapen, and so he undid it. Once he was satisfied with his third and final attempt, placing the stars carefully into curious shapes and playful things, knowing Mother would be delighted. She was, but there was little work left for him. She offered to allow him to make the final two seasons. Father was dumbstruck by her work, jealous at how much of hers would be seen, and not his. His seasons were harsh, beginning with Autumn, to pull the pretty leaves and things off of her trees and plants. He then made winter, and snow, to coat all that she had done with his own, ensuring it was all that would be seen. Mother then made her first children, and set them out into the world. They flourished and thrived, living happily in her seasons, and struggling during his. Mother spent more and more time with her children. Father grew resentful. He missed his time alone with her. He missed sleeping. The noise of creation kept him awake, and alone. Father then approached Mother, alone, wrenching her away from her precious children for a few moments. He pleaded with her, he was tired, and lonely, and he missed her and his sleep. She scolded him, for his avoidance of her children. She scolded him again, for his refusal to sleep when everyone else slept, for he wanted to appreciate his work on the night sky as no-one else did. She denied his request to leave her children and return to nothing. He returned, again, bringing her proof of her children’s misdeeds, pleading for her to return with him. She denied him, proclaiming that they were imperfect, and that was why she loved them. Father was furious, unable to see in her children what she saw. So, as she did, he descended to the lands to observe. His travels brought him to a wedding, standing quietly in the back, as the Bride waited patiently at the Altar. Time passed, but the groom did not come. When the Bride fled, only Father followed. She ran, alone, into the frozen tundra, as a Blizzard whipped up around him. Father understood her loneliness, her pain, and he was determined to make her his Bride, in Mother’s stead. His creation was twisted, however. His love was pulled from jealousy, and rage, and the Bride’s form twisted in his hands, becoming a mockery of Mother: the first Witch Mother. Father’s creation spread quickly throughout the land, bringing ruin and death in its wake. Mother could do little to stop his work, her power drained greatly from the creation of her children. When Mother finally confronted Father and his Bride, she was struck down without a second thought. Her corpse was propped up in the center of the frozen castle, and became a corrupted source of energy for the Bride, who consumed her godly flesh. With his counterpart missing, Father felt a great emptiness within him. He left his Bride, and returned to sleep eternally, in solitude. The Bride still continues her work, driven by a desire to undo all that had been done by the Mother who came before her." [From the Skjoldier World Lore submission by No2TypeB.] A loose, but thorough history, and one to fear at that. Tales of Frost Witches and foul Men - tales of hatred and jealousy. Thus, women in their society are often hailed more than men, thought as a symbol of havoc, and thus are ‘lesser’ - though very few are genuinely considered undesirable as such a belief might entail. Coming-of-Age Once the Tsecsar reaches fifteen, they’ve the option to partake in three trials. The Father’s Woe A test of control, be it of fear or anger. The Tsecsar will often be dangled over large drops, before bears, submerged just below nose-level in water, for a certain duration to gauge their trust in their kin and their ability to reason. The Bride’s Wrath Once having passed the first trial, they’ll then have to face ‘The Bride’s Wrath’. The Bride - after losing the Father to his woe, sought to destroy the Mother’s work through plaguing it in an eternal cold. The prospecting Tsecsar must face this wrath, and beat it, by enduring the tundra’s cold for a week on their lonesome. Should they return, they’ll then face the third trial. The Mother’s Gaze The Mother was proud of her creations, despite their flaws and weaknesses. Despite her death, her gaze lingers on upon her children - upon those of the Citadel, especially. The third trial is a test of strength against a fellow Kinsmen, and he who manages to turn the other combatant on his back is deemed triumphant. Should a Tsecsar pass these three trials, the path to becoming an Eldar opens. Food & Agriculture Meats are the primary food of Tsecsars; for the tundra is too cold and windy to support the growth of crops. Eggs, Sheep, and Pigs are of their primary diet; seafood, though a traditional dish, now rare as they’ve moved inland. Tsecsars have also been known to be fairly proficient wheat farmers, producing a lot of breads and pastries featured in many of their sweeter dishes. Their resourcefulness in farming despite the climate they dwell in has been a constant source of surprise to many who venture into their domain, especially given their current residence. Among the Tsecsar bloodline, many have taken the mantle of a chef at least once in their life, previously even Viktoriya I herself holding the mantle of “Master of the Kitchens,” within the imperial palace courts of the Orenian Empire. This led to the creation of traditional family recipes being made common practice, and something of an heirloom themselves, ensuring the climate of their residence has no bearing over their tastes for the culinary arts. An aspiring Tsecsar youth will be encouraged to experiment where they may with new flavours and tastes, those who produce edible food are given praise, those who intentionally produce something more toothsome are rewarded abundantly for their contribution to the recipes of the house. Many within their horde had compiled these dishes themselves, to preserve the greatest banquets of the Tsecsars forever, immortalised upon parchment eternally, a well-guarded secret. Matr ór Tsecsars “Food Of Tsecsars.” Architecture Being that they live in the North, and had been Nomadic for nigh four decades, the Tsecsars’ architecture generally consisted of large tents and hastily constructed shacks - though this wasn’t always the case. In times where they’d settle as Hunter-Gatherers, they’d construct homes and turf houses to host their party in. Their characteristic elements were thick walls to protect them from the cold, typically measuring 2 meters thick, and oblong-shaped foundations. The houses were built from stones as wood was scarce on the tundra, typically used only for roofing. These roofs were often multi-layered, and they usually had a tower or spire in the middle of the highest layer of the roof with multiple chimneys and thin holes to allow smoke to escape when heating food or warming the adobe. [BaseDwelling02] Rather than having a ‘palace’ as the Citadel had, a large building would be constructed to serve as a town hall, while also including few amenities for their reigning Matron/Patron. This was to cut time on construction down and reserve materials, whilst also having a primary structure to convene in for governmental affairs. [Nele-Diel] Wilfrieche II ‘The Reclaimer’ A revered man, and often the very one credited for the Tsecsar’s rise to glory within the Citadel. Though not great & lumbering like his later successors, nor wise and aged like the House’s Eldars, it was said that he was the very soldier to put Solvin in his eternal grave, ending the time of uncertainty in their endangered state. The legend goes on to claim that he’d helped the city rebuild and reform, and later claimed the title as King of the Citadel. These, of course, are old legends - some believed it, and some certainly didn’t. Brynhilda ‘The Brutus’ ‘Brutus’, as her name entails, was a gladiator of vast skill, and more surprisingly, vast knowledge. Though she was slow on her feet, Brynhilda had supposedly reclaimed a small sliver of the Eastern portion of Skjoldier from the Fjarriagua - lost only when she’d been killed in battle, orphaning her two children and leaving one as the Child-Patron of the Tsecsars at a mere 12 years of age. Adelheid I ‘The Scholar’ Despite her infamy within the family line, Adelheid’s true appearance and her merits are unknown. Legends of the woman standing at a great Nine feet tall - of her having four arms - and other wild stories, have muddled accounts of the Matron to where only few of her achievements can be recalled; the creation of Ice-Scrawl, among the most notable. It’s unknown if her successors had despised her, and purposefully exaggerated tales to make the gentle giant seem dull and blood-lusting, or if they’d simply revered her and exaggerated tales to make her seem greater than she’d once been. Because of the sudden lack of scribed history, it’s thought that the Tsecsars had gone into hiding for centuries on end - only reappearing in Arcas in the early 1720’s. Viktoriya I ‘The Undauntable’ [IrenHorrors] A giant among Mankind, Dame Viktoriya Tsecsar I. Until the Tsecsar’s banishment from the Empire of Man, their family lived unheard of - yet, following the punishment, they faced a great ‘boom’ in population. Over a dozen children and hundreds of tales of conquest against the Daemonic, the ‘tall’ tale set off to reclaim her bloodline and reunite those of the Tsecsar blood. HELLO! And thank you so much for reading! This has been my first ever *super* big post, and my first lore/family lore post as well. Vik’s really been my only ever character to take off, so I figured I’d cement her family and their past in a post. All but one section was written by me [TreeSmoothie!] The awesome portion on Tsecsar Tsecsarian? Food was written by the one and only, Benjibot!
  7. The Tale of the Sugondan Tribe. The Sugondans are a subculture that most likely originated from the separation of a group of Orcs, Humans, or a hybrid of the two. The desolate mountains and horrifying terrain was nothing more than a living condition to the descendants of half-orcish kind. The backstory is hazy but it has been told through cave paintings made from the powder of flowers that likely a coalition of shunned half-orcs bonded together to forge the lineage known as the Sugondese. The living conditions and solitudinous lifestyle forced the minds of such descendants to regress to such a state of primal savagery and instinct. The Sugondans are descendants from a group of Half-Orcs that split away from their respective cultures to find freedom elsewhere in Arcas when the races moved from Atlas to Arcas before the Second Age. Due to lack of navigational skills and bad weather they ended up at an area secluded from the other civilizations. They tried to rebuild but due to the harsh environment they ended up in they reverted back to primal instincts and the stone age. Surviving due to their niche trait of instinctual prowess, they had lived in isolation and survived off of the barren lands. After being secluded for many years they ended up losing the need to venture out and look for other civilizations. Went back to only focusing on the bare essentials of food, water, and shelter and became what researchers could call “Cavemen”. Then the Inferi war happened which did not really affect their secluded area. But then the voidal incursions forced them to get on to shoddy driftwood boats and migrate to somewhere else. They ended up landing on Almaris at the beginning of the Second Age and have been there since. Common Traits Larger and more muscular build than average humans and a lot more stocky; Enlarged forehead (Neanderthalic); Lower mental capacity but a higher instinctual ability; Tusks and leathery skin. Skin Coloration Pale human skin coloration due to lack of sunlight in their daily life. Tan coloration is rare only among the seasoned hunters. Darker complexions are rarer than the previous mentioned. The skin tone would be tinted between Human flesh and an “unnatural” Uruk color. Larger tusks are common as well, though not as large as an Uruk’s. Hair Coloration Sugondan hair consists of a wide range of colors from brown to red due to their human heritage. Eye Coloration Eye coloration ranges from different shades of blue due to natural selection of blue eyes benefiting sight in the dark more than other eye colors. Height Height can range from 6’- 8’ feet, the latter in more rarer cases. Due to their diluted heritage the heights among Sugondans can vary. Weight Being on the larger side of the humanoid race, weight can range from 160 on the lighter end to 300 on the heavier end. The larger the Sugondan, the heavier they are. There are rare cases of very thin or overweight Sugondans. History Due to the nature of the race, Sugondan people haven’t kept track of history with books, but rather paintings tattered across the cave dwellings they have constructed. Only a few events are widely known to the Sugondans, one of which being their origin. Listed below. The origin begins with two human-orc hybrids with the names of Su’gon and Sa’con, shunned away from society due to their physical appearance and genetic makeup. This forced the two to live deep into the secluded regions of Atlas, living in the caverns that lay vacant for the most part. A new sub-culture was born. Gathering more of their kind, the outcasts, the shunned, the outsiders. They bred and created a community known as the Sugondans. Culture(s) Language Deeper voice and language that consists of small sentences, grunts, hand gestures, and roars. Society The society that the Sugondan’s follow fit fairly simply with the hunters and gatherers of the paleolithic era. Aiming to go out and hunt and gather, hopping from one place to another; most commonly being caverns of nearby mountains. The social structure of the Sugondan is that of a dominance game. Being rather traditional to anatomy, most of the men of the group stood larger and more powerful than the women, hence making it a more patriarchal society. The leader of the Sugondan’s is most likely the most powerful and leadership is passed down through duels to the death. Fashion A majority of the Sugondan people wear the garbs of prehistoric humans, ranging from simple coverage of the groin and breast, to full on pelts to cover most of the body. But keep note that there is no advanced seamstress work done and any form of proper clothing is most likely one that was stolen. Leadership of Sugonda however feel the need to exemplify their dominance, so they wear the winnings of a hunt, such as the teethed necklaces or the head of a bear as a hat. Religion Being a race with little to no socialization, it is hard for the Sugondans to comprehend a higher power; hence why religion is a grey subject. There are some groups of the Sugondan’s who have felt the need to worship the sun for its ability to grant the beaming rays, or even the water for its sustenance. Nothing official is written for the Sugondan. Festivals The Sugondan people have a great deal of festivals, these are to make up for the lack of vocal socialization. One of the most common festivals being the post-hunt festival, that is where a hunt is completed and the prize is brought to the center of the meeting grounds for the Sugondan’s to feast. The feeding order starts with the most dominant (the leader) and stems downwards through the chain of people, some not getting a chance to feast due to lowness of the ranking, giving some an incentive to become stronger and contribute more. Children however are always granted a portion of the winnings, regardless of the size of the hunt. Another not so common festival is the Coronation of the Leader. Happening every year or so, the Sugondan’s meet at the top of a plateau. The leader then stands in the center and awaits a challenger. If a challenger steps up, it initiates the death battle, where both parties duel to the death for the throne of Sugonda. Military The Sugondan people have no official military. Everyone in the tribe is able and willing to fight for their own kin. Their tactics consist of guerilla warfare and hit and run tactics. When they feel they can take on their opponent they will face them head on. They utilize basic wooden spears with stone tips, clubs, and makeshift bows and arrows. Architecture The Sugondans architecture mostly consists of straw and mud huts placed in no particular order other than in a small area to minimize area needed to be patrolled and watched. Behavior Behavior of this culture is mostly primal and instinctual. Only caring about what is needed to survive. Very territorial and hostile to people that venture into their territory. Hunting, sleeping, and mating are their usual day to day activities. Very basic people when it comes to behavior.
  8. (Music to listen to while reading) The Harmony Of Manitari Introduction This group and culture is only starting out. We are hoping to expand more in every way we can, get into more detail lore wise, and hopefully cultivate an active RP experience full of everyone's ideas and passion for the group itself. (Cottagecore and spirituality could be words used to somewhat reference the culture.) Origin During the beginning of Almaris a musin named Shroom found contact with the new goddess Manitari. During this period of time Shroom spread the word of this new found religion, however this led to not just the religion spreading. But an entire culture who all bounded together to live on with their new found ideals. All banding under the name; the Harmony of Manitari. History Shroom found herself with a higher purpose when Manitari, goddess of mushrooms, spoke with the small musin, and in turn blessed her. This is where the ideology of Manitari formed. And soon it lingered on and festered within Shroom's mind. Not long after this all of the ideas given to the mushroom wearing musin were spread between many races. There was no discrimination when these ideas were spurted and thus very swiftly a group named the Harmony of Manitari, or the Harmony for short, was formed with Shroom as the mouth piece of the goddess herself. But without a dwelling the group found themselves spread thin for a short amount of time. This rather prominent issue was soon fixed however when Shroom came in contact with the rather chaotic Porkpie, a young forest beardling, who offered both his crazy mind and lazy hand to both design and build the dwelling where the Harmony reside. Also known as Helice, the hollow of fungi. And for this act Shroom blessed the beardling with joining the group as her hand and Igetis of Nanos, lead protector of the forests of Urguan. However the beardling refused to join the religion due to his loyalty to dwed culture. Despite this the beardling agreed to help protect and aid with the Harmony. Becoming a stand out member of the group. This was the turning point of where the group went from a faint whisper among the wind to a fully fledged group. Building themselves and their residence of Helice up into a strong group to ensure the Harmony were strong enough to protect the forests and their own. Cementing themselves as both a progressive group and a true refuge for all, with absolute no discrimination. Physical Appearance Due to the rather rash and swift recruition of the Harmony many members show off diverse appearances. Especially with the mixture of races who reside within the grove. However despite natural appearance being rather unset. Many members tend to end up allowing their hair to grow extremely long, only cutting it or letting it fall out when they believe the time is natural to do so. This tends to come by when it's an extremely hot day. Or when they need to rush into an urgent situation of protecting their kin or forest. Sometimes it gets so long; they braid it, despite gender. Clothing The Harmony tend to wear simplistic clothing. Handmade by their own people using exclusively natural material. With most putting comfort and practicality over appearance. Common garments worn by the group are flowing trousers, dungarees, shores, scarves, gloves, button up shirts, jumpers, dresses, skirts, flat caps, bonnets just to name a few common garments seen when entering Helice. Another common act with clothing is the inclusion of nature itself. An act viewed to bring the being closer to nature itself. And therefore bind their purpose to protecting nature. As Manitari intended. Combat Fighting is a sacred taught skill within the Harmony. Despite them being neutral and passive for most of their existence. The group takes their role of protecting nature and the balance of life very seriously. Some training for their entire life just to end up never needing to use it. A few common taught techniques are: Common: is the normal way of fighting learnt by many of the group. Its derived from other ways of fighting. With the edit of close ranged bows and smaller shields to allow the shorter members of the group to have a better chance in battle. (A feudal tactic used by the Welsh). This technique's origins are derived from common fighting with a natural twist for dwarves and musins. Most likely formed within the group for Porkpie and Shroom to name a few more stout members. Close Hand Fighting: is the other more commonly taught battle style. Members of the group used weapons such as ‘fist thorns’ (Knuckle dusters) And ‘mole gauntlets’ (Heavy wooden gauntlets with a claw like aspect.) To achieve a brutal carefree approach to fighting. This technique's origins are unknown. Stick Fighting: is a more rare form of battle learnt within the Harmony. This is where the fighters pick up short sticks which are usually 95 cm in length and weigh about 100 grams. These are used in strict fashion of horizontal and downwards hits. With just one hand. This technique originated from Porkpie Grandaxe. (Canne De Combat, a French fighting sport using minimized walking sticks made of wood) Traditions THE SLUG SUPERSTITION Rather often people who follow the goddess Manitari know the superstition of the slugs. It's a rampant superstition within the religion of Manitari and the group; the Harmony. Despite the origin of this ideology being unknown. It often shows itself within conversations of the group or simply the minds of them. Whether left unspoken or spoken. It is a common practice to know of this. And when a member is knowledgeable of this, many look down upon them or teach them through tongue and literature. Tongue made by history of conversation. And the literature from well wrote cursive which sits in a well kept book. Made from rough crocodile skin with dozens of home-made parchment intertwined with harsh vine to hold it all together. However from first glance it is a normal book, as there are no labels, title or blurb. SLIME AND SYMBOLISM, THE SLUG SUPERSTITION. SLUG FORTUNES, Eater of fungi, the creatures mean more than presumed. If: One slug is seen: The spotter will have a day of sadness and unluckiness. Two slugs are seen: The spotter will experience a day of joy and goodluck Three slugs are seen: The spotter shall lose something. This may be a favorite item such as a weapon, a memory of a loved one or friend, or even an idea which had been brewing for months. Though these are only examples. Four slugs are seen: The spotter shall experience a gift. This can come in the form of a revelation, a physical gift of money, a wish being granted. Among other things. However many other gifts are viable for this fortune. Five slugs are seen: The spotter could be pregnant, or have a pregnant lover. This could also mean that a friend or animal is pregnant. Sometimes even insinuating that a plant is about to spread. Six slugs are seen: The spotter will experience dying or harm. This could mean tripping over, to a near death experience, or death itself. Though this doesn’t necessarily mean the spotter. Perhaps an animal, plant, or friend will experience this. Slug Rituals, Slugs should only be naturally found. For better or for worse. However there are two rituals which can swade fate but still maintain the natural order of things. These consist of: The Fungi Wreath: A common practice to persuade slugs to come to light is often done by preparing a wreath made of intertwined wood and vines, often decorated with fungi of all kinds. This should then be left outside the door of the person hoping to experience more fate telling the day before they wish for the effects to occur. depending on emotes to make or place the wreath: (1 emote = +1) (2 emotes = +2) (3 emotes = +3) (max out at 3) all to the original number, rounded to nearest fortune.) The Salt Bowl: Another common practice is to place a wooden bowl with half of it filled with salt just outside the intended person's door. Around this bowl should be two rings of salt which should amount to fill the bowl. This represents water rippling outwards. Warding off any slugs. Depending on emotes to make or place the salt: (1 emote = -2) (2 emotes = -4) (3 emotes = -6) (max out at 6) All to the original number, rounded to the nearest fortune.) CRYSTALS AND GEMS Purpa gem (Amethyst) A Mystical looking stone, occurs in primary hues from a light lavender or pale violet, to a deep purple. about half the size of a descendant's hand, and is believed to give off a calming aura to the beholder which relieves stress, strain, fear, anxiety and anger. It is also said that the Purpa gem activates spiritual awareness, opens intuition and enhances psychic abilities. Rosea stone - rose quartz A stone of pale pink coloring and a translucent transparency and a vitreous luster. It also has a hexagonal crystal system. The meaning