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  1. 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)
  2. Hello friends and foes of LoTC! I hope that my post finds you all well, that the new year has been kind to you thus far and that you find yourselves in the best of health. It is my sincere hope that you are all safe and sound with your loved ones (or your pets). With the coming of the new year I found myself back on this wonderful server nearly three years after I took a hiatus. Much has changed and I felt like the type and quality of roleplay that we have had has changed as well, to my pleasant surprise! I grew nostalgic of my early days of playing on the server back in 2014-2015. Alongside the updated mechanics and progress in the world lore, I felt that it was the perfect opportunity to breathe life into House Visconti; which I had the pleasure of representing off and on at earlier times. I plan to compile a Master-guide to Illatian and Visconti roleplay by the end of next week and give the RP announcement about our current position and plans. In order to help me make this a reality, I decided to reach out to you, the LoTC community. I was dissatisfied with the information I was able to collect thus far because: Some key players lost access to their drives and their precious documents. Some key players became inactive and unreachable. Primary-source forum posts are very aged and difficult to follow. Secondary-source information is often skewed and distorted. We have a list of tertiary characters holding the family name who I cannot place in our family tree. I wanted to write this post and ask those of you who have played a House Visconti (or Illatian persona) to kindly reply to this forum post and aid me in my project by sending me links to the documents (or forum posts) that they do have or by contacting me on my Discord: Zoprak#3499. Character sheets and family trees are required. Secondary sources mentioning or referencing the family members and their activities are needed. Documents outlining family activities are appreciated. Miscellaneous documents, photographs, screenshots and skins are not necessary but would help fill in the gaps in the lore. Thank you for your time and assistance, I look forward to roleplaying with you all in the coming weeks. To those of you who are facing an upcoming semester I wish the best of luck and amazing grades. Please do not hesitate to contact me. Best regards, Zoprak (Antonius Mihailo Visconti) (P.S Dear Moderators, I apologise if this is in the wrong section, please transfer it to the appropriate place if need be, I am a returning player and I am still unsure where to place my forum posts that are OOC).
  3. Ultimate Guide to the Halfling Race Contents: ~The origin of the Halfling culture ~How to Halfling ~Halflings, what are they? ~Should I play a Halfling? ~How to create a Halfling ~How to talk like a Halfling ~How to join the Halfling village ~How to build a Halfling burrow ~Things to do as a halfling ~The Halfling Festival ~How to Shog ~How to build Halfling villages (Coming soon) ~Other cool Guides The Origin of the Halfling Culture Halflings first came to LOTC as a sub-race of the Humans when sub-races were added to the server during Aegis. They were short with thick-soled hairy feet, fun-loving, and nearly impossible to predict. The first Halflings lived among Human settlements, making a living through thievery and adventure, staying true to their Human sub-race roots. However, one day three Halflings known as Len, Kipp, and Gimblo set out to create the first Halfling village Aegis had ever seen: DUNWOOD! Dunwood soon became the center of the Halfling race, although it was not without competitors. The villages of Thistledown and Greenshire were also founded and had their own populations, leadership, parties, etc. Facing all of these rival villages and the loss of some prominent Halflings, Dunwood soon fell into a state of prolonged inactivity. The village stayed empty for a good while, until one day Petyr (drplat) decided to revive the village with LotC’s most well-known festival ever: DUNFEST! Dunfest brought activity and life back to Dunwood (as well as plenty of people just there for the fireworks), and helped guarantee that the village culture of Dunwood would persist for years to come. The culture of Dunwood was roughly as follows: -Living in circular buildings surrounded by dirt, called “burrows” -Not using swords or other weapons unless absolutely necessary. -Living off of farm produce primarily instead of mining, smithing, lumberjacking, etc. -Being kind to one another, and valuing fun and enjoyment over conflict and intense character building. -Not wearing shoes or hoarding excessive amounts of materials/coinage in one’s burrow. Some