of the Rosea stone is love and compassion. The other name for which Rosea is known is as The Heart Stone. This crystal is often used in helping the heart heal from the pain or trauma left from deep emotional wounds. Rosea is also used as a calling card for those who crave more love in their lives. This doesn’t always need to take the form of romantic love, but more in finding a deep sense of compassion and care in this world – especially if it comes from one of the most important sources who can bring it – oneself. Virida gem (Jade) Known for its green varieties, though it appears naturally in other colors as well, notably yellow and white, this gem is believed to be a protective stone, Virida keeps the wearer from harm and brings harmony. Varida attracts good luck and friendship. It stabilises the personality and promotes self-sufficiency. Soothes the mind, releasing negative thoughts. Albus stone - white quartz A hard, mostly clear crystal like stone. Albus is believed to be the stone of master healing. This means that it has a heightened capacity to deal with disorders of all kinds. For example, physical ailments or spiritual maladies. The Albus stone helps people by absorbing negativity and disease-causing energies. It also helps release them into the environment. This crystal is particularly useful in neutralizing different kinds of evil energies. Especially those who come from envy or jealousy of your success. Along with this it is known as the universal crystal. Leading many to use it in conjunction with other crystals to enhance their abilities. MANIFESTING Manifesting is the act of writing down a wish or desire. By doing this act it's viewed as if the writer has put part of their heart and brain into the ink. Once this is done the paper is to be neatly creased into a flower-like object and then let go gently into a bedding of water. Once this is done the person must work hard towards their goal and with this manifestation it is believed to come true. NAMING CONVENTIONS Due to the abrupt beginning of the group and the fast recruitment naming convention has never been a keen topic for those under the groups name. Though a common trend seen within the residence and members tend to be that of less typical things. No James’s or Charlottes. More physical things cut down into an abbreviation or simply left on its own. For example members such as Porkpie, a real food and Shroom, a shortened version of mushroom. And for more examples names like Rose, Leaf, Emerald, Kat, and Dandy (from Dandylion) would be seen. Last names are the same as the common convention. Though some members do not use one. (Naming isn’t necessary, you can join with any name so please don’t feel you can’t! This is a simple extra detail to add layers into the lore. Please use any name you feel comfortable with.) WEDDING/MARRIAGE Marriage within the Harmony is viewed as a tedious task. Those who participate within the group or reside within the guarded grounds of Helice are often scolded if they go to run off with a loved one. As everyone is believed to already be married to nature itself. So if one is to get married it has to be what is professed as true love; and there has to be a promise made during the ceremony that the pair will either stay, or visit the Harmony's dwelling. Other than that small sentence marriage ceremonies tend to stick similar to other races and cultures religions; the halflings for example. The bride or groom walks in whilst their soon to be partner arrives. The person binding the pair tends to be the high Dasi or close friend of the couple. They must accept their will and say their oath. After that the couple are pronounced married as soulmates. This being the chance to bind their last name to another. A large party then tends to be celebrated in Helice. By all the people, even strangers. Drinks are given, pipe-weed is handed out, and then gifts are exchanged. This commonly falls into the list of; a poem, a hand carved item, a piece of jewellery, a garment, a weapon. However other gifts are also known to be given. FUNERAL/DEATH When a Sylvain or other member of the Harmony passes they are wrapped in willow leaves. Covering their entire body except their eyes. Then flowers of all kinds are sprinkled atop the leaves. An incense is also commonly done to mask the smell as this practice occurs. Once everyone has sprinkled a flower over the body it is brought over to Manitari’s forest, often carried on horse or by foot by loved ones of the deceased. Once it is there it is laid under the tallest tree with the most shade and left to rest. The body being sapped into the roots of nature itself to live on in another life. GAMES A common game played by predominantly younger members of the Harmony of Manitari, or uncommonly older members, is called three in a row. (Tictactoe) This is where there is a grid of 3 by 3. Commonly marked on a wall with chalk. Then the players must each take a turn to attempt to create a row of 3! They do this by placing a sapped block of wood with an X or O carved in it onto the grid. (Using heads in game which are spread about already to play with!) Diving, although not always classed as a game, is a common enjoyment within the people of Manitari. Players will often strip down to a simple undergarment and dive off one of the two diving boards almost always made at a dwelling. During this time they must do their best trick within the air, whether that be a spin, roll, or divebomb. Points are then given to the one who created the least water to upsplash. This happens three times and the person with the most points wins! (/Roll 20, highest one wins, best of three) Smoke Shapes is another game played often within the tavern. This is where the players must bring their own pipes and smoke, inhaling pipeweed into their lungs, holding it there before puffing it through their lips. Attempting to create a shape. The player who creates the best shape, judged by others around, wins! (/Roll 20, highest roll wins or players around judge description.) Social Ranking Keeper of Dasi - A passed down title, originated from the time Manitari blessed Shroom with the title, any who holds this title has the responsibility to watch over the forests of the realm and therefore its protectors. Igetis of a forest - The title of a Sylvain who has the responsibility to watch over one of the 7 forests, the Igetis of the Elkdi forest would be called ‘Igetis of Elkdi’. Sylvain - The title of a Resonant that has completed all trials successfully . Resonant - The title of a Descendant who is on the path of the Harmony. Novice - The title of a Descendant who wishes to follow the Harmony Religion Overall the religion of Manitari is more of a debt to life. Protecting one and all of the 7 forests for their entire eternity. This means usually that members will not class this as their religion. And more their life's purpose. Meaning more strict cultures such as dwarves may still join the group without consequence. The realm has been divided into 7 forests each one with different attributes. (click for ->) Forests Map During the 3rd trial the resonant in training will pick out the forest that mostly relates to them so they have a greater connection with it so they can more easily protect it. Poulia forest Elvennesse "This forest showed growth and love, sprawling with fauna and lush vegetation, home to great trees and exciting animals." Andras Forest Sutica "This forest included a mangrove The forest and dry terrain gave me a sense of wisdom and curiosity. I was eager to know more, it houses the mysterious blue ladybug." Ork Forest Krugmar "I wandered through this forest and I became overwhelmed with strength and tactility. Orcs hail from the centre of this forest, leaving behind the remains of war." Nanos Forest Urguan "Nanos forest is the home of the dwarven city, they construct excellent inventions and beautiful cities, their creativity and skill spreads throughout the root network of the trees." Sapon forest Oren "Beautiful blue skies cover the Sapon forest during the day spreading agility, at night dark, starry skies absorb the forest, spreading quick thinking." Elkdi Forest Haense "Elkdi forest is home to the city of haense and Knoxville, both inhabit the kindness and unity of their people, the forest emits this in a calming aura." Kyro Forest Norland "The cold and harsh climate creates a need for survival and fitness, the forests are scattered with cute but deadly animals that will rip you to shreds for a meal." Manitaris’ forest "When a Sylvain has passed onto the next life they are carried to Manitaris’ forest, full of lush fauna and cute, caring fauna, Manitaris’ forest is a haven for Sylvans until they are ready to be one with the forests and their spirit is absorbed by the roots of the flora." Trials of Manitari 1 - Trial of Manitari The task is to create a small offering to Manitari, but it has to be something Manitari represents, an offering representing Growth, The Forests or Unity. 2 - Trial of Flora The task is to create an informative piece on any type of flora, the piece must include the uses if it has any, where it can be found and its appearance. (A minimum of 2 paragraphs is required.) 3 - Trial of The Forest This task is about evaluating the forests and choosing which one to protect when you have completed your trials. To do this the task taker must wander into each forest to decide. Once chosen they must spend a month (1 day ooc) in the forest, living off the wilderness. 4 - Trial of Loyalty The task is to hand in your most precious collectable/item to be put within Helice. A symbol of giving up a piece of their mind and body to the forest. This can be earned back by completing a task specially set out by the Dasi or Igetis. 5 - Trial of Song The task is to create a poem dedicated to the forests of the realm, Manitari or nature as a whole. This must be at least 3 paragraphs. Fine Arts ARTS AND MUSIC Art and music is an over presented thing within Harmony but one which is often talked about. Many tend to play wind instruments as they walk; such as the flute. And others choose to create art with charcoal and berry dyes in the confinement of their own home. However if you’re lucky you may see some masterpieces hung up around. This tends to be because the Keeper of Dasi or a high number of people take a liking to it at a showing or presentation of the piece. However the most viewed art of the Harmony is their knack for carving items out of the cheapest wood into the most elegant of designs. Though unlike the carvings, murals painted on cave walls are overly presented. A large mural of Manitari herself standing on one. FOOD AND AGRICULTURE Most food is gathered by hand in the grove where there are plentiful farms and animals lingering about. However food is a prime debate within the culture. A divide between veganism and carnivores. This leads to many actually hiding what they eat. Though a few recipes are known to be sold in the tavern. Slug stew: A sloppy slug slimed stew mixed with lettuce, tomatoes, and Manitari knows what else, it looks like gunk. Baked Cakes: Simple baked cakes are often made to be sold. Usually made with berries such as blueberries and raspberries. There are many more recipes but secrecism in the cooking sector is a key aspect. Chefs within the Harmony all keep their mouths zipped so they can wow at events and be crowned the best chef by the talk of the town. ARCHITECTURE Architecture is a prime part in protecting nature. Knowing how to both enhance nature without destroying it with the ability to create buildings. Therefore to do this much of the architecture incorporates own grown woods. With plants grown around it. and secure it. Along with using natural given trees and caves. A lot of the inspiration of the architecture is taken from both the top two founding members' races; Shroom, a Musin, and Porkpie, a half forest dwarf. This leads to spreaded housing across different levels, burrow-like buildings down in the ground, tight spaces, crowded areas, and lots of nature all amongst it. All with an emphasis on communal living. ‘ Language and sayings Once again due to the rather fast coming together of the group with their diverse amount of races. Language is often disregarded as being specific to the culture. Instead they assume they speak the common tongue although many speak Elvish and Blah too. Residence [Current] The first dwelling of the Harmony of Manitari: Helice, hollow of fungi Designed and built by both Shroom and Porkpie. Helice was and currently is the very first dwelling of the Harmony, located in Elvenesse. The terrain Helice is settled on is fairly flat. Towering spruce trees are scattered around it. And a few lakes nestle nearby. Overall the area is lushous and full of both fauna and flora. Especially enlarged mushrooms which are dotted about the place. Helice, classed as just a settlement, Other times referred to as a village, is built into two separate sections: The Grove: Secluded by trees and mushrooms the Grove is the hidden dwelling of the wailing willow. And the prime section to Helice. This is where many find themselves when following the path. Noticing the enlarged willow tree towering over the often busy farms, populated stage, and other notable places such as the marketplace where traders from all over Almaris gather to trade goods. Such as the ones carved and forged in the back of the Grove. The Hollow: Once you enter the wailing willow you may take a gander at the notice board on the left, leave a donation and finally find yourself down to the bottom vere the rooted moving platform. Or as some call; an elevator. Once down there is a large protective gate amongst other precautions. However once through you are greeted by a mystical cave of crystal and mushrooms. Labour workers work hard at work mining out the precious gems, harvesting mushrooms, and congregating over by the fire fit and other areas. To the left there is a small cave full of doors. Each leading to personal abodes with entrances to the community storage and bunker left in the middle. Back to the right of the centre plaza there is a library esc communal area, and below that a garden and tavern. Named the Tiny Toadstool. This is where most labour workers come to drink and smoke after a long day's work, A prized part of Helice itself. Due to all of this the Hollow is known to be highly protected for the precious resources, and therefore also a more sacred and holy space for the Harmony. (Image of the Tiny Toadstool Tavern. One of the more cramped n communal spots.) [As of this moment 26/06/2021 the build is not pasted in as we are still obtaining the mina to fulfill the cost.] However we are excited to welcome more people into this community we are building. So if this culture interests you shoot me or Luxcio a dm in game or on discord at: Luxcio / OddOllie123 Luxcio#8321 / olly#8553 If you got this far, thanks for reading! And here's a cookie <3 and please +1 if you liked reading this! Special thanks to Luxcio for helping with creative brainstorming, help writing and building too, and Kaiser who proof read. Along with everyone else who took a look at both the post and build for me!
  9. Mondblume Family Lore Limo_Man (Ziggity #0979) | Amelot the Brave and ozark (0zark#2665) | Zeydl Mondblume A manual for those in the Mondblume family. A history of the family name and origins. Family Origins The Lore of the Moon Rose Spoiler: https://www.youtube.com/watch?v=ydaj81_E7LU A ranger stood alone in a valley of freshly fallen snow. He had never enjoyed the city life, the noise, the cobblestone keep towers which hide those fortunate enough to be born rich nobility. His short, messy, light blond hair shined in the dark night. The blackened sky almost entirely darkened, except a brightly shining full moon center sky. The ranger’s cloak tussled in the light winter night wind, a bow strung over his shoulder with a quiver full of arrows. The ranger stood silent gazing into the darkness of the forests around him. As he would step in the snowy fields the crisp snow crackled and stirred along with him. Snowy mountains surrounded him as he sauntered through a thicket of pine trees. He was searching… perhaps hunting for dinner... perhaps he searched for something more. The wandering ranger flipped his cowl from his ranger cloak up over his head as the forest wind began to pick up. The trees croaked and moaned in the night as the blizzard approached. It became evident that the ranger was in need of shelter. The ranger’s head rotated searching until his entire body froze and tensed. He came into view of a tight cave entrance in which he could slide into for shelter. Ducking his head under the rocky cave roof as his body was engulfed by the opening in the mountain. The ranger found himself looking around the cave walls covered in thick moss and dripping stalactites from the ceiling. It became evident that this cave had not been disturbed in a great many years. As he walked through the darkened cave he noticed a light to the back of the cave… the hiss of steel echoed in the cave as his blade was drawn. The cave became eerily silent as the ranger approached the growing light. Spoiler: https://www.youtube.com/watch?v=qbcGRNDiaKM A white rose stood before him shining in the moonlit light through an opening in the ceiling of the cave onto a patch of the greenest grass and thicket the ranger had ever seen. A stone cross lay behind it lit by the glowing moonlight in the cave. Etched into the cross were the words, “Those who seek clarity need only taste a petal.” The ranger set up a small fire in the darkened cave, using his small metal cooking pot to heat some winter snow into fresh steaming water. Delicately the ranger cut off a small petal from the moonlit rose and dropped it into his steamed water. Strangely the petal dissolved instantaneously into the water turning the liquid a silvery white color as if moon dust itself had been sprinkled in. The ranger grasped the pot of steamed water, closing his eyes he drank the petal laced liquid. A strange sensation enveloped him. As the ranger opened his eyes the cave was gone. His mind unhinged as he could see clearly what he was searching for. The ranger could see only the glow of the moon in his mind setting him in a fevered trance. His purpose which he had been searching for his entire life was revealed in a brief instant. The lone ranger entered the ancient cave lost but left a renewed man with purpose. He left a Mondblume. Mondblume Family Values “A petal laced in clarity.” Mondblume Family Tree Spoiler: https://gyazo.com/541d78e28512cb76a598cd4d254ad22f Mondblume Focus Professions Knighthood HRA Politician Beast Hunting Mondblume Family Accent Examples: With Accent Regular common/without accent Zhou net zhou go zhou bet. You need to go to bed. Zy don’t know vy zhou asked? I don’t know why you asked? Somesing iz in ze vater. Something is in the water. Zy am taking a valk down ze street. I am taking a walk down the street. Ze game vas rigged from ze start. The game was rigged from the start. “Th” becomes “s” >> Thinking > Sinking; when used in sharp TH words like therapy, thinking, thesis, Thor etc. “Th” becomes “z” >> That > Zat; with less sharp TH words like thankful, thanks, those, the, etc. “Y” becomes “z” > You > Zhou or “Ending duh sound” becomes “t” such as bed > bet; head, read, knead, mood, food, etc. >> Zy need ze foodt. Family Swear Words: Bagool = Bastard Goon Fool, “Zose bagools vill get zemselves killed.” Vilgrein = fucker; “Zet worthless vilgrein got himself kilt.” Fett Tauschen = fat fool Fruhlingsgarten = calling someone a noob. (spring daisy) “Zhou’re zuch a fruhlingsgarten, zhou don’t know how to do zat?” Mondblume Family History Scyfling Invasion 1773-1775 The origins of the family date back to 1774 during the Scyfling conflict under King Sigismund II of Hanseti-Ruska. The original family participated in this conflict on the opposing side of Bralt the Boar and his invading Scyfling forces. Øzark Mondblume, before adopting his family name, participated in a great deal of battles serving as a Haense Royal Army Ranger during the conflict. His army regiment saw the most battles and largest casualties during the invasion. This war was a major turning point in the beginnings of the journey into the creation of the Mondblume family. Inferni Conflict 1776 The strength of this family was put to the test, for the first real time, in the Inferi war that had been waged near the end of Almaris. In this engagement, the two founding Mondblumes were forever remembered as war heroes of this brutal battle which left one of them in the seven skies. Amelot the Brave. This honorable man had quite a history in Haense’s great city, leaving the lands with five daughters to carry on his legacy. Deserters of the Haeseni throne Taking place right after the Inferi war had finished, and the new lands of Almaris presented themselves, a good sum of the Mondblumes left Haense’s lands in search of another. This hurt the fledgling house, almost causing the house of Mondblume to be left in the dust of history as Øzark Mondblume and several other Mondblumes went with him; only three of the original ten members of Mondblumes remained. Yet the remaining loyal members kept going. The Attenlund Expedition Forever astray, our members of the family scraped and scrambled toward regaining some sense of reputation within Haense - broken by a portion of the lineage seceding from Karosgrad’s steel gates. Though years and years passed, yet it seemed nothing was in the family’s gaze of desperation. Nothing for them to grasp or latch onto; to bring their name out of the cold mud. Eventually, A large expedition to new lands was called upon the nation. Hildebrand Mondblume and his son Albrecht Mondblume were chosen as expedition leaders to host and conquer the lands unknown. Throughout the time in the Attenlund, the Mondblumes had done a fine score for the kingdom - redeemed and recognized for their dire efforts after decades of a no man’s land. The Barony of Richtenburg A small sum of years after the Attenlund expedition was the first court session since the Mondblumes had returned to the city. A large score of citizens amassed within the palace halls, happily waiting to be met with their Koeng’s presence. Once court had begun, Ser Hildebrand Mondblume was called to stand before the Koeng, Koeng Heinrik, as he was made Lord of the newly named Baron house of Mondblume. ~Mondblume Family Traditions~ The Wild Hunt This ‘trial’ sort to speak, is where a young Mondblume, who has yet to be initiated into the family as an adult, is sent outside of Karosgrad’s warm protection to prove in the harsh cold of the Rimeveld region. Said Mondblume child is expected to not return until they’ve successfully hunted a wolf and anything else they managed to gather, while also having to survive solely off of their surroundings as they hunt. Perhaps the most important part of this Hunt is acquiring a white pedal of a rose to symbolize their presence in the family. Later on, this pedal is to be buried/burnt along with the Mondblume who had gathered it during their trial. A Kin’s Bout Whenever Mondblume relatives experience conflict amongst one another, and is not being resolved, the members must take up a competition/bout in hunting. Whoever manages to get more for a feast that will follow this friendly bout is declared the winner, and thus rising as the winner to the original conflict between family. The Grimgold Pact Back when the Mondblumes were still coming to life, in the first line of the family, Amelot the Brave challenged one of the Dwarven marshals to a duel of sorts. Alaric Grimgold was his name, and he made the young Amelot a deal in his early years. One that he’d have to carry on his own. The small agreement required him to grow and progress through the ranks of the BSK - underneath the great marshal Erwin Barclay. Eventually the boy deemed himself ready for this spar, though wasn’t ever able to finish his deal before his passing in the Inferi war’s final engagement. After Amelot’s demise, his family inherited mostly everything that he’d owned - including the duel against Alaric Grimgold. Though, this fated and fabled duel has begun to drift into more of myth and legend to the Mondblume lines - leaving the trial of dueling a Grimgold in a friendly spar in order to prove themselves as stalwart heroes and accomplished warriors who’ve thoroughly lived their lives. ~A History of House Patriarchs~ ~0zark Mondblume~ Not only one of the two founders of the Mondblumes, but was also a successful leader within the HRA. He used to be in control of the Ranger unit within Haense until it was disbanded, making many friends in the great cities of Haense while patriarch. Unfortunately, once the rangers had been disbanded, the adorned war hero felt it time to hang up his rank in Haense and offer his talents to the forming ranger squad within Norland’s city of Elysium. ~Ser Hildebrand Mondblume The Gryphon //Master of the Hunt// //executioner of Koeng Heinrik//~ Hildebrand Mondblume was a knight of Haense, adorned by the moniker of 'The Gryphon'. This knight's time in Haense as the house patriarch set the Mondblumes on a path to gain Barony - through his efforts in the expedition as the Koeng's executioner, the strong presence he and his son Albrecht Mondblume held in the nation's duma, and his time served under both The Order of The Crow and the HRA/BSK. This will be added to in the future whenever we get new lore to put in.
  10. [!] An Almanac is spread around the halfling village of Knoxville. It is also possible to obtain a copy in Bramblebury. FARMER'S ALMANAC In this year within Knoxville, much has happened and has yet to happen. This here yearly Almanac shall contain predictions, assorted wisdoms, and past happenings that are of note! ~Contents~ ~Recent village occurances~ ~A Glimpse into the Future~ ~Heed these Wisdoms!~ ~Recipes~ ~A Poem~ ~Occurances~ Much has happened in Knoxville as of late. Most notable be the marriage of Delphi and Filibert, may their union bring us greatness in the future! More recently, the fields have been sown, left unattended for a while, and then weeded. While the crops be ready for harvest, it is wise to wait and see if the crops shall grow stronger with the weeds gone first. Thus, the fields were not harvested. New burrows are available in Knoxville, and new halflings have been moving in frequently. ~A Glimpse into the Future!~ This year's harvest (that has yet to happen) shall be bountiful, yet not bountiful enough to relax for the winter. The winter forage and hay baling shall be enough to feed most of the animals, yet a few pigs will need to be culled so that their preferred food does not run short. Spring will come later than usual, delaying the planting season. There will be many new faces in Knoxville, and by summer there will not be enough burrows to house everyone. The heavenly omens will be good, yet next year's omens are looking far more sour. Perhaps it is a good time to stockpile what you can before the harvest gets worse as the skies and spirits shed less of their being onto these lands for fertilizer. The blessings of the Pumpkin Lord can only last so long. ~Heed these Wisdoms!~ On Plants and Dreams If your burrow (or whatever else you be living in) does not have grass or moss covering it, there will be nothing to sort out the bad dreams from the good dreams coming to you from the heavens as you slumber. If there is not vegetation between you and the sky, you will not sleep soundly! Nightmares come for those who sleep under naught but wood or tile, and good dreams come to those who sleep with grass, herbs, crops, or trees above their heads. Be wary, however! If you sleep too far into the earth (as the dwarves do), the plants will not protect you from nightmares as easily as if you were in a cozy, grass-covered burrow! Shovel Omens It is a good omen to have a shovel on hand when it is needed. It is a bad omen when there is a large group of halflings with no shovels in sight. While you need not carry a shovel with you all of the time, it is best for at least one person in every group to have a shovel at the ready. Good things come to those who are prepared. Weeding Fields Do not harvest a field on the same day you have weeded it. It is best to let a crop after straining it by rummaging around it for weeds. Even if it is late in the harvesting season, letting crops rest after weeding will let the crops grow larger within the new space the weeds used to inhabit. Do not weed a field before summer is halfway through. Any weeds cut down before midsummer will grow back threefold by harvest time. It is not wise to clear the fields of tiny weed seedlings. Let the weeds grow first and become recognizable; only then may you cut them down and put them to use or waste as necessary. ~Recipes~ Stuffed Potatoes To make stuffed potatoes, cut open a potato and scoop out all of its contents save for a little. Throw in cheese, chopped onions, beans, meats, and other leftovers you wish to use. The potato can now be baked just as you would bake a potato normally (Ovens are preferable to open fires when it comes to baking a potato). Best served with a heavy sauce. Stock To make a good vegetable stock, throw animal bones and leftover choppings of vegetables and meats into your cooking pot. Cover with water and stir regularly until the water and vegetables boil down into a mushy mess. Strain the contents of the pot through a cloth to extract the stock. This stock can then be used in soups and stews to add extra flavor. This recipe is great with the stalks and crusty bits of vegetables, so long as none of it is rotten. ~A Poem~ Plough the fields late summer and sow the seeds come fall Les' your winter wheat nay grow very tall! -Filibert Applefoot, Sheriff of Knoxville
  11. Salvius

    Neo-Adunian

    NEO-ADUNIAN A proposal to restore the Adunian race and its culture. By: Davorn Lasfaen PREWORD: The Adunian race is a race which was formed from the mix of humans and elves. It’s culture shares a similar fact, a mix between that of human and elven culture, differing from area to area. An Adunian cannot be produced by just the reproduction between that of a human and an elf, one such child being seen as only a half-elf, not an Adunian. Through this proposal I hope to speak upon the idea of how to efficiently rebuild the Adunian race and culture, while still keeping the key of Adunian culture. REPRODUCTION: The current issue with that of the Adunian race is their population is declining instead of increasing, the race being bred out in other human races. In order to quell this issue for the Adunian race, new ideas regarding the production of an Adunian must be put into place. Firstly, the requirements to be considered Adunian must be loosened. Anyone considered an Adunian shall be considered an Adunian, no one else except their children shall be considered Adunian. These children cannot be the offspring of an Adunian and a human however, for this would continue the current path the Adunian’s are on. Instead any offspring of that of an elf or a half-elf with an Adunian shall be considered an Adunian due to the blood of an elven parent will add more elven blood to the Adunian, while a half-elf shall not remove any percentage of elven blood, and instead strengthen the mix of human and elven blood. Through this system elven blood would be strengthened, the percentage of human blood within Adunian veins would not increase, and the population of Adunians could be increased. Production between two Adunians is the most ideal option, however due to decreasing populations, this idea would prove to be unsuccessful. CULTURE AND BELIEFS: A prime point of being Adunian is remaining true to Adunian culture, however with how the world has changed, being orthodox when it comes to Adunian culture and beliefs will not benefit the Adunian race and help lead to its downfall instead. The question of religion will most likely come first to the minds of readers. Regarding this topic, Adunian culture must be void of anything relating to religion, instead welcoming and encouraging members of the Adunian race to follow whatever religion they choose or even none at all. Religions or sects of religions who choose to segregate against that of other religions or races however can not be permitted due to the threat this could result in internal struggle amongst the Adunian people. The Thuadian language has long not been used. In order in an attempt to strengthen Adunian culture, snippets of the Thuadian language shall be encouraged to be used, so that the Adunian race can still be welcoming to others while still growing upon our culture. Superiority is a belief which some could say was given to us by our elven ancestors. The Adunian race must cease upon such beliefs, or else events like that of Ulgaard’s Rebellion would occur once more. Beliefs upon superiority should become a foreign subject to the Adunian race, viewing all races as equal to that of the Adunian race. With this in mind however if there was ever to be an Adunian kingdom once more, only Adunians shall be permitted to inherit and be granted titles of nobleship and royalty, in the hopes that an Adunian kingdom would remain as an Adunian kingdom. With the advocation for leniency with that of other races and differing beliefs, the advocation for the increase of rights for women within Adunian society must occur too. Women shall instead be permitted to wear clothing which exposes more than just their hands, neck, and head. With this however, like that of their male counterpart, parts of the body considered to be ‘private parts’ should not be permitted to be uncovered publicly. Women should not be discouraged from entering certain career paths, regarded as male career paths, nor should they be looked down upon if they choose to go down such a path. When it comes to matters of inheritance however, an agnatic-cognatic form of inheritance should be followed, to ensure Adunian families remain in power, instead of changing to that of other families due to marriage arrangements. Other traditions, customs, and beliefs which are common throughout the Adunian race which are not spoken upon within this proposal will still be encouraged to be followed, to ensure such matters remain strong within Adunian culture. CONCLUSION: As an Adunian myself who has found himself a welcoming place within this world, I encourage all Adunians to find a new home within Ando Alur to allow our race to be better organized, rather than be scattered throughout the world. I also advise any reading who are not Adunian to encourage their Adunian neighbors and acquaintances to read this proposal.
  12. A Missive to Scholars & Writers The Great Crest of the Northern Geographical Society Est. 1762 ✵ The NGS is Now Hiring! ✵ The Northern Geographical Society has found itself in need of writers for a multitude of our exhibit displays. While we take great pride in publishing most of our works internally, there are a number of studies which we have still yet to finish. Aas our organization continues to expand and grow, we have found there to be a need to produce more studies on a variety of different subjects to fill our museums and supplement the work of our own scholars and writers. Thus, we have elected to pay such individuals 50 MINAS PER STUDY from a select list that is submitted to and approved by our Chief of Research, Tanith Vursur, or to Director Elizabeth Brae-Wittenbach. The subject matters in question include the following: Cultural Studies: Urguan - An in-depth analysis of the Dwarven culture and way of life to supplement our existing displays on the Dwed people. [AVAILABLE] Haelun’or - An in-depth analysis of the High Elven culture and way of life to supplement our existing displays on the mali’aheral. [AVAILABLE] The Kharajyr - An in-depth analysis of the Kharajyr culture and way of life. [AVAILABLE] Crowns of Haense - An in-depth study into the Crowns of Haense. The Biharist Crown, Andrian Crown, and the Boyar Cap especially require examination. [AVAILABLE Geographical & Miscellaneous Studies: Ancient Coins - A thorough study on the history of currency in Almaris, namely of the mina in ancient times and those currencies used by various countries throughout the ages. [AVAILABLE] The Athera Expedition - A written, in-depth description of the explorations of Athera by both the Kingdom of Haense and the Holy Orenian Empire. [AVAILABLE] Lands of Haense - An in-depth study into the lands of Haense including Karosgrad, the surrounding countryside, and the kingdom’s Crownlands. [AVAILABLE] ALL STUDIES MUST BE PRESENTED IN AN UNBIASED, WELL ARTICULATED MANNER. Incoherent or biased academic works that do not meet the high standards of the Northern Geographical Society will not be afforded compensation. All books must be at least 15 pages long, but may be greater in length to suit the subject matter or material. If interested in authoring some of these works, please send a bird for more information to Tanith Vursur @Urahra or Elizabeth Brae-Wittenbach @AndrewTech. Thank you for reading this missive!
  13. Maiun dah'Rin People of the Desert Among the more obscure cultures found in humans is that of the Maiun dah'Rin, or dah'Rin(i) for short. This translates to People (Rin) of the (dah') Desert (Maiun). As the name would suggest, they originate from and primarily inhabit deserts. As one might expect, this harsh environment in combination with prolonged isolation from other cultures has lead to a hardy, yet upbeat people with unique traditions. With written documents proving their presence as far back as Axios, and speculation of their history reaching back much further, it's a wonder they've kept their presence so unknown all this time. One could attribute this to isolationism, remote locations, or even being mistaken for other groups, but the true answer has not been found as those who'd know have all passed. In recent times, however, they've made themselves and their ways as known as they can in the face of being lost to history. No known settlements remain of the Maiun dah'Rin, so they assert themselves anywhere that welcomes them. While their own language's alphabet and writing are illegible to most, they still make and publish stories in Common with the hope someone will hear their pleas for preservation. Only very recently has it seemed that their wish will come true. Now when you see those strangers in masks, lanky humans with odd accents, you may come to find you know of their kind. A resilient people who've clung onto the very last strings of identity and finally started pulling themselves back up. Names & Masks To the dah'Rin, a mask is just as good as (if not better than) a name. While multiple people can share a name, or even all three names, no two people can have a truly identical mask. Along with being distinct, the mask of a riun (singular of rin) will most always have patterns and colors denoting specific meanings. For example, a rugged wooden mask with red paint on the left side can convey that one is a wanderer who's used to living rough, but still holds love in their heart for everyone around. A mask of ebony with intricate gold patterns would show the wearer as important, but not for combat reasons, likely being some form of leader. These masks are to be removed only when necessary or alone. This is not to say names aren't important, however. All three names of a riun are important for different reasons. A first name is shared with everyone, and is the name a riun will refer to themselves by most often. A middle name is rarer to go by, but is usually used when two people of the same first name are together or when a riun dislikes their first name. A last name, however, is considered very intimate. This is generally to be shared with those that a riun dearly trusts or even loves. An important bit to note is that one would not be called by their last name unless they're alone with someone who knows it. To share someone else's last name is to betray the love and trust they've shown you. To take it as your own is to embrace it wholly. Mask Meanings To expand on what a mask may mean and why, we need only look to three things. Color, material, and adornments. To start with, colors often share similar meanings to what other descendants give them, but there are some noteworthy exceptions. For example, while red may denote passion or anger, the most common use is for love. Orange is linked to enthusiasm, a love for life rather than individuals. Yellow and gold are notably distinct, with yellow being happiness and gold being importance. Green can indicate a nurturing nature, harmony, and even safety. Blue can be freedom, intelligence, or protection, with the first being the typical use case. Purple is often linked with magic, inner peace, and wisdom. As materials go, these are usually picked by convenience or aesthetics rather than significant meaning. When a material is chosen for meaning, it usually coincides with the color. However, the material also gives some insight into the wearer's lifestyle. Wood may be used for travelers who want something that will last long without maintenance. Porcelain would be more indicative of a person who's settled down and decided on something that looks nice rather than being durable. Rarer and more sought-after materials may show someone to be important, or that they've done a great service for their community. Giving someone a new mask is not taken lightly. As said before, it's as personal as a name or face, with the added importance of symbolism. Adornments can be anything from engravings, to shape, to extra pieces added on. These are commonly given meanings by the owners themselves, but an aggressive shape can denote a warrior, and gold engravings usually mean someone of high status. If you're curious about all the intricacies of someone's mask, it's best to ask! Music & Food Food and music are hard to ignore when addressing the more playful side of Maiun culture. Those who dedicate themselves to a craft don't spend their whole lives perfecting it like those of more competitive cultures might. Rather, these rin will use their skills to impress their friends, family, and even strangers with the main goal of making them happy. This isn't to say they'll be any worse on average than those of other cultures, but there will be fewer who lean so heavily into perfecting a skill. As for the sounds of music, a riun will most often play upbeat, drum-heavy songs with the intent to get others dancing. While it's not uncommon for these musicians to be playing throughout any normal day, they most often gather and play together during festivals. In fact, in the absence of any musicians or even untrained volunteers, a festival will be outright delayed until at least one is found. This is most often a lack of people able to fill the role rather than those willing, as bad music is not judged. Even the poorest artist is encouraged to continue. The topic of food actually shares quite a few parallels with music. It's not one's skill as a chef that determines whether their food is eaten, it's a mere matter of who's around to eat it. Even if the meal should make you gag and vomit, you still turn right back around to the chef and tell them what they did right, and how you'd change it for next time. This is likely what caused a shift in dah'Rini meals compared to other human meals - they often make things like cinnamon pork, honeyed vegetables, baked fruits, and many more similar meals. As for drinks, however, they most often drink water, fruit and cactus juices, and wines. These aren't held to the same level of importance as food, as whatever is available will be happily accepted, but it's not uncommon for a riun to go out of their way to find a drink that complements their meal. If a meal is sweet, drink something bitter. If a meal is savory, drink something with a kick. Language With the decay of full-blooded Maiun dah'Rin, the full scope of their language has died out, but that doesn't mean they don't speak what they have left. Even those who speak full Common usually speak in the third person or sprinkle in dah'Rini words and phrases. However, it's important to note that dah'Rini sentence structure is much more free-form than Common. Not only that, but the few who can write fluently in dah'Rini will go right to left, bottom to top. This is due to ancient dah'Rini laying bricks, carving words in until they run out of space, and then laying the next layer to not waste materials. From this came the ongoing tradition of grand story walls, sometimes integrated into buildings, but just as often standing solitary for all to see. Dictionary can be found here. Appearances A dah'Rini can be of any human skin tone, and very commonly end up freckled. Their hair tends to lean blonde, with even darker-haired rin having a golden shine in the sun. Their eyes can be of any color a human's can, but most common is green. It's less common for a riun to be bulky compared to their fellow humans due to the scarcity of food in the desert, but in recent times, most rin end up nomads or living in other cities. This is completely and entirely attributed to the dwindling population and dying traditions they have. On top of that, there are very few full-blooded Maiun dah'Rin to be found. Clothing-wise, even those who end up in cities will at least keep their mask in their possession, if not on their face. Nomads in particular will also stick to clothing of their people, being loose, flowy clothes with lots of airflow. These are reminiscent of real-world Middle Eastern and Central Asian garbs. Some will adorn their clothes with neat patterns or fancy colors, but most are happy with plain robes with hoods and/or hats of straw. Outsiders The dah'Rini are very friendly to outsiders, even welcoming them with open arms to join their encampments and traditions. While this has done well for what little reputation they have, it also means they've been raided on multiple occasions by those they let into their homes. Even in these times, when a riun takes down an invader, it is their duty to give them proper medical care and keep them alive, regardless of the damage the invader has caused. Should their enemies die on Maiun land, they are still given a respectful prayer and proper burial, elsewise a sendoff to their homeland. OOC This is an open culture! Anyone at all can make a Maiun dah'Rin character, and for a full-blooded dah'Rini, you should set your race as Farfolk or just Human. How involved your character is with these traditions is completely up to you! However, it's encouraged to be mindful and respectful of other players OOCly while playing an dah'Rini character, in part because reputation is important early on, but also because you should do that anyway. There are no dah'Rini settlements and there likely won't be unless there's a much larger playerbase than I'm expecting. However, should this be the case, it will be a large encampment in the desert to best fit the lore provided. The dah'Rini dictionary is still being worked on, but there should be more than enough words to spice up your roleplay. Make as many new phrases as you'd like - and remember, the sentence structure is more free-form than English! Context helps determine what you're saying (such as "Ron do'pan," which can either mean you idiot or you're an idiot depending on the context). This page will more than likely be edited! Don't be mean or I will cry. Consider this a threat.