time passed, and after 2.0 came to LOTC and the village of Branborough was founded, the halflings took on newer characteristics. Many ex-Undead players flocked to the halfling race after the end of Aegis, yearning for an end to all the conflict and strife they roleplayed constantly as Undead. This led to the supposed “Halfling Golden Age” and firmly set halflings as a sort of “vacation race” to serve as a break for those tired of the rest of LOTC. From there onwards, Halflings have waxed and waned in activity and hilarity. Many Halfling villages, such as Willow Hollow/Reedsborough, Mapleshire, Dunshire, and Gimblewood had stable roleplay and loads of fun, whereas others either only had activity for short periods of time or fell into long droughts of any meaningful content. Currently, the Halflings live in the village of Honeyhill near Haense's capital city, Karosgrad, under the leadership of their Thain, Iris Peregrin. How to Halfling Halflings, what are they? ~Merridolph Applebrook, a Halfling from Pendlemere~ “In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole, and that means comfort.” -J.R.R Tolkien Height: Halflings are the smallest race in all of Arcas, ranging from 2 feet 6 inches tall to 3 feet tall. Due to this small size, Halflings make for excellent thieves and poor hand-to-hand fighters. Appearance: Halflings strong, thick, and hairy feet that protects them from harm as they walk barefoot. Their hair ranges from dark browns and reds to light blondes, and almost never sticks up straight. Their eye colors are the same of humans, except that Heterochromia is very common in halflings, with Heterochromia being where the two eyes have different colors. Clothing: Halfling clothes are usually simple wool-cloth or leather garments made by fellow Halflings designed to fit their small stature. Green and Yellow are common colors, followed by brown and the dull white of undyed cloth. Overalls are common in Halflings who farm frequently, and more adventurous Halflings might wear simple capes and hoods. Aging: Halflings are usually around 3 feet tall and have very hairy feet. They grow to maturity at the age of 33, live to 150, and show signs of old age after around 100-120. However, many Halflings artificially increase their lifespan through Druidism or other methods. Characteristics: 1: Halflings love eating food, often eating more than characters twice their size! 2: Halflings love to drink alcohol and smoke pipeweed. Most Halflings build up a strong alcohol tolerance from an early age, and thus beating a Halfling in a Drinking Competition is no easy feat! Meanwhile, pipeweed is just a simple crop similar to tobacco but with less negative health effects. 3: While shunning violence in most situations, Halflings can be quite dangerous if cornered! Nobody wants to face an angry midget with a big stick, of course! 4: While more adventurous/non-village Halflings love to steal from bigger races, Halflings rarely steal from other Halflings. 5: For unknown reasons, Halflings prefer to fight with Shovels whenever forced to fight. For village Halflings this is symbolic of their desire to return to a peaceful life, whereas for Halflings outside of Halfling villages this is due to the desire to whack things real hard with the shovel! 6: Halflings almost never wear armor, partially due to the non-existence of Halfling-sized armor, but also due to Halflings’ peaceable nature. 7: Halflings shun on the use of locks and the hoarding of resources, instead preferring a more open and sharing community. Should I play a Halfling? Halflings aren’t for everyone. Those who enjoy more violent characters will be disappointed in the small size of Halflings, and those who like getting rich will not enjoy the more communal lifestyle of Halflings. However, Halflings still manage to appeal to many by providing things other races cannot. Halflings are never at war, host frequent parties and celebrations, and never cease to amaze with their frequent antics! To re-state Petyr’s words on whether or not you should play a Halfling: Some points to Note: If you really enjoy PvPing, a halfling is probably not for you. If you rage or have a temper, being a halfling is not for you. If you want to be a Mary Sue or be a super duper badass, halflings are not for you. If you get really bored really quickly, halflings might not be for you. If you want to mine, halflings might not be for you. If you are too serious, halflings are not for you. HOWEVER: If you enjoy farming, drinking, fishing, and laughing, be a halfling. If you are tired of powergamers, poor RPers, or just tired of conflict, be a halfling. If you want some peace and some good friends, be a halfling. If you are drawn to short and weak races like hobbits and gnomes, be a halfling. If you like the sound of an Irish accent, be a halfling. If you want a community that is more focused on fun over items, be a halfling. If you've always wanted to live in a hobbit burrow, be a halfling. How to Roleplay a Halfling Roleplaying a Halfling is a unique experience on LOTC. No other race is as short, and no other communities party in such copious quantities. In spite of these differences, halflings are not that difficult to roleplay, and anyone can pull it off with minimal practice and a good bit of pipe smokin’! How to create a Halfling 1: Read up on Halfling lore! A quick glance at this Guide and the wiki page should be plenty! 