  14. Özenler Discord:Click Here! Introduction The Özenler people are a human-folk which travels through the lands of Almaris with a great ambition, the creation of an Empire in which the Özenler are the settlers together with followers of their faith. They derived from the well known Turkin, they are travellers who are closely related to the Nomads, they still stick to several traditions of it, but due to the independence they wanted to create, by the lead of Mehmed Akbas, several people who declared themselves as independant, named themselves Özenler. This culture would mainly exist out of military strategic people, traders and devout Rashidunism followers. Their people are known to be disciplined and trained to pick up weapons whenever they are attacked, as they will do anything for their faith to survive and for their people. The Özenler are known for their hospitality towards anyone who visits them or is interested in their culture, as for converts to their religion, they are open to educate them about it and to make them involved into the religion itself. Their mutual respect is absolutely present among their people, despite their religious differences. When speaking of religious differences, the Özenler want a people where both Rashidunists and Canonists can come together and in the ranks of the Özenler. The military of the culture is very religiously devout, as they fight for their Leader and their God; There are two units in the military rankings; Yeniçeriler (Canonist Converts from the age of five to Rashidunists) and the Bashi-Bazouk, two units which are ultimately feared by the enemy and even by their own people, knowing that they are great warriors and when they engage with the enemy in combat they get into a frenzied state. Before engaging into battle, they would sing Özenler Military Songs and after listening to motivational speeches of the leader The Özenler people are proud of their identity, religion and culture, meaning that they will do anything to defend themselves, as they want their religion to spread around the entire world, they often seem to be quite intolerant towards people who try to convert Rashidunists to Canonism, which is why they take these type of Canonists in prison for their actions as trying to make someone convert is a crime within this culture. Their political system is quite tolerant when compared to others, they are hospitable, friendly and peaceful when the people of the Özenler culture abide by the laws of them, if laws are broken a punishment would be decided by the Lider and his court of people. History: THE BEGINNING | BAŞLANGIÇ Click! Some music to listen to while reading. The Özenler, relative & descendant to the previous known Turkin folk, are people who have been born into battle, who have been in a lot of wars together with the Turkin against the Akritians around seven centuries ago, losing a tremendous amount of people on both sides in this brutal war, causing many families to dissolve and many people were lost. The Turkin, who believed that they had won the war, eventually lost it as soon as a new plague started to fall upon the Turkin, both sides, the Turkin themselves and the Akritians lost severe casualties, which let a large amount of Turkin to run into the wilderness and to travel by themselves, as they formed several groups, under which the Özenler was created. The Özenler themselves were quite skilled people at the time, many who started to find their abilities in smithing weapons, armory and tools. But on the other hand, you had ex- who are using their from child-year fighting abilities to fight existing settlements, which caused the Özenler to occupy a small settlement which was beforehand occupied by Infidels. Murad Akbas told his eldest son, Ismail Akbas, who was seventeen at the time ‘’You see, Ismail, never lose your faith, as what was in your hands once, shall turn back to you in time.’’ The Özenler, who have remained their faith in the religion called Rashidun, have become a small raiding party who did every deed in the name of Allah. As the group of Özenler moved into the settlement for a bit, all out of a sudden, a unit of Akritian warriors found the settlement, and eventually pillaged it, as a lot of skilled Yeniçeriler had died together with the new unit of soldiers called the ‘Basji-Bazuk’, otherwise known as ‘Crazy-Heads’, who are often compared to Berserkers due to their fury and anger in battle, and their haunting war-cries. Due to this loss, the Özenler have travelled, until their presence was not known to the public anymore. Due to this sad loss, the Özenler started to kidnap several children, as they would raise them and eventually train and convert them into Rashidunism as new Yeniçeriler or Basji-Bazuks for their own security. Their language developed and they had a proper way of communciating with eachother, using their native tone as a proud factor of their culture, the language back then was often very passionate and louder then it is right now, sometimes, back in the days, they would just shout at eachother in their native town among others who are not apart of the Özenler culture. [Ismail speaking to his people who he was leading at the time.] The Özenler, after two years under the lead of Murad Akbas and his son; Ismail Akbas, has travelled with his group. Arrived on a land which had different nations together with different cultures, though, the Özenler would have distanced themselves from them as they would not want to be associated with infidels or people who are not a part of their culture. The Özenler made several tent camps, as they needed a place to stay for them and their children. The Özenler had an everlasting ambition, to create a new nation for themselves, to carry the proud identity of a Özenler, and to spread their religion all over the lands they find themselves in. They had quite some radical plans as they would embrace the idea of a totalitarian Rashidunists Empire, which would be the idea for a potential Jihad against the people who did not believe in their deity. This would cause Ismail to create a certain discipline for his existing force of Yeniçeriler and Basji-Bazuks, a discipline which would be as following; “Fight for the almighty Allah, and fight for the existence of your people! The time of a new age shall come! Allahu Akbar!” Ismail had this skill of motivating people to fight as much as they could, as due to his charismatic aura around him, his presence was very much acknowledged by the people who were travelling under his lead. Ismail continued his plans to kidnap more children from both genders to eventually raise them as a true Özenler, as he made sure that both converted to their faith and followed the Özenler culture. This would cause the difference of color in many Özenler’s physical appearance as Özenler folk would start to breed with the people who do not have Özenler characteristics; one could be quite pale with a slight tan, the other could have quite a dark skin tone or one could have black hair and the other ginger and blonde hair. So the identity of a Özenler would be different physically, but mentally, they are absolutely devoted to their leader and culture. However, whether they were different in appearance or not, this made no difference to Ismail, his intention was to create a large military force, but eventually failed due to the rejection of the societies around him. Murad Akbas was eventually diagnosed with a disease at his heart, at the age of 86, as he was joined with his son and his grandson; Mehmed Akbas I; He told Mehmed on his death-bed “One day, you shall have a descendant who shall bring our people to its former glories, he shall be the leader of an Empire, which shall never be brought on its knees, by anyone.” Mehmed Akbas listened to the words of his grandfather, as Ismail lost the will of being a leader, he handed the title to his son, Mehmed, as the father of Ismail told Mehmed a 'prophecy from' his perspective. Mehmed, who was 26 years old, would then be known as the leader of the Özenler, as he came with the ideas of properly rankings within the society of their culture, as you would have the Lider; the Leader, Vizer; The Vizier, Yeniçeriler; the Janissaries and the Basji-Bazuks; the Crazy-Heads. This was all to prepare a political formation in case they were ever requested to join meetings with major political powers, however, this never happened due to them being a small minority of people, so they were put as mercenaries for other nations. Though, this caused many Özenler soldiers to rebel, as they went back into their previous way of living instead of becoming mercenaries for other nations, as they would rather live on their own, then living on their knees for a King or an Emperor who does not care for them. Mehmed, together with his companions, took his leave from the land where they set up their camp, as they kept moving into different nations to gain some converts into their religion. However, Mehmed did what his culture is known for, slaughtering and pillaging minor settlements as he did not seem to care for any infidel as far as emotions were concerned. One of Mehmed's historical quotes are; “Either they conquer me, or I conquer them.” [Mehmed and his companions on a painting] These words were quite big for someone who is a leader of a small group of people, though, considered as wise by the companions of his culture. Mehmed seemed to have a strategic mindset and a skill for the drawing of building-plannings, as he used his imagination of how a future Özenler Empire would look like, and used then existing nations as an example and fully reconstructed it with a pencil and a piece of paper. This would have made Mehmed’s ambitions a major factor in his life, as he continued to look for more people to join his rankings, however, failed due to the people sticking to their Canonist laws and faith. Mehmed had a certain belief however; he wanted to make an Empire with the Özenler as the main people, and then the infidels and their people as a secondary ranking unless they join the military. Mehmed his ideas of recruiting people were not based upon historical bloodlines, but more on what benefit they could bring him, as he would start to learn many languages, to properly communicate to the people who lived in each nation to get more recruits in an efficient way. Mehmed also brought some Vizers, they would apply ideas to Mehmed his plans and his ideas in order to get to an agreement with both sides. Mehmed however, changed his view on religion, as he would not want the Özenler to become the opposing-power, so he would rather wait for a nation, trying to oppose his people and their religion, then being the starter of a war, as the safety of his people was the most important as they can keep the culture growing and have descendants for in the future. THE ÖZENLER WAY OF LIFE | ÖZENLER YAŞAM [Small Introduction] [As previously mentioned, the Özenler people are quite motivated in battle, in this part of history, we shall see how violence had been a huge influence on the family life and their culture’s life. We shall also see what kind of impact this had on the founding family of the Özenler. Have fun reading it!] [ The Ozenler camp displayed on a painting where Mehmed I met his future wife, Klara ] Mehmed I succeeded in getting a wife, after his experiences in war and the recruiting of janissaries. The name of his wife was Klara, a woman who was of Haenseni origin and later on gave birth to Mehmed I his son; Murad The Second. Murad grew up in quite a chilly atmosphere as the time for childish pursuits was not present for him, he was constantly being educated by the Viziers of Mehmed so he would become the future leader of the Özenler. As Murad II was at the age of twelve, he started to learn languages; this is a family trait of the Akbas bloodline as they learn languages so they can communicate to everyone in every way possible. Murad II himself spoke four languages; Marian, Turkce, Blah, and Flexio. Murad had inherited the view of an empire from his grandfather Ismail; an empire which was not just populated by the Özenler, but by different people from different ethnic backgrounds and religions, however, Al-Iman Rashidun must be acknowledged as the major religion and there may no conspiracies be to overthrow the religion. Murad II became six-teen years old and after his experience with the Viziers, Mehmed put him up to the task of leading a unit of Janissaries, leading them into a raid in order to spread Al-Iman Rashidun in Canonist settlements. Murad II succeeded in this mission and captured other boy infants to become Janissaries for a future army, as he took the women of the settlement to raise them up so they could attend recruiting at a later age. Mehmed was proud of the things Murad did, as he saw a great leader in him. Mehmed however, married two other women, who became a part of his Harem, their names were Dilara and Azra, both gave birth to two sons; who would later be known as Ahmed and Altan, the younger half brothers of Murad who would be put in the position of Vizer and Generals of the Janissary army when Mehmed comes to power as a Lider. Murad II had an obsession with his religion, as he became as devout as his forefathers were, he wanted to present the idea of jihad to his father, Mehmed. Mehmed declined this idea, as it is much better to wait for forces to gather up rather than fighting with the disadvantage of a small army. The Jihad Ideology still was a major part of the culture and their ways of acting towards infidels, though, accepting their religion and their culture as long as they adapt to the laws. Murad II became twenty years old, he was put to the task to educate his younger brothers in fighting, leadership, and discipline. This task was quite a tough one for Murad II as his brothers would seem quite unruly as Murad II was when he was younger. His brothers would start with the education of language, leadership, and discipline, as they were taught to command others at an early age, this played a major role in their attitude against other children who they played within the square of the camp, as rumors were told that Altan threw another child into the campfire because he disobeyed his orders. Altan and Ahmed were at this point teenagers, reaching the age of fifteen and Murad II became thirty-one, as his younger brothers came with whenever there was spoken of a raid or a war, to witness it with their own eyes and to learn from it. Altan saw a great vision in these experiences, as he became amused by the fact that the blood that is spilled is not up to the one raiding, but to the one trying to defend it. At this point and time as Altan and Ahmed were still in puberty, they started to have strange ideas on warfare and the infidels. As their view was; “You must exterminate the infidels in order to achieve an empire.” This obviously contradicts the ideology of their forefathers, though.. This thought does not go unpaid. [ Mehmed and his brothers (Right) and his trusted Vizier (Left) ] When Murad II and his brothers were sent on another raid by their father Mehmed, they started to do it with quite some ruthless tactics. They would pour oil in the food-storages of the enemy and started to burn their storage down. This would obviously leave the settlement that they raided with a minority of food and would eventually starve them. Doing what they are known for; they started to march with their men onto the hill which would be in front of the major settlement that they raided, their musical-Warband playing ‘Ceddin Deden’ as a motivational song for the Janissaries and the Basji-Bazuks. As they created a wall of noise, letting out fearing war-cries when Murad II rid his horse in front of them, raising his hand in front of the line of men to obtain silence so they could listen to his speech before engaging in battle. Murad shouted: “The time of the infidels.. Has passed. A new Empire shall rise, an Empire which will defeat anyone who dares to oppose them!” The army let out war cries while raising their blades out of excitement and motivation, as Murad continued to raise his hand up, waiting for them to be silent. As they silenced themselves he would continue his speech, shouting once again: “A new age is coming! We fight for our ancestors, our blood, our culture!” He then struck his fist into the air, shouting “Allahu Akbar!” As the others joined him in yelling the same. The army once again raised their swords into the air, running to the gates with a massive ram that was built to crush the gates of the settlement. They started to ram the gates, using the power of all men gathered which would be a total of fifteen-hundred men, as Murad still stood at the hill together with his brothers, watching them wrecking the gates. They managed to wreck the gates, as they entered, they would start to barge into the enemy, using their full force and their horrific war-cries to create chaos within the settlement itself, making sure that they were feared by the inhabitants of the village and that they would know that their God is nothing more but a simple myth. As Murad and his brothers watched the battle against the armed forces of the settlement they raided, they started to ride with their horses through the gates, swinging their sharp-edged blades to the throat of the enemy soldiers. Though, as the brothers of Murad were quite stubborn and rode into the spearmen, both died. This caused Murad to become angry on the battlefield as he blew into his horn, calling the Basji-Bazuks to enter the battle, as they would show up on top of the hill with a total of hundred-fifty men, who were covered in war-painting which would contain the colors of the Özenler flag, these men would carry skulls of a bear on top of their heads and were heavily armored. As they ran into the battle with a brute force, forcing the Janissaries forward to create a severe amount of pressure onto the enemy, the Basji-Bazuks unsheathed their axes, half of the men bowed onto the ground and the other half jumped onto their backs to jump over the Janissaries to eventually slam their axes into the heads of the enemy. As this battle continued, the enemy forces remained as a small force, running to the back of the settlement to find the backdoor; but, this door was locked, and so the Janissaries and the Basji Bazuks ran after the enemy soldiers who were running and captured them, making slaves of them and capturing the children and the women to become apart of the Özenler society. Out of these women, Murad found a wife, her name was Anastasia, she was captured as a Ruska Slave, though, Murad fell in love with her as he took her back to the camp to eventually convert her to Al-Iman Rashidun. Murad eventually got her to convert into their faith, though, Murad wanted to get to know her to better rather than just picking her out to marry her, so he often spoke to her and took her out to travels. Like all of a sudden, Anastasia carried the child of Murad, the future heir of the Özenler culture, they named the child ‘Mehmed II’, after the son of Murad I. As Murad heard the news of his lover, he received a letter, stating that his father was diagnosed with a deadly disease, causing Mehmed I to die due to suffocation by choking onto his own blood in his throat. Murad was saddened, though blessed with the birth of his newborn, as Murad accepted the title of Lider for his people. Murad and his wife rode as fast as they could, back to their home camp to claim the title for leadership before any of the Vizers did so. Fortunately, Murad arrived just in time to claim the title. Murad was of course known for his plans to conquer major towns and to get recruits out of them to join his forces and to convert them into Al-Iman Rashidun. Murad his plans went up to his head as he planned to attack the capital of each major nation, as he demanded of his Viziers to capture every boy above the age of sixteen to join his forces in the army so this would come true. However, this was a failed attempt, Murad his forces were still injured, and Murad gave them three months time to heal before executing this mission. Three months later, Murad traveled across different lands with his bodyguards, overseeing the different lands which were in his eyes his own. As they started to raid Canonist monasteries, kidnapping the children and women who lived in them so they could be raised with the manners of the opposite culture and adopting their religion. Of course, they were taught to speak their language and to adapt to their behavior. Murad adopted one of these Canonist children, her name was Karina, he also took the mother of Karina as his concubine in the Harem. As the mother of Karina had all rights to raise her, though, she had to make sure that she gets taught about their religion. Karina would essentially become the older sister to the newborn Mehmed II, and the first female advisor to him whenever he gets to lead the Özenler. Murad spent time with his family, as he spent most of his time with his wife and the child that was growing inside her womb. Murad is described as a “Stubborn and bloodthirsty, but kind man” within the stories of the Özenler. Murad would essentially become the most feared man the Özenler has ever known. Six months after the death of his father and the raids on different Canonist monasteries, his son, Mehmed II was born. All of the Özenler people were in joy as a new heir was born to lead them. Murad of course wanted to have his son raised in the best way possible, so what he did; he has done what his father did to him, sending him to one of his most trusted viziers to be trained as a true leader, learning the values of discipline, leadership, and humility. Mehmed entered the stage of puberty, as he became quite cocky against the Vizier who raised him, the Vizier his name was Candarli Halil, a man who was trusted with the task to raise Mehmed by his father Murad II, Mehmed wanted to become the first young leader of his people, Candarli Halil refused this after talking to the father of Mehmed, the current leader, Candarli Halil convinced Murad II to lead until his death, and so he did, so Mehmed could take charge when he is older and much more emotionally developed. Mehmed had quite a lot of Özenler characteristics and traits, except for his hair, as his hair was of a mixed color which would be of dark-ginger hair. This somehow caused a rumor within their camp as they could not believe that someone who does not look like them will ever get the chance to rule over them. So, what Murad did, he sent out spies into the camp, who would engage in their conversations and if there was anything negative said about the Akbas bloodline they would be beheaded. Language: Türkçe Ansiklopedik Sözlük | Turkish Dictionary Ben - I, myself, I am Sen - You Merhaba - Hello İyi - Good Kötü - Bad Wallah - I swear to Allah Evet - Yes Hayır - No Nasılsın - How are you? Günaydın - Good Morning Tünaydın - Good Night İyi akşamlar - Good Afternoon Adınız ne? - What is your name? Nerelisin? - Where are you from? Konuş - Speak Sen Türkçe konuşmayı biliyor musun? - Do You speak Turkish? Cin - Elf Ork - Orc Insanoğlu - Human Kilise hukukçusu - Canonist Allah - God Peygamber - Prophet Kitab Al-Salam - Book of Peace Savaş - War Nefer - Soldier Bayan - Miss, Madame, Lady Beyefendi - Lord, Mister, Sir Siktir - F***, Damn it, Damn Öldürmek - Kill Mart - March, Walk Oreniyen Imparatorluk - Oren Empire Krugmar Savaş Ulusu - War Nation Of Krugmar Haense Ruslar - Haensetians Common Traits: They are of Özenler (Turkish) descent, previously known as 'Turkin', are often recognized by their ancient Turkish dress code. Their accents are always recognizable, same for their own language as it often gets entitled as a 'loud language', meaning that a lot of emotion and passion is put into it. For the males, they are recognized by their Arabic-Turkic clothing, which would usually be a turban together with Yeniçeriler armor. The males of the Özenler always have facial hair, this is to show their masculinity and to have a sort of fearsome expression whenever they are armored and facing the enemy. For the women, they would wear the typically Özenler dresses and gold jewelry given to them by the Lider as a reward for their efforts into taking care of the children of the Özenler, respect for women is very much present within the family-world of the Özenler, as when you do not respect your mother, wife or sister or any woman who is not related to you, a crime is committed in both the eyes of Allah and the Lider, which is why by Özenler men, respect to women is shown in public quite often. For the elders, they are recognized by their old-fashioned clothing and their grey hair, however, their skin would remain somewhat clean so there would be quite little wrinkles found onto their skin. Society: The culture has a Lider, though, this Lider would not rule over a settlement, but over a majority of people who are of Özenler descent, the Lider is not elected, but it goes through a certain bloodline. This bloodline is called the Akbas bloodline, if someone was not related to this bloodline, he or she would not have the chance to rule over their people. Someone in the status of a Lider is allowed to have concubines, though, this is not an obligation. Any blood-relative to the Lider has the same opportunity when