2: Get a skin! This can be an unused skin from Planetminecraft, a skin you made yourself, or a skin you got a halfling skinner to make for you! Halfling skins aren’t that hard to make, and many non-Halfling skins can be turned into Halfling skins by removing all armor, making it barefoot, and adding in more Halfling-like attire like overalls, for example! 3: Get a name! This can be done by stealing the name of a lesser known hobbit from Lord of the Rings, mashing together some random nature words until you get something that sounds cool (“Stump Mossbranch”, for example), or by visiting https://chriswetherell.com/hobbit where you can generate both male and female Halfling names for free! 4: Create your persona and start RPing! How to talk like a Halfling While no two halfling accents are alike, most share a few common characteristics 1: Don’t use T in the middle or end of a word, replace it with an apostrophe instead. Example: “Tha’s terrible! Translation: “That’s terrible!” 2: Don’t use H at all, unless it’s combined with another consonant. Replace them all with apostrophes as well. Example: “‘elp me! Me ‘airy fee’ be on fire!” Translation: “Help me! My hairy feet are on fire!” 3: Replace -y with -eh if you feel like it, although this is not required. Example: “The mos’ vereh nice ta’ers always be slimeh!” Translation: “The best potatoes are always slimy!” 4: When drunk, sleepy, or otherwise impaired, replace the letter I with “oi” or “o” wherever it seems appropriate. Example: “Oi nay b-beh drunk! T’is os ‘ow oi normalleh speak! Moind yer manners!” Translation: “I’m not drunk! This is how I normally speak! Mind your manners!” 5: -ing turns into -in’ in most accents. Example: “Runnin’, jumpin’, swimmin’, these be me favori’e thin’s!” Translation: “Running, jumping, swimming, these are my favorite things!” 6: Add in your own extra flairs! Many halflings like to replace “the” with “t’eh” or “t’a”, or turn “my” into “me”, “mah”, or “meh”. The more it sounds like something a country bumpkin would say, the better! Example: “Buh wha’ abou’ t’eh droid a’’ack on t’a wookies?” Translation: “But what about the droid attack on the wookies?” How to join the Halfling village 1: Create a Halfling character, duh! (See “How to create a Halfling”) 2: Go to the Halfling village. Sometimes the location of the Halfling village is a secret, and sometimes the Halfling village is right in the open for everyone to see! Whatever the case may be, you’ll eventually find the village is you ask and look around a bit! Check the forums to see if its location is put there, and try to contact the Halflings themselves on the forums if you are still confused! 3: Find an Authority Figure within the village. This is easier said than done, as the Halfling leadership isn’t online all the time (They have to sleep as well ya know)! If none of the Halfling leadership is online, try to find the village’s noticeboard to see if any OOC contacts are listed. If they are, then contact the leadership via the Discord, Skype, Forum Profile, etc. that is listed to try and be online at the same time. 4: Do whatever is required in order to get a home! Normally Halfling burrows are free, but that hasn’t always been the case! Back in Dunwood new Halflings had to fill out some fancy paperwork before being able to live there! Hopefully you will be able to get your burrow in no time flat! How to build a Halfling burrow There are many different ways to make a Halfling burrow. I shall list a few guides below: Here is Petyr’s guide to making burrows way back in Asulon And here’s Larry’s guide to more modern burrows And here’s my own guide on how to make burrows in RP And here’s Faldo’s guide to making burrows Things to do as a Halfling 1: Have parties! You can never party too much as a Halfling! Ideally there should be at least one event, party, or festival every weekend, but if there isn’t one you can easily plan your own! ((See: How to plan Halfling parties)) 2: Fishing, farming, baking, brewing etc. Of course, not every day can be a party, so every Halfling character should have some personal activity they can perform when