the oldest heir dies due to old age or in battle. The Lider must be respected with his words and if you have anything to say about his line of work, people are always welcome to debate with him about various subject. As a Lider, the man must be determined to hear the words and the voices of the people so he can bring change into the society of his culture to make it safe for everyone. Lider of course needs people to rule over areas where other of his people live, so he has a council in each place to make sure that they abide by laws of the Özenler people. Because the Özenler are dominantly Rashidunism followers, they have a religious advisor, who guides the Lider for laws, military strategy, anything that could be a harm to him or his culture and religion. The normal Özenler would have to choose whether they would participate in combat or not, as for the women, they are respected by their husbands and fellow Özenler. A Özenler male is obligated to join the ranks in the military in order to protect their fellow Özenler, because if they do not do so, a law is broken and there can be no excuse for them as they refused to protect their own people. Breaking this law would of course immediately lead to an execution. If there is no respect shown towards your fellow Özenler, you would get a punishment given by the Lider himself, as it is important for their people to survive and live in peace to eventually become an acknowledged part of the population. For the children, they must get to know weapons at an early, boys get to learn how to use; a crossbow, bow, sword and an axe at the age of ten, and girls get to learn how to use; a sword, crossbow, shortswords. This military training is make sure that the descendants of the modern-day Özenler can live on in peace without being attacked by enemies. Behaviour: They are very passionate people, they share great pride in their culture as when there's being spoken badly about their religion, some remain peaceful but some can get into fights. Their behavior towards their fellow Özenler however is friendly and peaceful, as they each other as a brother and sister spiritually. However, if anyone dares to make an attempt to exterminate this minority of people, they would occasionally pick up weapons and fight the enemy, despite being from another gender, even the females are disciplined to participate, but, out of free-will. Children would often be quite chaotic in Özenler households, knowing that if they are boys they get trained to fight when they become the age of ten, and for females, they get to learn how to use a crossbow at quite an early age. Whenever they have guests, they immediately offer food whether he or she asked for it or not, this is to show off the most respectable form of hospitality. The men are quite serious but can share a sense of humor when it comes to partying or in conversations with friends, they are quite much showing off the boring side of the Özenler men. The Türkler people have quite a temper, when they are angry or feel watched they usually first punch rather then thinking about what the person actually meant, in which case the Türkler are sometimes violent towards people depending on which mood they are in. Festivities: They celebrate; Ramadan; a religious festivity as they fast in order to feel the pain a starving and poor human being, this is to show compassion towards their fellow human beings and to oblige to the teachings of the Prophet, during this festivity, they are only allowed to eat before sunrise and after sunset, this is to keep yourself healthy instead of literally feeling the pain of a poor human being. Sugar-Festival; marks the end of a month of fasting from dawn to sunset, as well as spiritual reflection and prayer. The day starts with prayers and a big meal is usually the main event, but there's lots of other ways people celebrate too. Özenler-Day; a party where the military marches to show off their strength and their power, this is often celebrated with a massive party in the middle of the desert where Hookahs, female dancers, and big meals are present, at the end of this day, the Türkler people pray for the prosperity in their life and for a good health for their own people. Clothing: Men would wear the traditional clothing of the Özenler people, a fashion which is native to their people, this would often include silk, some furs, leather shoes and jewelry; sometimes they wear capes which include a very large piece of bear-fur but this would only be worn in cold Winters when they are travelling through the lands. The men would of course wear beards and sometimes armor of their military units due to their obligation of joining the military, but sometimes this armor is worn to protect themselves against major opposing cultures. Female clothing would of course contain a lot of silk and golden or silver jewelry, sometimes they would wear headbands around their foreheads which would also have golden accessories attached to it. Some wear Henna tattoos with the Evil Eye on it, which is to keep the evil away from yourself and from those you love, this eye would also sometimes be attached to jewelry as a talisman, as it somehow had mystical powers for some who believe in this object. Architecture: The architecture of the Özenler always had a dome ontop of their major buildings, to present the status of the person who lived in it, the normal Özenler would live in a house made out of bricks, the inside would always have a large Turkish carpet, together with some fancy pillars inside, however, now the main settlements of the Türkler are simple tents or they sleep for the night in the cities of major nations. Though, a normal Türkler tent would contain a Turkish carpet together with a hookah, a prayer-mat and a painting of the Sultan himself as a sign that he is listening to you no matter what the situation is. This way of living would often be compared to the way modern-day nomads live as they do not live in a nation or travel with caravans, however, the tents of the Özenler could be carried by using a horse and eventually placing the objects which were inside the tent onto a cart attached to the horse. The Özenler are still fighting to obtain a settlement to live in and to properly live and devout their life to Allah and their Leader Religion: [Özenler praying inside a Masjid] They follow the religion of Rashidunism (Al-Iman Rashidun), where the deity is Allah, they tend to follow the teachings of not eating pork, mutual respect towards your fellow human being unless you are under attack, no alcoholics, fasting for a month (though you get the chance to eat before sunrise in the early morning and after the sun goes down in the evening. They must pray five times a day and attend a mass-prayer on friday, this is to keep everyone connected to Allah. These prayers must be done in either the morning, afternoon or evening, if not, this is considered as Haram in the religion. To spread their religion, they would often go out into the wilderness to discover Canonist camps and raid them, as to the Özenler people, the religion of themselves is the only one true religion, in which case they would sometimes organize a 'Jihad' towards people who believed in different Gods and oppose the religion of the Özenler. Military: [The military on a painting] The military exists out of the Yeniçeriler, these warriors are Canonist converts who have adopted the religion of Rashidunism and have been strictly disciplined by the military commanders. These warriors would wear an outfit which would suit the flag of the Türkler , they would either wear beards or mustaches. The second unit of the military are the Bashi-Bazuk (crazy-head in Turkish), they are known for fighting in their fearsome frenzied state and the noises they make in battle which would often be called 'animalistic', to motivate these type of soldiers, they often listen to Ceddin Deden, a motivational song written by the Yeniçeriler to energize the army and their men. Within the military, the soldiers would be trained to come to quick solutions in time of trouble during battles, which is why some are being sent at the enemy to fight until their deaths while the others will flee to find a better position to eventually either shoot them with arrows of crossbows or to spike them on spears when they are as well running back into the battle. War-Cries were often involved to create adrenaline and to make the military stronger in battle, the war-cries would either go through military songs or just shouting something gibberish, their way of fighting due to the war-cries would become quite the way of fighting like a wildman, as when they are fully energized they would just make more and more animalistic noises in order to pretend to be Demons towards their enemies, to create another form of fear but with a religious aspect to it. The military would undergo quite some rough trainings, as they are also being trained to find necessary minerals for their survival when they are out of water, food or other necessities, as their way of fighting is not just based on how much damage you can do on another being, but on how you can find the economical weaknesses of the enemies themselves; which is why they sometimes burn the grain fields of the enemy or sometimes burn entire shops down which delivers food to the people of the enemy they are facing. Spies are also a thing within the military command, they infiltrate into different towns to obtain information about different factions and other settlements so they can inform the Sultan and his council of the plans which involve the Özenler people and their culture. ____________________________________________________________________________________________________________________________________________________________________________________________________________________ If you want to join, click the URL next to 'Discord:' and you will be invited to the Türkler Discord Server where updates and announcements shall come, for any other questions DM me on discord: romzers#7777
  15. THEME HAELUN’ORIAN STARS: ALMARIS. Recently, I have been able to pick up my studies with the newly built observatory within the Eternal College of Haelun’or. Written down below is a vast collection of individual stars, constellations, and their location and perceived meanings discovered through the years: Iheiuhii’Larihei ( Larihei’s call) : This constellation is shaped as a woman upholding a torch, symbolizing guiding the ‘aheral back home to elHaelun’or. One just needs to look upwards to the zenith of the sky to see this magnificent image. Igne (The Flame) : Considered the light to Larihei’s call, it serves as a sort of flame towards her torch, further guiding the ‘aheral back to the motherland. Celia’thill (The Silver Star) : The constellation of celia’thill is held in the Northern Region of Karinah’siol. This particular shiny celia represents the progress which the high elves have made to becoming what everyone aspires to be. Noticeably, this is the brightest, and by far largest star that can be seen from the Karinah’siol sky. Indor’maparron (The Ancient Tome) : The ancient tome is the constellation that is seen in the eastern region of the sky. It takes the image of an open book, and represents high elven knowledge that has, and will be found in the light of Purity, as well as the pursuit of such. Ibar (The Owl) : The Owl constellation is seen in the western region of the sky above Haelun’or. The owl represents purity and maehr’sae hiylun’ehya guiding one on the path of purity within their long lives. Stag (Lost Translation) : A constellation in the southern view that is the smallest of the constellations that shows the national animal of Haelun’or, graceful and poised. Maehr’sae Hiylun’ehya, April Vallei’onn.
  16. [!] A notice has been pinned to the general event board, announcing a coming event that all may participate in! The folk of the House play merry music in anticipation for their beloved cultural pastime [!] The horns of Hawksong ring proudly amongst the treetops, kin, announcing our traditional mounted hunt for rabbits and boar! Our House has elected to open up the ride for all who wish to join us on the following elven day for an event of fast-paced hunting, chasing and comradery of the Twilit Folk's heritage. Limited space is available if you cannot provide your own mount and supplies. However, all that can provide their own steed and supplies are welcome to join the hunting party! We recommend both ranged and close range weapons. Keep what you catch, or collaborate with the House in food preparation for the Mani Masquerade that will follow the hunt! Send a letter to myself to reserve your spot ahead of time to ensure the best possible experience! 3 PM EST, 4/24/21 (( This is a casual PvP event - but before you 'yikes' away, don't worry! Your characters will need to coordinate and chase down some game that will be played by willing volunteers that will drop some goodies upon being downed. The rules are as follows: The hunt area is restricted entirely to the Hinterlands. This area is outside the main city, but within the first series of gates you encounter when walking to Amaethea. The event itself will last about 30-45 minutes, and will be a mix of RP and PvP between bouts of animal chasing. Feel free to bring any and all tools you feel will aid you in chasing down the 'game'. There will be no 'popping' of the 'game' permitted via MC mechanics, as the volunteers will be issuing a few chases after they hide. Come have a good time!))
  17. THE AYRIAN SUBCULTURE Ve Ayrikiv TABLE OF CONTENTS I. Introduction II. History III. Physical Characteristics IV. Way of Life & Dress V. Language & Dialect VI. Religion VII. Notable Individuals I - Introduction The Ayrian people (also referred to as Valwyckan, Valwyckian, or Ayrikiv in their native Naumariav) are natives of the highest mountains and peaks of Hanseti-Ruska, usually situated near large bodies of water such as seas and lakes. Years of a stationary, self-sustaining agrarian lifestyle led to the distinct culture within Hanseti-Ruska, with true natives of these mountain’s culture ('ancient Ayrians') intertwining with that of the typical Hanso-Raev and Waldenian. The ‘beginning date’ of the modern Ayrian culture could be when King Petyr I granted Eirik ‘the Whaler’ the Barony of Voron, and the culture was personified with Eirik administering over subjects in the extreme highlands. Other historians might argue the ‘beginning date’ of the Ayrian culture was much later at an undefined time, around the reign of Count Otto or Count Aldrik of Ayr, when the Waldenian roots of reigning Baruchs and immigrants from other parts of Hanseti-Ruska truly became distinct, from mixing with the 'ancient Ayrians' and prolonged isolation. Ancient Ayrians refers to the tribal people that dwelled the mountains before the arrival of the Waldenian Baruchs, and their culture largely influences the behavior of the modern-day Ayrian. II - History The development of the modern Ayrian culture began primarily with the Baruch administration over the mountains and shore in northern Axios, the Waldenian Baruchs themselves sworn fealty to the Haeseni king. With the Baruchs, there was an influx of immigrants from the city and suburban areas to the new land. The Baruchs found detached natives of the land there already - the culture was filled with traditional garb, dance, food, etc. Notably, the natives wore plaid kilts and spoke with a thick highlander accent, and although were resistant to Waldenian Baruch rule and assimilation with the Haeseni, years and years of living together combined with new prosperity from the Baruchs led to the mixing of the two cultures (Ancient/Early Ayrian and Waldenian) by the reign of Count Otto or Count Aldrik. The development of the culture took leaps during the reign of Count Aldrik. The brief independence of the County of Ayr during the short disbandment of Haense in 1655 on Atlas led to a focus on agricultural, structural, and societal expansions - though the Ayrians would have difficulty retaining levels of economic prosperity without the Kingdom of Hanseti-Ruska, and would quickly vassalize once again given the opportunity. Many of the highlanders and city folk alike would flock to the capital castles and surrounding towns in the Baruch holdings; this bastion of this mix of Haenso-Raev culture and native highlanders, nestled in beautiful northern mountains. The castles themselves would still be typically quaint and stone compared to more magnificent castles of other vassals (that is, until the construction of Lichtestadt by Matyas of Valwyck, a large, grandiose castle situated on a lake in the highlands). Some rural highlanders would not go to them, remaining in their original hamlets. While still taking some influence from the developed castles in the heart of Ayr or Valwyck, the rural Ayrian common folk remain as one of the most detached and conservative peoples in Haense. Castle of Valstadt, c. 1770 Militarily, the Ayrian people have found themselves a part of large international conflicts historically. The first collection of Ayrians in a military organization was the Baruch-led Greyguard in Ayr. The Greyguard was a small yet resilient group of light to heavy pike and axe infantry, with some slinger and archer units. The elites used two-handed broadswords or greataxes donning heavy armor. Major conflicts the Greyguard fought in included being a main proponent of the Greyspine Rebellion, fighting with Ruthern forces to reclaim the lands of the Kingdom of Haense from Courland. In the Aberrang war, the Greyguard levy fought with King Robert I and imperial regiments to take back Saint’s Rest from heathens that had captured it from House Baruch. The levy was also reinstated during the War of Two Emperors and under the leadership of Count Sigmar successfully raided and fought against Renatus and its allies, mainly Norland and Curon. The Greyguard not only emphasized the regimental, clan, and familial nature of Ayrians, which held the group together and kept them resilient, but also developed the culture to obtain more distinguished warriors and fighters. Early medium infantry of the Greyguard aiding a clan member The reign of Duke Matyas led to a bit of a cultural revolution within Valwyck, whereas more of the lifestyle of the Early Ayrian was emphasized. This included more standardization of dress and fashion, dance, music, mindset, and vernacular. Before this, there was less of a unified culture in Valwyck. The contemporary culture following this change is what is discussed in the following chapters. III - Physical Characteristics There are three basic phenotypes of Ayrians due to varying levels of intertwining Haeseni, Waldenian, and native mountainous peoples, as well as people’s wealth and status over the years. HIGH MARIAN The elder nobility of Valwyck, namely the Baruchs and Gants, who are taller than others and typically have black or brown hair with green or blue eyes. Might have a more slender and less rugged appearance than the lower classes. BURK MARIAN The ‘mountain Marians’ describes the middle to upper class Ayrians who live in relatively urban settlements. Many were originally Haeseni immigrants who intertwined with the Burk Vezuchet. They have brown to blonde hair with green or blue eyes normally. BURK VEZUCHET Translating literally to ‘mountain commoner’ these burly highlanders make up the largest proportion of Ayrians and exhibit plain features such as brown hair and grey to brown eyes, usually standing at around 5’11. Very traditional and strong from manual labor in the highlands, they are typically regarded as the original natives of the mountain / descended from Early Ayrians. An Ayrian ‘burk vezuchet’ weathering the harsh northern winter with his livestock IV - Way of Life & Dress The Ayrian way of life is distinct, rural, and takes inspiration from Biharism. The highlanders of Ayr/Valwyck are resilient to any other modernist reform from the Haeseni capital or heartlands that might impede on this way of life. The lifestyle heavily revolves around agrarian and fishing traditions. The Baruchs themselves were originally rural fishing barons, becoming very comfortable and profitable from this industry, so far as to eventually find themselves deep into the seas and whaling. Centuries after the traditions set by Eirik I, Baruchs continued to live off the age-old Ayrian practice of whaling and fishing, however picked up a much more agrarian lifestyle, including growing primarily potatoes and beetroot and shepherding. The industries the Baruchs and Ayrians center themselves with led to a very self-determined and sustaining lifestyle. A rural Ayrian tending to his sheep & goats in the countryside The dress of the common, rural Ayrian is traditional plaid drape and kilts. The purpose for this very niche and specific clothing is simple; for the rural man, it is much easier to create plaid kilts than tailored pants. It stuck on and remained as a common practice to wear them. Modern customs in Hanseti-Ruska, however, are quite different from what the rural Ayrian would consider normal. Many Baruchs still don plaid kilts and garb regularly, but especially so for formal events. Matyas Baruch (left) upon ascension as Duke, Sigmar Baruch (right) upon abdication to Petyr I Another interesting aspect of the way of life of Ayrians is music and funeral procession. The most common and festive instruments are drums and bagpipes, leading to distinct celebrations in Ayr compared to the rest of Hanseti-Ruska. Funerals also utilize the bagpipes to honor the dead. Caskets are carried to a designated area whilst a respected tune from the bagpipes is played. The rest of the funeral is similar to any other, with caskets often burned or layed in crypts. V - Language & Dialect As with all Haeseni, the Ayrians speak the national language of Hanseti-Ruska, Naumariav, as well as common. Due to their isolation and life far away, the Ayrians developed a distinct dialect, however. Their dialect contains a thick, rhotic accent: for instance, one Ayrian might say “Ah think it’s goin’ to be quite a bonnie day tomorrow.” Naumariav words such as ‘da’, ‘niet’, ‘koeng’, ‘prevja’, ‘dravi’, and ‘spasibo’ are often mixed into the common, but also some native words were developed. To name a few: Ken - know Laird - lord Bonnie - pretty/handsome Toun - town/city Bairn - baby/child Laddie/Lad - boy Lassie/Lass - girl The typical working Ayrian man VI - Religion Ayrians are devout Canonists, and closely follow the state religion of Hanseti-Ruska. [See other resources for more info regarding Canonism]. Important church figures of the Ayrian culture include Edvard III, High Pontiff. All the reigning Baruchs have the lineage traced back to Saint Otto of Vanderfell, and his image is therefore very prevalent throughout the territories of Valwyck/Ayr. St Otto’s own body is held by the Baruchs and his casket is displayed and carefully kept in pristine condition. VII - Notable Individuals Eirik I of Ayr Eirik var Joren Baruch Eirik Baruch, known as ‘the Whaler’ was the first Baruch title holder and first settled the mountains for his Waldenian family. Many Baruch traditions extend from his original reign. Grandson of St. Otto. Otto of Ayr Otto Marius var Eirik Baruch Otto Baruch, known as ‘the Just’ was the second Count of Ayr, and his reign saw great development to the Ayrian culture as well as his county. A veteran of many wars and conflict, he maneuvered his way to keep the house of Baruch’s standing well. Aldrik of Ayr Aldrik var Otto Baruch Aldrik Baruch, known as ‘the Stalwart’ was the third Count of Ayr and a Haeseni knight. Known for several things, among them leading the independent County of Ayr shortly. This led to development in the Ayrian culture in many ways. Marus of Ayr Marus Karl var Aldrik Baruch Marus Baruch, known as ‘the Old’ was the sixth Count of Ayr and inherited the county due to a succession crisis, the majority of his reign spent maintaining Baruch’s standing after the incident. Sigmar of Valwyck Sigmar Joren var Jan Baruch Sigmar Baruch, known as ‘the Dutiful’ was the first Duke of Valwyck and a well known statesman of Hanseti-Ruska. Through his work, he earned the Baruchs the duchy from the Crown. Petyr I of Valwyck Petyr Siegmund var Sigmar Baruch Petyr Baruch, known by some as ‘the Mad’ or ‘the Beater’, was the second Duke of Valwyck and was a Lord Palatine of Haense. By the end of his reign, he became notorious for fits of rage and madness. Matyas of Valwyck Matyas Aleksandr var Petyr Baruch Matyas Baruch, known as ‘the Scyfling’ was the fourth Duke of Valwyck, and was the first Baruch Justiciar despite the family having many legal roots over many years. Constructed the grandiose ‘Lichtestadt’. Terrence May Terrensz Mau Terrence May was a Haeseni statesman, known for working his way up from an Ayrian fisherman to a member of the Duma, Lord Palatine of Haense, and Imperial Senator. Isabel of Valwyck Isabel Franziska vas Petyr Baruch - Queen-Consort of Hanseti-Ruska Isabel of Valwyck was the youngest daughter of Duke Petyr I and became the Queen-consort of Hanseti-Ruska following her marriage to King Josef I. Bernard Baruch Bernard var Marus Baruch - HP Everard III Bernard Baruch was an Ayrian clergyman who later ascended to the mantle of High Pontiff, namely Everard III.
  18. The Following Missive would be scattered around various Mali filled nations: A SHORT COMPOSITION OF ELVEN PHRASES Heya’van ito nae’leh? - How do you fare? (Heya- What, How, Who) Ayla ito kae! - I am good! Llum ito kae’leh - I am sad (Sorrowful) Nae’eyha? - And you? O? - Why? Adont’ahern - Please Ahernan ( ito nae’leh) - Thanks/ Thank you Itone - You’re welcome Llun ito kae’leh - I am Sorry Tilunen’ne ito nae’leh - I don’t forgive you Malieir ito nae’leh - You are a traitor! Ikur ito nier - It’s cold here. Ne, enet’ento - No, (but) Next time. Nae adil’taelu... naeluir ito kae’leh? - I wish to learn , are you a teacher? Ne, ne ito perithe, adil’ehya ne ito nae’leh! - No, I don’t remember, and i don’t want to. Malii ito hae/lae'leh - She/he is a child. (Elven maturity is 50 depending on the culture, whilst physically maturity is 18) Ikrun ito hae/lae'leh - She/he is a fool. O’llyt ito nae’leh? - Why are you so aggressive? (I.E: Why are you mad) Lae'leh acaele celian'ehya ito anah'wy - Her head is in the sky and stars. (She's out of touch with reality/ is a daydreaming) Medi ito nae’leh, ahernan! - You are helpful, thank you! Ohn'wehn ito Nae'leh - You are like grass (you are not special) Parsaere! - I have an idea. Halare - I promise. Narn il’kae - Come here. Iyl u’iyul? - This or that? Cihne, adont’ahern! - Stop, please! Mal/Men - Mal Woman/Women - Lari Child/Children - Malii Kae mal adriere- I hate men. Acaln: Gold Ayal: Yellow Belou: Pink Ibar - White Miruel - Red Taynei: Green Lentos: Brown Merku: Peach Lenti’kariman - Spring (Months of growth) Mamaria’kariman - Summer (Months of heat) Feta’kariman - Winter (Months of cold) Wehn’kariman - Fall/Autumn (Months of wheat)
  19. The Union of Rosius et Frand ~ ~ 𝔄𝔦𝔪𝔢𝔢 𝔡𝔢 𝔉𝔯𝔞𝔫𝔡 requests your presence at the marriage of her sister, the fair Claude de Frand to The Honorable, Otis de Rosius At the Basilica of the Ascent, in the center of the Imperial City of Providence, officiated by Vice-Chancellor Cardinal Pelagius-Albarosa. Followed by a reception at 'The Ivy House' hosted by Madam Ivy herself. To be taken place on the 19th of the Sun's Smile, 1813 ((Sunday, 3/28/21 7pm EST))
  20. “To Safeguard Happiness” The Elvenesse Revelry Guild The Aegis Adventurers Seen typically within fine taverns or wandering the beautiful streets of Elvenesse, those within the Wyn’okar are not out-going adventurers or mercenaries but morerather fun-loving individuals or seasoned veterans of whom seek to improve the homelife and participate in different activities Elvenesse has to offer. They are the homefront guild, those who wish to see the city prosper. Those within the revelry guild are those who enjoy the warm moonlit nights in festivals or the hot summers in the forest racing against their friends in competitive games. The Revelry guild also promotes the ideal that all citizens should have basic training and are ready to fight, as to protect the homefront in times of danger. For who better to match steel with steel in raids than those who are passionate for their country? Guild structure and role The Wyn’okar is based mainly around event organisers and simple members who associate with the guild, apart from that there is no ranking. The revelry guild is a guild designed around event organisation within Elvenesse and its lands and for that reason activities will typically remain within such limits. The guild prospers around promoting cultural teaching, homeland defence, drinking, sports and living life to it’s best capabilities. “Yallrn’eyha bida!” - “Live and Drink!” Application and Upon joining The Wyn’okar application process is simple, sign up and attend its activities. There’s no uniform and there’s no enforcement to attend - though it is best advised - the main purpose of the guild is to promote community activities, allow individuals to create new friends during such activities and improve the homeland of Elvenesse tenfold. Many within the Wyn’okar are taught light history in both Sea and Wood elven culture which further allows them to teach and welcome newcomers to Elvenesse, especially those who are from estranged Sea or Wood elven backgrounds. Application For those wishing to come join the land of Elvenesse and take part in it’s activities there is a small letter pre-written and attached at the bottom of the poster, allowing for one to send a message to a designated location via avian. (Send a forum message or message within the Elvenesse Discord) IC: Name Race Age Citizen of Elvenesse? OOC: Username: Discord: - Out Of Character Description - The Wyn’okar is an event organising guild, this is a prime place for those who wish to get involved in roleplay within Elvenesse to find a group to get engaged with. I plan on holding a wide variety of events, from fun stuff like races down rivers, constant parties and culture learning rp. You’ll also get a little bit of PvP training, CRP training and so forth, meaning it’s a well rounded guild for those who wish to join a society to roleplay with inside of Elvenesse whilst also developing themselves.
  21. The Puerokars Spinners of Stories The Puerokars are a seed centered around the worship of the Rabbit Mani Bilobooz, and the celebration of the individual legacies of its members. Formally a matriarchal society on the fringes of other larger wood elven groups, The Puerokars have recently been reintroduced to society by the new generation of Puerokars. Whether through murals, totems, journals, or through their Ilmyumier itself, the Puerokars celebrate the events that make an individual who they are. History The Puerokar’s were once a group of eight households that lived in a village called Tsisduwi. Each worshiped Bilobooz, the Rabbit Mani, but many of the other houses also worshiped other mani along with her. The Clans of Molimo, Dyanitir, Tala, Larigne, Vallei’ahern, Mongwau, and Dyami eventually all fell under the leadership of the Peurokar house. This task was achieved through the hard work of Aenwyn Puerokar, the founder of the Clan. Aenwyn won the respect of all of the clans with her leadership after years of unrest both within the settlement and outside of it. She maintained a positive relationship with several caravans, as well as other settlements, and established a clan culture that, despite being lost for ages, still lives on through the surviving clan members. Through the clan’s infancy, unrest between each branch of the newly formed clan dissipated. Traditions that celebrated the individual branch’s unique attributes were formed and a strong sense of pride was formed among them. This pride however separated the Puerokars from the rest of the world; their elitism being one of their downfalls. Their growing hostility towards outsiders, poor leadership from the last Winema, Deu’lara Dyami Puerokar, and a bandit raid on the settlement of Tsisduwi, caused what remained of the clan branches to scatter to the winds. Now, those that remain alive are the new generation of Puerokar that wish to integrate into Elvenesse.While they all wish to continue to honor the old ways of their branches and clans, changes have been made to operate more like a seed. The Seed name will be Puerokar, as that is what every branch had in common, and the individual cultures will be honored but no longer necessary. For most, being a Puerokar will be enough, but for those that are interested in learning about the nearly forgotten sub cultures it is highly suggested that one should subscribe to that particular subculture. Clans As stated, the Puerokars are a group of several clans that joined into one house. Below is a summary of each of the clans, their worship, and their role in the settlement of Tsisduwi. Culture In what could be considered ‘Puerokar Culture’, worship of the Rabbit Mani has always been the cornerstone. Over time, Bilobooz's defense of bloodlines became the clan's fixation on legacy and personal life stories. As the idea of sharing personal legacies became more popular among the clan branches, a library was constructed to house the diaries of every individual in the settlement, showcasing years of legacy. The Mongwau branch was its caretaker, and ensured that basic information on the clan branches was recorded. Things like births, deaths, coming of age ceremonies and the like. All was lost upon the raid that destroyed Tsisduwi. The following will be examples of the overall clan’s culture, but each branch has their own subculture and traditions that are unique to them. Totem Tales Written word wasn’t the only form of story telling the Puerokars became known for. They developed a form of mural known as Totem Tales. These murals were elaborate depictions of the artist's story. In the example to the left, the subject was love. Each addition to the piece symbolizes a part of the artist's love life or overall story. These totems can be done for any subject, but for it to be considered a Totem Tale, it must be a vertical mural with the story starting at the bottom of the medium and read up. These storytelling methods inspired the seed’s Ilmyumier. Festivals The Puerokar’s celebrated several events throughout the year while they were their own settlement. These events have become a strong part of the modern seed’s culture. There was the Night of Spinners, a small event where members of each branch of the clan would ‘spin’ a tale in an attempt to outdo the other branches. The Winema would listen to each story over the night’s feast, and would choose her favorite by the night’s end. Though a small event, it was done several times throughout the year, and often used as a way to settle petty disputes, making the jobs of the Dyanitir a bit easier. Another smaller event that took place in the spring was the Festival of Flowers, a matchmaking festival. It was the best way to ensure the bloodline was secure. In the years girls from the main branch came of age, the event was massive. The festival of flowers was a showcase for young adults to demonstrate not only to the other branches what they were capable of, but also show their own branch how far they had come. Most of the youth are free to choose who they wish, but it is the main branch women who have their partner chosen for them by the Winema. Another example of the clan protecting their legacy. Not every youngling would agree with the decision, but for the branches as a whole, having a member chosen to marry into the main house was the greatest honor. Finally there was the Festival of Rabbits, an event held in the highest regard by the Puerokar house. It was the one day of the year where the branches competed against each other in various events to see which of the families have improved the most. Events included physical activities, as well as challenges of creativity and mental capability. The winners would be decided, again, by the Winema. The prize was usually bragging rites, and a special creation from the Chieftess herself. Trials and Ilmyumier The trial for the Puerokar seed is simple: without explicitly stating it, those who wished to join would have to tell the story of their legacy. Prospective Puerokars are given three elven days to think it through and present it to the Winema. If the individual displays an understanding of the Puerokar way of storytelling, then they will be allowed into the seed, and the story they have presented becomes the story of their Ilmyumier. Though easy upon first glance, the general lack of guidance in the instructions can be a bit daunting for those that don’t know what they are getting into. The Puerokar Ilmyumier is a unique one. The top and the bottom of the tattoo is always the same for every member. It always begins with the rabbit mani framed by two bands, representing their addition to the seed. The last bands represent the future actions the barrer will take, and how the legacy will thrive within the seed. It is one thick band followed by a band shaped into a triangle or an arrow. Between the first and last bands is different for each individual. It depicts the wearer's legacy as displayed in their trial. The design will be done by another member of the seed if the individual is lacking in artistic prowess. Leadership The Puerokar’s have always been matriarchal. The Chieftess, or Winema (wi-nay-mah), always being passed down from mother to daughter throughout the decades. If there were more than one daughter in a family, the current Winema chooses from them who she feels is most deserving of the position. If no daughter is born to the acting Chieftess, she may choose another female within the seed that honors their values. Oftentimes this would be a priestess, or Meda, from the Molimo or a council woman from the Dyanitir. If there is no blood-related woman in the family at all, then a male can take the position, but is extremely unlikely due to the size of the clan. Though the original reason for Winema’s position was due to women being in charge of domestic matters, it became a way to honor the work of Aenwyn. Though decisions pertaining to the outside world were reserved to the Winema, smaller decisions were made by the council. Often filled out with members of the Dyanitir branch, they took care of general governing, such as collecting taxes and solving small disputes that aren’t worth the Winema’s time. There were seven seats on the council, and each member was chosen by the Winema herself. Another tradition passed down from one Matriarch to another is the ceremonial staff. The Winema’s staff is a symbol of the family’s legacy and blessings from Bilobooz. It is a carved, 4ft long staff made of stained pine. The length is carved with tribal depictions of Rabbits, and initials of former Cheftesses that have come before. Records have shown that the staff was a gift to Aenwyn Puerokar by another clan leader shortly before their disbandment. When it is time for a new Winema to be appointed, a short ceremony is conducted where the staff is passed onto the new leader by the former. The former Matriarch then adds her initials to the staff in honor of her service. The successor is chosen and the ceremony is done while the Winema is still of a right mind, typically once she has turned 500. Genetic Mutations When the former clans inhabiting slowly began to interbreed with the Puerokars, it led to bizarre-looking relations among them. There are a few rare genetic mutations that the family passes down that show up sporadically, giving their claims of being the ancestors of the rabbit mani some ground. The most common of the mutations found within the line come in the form of strange eye colors. Eye colors such as blue and red are common within Puerokar’s, at least more common than the rest on this list. These traits suggest that at some point in the history of the family, there was an introduction of high elven and dark elven genes into the family line, though the family would be considered mostly wood elf now. Another mutation of the family are large, down angled ears. These ears are similar to those found on Oar Lop-Eared Rabbits. It is uncertain how this mutation actually came about, but the legends suggest that the ears come from Bilobooz taking pity on a childless family. The rabbit mani was said to have transformed one of her leverets into a baby elf with the ears of a rabbit. Unfortunately, there is no answer as to what caused the “Oar Lop” ears (or oar ears) among the family, but it is a rare trait that only around 10% of the Puerokar’s possess. Conclusion The Puerokar seed is one steeped in tradition. It takes the worship of Bilobooz and her ideas of protecting legacy very seriously through their stories. The seed is welcoming and open to all storytellers, artists, and interested parties alike. Art and words by Twsister2361
  22. The Path of the Flame The Philosophical Musings of Elros Silma The 13th Year of the Second Age Foreward Some view the mali as twice cursed. Few in number and forced to endure the pain of the world in a way others do not. The life chosen for the Mali is a hard one, for our blessing brings with it an expectation, a duty, which the other races do not have laid out for them. For in our long life comes a challenge to improve and better ourselves, so we may better serve the world. For who are better to serve as preservers of history than those who live through it, as craftsmen than those who have many lifetimes of men to hone their craft, as a shield against the dark armies of the nether and the void than those who have decades or centuries to learn and train, or as a steward of nature than one who can see its patterns and cycles run over the centuries. If you are to learn one thing from this work, then let it be this - do not despair thinking of the pain or hardships a long life may bring, for despair only stays the hand and squanders your gift. Instead, look to your many years as a challenge, to use each moment as best you can, for with time and effort, nearly all things are possible to you. On the Blessing of the Mali The blessing of the Mali is nearly unique among the blessings, for it does not simply offset to a degree our curse, but does more. The Bortu were granted to be strong of mind and hearty, so they may survive and engineer great contraptions deep in the mountains seeking the wealth of the earth they were cursed to crave. The Uruk were granted a degree of honor to try and offset their mindless bloodlust and rage, and the Vallah were granted a special afterlife to make up for their short time in this world. In our gift of eternal life, we may certainly have more time to bear children, which offsets our sterility, but in our blessing we find ourselves appointed as stewards of the world. Compared to us, the other races live on this earth for but a short while, and can thus often be short-sighted. We must worry for the future not only for our children, but for ourselves. If we are to live in the world for a long time, then we must face the outcomes of the decisions made by ourselves and others centuries on into the future. In some, our gift of long life fosters idleness, for they believe that since we have a long time, we can take our time in life. In others, it fosters apprehension, for they fear the many years of pain and tragedy they will face more than they look forward to the good. This has led to some, most notably our brothers of the Bronze, to declare that we are twice cursed. But I suggest that instead of living in dread or idleness, we view our long lives enthusiastically. As a great challenge to overcome, a challenge to improve. We have all the time in the world to master our crafts, to learn of the world and its intricacies, to protect the world from those who seek it harm or those who cause it inadvertently. This is our duty, and in doing our duty, we do good. On Duty and Good A mali has several duties in life. A duty to self, to kin, to nation, and to the world. All of these must be kept in balance, for they are all important in one’s life, and one should not be left entirely forfeit for the sake of another. The highest good for a mali is to, in their own way, serve to better the world in which we live. For no two mali are the same, so thus the path to good is not static. The closest thing to an explanation of the path to good, in my view, is to do your best to find your talents and to excel at them to the greatest of your ability, and to then put them to use to save the world. A man of great strength may seek to become a fighter to protect his people from attacks, natural and supernatural, while one of compassion and wisdom may seek to become a healer. In any situation you are placed into, one must assess themselves and decide their best course of action to aid in it. That best course is almost never inaction, for idleness feeds stagnation, and the stagnant and passive are left to be easily subjugated or torn asunder by the active and dynamic. If you see a building alight, a strong man may assess they should go into the building to save its residents, for they have the ability to do so, and thus in doing so they prove their courage and work towards the good. But what of one who is weak? For them going into the building is recklessness, but doing nothing is negligence. In asking for help or gathering water or healing the injured afterwards, they work towards the good, for they help the situation in a way they are suited to without making things worse. This is the path of the righteous, and what we should all strive for. Some may say that employment and duty are one and the same, for they are both vocations we dedicate ourselves to. But I say they differ in a way. A man has a duty to his employer, a craftsman a duty to make the product requested to the best of his ability. And for performing that duty satisfactorily, the employed is paid by the employer, the commissioned paid by the commissioner. This is only right, for the hard work of a craftsman or the risk of a merchant bearing goods down harsh roads must be compensated, but what of those whose work aligns with higher duties and higher principles, such as the druid, the scholar, or the guard? Ones who follow those paths should follow them not on a duty to gold or silver, but to the world, the truth, and their people, respectively. Thus, the question comes if they should be paid at all. On one hand, it makes sense to compensate those who work hard or are at risk for their efforts, but on the other, pay can draw in those who are not dedicated to the principles they should uphold. A guard working for mina more than loyalty to his people may be bribed to betray them, a scholar working for compensation rather than out of a duty to knowledge and the truth may bend the truth or break it, and a druid who doesn’t see their duty to nature and the world first and foremost may seek to control nature and bend it to their will rather than defend the balance with its help. Thus, it should be assured that people in those sorts of vocations should always put duty and honor above coin, lest corruption seep into our midst. On Leaders and Nations The leaders of the elves should be the servants of the people, not their betters. The mali race does not take well to conquerors, for we have faced many over the past four centuries. We do not take well to tyrants either. The Mali live long, and thus grow independent, and thus they follow most often those who they deeply respect. The respect of the people can be gained through many ways, but it is often best gained through shows of wisdom, compassion, skill, and tact. Some will follow those who are overly forceful, or who build their regimes on violence, fear, and censorship. But often, sooner or later, a large resentful party will grow to overthrow such a regime. Better to gain the respect of a people through decisive action and driving and enabling action in the city. For a city with nothing to do - no guilds and no military - will surely fail. The leader may accomplish this in many ways. They could allow guilds the freedom to grow and act on their own, or they may constantly and actively promote activity sponsored by the government. Either method is valid, though the former requires far less maintenance than the latter. However, the point remains - some are doers and some are followers, and the goal of the leader should be to aid the doers as much as he can to keep his city flourishing and his streets full. Nothing kills the drive of a doer and turns them into a follower or rebel more than being slowed and scorned by bureaucracy. Doers thus scorned will often either become reluctant followers, no longer willing to put in the effort when the system works against them, or they become rivals to the leader, believing themselves as doers could organize the system in a better manner. This is natural manner in which stagnant and failing regimes fall and new, more active ones take their place. So thus another role of a good leader is to keep enough control on this cycle to assure that the right new leader rises to take their place when they are no longer able to fulfil their office. For if one steps down gracefully when worn out and unable to fulfil their office rather than holding onto power until the breaking point, they are able to have some choice in who should follow them. It is better to give up one’s own power to one more worthy for the sake of the betterment of the people and nation than it is to hold onto power when unable to maintain the nation and thus trust the future of the nation to chance. Chance that is often cruel, for when a leader is overthrown, it is more often by the violent, brash, and over-ambitious than by the tempered, wise, and kind. On Society and Tradition Tradition is the core of Mali society. The knowledge, wisdom, culture, and experiences of our forebears are forged from millennia of life and are not to be ignored, forgotten, or violated. But to focus only on those traditions, and to emulate the past when we can look back and see its failings or look to the present and see the same problems, choosing not to progress by appending and improving these old traditions and systems using our own wisdom and experiences is folly. To the long-lived, the cycles of history are clear. I remember the fall of Malinor and the Dominion, and I see the same seeds that led to the collapse of those societies being sown here today. Many try to say that Elvenesse is not like the Dominion simply because it has a smaller military, more isolationist politics, and has rid itself of the Court of Princes and the Elective System, however they ignore the many similarities that come in turn. A nation for all mali dominated by the will of one subrace, topped by a large, slow, and often inefficient bureaucracy. I would argue that the best times of my life were spent among smaller groups such as seeds and guilds, or in smaller nations, like Laurehlin before the Orenian Subjugation or the Principality of Aegrothond in Atlas. Small groups or nations that were united by their culture and ideals, and where every member of the small group was willing to work actively for the betterment of his people and the maintaining of their culture, traditions, and ideals. The mali are best served when at peace with each other and able to interact with each other as equals, but also when they are able to organize themselves into smaller groups where they are able to practice their culture freely with those of like mind rather than being pressured and assimilated into a single way of life. Siramenor exemplified this ideal in recent times, in that it had a close knit community of similar ideals that ran itself and focused purely on practicing its culture the best it could. If a system of groups of a similar model could arise in the form of guilds based on each culture within the larger nation, and if these groups are allowed the autonomy to prosper, I believe this could lead to a more ideal society for the Mali. While this may or may not be true, it is unknown unless tried, and trying new ideas is far better for the progress of the race than staying entirely in the past. For when one tries new things, they are able to learn from the problems they face to get closer and closer to the greatest system possible, while treading the same paths as we have for centuries can only lead to stagnation into predictable cycles of success and failure. Conclusions My philosophy can be simplified down to but four ideals. The Ideals are as follows: The Mali’s blessing of long-life and nigh-eternal youth serve not as a curse or call to stagnation, but as a challenge to improve one’s talents beyond the capacity of other races. The life of an elf is precious beyond measure, and should not be wasted if it can be avoided. The Mali should use their talents and gifts to serve the world in the way they are best suited. What way depends on the individual. Wasting your talents and gifts or using them for the ill of your people are the two paths of evil. The Mali should be led by one wise, kind, and decisive, chosen by the people for his merits. He should also be willing to pass power to one better able to do the job when incapable of keeping up. Do not dwell too much in the past, for while traditions and culture are of utmost importance, emulating failed societies and ideas will ultimately breed naught but failure in the future. Follow these, and the Mali will prosper. Fail to, and we may well once again fall under the rule of tyrants, foreigners, and fools, with empty halls, bare hearths, and complacent people.