things are quieter. Whether or not you want to roleplay these activities or do them out of character is up to you. ((For brewing, if you screenshot the roleplay of your booze-making, you could get the Moderators to rename bottles for you)) 3: Small talk, small adventuring. As with all races, the majority of Halfling roleplay consists of relaxed chatter between characters. However, Halfling roleplay is more interesting when there’s a sense of direction and light-hearted urgency to it. If you ever get bored when chatting with your pals, you can simply invent some non-existant problem that has to be solved, be it evil gnomes stealing all of the booze, or chemicals in the water turning all the frogs gay! 4: Event builds within the village! Halfling villages are usually filled with small secrets that can be used for more interesting roleplay. Some secrets contained within Halfling villages include… ~A giant chicken protecting its lair! ~Tunnels filled with rats underneath the fields! ~A secret passageway to the edge of the world! ~Secret shrines to the Pumpkin Lord! ~A toilet that flushes you into the dark realm of Arugula, the evil Squid Lord! The Halfling Festival ~The Dunshire Harvest Festival~ Halfling Festivals are always massive events, drawing large numbers of players to the Halfling village for a good ol’ time! There are several features in common with Festivals, although almost every Festival is unique in some way! Common features of Halfling Festivals: 1: Shogging, Darts, Pie Eating, and other games. Halflings love playing fun little games! For instance, Shogging, a common halfling sport played on two logs, is a part of almost every Festival! Pie-Eating is also common, as Halflings are fond of food and often wish to turn it into a competition! Darts are a bit less common, but still fun nonetheless! 2: Drinking! If there’s anything Halflings love more than food, it’s booze! It’s not uncommon for Halflings to drink an entire barrel of booze in one sitting! Due to this, massive amounts of booze are consumed in practically every Halfling Festival worth writing home about! 3: Another main attraction! While drinking and games may appeal to many, many Halfling Festivals go beyond this! Some Festivals include massive events like Pig Races, Boat Racing, Scavenger Hunts, and entire adventures as the main attraction for the Festival! How to Shog Shogging is a very common Halfling Sport that most Halflings wish to master. Here are the basic rules: 1: Begin with one person on each log. 2: The goal is to knock your opponent off of their log without falling off of your own! 3: No jumping from one log to the other! Stay on your own log! 4: You must wear a pumpkin on your head and use a shovel to try and knock your opponent off. 5: No finding extra holes through your pumpkin! (Don’t use third person camera or hide your user interface to avoid the pumpkin penalty!) Some tips and tricks: 1: It’s useful to sneak so that you don’t fall off by accident. 2: However, you can suddenly stop sneaking to rapidly move forwards to catch your opponent by surprise! 3: Playing defensively is usually better than playing aggressively, but sometimes being aggressive can pay off! Other cool guides: The Halfling Information Mega-Thread (which this thread is replacing) An unofficial Halfling guide to Hosting Guests (still relevant) Halfling Activities Guide (outdated, but great for inspiration!) So you want to be a Halfling (outdated) The Official Halfling Guide (Outdated but still good!) Why you should be a Halfling (Outdated but an excellent read!) That’s all for now! I’ll keep on adding to this guide until I am satisfied with it. It’s just that I wanted to post it sooner so that new Halflings wishing to live in Brandybrook (and, more recenty, Bramblebury) may see it!
  4. ALKALORIAN CULTURE "This armor is part of our identity. It makes us Alkalorians who we are"~ Alk'alor the Unifier INTRODUCTION The Alkalorians—known in Alko'a as the Alko'ade, or "Children of Alkalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. HISTORY In their early years, Alkalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Alkalorians was known as the Alk'alor, translating to "Sole Ruler" and was rendered as "Alkalore" in Common Language. The Alkalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the Lands of Atlas then Arcas. After the great Migration Most of the Alkalorians led by Alk'alor the Lesser moved to Deserts of Korvassa to stay Isolated from the Humanity. During the War of two Emperors, Alkalorian World was divided, The great Alkalorian Civil war Broke out, Many clans died during that war and only few clans survived, Both sides stopped fighting because of high losses, then, New Alk'alor Stepped in- Alk'alor The Unifier, He was one of greatest Alkalores, After his death Most of the tribes scattered around the world. RELIGION The Alkalorian religion was the accumulated spiritual and mythological beliefs of the Alkalorian warrior culture. Like the Alkalorians themselves, their religion saw numerous changes throughout the course of history, with several concepts evolving or falling out of popular practice over time. The ancient Alkalorians and the culture's human founders were intensely devout in their beliefs, forming a deeply religious society. Creation myths such as the Akaanati'kar'oya—the "War of Life and Death"—were viewed literally, and ritual combat was waged in worship of Kad Ha'rangir the destroyer god, who the Alkalorians believed represented change and was opposed by Arasuum, the stagnant sloth-god. This obsession with battle reached its pinnacle when the Alkalorian came to deify war itself, and believed that to wage war was to be divine Kad Ha'rangir was a deity in the ancient Alkalorian Religion. Known as the destroyer god, the vigorous Kad Ha'rangir was viewed by the Alkalorians as the bringer of change and growth upon the Lands Arasuum was a deity in the ancient Alkalorian Religion Known as the sloth-god, the Alkalorians viewed Arasuum as the personification of stagnation, who tempted the ancient clans to engage in idle consumption Hod Ha'ran was a deity in the ancient Alkalorian Religion. Known as a trickster god by the early Alkalorian people, Hod Ha'ran was viewed as an agent of the fickle nature of fortune. CANONS OF HONOUR AND RESOL'NARE The Canons of Honor were a Alkalorian text of law and behavior. Evolving from the ancient religious laws followed by the Ancestorial society that founded the Alkalorian culture, the Canons of Honor aimed at helping the ancient Alkalorian warriors attain glory and personal honor. The Canons' texts were extrapolated from the Resol'nare, the six central tenets of the Alkalorian culture. By following the tenets of the Resol'nare,with special emphasis placed upon loyalty to one's clan and engaging in combat, the laws of the Canons were satisfied, and a warrior earned honor "I adhere to the Resol'nare. The core of what it means to be alkalorian. A sacred law giving us direction and purpose. Education and armor, self-defense, our tribe, our language, our leader—all help us survive. We must educate our children as Alkalorians, obey the commands of Alk'alor, speak Alko'a and defend our clans." ~ Kot Varaad, Alk'alor the Just The Resol'nare, or Six Actions when translated from Alko'a into Common Language, were the central tenets of Alkalorian life. They consisted of wearing armor, speaking the language, defending oneself and family, raising your children as Alkalorians, contributing to the clan's welfare, and when called upon by the Alk'alor, rallying to their cause. Tradition dictated that anyone who wished to be considered Alkalorians were to abide by these guidelines and live these actions daily. Alkalorians whom did not follow the Resol'nare were considered to be dar'Alka—someone who was ignorant of their Alkalorian heritage and bereft of their Alkalorian soul. The status of dar'alka was widely feared within Alkalorian society due to the belief it meant they were soulless and had no place in the Alkara, the Alkalorian afterlife. Before and during the Alkalorian War, any and all non-Alkalorians were considered dar'alka and soulless from birth, until they joined the Alkalorians and lived by the Resol'nare. Groups of captured individuals would often be forcibly inducted into Alkalorian culture, and made to swear by the Resol'nare with or without their consent under the threat of death. Young Alkalorian children were taught a rhyme to help them learn the tenets of the Resol'nare, and their parents would explain the cultural significance of each tenet as they grew. Rhyme of Resol'nare "Ba'jur bal beskar'gam, Ara'nov, aliit, Alko'a bal Alk'alor— An vencuyan mhi." "Education and armor, Self-defense, our tribe, Our language and our leader— All help us survive" ALKALORIAN WRITING SYSTEM The Alkalorian writing system consisted of twenty-six characters and was used to provide a written analog to the spoken Alko'a. Despite there being no F, X, or Z equivalents in the verbal Alko'a, these letters were included in the written alphabet for greater ease in transliterating foreign words. Alkalorian also allowed for use of a base 10 number system with numbers denoted 0 through 9 Alkalorian Writing system ALKO'A LANGUAGE Alko'a, sometimes referred to simply as Alkalorian, was the primary language spoken by the Alkalorian culture "We don't have a word for hero. Being prepared to die for your family and friends, or what you hold dear, is a basic requirement for a Alko'ade, so it's not worth a separate word. It's