  23. YONG PING SETTLEMENT APPLICATION Settlement PRO MC Name: Kemobrown Settlement Name: Yong Ping Proposed Settlement Locations (Highlight 3 on the map): 1st preference - Tile 66. 2nd preference - Tile 73 3rd preference - Tile 77 Settlement Lore (could include previous roleplay posts showing involvement with the community) (1000 words minimum): Yong-Ping City is the epicentre of Eastern-inspired culture and arts. It’s home to the Li-Ren, Hou-zi, Oyashimans and many other travellers who have found home with its unique culture, natural landscapes and laid-back lifestyle. Yong-Ping found its humble origins in Arcas, where it started off as just a small embassy, eventually growing to encompass Tai Ping District in Talons Port. However, whilst many enjoy the special experience that our community offers, others preferred conflict targeted specifically at the Eastern cultures. Due to an influx of inhabitants and discontent with the inaction regarding the protection of our people, the inhabitants of Tai Ping have decided to expand and establish a new home under the name of Yong Ping. A home that will put its people first, celebrate the culture, and continue to offer a one-of-the-kind experience found nowhere else on Almaris. Culture post: https://www.lordofthecraft.net/forums/topic/196044-culture-li-ren-culture/ https://www.lordofthecraft.net/forums/topic/194066-culture-oyashima/?tab=comments#comment-1790003 Events posts: https://www.lordofthecraft.net/forums/topic/197710-tea-house-opening-night-the-story-of-nian/ (had 25 attendees) https://www.lordofthecraft.net/forums/topic/198062-battle-of-the-bei-blades/ (had 10 attendees) https://www.lordofthecraft.net/forums/topic/198247-mourning-the-lost/ (had 10 attendees) https://www.lordofthecraft.net/forums/topic/198431-the-sky-and-the-star/ (same event as above) https://www.lordofthecraft.net/forums/topic/198558-tai-ping-new-century-celebrations/ (altogether, 15-20 attendees each day) https://www.lordofthecraft.net/forums/topic/198592-washing-the-ashes-and-beginning-anew/ (20 attendees roughly) https://www.lordofthecraft.net/forums/topic/198629-the-firework-feast/ (15-20 attendees) https://www.lordofthecraft.net/forums/topic/198709-lion-dancing-competition/ (10 attendees) https://www.lordofthecraft.net/forums/topic/198743-the-dragon-dance-parade/ (We went round all of Almaris, rough gauge is each settlement or nation picked up 15-20 attendees at a time). Settlement Government Structure Explanation: Yong-Ping government is centered around the Five Ministries, each headed by a Minister that make up the central governing body, and many Officers under said Ministries to assist in the smooth running of Yong-Ping City. Ministry of Foreign Affairs: Charged with political and diplomatic tasks, fostering good relations with other peoples and working together with other Ministries to better trade for Yong-Ping. Ministry of Defence: The main protectors and keepers of order in Yong-Ping. They are charged with arresting criminals, defending the city’s citizens, as well as escorting any important personages. Ministry of Rites: The most popular ministry, presiding over all cultural events and affairs. This will be from organising plays, education lectures, cultural rites, and the like. Ministry of Justice: The main legislative body of the city, charged with ensuring a balance between punishment and reward for the deeds of the city’s citizens. This ministry works in tandem with the Ministry of Defence to carry out its edicts. Ministry of the Interior: In charge of taxes, state economic welfare and the like. Stewards replace the Officers in the specific case of this Ministry. Settlement Builds and Infrastructure (photos required): How does this settlement offer a unique niche not already found in an existing polity on the server? Our roleplay is highly culture-centric and inspired by Asia. So far, the server is host to many Euro-centric roleplay hubs bar the Fakhr Oasis. Our culture as well as the characters offer a fresh contrast against the norm, with a heavy emphasis on arts, festivities, and the like that cannot be found anywhere else on the server. It is specifically because of our unique roleplay that our activity has been steady and has attracted many players. It is also due to the heavy Asian influence on our roleplay that lore-wise, it would be hard to feasibly fit us under any other nation. Furthermore, in order to continue providing LOTC with a unique experience such as ours, it would be more effective to allow such a community to exist under their full autonomy. How does your settlement tie to the greater lore and narrative set by the community on LotC?: Lore-wise, we are a farfolk culture that is heavily inspired by the Hou-zi. As time passed, our culture was spread, as well as our emphasis on trade and the arts. This has brought many races to live amongst the Li-Ren, such as elves, humans, and the occasional Hou-zi. Though the Hou-zi were shelved, the interest in that specific niche has not declined. In fact, our steady incline in activity has proven the opposite. Have you ever run a settlement on LoTC before and what experience do you have with leadership within roleplay communities among the current groups of players? No, but I am confident that the current community have found my leadership so far satisfactory. We have managed to grow Tai Ping from a group of less than 10 active players to where it is now, with over 100 members in our discord. Do you understand the metrics for maintaining activity and the grounds for settlement removal, along with the standing polity cap? Yes, we must maintain 1% global activity each week and pay 50 mina tax. An additional 50 mina is required if we have any tile improvements purchased. If we fail to meet these requirements, we have a 3 week ‘at risk period’ where our tile will slowly ‘collapse’. If nothing is done after one more week, the settlement will be evicted.
  24. Deórhyrst/Deórhyrstas Culture TLDR The culture/religion is composed mostly of warriors, farmers, and merchants. All of whom are religious zealots with various cults being the most fervent in their faith to the gods. They lived in isolation until clan wars forced most into migrations toward current nations. The people are human supremacists with the most common demographics being Highlanders and Heartlanders. Farfolk members often only have a place among the faithful as converts, usually forced. The Deórhyrstas hate the other races due to religious values viewing them as the children of cowards or weaklings. History The Deórhyrstas are a foreign and hardy folk. In the far northern lands among the fjords they lived and fought amongst each other. There has never been a prominent kingdom before the Second Age when clan wars came to a head causing great migrations of weaker clans and exiles to the major continents including Almaris. General Values The average Deórhyrst are a deeply religious people. Zealotry is what keeps this religion alive in the hearts of its believers. No room for compromise is the common mindset for most believers when dealing with those outsiders who they call the Dwolla. All true men and women of the Deórhyrst abide by a short but strict code of honor with severe punishments guaranteed for breaking it. These virtues are called the Ambhetness and are taught to all boys and girls taught the Dómbóc. A people bred for war must show discipline to survive and and with clans often fighting for dominance an unspoken rule was adopted. All offensive wars or raids must end by the time of the first snows. The warbands always return to their hearths by the first day of winter with most choosing to return even earlier to reap the harvest of the fields. This practice has allowed for seasonal warfare and prevented their population from being turned into nothing but piles of dead on the battlefield. The Deórhyrstas are an extremely proud people who are proud to be human and see their fellow man as the pinnacle of creation. They are balance and the chosen of the creator, Bahri, and of his child Wyrd. It is the mission of this the Deórhyrstas to save mankind from other faiths by conversion or death. This view of supremacy leads many to look down on the other races for various reasons. Elves are seen as cowards and frail not fit to fight alongside the gods. Dwarves are greedy who should stay bellow the earth as to not offend the eyes of mankind. Orcs are often given respect for their proficiency in a fight, but their savage ways and failure to live up to the same codes makes them still impure. Gendered Values In most clans a Deórhyrst boy learns to wield a sword by age nine, and to fight in a pike wall by fifteen. He is taught from the moment he can understand language the importance of the Ambehtness, the code for men. There is great attention put on men and warriors to die by the sword with honor. A wound in the back is a disgrace, and it is seen as dying a cowardly death because you were not facing your opponent or were unable to recognize your true opponents. This train of thought leaves many kings in disgrace and is an easy way for clans to take over another, for oddly enough there is no dishonor in using or being an assassin. The Ambehtness Valor Save the foeman by blade and blood Fidelity Stray not from love Family Like any nation a family needs a leader Brotherhood Confide in a shield brother and no other Cunning Listen long and speak short and last Death Meet the sword with a braced chest Faith Trust in Wyrd for she wills all The girls are often taught to use a shield by age twelve, so that they may learn to defend the homes of their future husbands whilst he is away in the Summer seeking fame and riches with the warbands. Particularly combat gifted girls are taught to fight like the boys, and in rare cases permitted to fight with the warbands. As said though this is rare for most clans, and it often requires the clan leader’s direct permission. Female lead clans may be an exception to this rule, but they too are rare with only a few being ever known to exist. The Dómbóc Fidelity After marriage no longer can eyes wander Family No family can exist missing a nurturer Hospitality The fires of a home must be welcoming and defended Cunning Sleight-of-hand will deliver gentle hands success Faith Trust in Wyrd she wills all Marriage For common folk marriage is a one made of choice and freedom. The ceremony is not long but the celebration can last months depending on the individual's wealth. The ceremony itself is rather simple. The man gives his bride a shield to represent her position as the defender of their hearth while he is away. The bride in return gives her husband a sword as a mark of his responsibility to seek glory so that their children might learn to do the same. All of this happens before the highest ranking members of the clans involved along with the High King if one has risen to power. Now these happy and beautiful marriages of choice are only for the common folk. Clan leaders often hoard their sons and daughters as gifts to offer other clans to make peace or forge new alliances. It is not an unusual story to hear of spouses killing each other out of hatred and clan rivalries beginning anew. Day to Day and Clothing On the surface the Deórhyrstas are like many other people. They gather in town centers and trade markets to talk and share news. They dress for the weather of their settlement or where they are traveling to. Folks tend to their crafts be it trading, farming or or some form of a craft. All have a role to play in their society and the folk work hard to fill that role. Men often dawn tunics dyed with the clan colors and embroidered collars, and on their legs they where solid colored kilt or pants. The wealthier men may choose to replace tunics with a brigandine so that they may walk around proudly as fighters. A leather circlet or a fur hat are other accessories to the male ensemble. All men are expected to grow beards to show their masculinity. It is not uncommon for men who can’t grow facial hair to be disrespected or even forced to follow the Dómbóc instead. Women wear vibrant dresses with their hair grown out long. Jewelry is the mark of a rich woman, and a feather circlet is worn to show the ladies availability. A white feather shows she is available for marriage, while a black feather says she is married. This practice has made courting much more streamlined, and also helps to protect both men and women. Architecture The primary building material is wood. The only exceptions being the homes of certain cults, like a Cult of Tyw chapter houses, and any walls a clan may have put up being made of stone. The roofs of common folk are often thatched roofs to help keep home insulated. Great Halls are the home of clan leaders and kings. They are long houses with elaborate entrances often with intricate carvings displaying great battles. Inside there is room for a fire pit and seating for the clan. Animals statues take the place of banners as the most common way to show what household owns the land. Practices like this are what makes it more difficult to crush the fighting spirit of a clan. A more difficult task it is to remove a statue than a banner and claim that place as your own. View of the Creator, Bahri, and the Gods (Quick note here, all these gods will seem familiar to those who read the lore. That's because they are them just renamed by the Deórhyrst. Same characters different name and interpretations.) The Creator Bahri They believe in the creator like many other faiths however they just don’t see him as anything more than the first. Their reverence of him is passive. They only offer small little trinkets as offerings to him as more of a respect rather than a true form of worship. Instead they worship the Primordial Gods Donnar, Vili, Wyrd, and a host of the Wælcyrge and Mares. It is these gods that have sway over their lives while Bahri, their name for the creator, is dead and gone. No more can he offer them blessing. Unlike Bahri the living gods still have sway over mortal fates. Primordial Gods Wyrd Wyrd is the pale skinned Goddess believed to deliver death to mortals on the day Wyrd has deemed. If she offers you an honorable death in battle you are raised to join the Einherjar. There the Deórhyrst dead are to fight with her brother Donnar at the breaches of Irminsul against the Eotan. It is she who inherited the whole of creation and breathed life into mortals. It is for this reason that she alone decides the day they are returned to her. Donnar Donnar is the mighty one who fights back the void where it breaks through Irminsul, the Great Oak that protects creation from the chaos of the Void. It is through his effort creation is safeguarded making him a well loved deity among the Deórhyrstas. No cult has shown to worship him, but is possible all Deórhyrst men who seek a good death are worshippers of him. (Artwork from Games Workshop: Warhammer Fantasy) Villi Villi is the most loved god for her gentle nature. She is the sweet and kind sister of Donnar and Wyrd. She was the one who helped their father Bahri in his creations and stokes the fires of Muspelheim at the start of each morning giving light to all creation until she goes to bed again, and only the light from embers of Muspelheim shimmer off Wyrd's pale skin. She smiles down at creation watching with such delight. The Wælcyrge and Mares Frouwa Frouwa is a collector and shepherd of the dead who present themselves to her. It is with these mortal dead that she wages a war on her rival Surtr as a way to comfort them, for a Deórhyrst there is no greater comfort than a battlefield, except maybe a mug of ale. Ever on they wage war in the heavens with one another after Surtr’s attempt to conquer the mortal realm. As for the dead who do not wish to join her she escorts to them to Wyrd who then may send the souls to Donnar. Tyw Tyw is a zealous crusader who seeks to purify the mortal realm of all corruptions. His view on the subject of said corruption is not a forgiving one. He and his followers seek to exterminate the faithless, the craven, the undead, and worshippers of Surtr. He calls for the removal of the the unnatural, the unneeded, and the unsafe. Tyw appears as a radiant Silver Stag in stories, and it is for this reason his followers often bear a stag as a symbol of their mission. Hveðrungr Hveðrungr is reclusive and rarely deals with mortals. His nature to hide his motives inspired the Deórhyrstas to do the same. They do not often openly lie, but this does not mean they won’t hide the truth with silence or listen through a cracked door. It is this that they owe to the sequestered Wælcyrge. Vindlér Vindlér is another defender of mortals like Tyw, but he does not demand the faith of his followers in prayer, offerings or zealotry. Instead he demands they lead their lives according to his rules of order and vigilance. Many take head of his model and choose to act as missionaries for the faith. Fænir Fænir is another reclusive god mostly due to his shame of being tricked by Surtr, but his pursuit of knowledge has inspired the Deórhyrstas to follow and seek knowledge in its rawest forms. He is hailed as a god of the scholarly pursuits. Very little is known about him, but the one thing known for sure is that it is he who made the dragons and also the one who locked them away. Surtr Worship of this Mare is strictly forbidden. Worshippers are hunted with extreme prejudice and the promise of a slow death. No mercy is awarded to the craven that worship the deity that sought destruction and enslavement of the mortal races. He is the pinnacle of evil and his followers and presence are treated as such. An Overview of the Cults of the Gods For most Deórhyrst their faith plays a prominent role in their life, but even the average man who is zealot by most other standards doesn't compare to any of the cults who give themselves over to the divine to completely embody the will of a god of their choice. The cults are fervent defenders of the faith. Others who have ascribed to anything other than the Deórhyrstas should not speak their faith. A regular Deórhyrst is hard enough to convert. A cultist will likely attack on the spot without warning or feign understanding to plot against you. Cult of Wyrd The Deórhyrstas revere one main deity above all others, Wyrd. In their eyes it is she who inherited all of creation from the creator, Bahri. She is the god of death, poetry, and lords. Despite being the chief god she commands the smallest host of monks who devote themselves to her teachings. The Cult of Wyrd, also known as Wyrd’s Ravens, are known to offer willing or unwilling human sacrifices to her to provide the blood that flows in the river Gjøll. The sacrifices happen every twelve years at the beginning of Spring. The sacrifice is hung from a tree and stuck like a pig. They are then left hanging to bleed into a special trough that represents the river of blood. The cult is secretive and an ominous entity among the clans. Members can be spotted clad in black cloaks with silver chains around their waist. Common folk are wise to avoid eye contact with the Ravens. No lord or king of the Deórhyrstas has sway over these shamans of death, and crossing them is seen as crossing Wyrd the Grim herself. Thankfully Wyrd’s Ravens often keep to themselves tending to the Deórhyrstas corpses for mummification in the sacred burial mounds. Only those approached by members of the cult are allowed to join and learn the mummification arts of the Grim Ravens. (Art by Hasbro: Magic the Gathering: Cryptolith Rite Card) Cult of Vili The Cult of Vili leads a sizable cult of exclusively women. It is under Vili’s teachings do women learn to be the most desirable wives, and nurturing mothers. These women train as seamstresses, cooks, and are taught the value of feminine traits. They are soft spoken around men and attentive hosts to any guests to their hearth. Make no mistake though any who threaten their home will learn the phrase, “Hell hath no fury like a woman’s scorn.” Like many Deórhyrst women they know how to use a shield and will not hesitate to clobber a rude guest over the head from behind with it. These women are also fierce defenders of their husbands honor. To speak ill of her husband is to speak ill of her and her children, so a sharp tongued lecture is all any back-biter can hope to get away with. The Cult of Vili are the pinnacle of the average Deórhyrst man’s ideal woman. These women are the silent enforcers and the most pure according to the Dómbóc. Headed by a High Mother it is she who decides who are pure. Cult of Frouwa The Cult of Frouwa are a well sought after cult due to their practices. These female warriors seek service in life to Frouwa in hopes of reaping the Goddess’s boon. Upon death in battle they believe they may be offered a place amongst her guard the Disir. With Frouwa being the goddess of honor, fertility, and motherhood they look to sire a son or daughter whom they may raise to become a great hero or another member of the cult depending on the sex of the child. The Cult of Frouwa often seek out powerful human kings, or well known fighters to seduce. After they are pregnant they will return to their temple without even a word to the father. If the father was not of the faith he is wise to stay away if he hopes to have any kids ever again. There they will bear their child, and it will be raised by the cult with the members acting as it’s many mothers. This practice earned them the name of Frouwa’s Daughters. When in their temple they wear white gowns and flowers woven together into bracelets and circlets, but anywhere else they are clad head to toe in leather armour and furs with flashy, well maintained spears. Any woman who knows how to fight may apply to train with these elegant and deadly female warriors. (Art by Dustplat) Cult of Tyw The Cult of Tyw is one of the most prominent and respected cults in daily life, and like the Cult of Wyrd is feared for its zealous members. Tyw is the god of justice, balance, and purity. He is by far the most zealous of the Wælcyrge. His followers share this trait with him, and as such are as likely to flog anyone they deem dishonorable in the street as they are to breathe. They wear heavy plate armour and wield massive two handed war-axes at all times when patrolling the streets. These monks are the local law enforcement for many of the larger clans, but their loyalty is to the Grand Judge of their chapter. Clan kings or queens often appoint a Grand Judge to the position of Marshal to gain their loyalty and have a reliable garrison to enforce their will. Traditionally only the most devout who prove themselves just and honorable to the chapters Grand Judge may join. Different chapters exist and infighting has happened on rare occasions. The feuds are often over differences in interpretation on how to dole out punishments for the craven. Despite this you can rest assured none are pushing for leniency just various methods of pain and death. And it is woe to the man that dares betray his oath to Tyw for he will find no comfort and spend the rest of his days looking over his shoulder. This cult views it as their duty to keep all Deórhyrstas on the path and to punish those who dare leave the faith. (Deer Knight by SM Chun) Cult of Vindlér The Cult of Vindlér are close allies to the Cult of Tyw due to the close relation ship between the two gods. They often build their temples close to the chapter houses. Both cults seek to guide and uphold the codes and teachings of the gods. These two devout groups of worshippers are easily considered two sides of the same coin. Unlike their violent ally, the Cult of Vindlér are uncharacteristically peaceful for any Deórhyrst. They long brown robes that drag across the ground with the common brigandine over the top, and travel to foreign controlled lands. It is during these journeys that they seek new converts to Deórhyrst. They often do this by staying with the local population and growing close with them. The monks eat and drink with the Dwolla all while discussing their differences and highlighting the nature of the Deórhyrst. When they feel like a convert is possible the potential new Deórhyrstas are invited back to the respective temples under the cults protection. It is here the Monks of Vindlér really get to work. They treat and pamper their guests to show the hospitality of Deórhyrst culture. The guests are even treated kindly by other members of the clan and other cults out of respect for the noble work of Vindlér’s followers. As a matter of fact disrespecting these cults warrants the rather of the Cult of Tyw. After the visit is complete the monks escort the guests back to their homes ensuring their safety, but also ending the protection until the next invitation is made. Members are the most devout Deórhyrstas and are declared worthy by the Grand Monk of the temple. Cult of Fænir The final clan and easily one of the most respected is the Cult of Fænir. Fænir is the god of wisdom, history, and stewardship. His followers are the teachers, advisors, and scholars of the Deórhyrstas. While all men of the Deórhyrst are expected to grow beards, the Cult of Fænir, or the Unknowers, grow beards so long they drag on the ground to represent the vast well of knowledge they possess. If they are women they will grow their hair to touch the ground instead. No matter the sex of the the Unknower they all wear decorative bone headdresses. Stone temples are built to act as lecture halls, libraries, and homes to the members. All Deórhyrst, even members of other cults, often seek the monks in these stone temples when in need of advice or knowledge. Typically any can join this cult, but it often requires years of study before they can be accepted by the members. One must be fluent and knowledgeable of the stories of the gods, and also must be quick with their words. The Unknowers may seem friendly at first to any outsider, but they too still have a grim side. They often put on a smile for the unfaithful and trick them into coming to their hearths. Ultimately this often leads to being kidnapped and used as a test subject or interrogated for any scrap of knowledge the unfaithful has. All of this done at the order of the leader who is often simply called The Elder. The Elder is as the name implies always the oldest member of the local scholars. (No artwork shown here is owned by me. If known the artist was given credit under the image.)