only cowards we had to find a special name for"~ Ves Tark'an, Alk'alor The Wise Grammar Alko'a was a primarily spoken language, rather than a written one, and was thus an expressive language that was often thought of as easy to learn, a trait highly desirable in a culture that regularly adopted adults from numerous races and species. The language's grammar was relatively uncomplicated, but there were elements that necessitated adjustments for a speaker of Basic, including Alko'a's expression of tense, and its gender-neutrality. Because Alkalorians believed in living their history, along with the idea that a tomorrow was not always a certainty, past and future tense were colloquially done away with. Instead, the prefixes ru for "past", and ven for "future", were used in place of the more widely-used tense forms. There was also no passive verb form in Alko'a; a verb was either active or simply absent from the statement. Furthermore, infinitive verbs ended in -ir, -ar, -ur, -or, or -er. To produce the stem, removing the "r" at the end was all that was required. Ni vorer was incorrect, but Ni vore—meaning "I accept" and using the inflected form—was correct. Oftentimes, an apostrophe—known in Alko'a as a beten, or "sigh"—was used to separate the terminal vowel, indicating the slight glottal pause of some Alkalorian accents. Other uses for the beten were as an indication of a breath, for pronunciation, or a sign of a dropped letter or letters in a contraction. For instance, the sentence "I carry a saber" could be translated in Alko'a as the formal ni juri kad, or the pronunciation-marked ni jur'i kad, since the emphasis was placed on the second syllable in the word juri, and even the more commonly contracted ni jur'kad. Dropping a terminal vowel when conjugating was quite common, especially in Alkalorian poetry and song.Occasionally, certain verbs would be left out all together, and instead implied via word order. While this tendency to forgo certain words could be confusing to Basic speakers, and make the language appear abrupt, the militaristic Alkalorian had largely assumed the concise speech common in military orders. Whereas the literal translation for "It's good" would be bic cuyi jate, a Alkalorian was much more likely to just say jate, or "good", instead. Due to Alko'a's nature as a gender-neutral language, gender was implied by context. Buir meant both "mother" and "father", just as "son" and "daughter" were both represented by the word ad. When it was necessary to specify gender, the adjectives of jagyc or dalyc—male and female, respectively—would be added. This grammatical system was a rarity for a language spoken by beings who reproduced sexually. To form a question, the interrogative prefix tion was placed at the beginning of a sentence. While Gar verborad'ni meant "You are hiring me", the addition of the tion prefix placed before gar would turn the previous statement into the question, "Are you hiring me?" Another example of a meaningful prefix was ke, which was drawn from the Alko'a word for "order", or ke'gyce, and was placed at the start of a sentence to indicate a command. In order to create the negative form in Alko'a, the prefix n', nu, nu', or ne was added before either the sentence or the individual word. Ne'briikase meant "unhappy", while Nu'ni juri kad meant "I don't carry a saber". When forming a plural, -e was added to the end of words ending in consonants, while -se was added to the end of words ending in a vowel. As with most languages, there were exceptions to the rule, such as in the case of gett becoming gett'se. Originally, the indication of a plural was done with an -a suffix rather than an -e, a practice that went away over time. Adjectives and adverbs were formed by adding the suffixes -la or -yc to the end of pre-existing nouns. Di'kut, meaning "idiot" in Alko'a, could easily become di'kutla, meaning "idiotic".Comparatives and superlatives were formed in much the same way. When creating a comparative, the suffix -shy'a was added to the end of the standard adjective. For a superlative, the -ne suffix was added. An example would be the word dral, meaning "bright", becoming dralshy'a, or "brighter", and the word jate, meaning "good", becoming jatne, or "best". No distinction between adverbs and adjectives was made in Alko'a, and although a non-Alko'a speaker might make out a Alkalorian to be uneducated should he say in Basic, "The boys done good", it was much more likely that they were simply unfamiliar with Basic's past tense and adverbial forms. Alko'a also made less use of articles such as "the" and "an" than Basic, generally adding them only for emphasis. Alko'a had a similar pronunciation to Basic, with a few notable exceptions. The letters "f", "x", or "z" were not present in Alko'a, although the written form of the Alkalorian alphabet included the letters for greater ease in transliterating foreign words. In the absence of the letter "f", Alko'a substituted the similar-sounding "vh" combination, and the Alkalorian "s" could be pronounced in the same way as a common "z". Over time, the pronunciation of "d" lost favor to the more modern "t", though certain Alkalorian communities still preferred to pronounce the letter "j" as a "y" sound, instead of the more commonly heard hard "j" found in words like "joy". When speaking, the first "h" present in a word was typically aspirated—aside from its archaic form used in traditional songs and poems—and always pronounced when found in the middle of a word. Alko'a possessed no silent letters, though the opposite was often true of Alkalorian songs: terminal consonants could become extra syllables in order to better maintain rhythm and meter. For example, tor could easily become to-rah, and tang could just as easily become tan-gah VOCABULARY a'den - rage aranar - defend atiniir - to endure, to stick with, to tough it out baatir - to care, to worry about betenor - to sigh brokar - to beat cuyir - to be, to exist dinuir - to give duraanir - scorn, hold in contempt duumir - to allow gaa'tayl - Help ganar - to have, possess hettir - burn hibirar - learn hukaatir - to cover jehaatir - lie, untruth jorhaa'ir - speak, talk jorso'ran - shall bear (archaic imperative form) jurir - bear arms, to carry something jurkadir - attack, threaten, mess with; kar'taylir - to know, hold in the heart k'uur - Hush! liser - to be able to, can motir - stand narir - to act, do, or put naritir - insert, place, or put nau'ur - light up, illuminate nau'ur kad - to forge; Literally: light up a saber nynir - to hit, to strike oya - Literally: Let's hunt! Colloquially adapted as a positive and triumphant cheer with potential meanings including "Stay alive!", "Go you!", and simply "Cheers!" parjir - to win, to be victorious shabiir - screw up shereshoy - a lust for life shukur - to break susulur - to hear, to listen takisir - to insult Tal'galar - to spill blood, to bleed trattok'o - to fall, to fail, or collapse udesiir - to relax, to rest, to be peaceful usen'ye - rudest way to tell someone to go away; utilizes the same root as osik verborir - to buy, to hire, to contract vorer - to accept ADJECTIVES AND ADVERBS adenn - merciless aruetyc - foreign, or even traitorous, but generally "not Alkalorian" atin - stubborn or persistent briikase - happy bantov - nevertheless dar - no longer darasuum - eternal or eternally, forever di'kutla - foolish, idiotic dral - bright dralshy'a - stronger, brighter ge'tal - red hettyc - burning hut'uunla - cowardly iviin'yc - fast, quickly jate - good jatne - best kandosii - indomitable, ruthless; used colloquially as noble or classy as well; awesome mesh'la - beautiful mirdala - clever naast - destroyer ne'tra - black nuhunla or nuh'la - funny ori - big, extreme, very pakod - easy racin - pale shabla - screwed up shuk'la - crushed or broken solus - one, alone, individual, vulnerable sol'yc - first talyc - bloody or bloodstained; can also be used to refer to meat cooked rare teroch - pitiless tome - together troch - certainly (archaic) ures - without, lacking NOUNS aaray - pain aay'han - bittersweet moment of mourning and joy; "remembering and celebration" Tatesh - south Katesh - north atesh - west abesh - east abiik - air adade - personnel adate - people, persons adiik - child aged 3 to 13 ad'ika - kid, lad, boy, sweetie, darling, son, daughter, child ad - sons, daughters, child ade - children agol - living tissue, meat, muscle; flesh of an animal or human; "flesh and blood" aka - mission akaan - war akaan'ade - army akaata - battalion akalenedat - hard contact alii'gai - flag, colors aliik - sigil, or symbol on armor aliit - family, clan, tribe alor - leader, chief, "officer", constable, boss alor'ad - captain aloriya - capital; literally: "Head City" alor'uus - corporal al'verde - commander anade - everyone or everybody aran - guard araniik - cordon ara'nov - defense arasuum - stagnation arpat - seed aru'e - enemy aruetii - outsider or traitor; colloquially a "non-Alkalorian" ash'ad - someone else baar - body baarpir - sweat baar'ur - medic ba'buir - grandparent ba'jur - education, training balac - opportunity bas neral - coarse grain used for animal fodder and brewing, generally thought unfit to eat ba'vodu - aunt or uncle behot - a citrus-flavored herb, antiseptic, and mild stimulant beroya - bounty hunter bes'bavar - cavalry besbe - a slang term for kit besbe'trayce - weapons bes'bev - Alkalorian flute capable of being used in combat be'senaar - missile beskad - slightly curved saber of Alkalorian iron beskar - Alkalorian iron