  25. Among the A’tmuzigh, it is said that every grain of sand in the desert is inhabited by a spirit. A semi-nomadic farfolk tribe scouring the deserts, hopping from oasis to oasis, the elders say the A’tmuzigh are as old as the sand itself. Although political strife and conflict have whittled down their numbers, a select few tribes of the A’tmuzigh still remain. Their relative isolation has made it so few in the great cities, even those nestled amongst the desert dunes, know more than myth and legends of this tribe. City folk say they ride sandstorms and worship idols in the form of monoliths in the desert, engaged in ritual cabal with the spirits of the sand. Although some A’tmuzigh have opted to live in urban centres, those often experience ostracism, discrimination and forced conversions, pushed to the very edge of society, often finding work as mercenaries, fortune tellers and petty criminals. ____________________________________________________________________________________________________________________________________________________________________________ History The distant past of the A’tmuzigh is hazy and shrouded in legends. With no written language to call their own, the A’tmuzigh keep track of their history through complex oral traditions, involving lengthy ceremonies passed down from generation to generation. One of these ceremonies, aptly called the Tahkayt Hezzifan, or “Long Story”, involves an elder or oracle re-enacting the A’tmuzigh’s history through poetry and dramatic gestures. The Long Story begins when the world was but an ocean, vast, empty, and dark, yet constantly in flux, populated with myriad spirits. The gods, looking down from the heavens, would all claim a part of the spirits, yet could not distinguish one from another. To resolve this, they came together and created the Sun. The Sun brought light, but also heat. As it remained perched up in the heavens, always shining, more and more of the water began to evaporate, creating land. Among the spirits stranded on the land, some learned to live without water, becoming wind, rocks, sands, and dust, while others started to die. The gods, angry to see their spirits die under the burning Sun, came together once more to create the Moon, which would bring water to the land in the form of tides. Some of the spirits on land then became coastal plants and animals. The tides could not reach everywhere, and thus the gods came together one last time to create rain clouds, ponds, lakes, and oases. According to the Long Story, it was dying spirits saved by an oasis that became the first A’tmuzighs. At first, these spirits were weak, depending on the precious water to survive. They became enslaved by the spirits of the sands all around them, shackled to the oasis which became both their prison and their salvation. Weakened, they lost most of their spirit-like qualities, and battered by the spirits of the winds and sands, over time, they grew flesh and bone to protect themselves. Despite this, more and more fell to the constant assault. Seeing his brethren die, one of them stood up in revolt, Mezeg the Liberator, and rallied the rest to his cause. They requested the aid of the plant spirits, who helped them make tents out of their fibres. They called to the animal spirits, who supplied them with milk to sustain them, and wool to clothe themselves with. No longer at the mercy of the winds and the sands, Mezeg and his followers then scoured the desert going from oasis to oasis, liberating those that had suffered the same fate. These liberated groups became the different A’tmuzigh tribes. Wherever Mezeg would liberate a tribe at an oasis, he would erect a great carved dolmen in its place, as a reminder of the suffering they had to go through. Mezeg proclaimed that his people would be named the A’tmuzigh, or “the Freefolk”, so that they may never forget what brought them together, and so that they may never be slaves to the spirits again. The Long Story continues by describing the A’tmuzigh’s pilgrimage from oasis to oasis to commemorate their liberation. It also goes into detail about the tribes’ relations amongst themselves and towards others, narrating inter-tribal warfare, civil wars and the rise and fall of empires in the desert. This section of the Long Story tends to change from tribe to tribe and can be told differently depending on the orator. The A’tmuzigh have a strong belief in Fate, and it is represented in how the Long Story ends. Through poetic narration, the Long Story states that the creation of the Sun was the result of the gods’ folly and vanity. It says that spirits were meant to return to their primordial state. It foretells that the spirits, separated for too long, will grow ever more corrupted and disorderly, and the world will fall into chaos. Seeing the chaos, the gods will remove first the Moon, then the Sun, from the heavens, and the Ahezfan Tallis, or “Great Darkness”, will begin, a process by which the waters will rise once more, and the spirits will slowly go back to the state they originated from. __________________________________________________________________________________________________________ Religion and Beliefs The A’tmuzigh’s core beliefs rest in the concept of animism; the belief that all things are inhabited by a spirit. This, however, does not mean that the A’tmuzigh revere all things nor that all spirits deserve reverence. For one, the A’tmuzigh believe that all corrupted or malicious spirits should be avoided at all costs, and some zealous A’tmuzigh have taken it upon themselves to hunt down and destroy corrupted spirits in an attempt to delay the Great Darkness. The A’tmuzigh worship a pantheon of various gods attributed to different aspects of life or natural phenomena. However, extended contacts over time with the various Qalasheen tribes following the Rashidun have left their marks on the A’tmuzigh religion. As such, the greater god of the pantheon is thought to be Allah, extending his influence over a wide array of lesser gods and divinities. The A’tmuzigh pantheon follows a strict hierarchy, with Allah at the top, and minor spirits at its base. Each level exerts some form of influence or control over that underneath it. The A’tmuzigh have lesser gods for many different things, ranging from matrimonial relations, to animal husbandry, to fermentation. These lesser gods and divinities tend to vary greatly between different tribes, some A’tmuzigh tribes even abandoning them altogether in favour of the idea of Allah being the only god, but one with multiple aspects. Many rituals and religious practices are also influenced by the Rashidun, such as the ban on the consumption of pork, pigs being thought of as having “corrupted spirits” and the ban on consumption of alcohol and drugs, thought to degrade one’s own spirit. Some A’tmuzigh tribes also practice intermittent fasting, being only allowed to drink water from sunup to sundown to remember the hunger and pain of their enslaved ancestors. Other tribes pray multiple times per day, between one and five, prostrated in the direction of the oasis their people originated from. The act of prostration is meant to represent the position their ancestors were in during their ordeal, with their heads bent down to drink water from the oasis. Many A’tmuzigh tribes also perform a special religious pilgrimage, called the Amddur, or “the Path”, supposedly following in the footsteps of Mezeg delivering their kind from enslavement, going from oasis to oasis. Some A’tmuzigh tribes also practice a form of ancestor worship, where they offer sacrifices in the form of food, drink, or cattle to the spirits of their ancestors in exchange for guidance and protection. ______________________________________________________________________________________________________________________________________________ Society The A’tmuzigh are a semi-nomadic people, alternating between a nomadic pastoral lifestyle scouring the deserts and periods of prolonged settlement. Although permanent A’tmuzigh settlements did exist, none have survived to this day. Camels, goats, and sheep are the A’tmuzigh’s main livestock. The camels are used mostly for transportation, but their milk is also used in various ways. Sheep are used for their wool, and goats for their milk and meat. Under dire circumstances or for religious ceremonies, camels and sheep may also be slaughtered for their meat. In oasis settlements, the A’tmuzigh cultivate figs, dates, and cactus, as well as various herbs, such as sage, mint and thyme. Palm trees are also used for sustenance, the A’tmuzigh cutting down branches and consuming the soft inner core of the tree. Since the A’tmuzigh tribes differ in many aspects from one another, their religious beliefs and way of life tend to influence one another greatly. Those of the A’tmuzigh tribes who are more heavily involved in trade tend to have beliefs more closely resembling those of the other Badawi tribes, such as monotheism, while those with scarcer contacts with cities and other tribes tend to have more conservative beliefs and views, more closely adhering to their polytheist and animist roots. Although most A’tmuzigh live in small nomadic tribes of between one hundred to four hundred individuals, oracles, the very old, the ill and the invalid remain sedentary, either in semi-permanent encampments at oases or at religious sites where permanent dwellings are built. The A’tmuzigh social structure is traditionally comprised of a complex hierarchy of blood and tribal relations. For example, an A’tmuzigh’s obligations to their chief supersede their obligations to their sibling, but their obligations to their sibling supersede their obligations to the chief’s spouse. Similarly, their obligations to their sibling supersede their obligations to their cousin but are supplanted by their obligations to their parents. The A’tmuzigh make no distinction based on gender on these matters, with a brother or sister considered being on equal footing. Each A’tmuzigh tribe is headed by a tribal chief. The chief is selected during a complex ritual where an oracle consults the gods to know who is destined to rule. The chief is selected amongst a panel of candidates chosen by elders within the tribe. Should a chief die without a new chief being chosen, their spouse will take up leadership of the tribe until a new chief is selected. Should the chief not be married or should they be widowed, their closest of kin will take up the responsibility, with siblings closest in age taking precedence. ______________________________________________________________________________________________________________________________________________ Gender and Sexuality Women and men are viewed as equal within A’tmuzigh society. Women may also attain positions of leadership, such as chief or oracle. Despite this, the A’tmuzigh do hold beliefs regarding gender roles. Women are believed to be better suited to raising children and are refused the right to fight if they have children of their own. Women without children can become warriors but must put down their arms should they become pregnant. Moreover, certain household tasks such as cleaning, cooking, and sewing are associated with women but are not exclusive to them. Other tasks such as caring for cattle, merchantry and the production of trade goods are associated with men but are also not exclusive to them. Tasks such as agriculture, fighting and religious rituals are not associated to any gender. Among the A’tmuzigh, there are those that are born different from the rest. These individuals, called Dukklen Yessiwel, or “mixed spirits”, are believed to be the result of two or more spirits inhabiting one body. This catch-all term can refer to people who are twins, albino, homosexual, bisexual, do not identify as their apparent gender, have schizophrenia, multiple personalities or many such differing characteristics. Such people, although accepted in A’tmuzigh society, live under certain expectations and restrictions. For one, the A’tmuzigh believe that since these people house multiple spirits, they are more susceptible to corruption. Thus, people who are “mixed spirits” are not allowed to practice magic, with the exception of oracles, and are not allowed to partner with other “mixed spirits”. Some tribes allow “mixed spirits” to partner with another by following a set of strict rituals, while others prohibit it altogether. This leads to many of them being obliged to live a life of celibacy, or one of exile, if they can not or will not partner with someone of the opposite gender, or that is not “mixed spirits”. However, these same people are often valued in their tribes for their spiritual knowledge and are often appointed as oracles or guardians of holy sites, and occasionally tribal chief as well. ______________________________________________________________________________________________________________________________________________ Culture The A’tmuzigh share many traits in common with their Badawi brethren, such as their dress and language. The A’tmuzigh wear long garbs, veils, and turbans and speak a tongue related to the Qalasheen tongue. Those within the A’tmuzigh engaged in trade tend to wear garbs made of finer materials, such as cotton or silk, and tend to display signs of wealth in the form of expensive trinkets and delicate embroidery, while those who do not tend to wear garbs made of wool or linen, plain or decorated with simple geometrical patterns. A’tmuzigh men wear turbans not only to protect their heads from the sun, but also as a form of modesty. They will only remove their turbans in public under special circumstances, and only around those they trust. A’tmuzigh turbans are usually white, brown, beige, red, yellow, or blue in colour. The turban may also be brought in front of the mouth to offer protection against the wind and the sand. A’tmuzigh women tend to wear long dresses of similar materials to those of men’s garbs, either cotton, silk, wool or linen, and display a similar aesthetic to their male counterparts. However, they tend to be slightly thinner and looser, while being more richly embellished. Many but not all A’tmuzigh women wear a veil, either in the form of a piece of cloth wrapped around the head or as an extension of their dress. Oracles of either gender are required to wear a head covering. Although the A’tmuzigh speak a language related to the Qalasheen tongue, many expressions, words, and greetings may differ because of their intrinsic beliefs and history. For one, the main form of non-verbal greeting among the A’tmuzigh is bowing. Bowing is seen as a form of respect and acknowledgement, where both participants bow to each other simultaneously. Although a superior such as a tribal chief is not obliged to bow to a lesser member of the tribe, they will nonetheless often do it to show mutual respect. Although some A’tmuzigh use the greetings “As-salamu alaykum” and “Wa-alaykum salam”, also common is the phrase “Blessings upon you”. An A’tmuzigh meeting another for the first time and asking their name, upon receiving it would respond “Blessings upon your name” or “Blessings upon your kin”. When bidding farewell, some would use “Ma’a salama”, but others would use “May spirits spare your step” or “Walk free from bondage”. Other differences include the A’tmuzigh practice of libations, where before drinking, an A’tmuzigh would pour a small amount of the liquid on the ground as an offering to the spirits, or that of lithomancy, where powerful spirits bound to small rocks or tokens are worn or carried as a form of protection against other, more malicious spirits. The A’tmuzigh language does not have its own script, and thus is written in the Qalasheen script with minor modifications to show pronunciation differences. There are some within the A’tmuzigh, often those amongst the traders or those living amongst the city folk, who have learned the art of writing. Some of these men and women have produced great works of writing in the form poetry, which is highly valued in A’tmuzigh society. Those among the A’tmuzigh who know how to write are often viewed highly by their tribe and enjoy a higher social status. Although few among the A’tmuzigh practice magic, it is not unheard of nor is it particularly frowned upon. For example, A’tmuzigh oracles are known for practicing forms of spiritual magics such as far-sight, spirit-walking, and spirit bindings. A’tmuzigh tribes that follow trading routes and trade with cities and settlements produce mostly leatherwork such as clothing and satchels, as well as embroidered garbs, rugs, and cloths. Some also do business in trading medicinal, alchemical, or aromatic herbs and concoctions, while others make their coin selling trinkets and charms. __________________________________________________________________________________________________________ Military The A’tmuzigh have no formal military per se. Some within tribes may choose to pursue the ways of the warrior to protect the tribe or become guardians of holy sites, while some others are trained to become scouts or raiders. Those who do so are trained in melee combat and archery by other tribe members. Training in the ways of combat is available for any child above the age of 13 wishing to learn. A’tmuzigh warriors tend to specialise in the use of melee weapons and hand-to-hand combat, using a combination of a one-handed spear or sword and shield. A’tmuzigh raiders are renowned for their mounted archery skills on camelback and are also proficient at melee mounted combat using lances as a charging weapon. A’tmuzigh warriors and raiders wear a shorter tunic and pants, with armour made of reinforced leather or multilayer linen overtop. The leather armour has an outer layer of fabric displaying embroidered geometric patterns, showing tribal allegiance. Some A’tmuzigh warriors from wealthier backgrounds or appointed to prestigious roles such as guarding holy shrines may wear metallic armour, such as chainmail or bronze plate. A’tmuzigh weaponry is diverse, with mounted raiders using an allagh charging lance, tagheda thrown javelins, and taganze bows, and warriors using a combination of an agher shield with a one-handed spear, takoba long sword or a flyssa short sword. ______________________________________________________________________________________________________________________________________________ (OOC: If you wish to play an A'tmuzigh character or are interested in the lore, please feel free to contact me on Discord at Northern_Watcher#0790)
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