beskar'ad - Animii; Literally: "child of iron" beskar'gam - armor; Literally: "iron skin" bes'laar - music be'sol - priority besom - ill-mannered lout, unhygienic person, someone with no manners Bes'uliik - Basilisk war droid; Literally: "iron beast" beten - sigh bev - needle, spike beviin - lance bevik - stick bic - it bines - stack birgaan - backpack birikad - baby carrying harness buir - parent burc'ya - friend buy'ce - helmet; Colloquially: pint, bucket ca - night cabur - protector or guardian chakaar - thief, petty criminal, scumbag; Literally: "grave robber"; general term of abuse Cuy'val Dar - "those who no longer exist" cyar'ika - darling, beloved, sweetheart cyar'tomade - fans or supporters dar'buir - no longer a parent dar'alka - a state of being "not Alkalorian"; not an outsider, but one who has lost his heritage, and so his identity and soul dar'yaim - a hell, a place you want to forget dha - dark di'kut - fool, idiot, useless individual; context-dependent: can mean jerk, moron, etc. droten - people entye - debt gal - ale or alcohol gett - nut gihaal - fish-meal gra'tua - revenge, vengeance hut'uun - coward haran - hell; Literally: destruction, cosmic annihilation ibi'tuur - today jai'galaar - shriek-hawk kad - saber kal - knife kama - belt-spat kando - importance, weight ka'ra - stars ka'rta - heart or soul ke'gyce - command, order kom'rk - gauntlet kot - strength kote - glory, might kov'nyn - headbutt, Keldabe kiss kyr'am - death Kyr'tsad - Death Watch; literally: "Death Society" Alk'alor - "sole ruler", leader of the Alkalorians Alka'ad - Alkalorian; Literally: "Son/Daughter of Alkalor" mar'eyce - discovery mirshe - brain mir'shupur - brain injury ne'ta - black ne'tra gal - black ale Niktose - Nikto norac - back orar - thunder or'dinii - moron or fool ori'ramikad - Supercommando ori'vod - big brother/sister, special friend osik - dung (Impolite) parjai - victory prudii - shadow rang - ash riduur - partner, spouse, husband/wife runi - soul; only used poetically ruus'alor - sergeant shabuir - extreme insult - "jerk", but much stronger shebs - backside, rear, butt shereshoy - a lust for life shig - a hot, tea-like beverage shuk'orok - crushgaunt tal - blood tihaar - an alcoholic drink; a strong, clear spirit made from fruit tor - justice tra - starfield, space tracinya - flame tracyn - fire troan - face tsad - alliance, group, organization tuur - day uj'alayi - a very dense, very sweet cake made from crushed nuts, dried fruit and spices, and then soaked in a sticky scented syrup called uj'jayl. Simplified as uj cake. uj'ayl - a sticky scented syrup vencuyot - future ver'alor - lieutenant verd - soldier or warrior vhett - farmer vod - brother, sister, comrade Vongese - Yuuzhan Vong werda - shadows (archaic) PHRASES Aliit ori'shya tal'din - "Family is more than blood." Ba'slan shev'la. - "Strategic disappearance." Cin vhetin - a fresh start or clean slate; literally: "white field" Copaani gaan? - "Need a hand?" Copaani mirshmure'cye, vod? - "Are you looking for a smack in the face, mate?" Cui ogir'olar - "it's irrelevant" Gar serim - "Yes, you're right." or "That's it." Gar taldin ni jaonyc; gar sa buir, ori'wadaas'la. - "Nobody cares who your father was, only the father you'll be." Gedet'ye - "Please" Haar'chak - "Damn it!" Haat, Ijaa, Haa'it - "Truth, Honor, Vision"—said when sealing a pact Haatyc or'arue jate'shya ori'sol aru'ike nuhaatyc - "Better one big enemy that you can see than many small ones you can't." Haili cetare! - Literally: "Fill your boots";used colloquially to mean "eat your fill" Haryc b'aalyc - "tired and emotional", euphemism for "drunk" Hukaat'kama - "Watch my back" Ib'tuur jatne tuur ash'ad kyr'amur. - "Today is a good day for someone else to die." Jatnese be te jatnese - "The best of the best" K'atini! - "Suck it up!" Kandosii! - "Nice one!" or "Well done!" Kaysh guur' skraan - "He loves his food."—said of someone who has a healthy appetite Kaysh mirsh solus - "He's an idiot"; literally: "His brain cells are lonely." Ke barjurir gar'ade, jagyc'ade kot'la a dalyc'ade kotla'shya. - "Train your sons to be strong but your daughters to be stronger." Ke nu'jurkadir sha Alka'ade! - "Don't mess with Alkalorians!" Ke'pare! - "Wait!" K'oyacyi! - "Cheers!" Can also mean "Hang in there" or "Come back safely."; literally a command: "Stay alive!" K'uur - "Hush!" Alka'ad draar digu - "A Alkalorian never forgets." Alkakarla - "You've got the right stuff." Mar'e - "At last!"; an expression of relief Mhi solus tome, mhi solus dar'tome, mhi me'dinui an, mhi ba'juri verde - "We are one when together, we are one when parted, we will share all, we will raise warriors."—Alkalorian marriage vows Mir'osik - "Dung for brains" Mirsh'kyramud - a boring person; literally: "brain killer" Mishuk gotal'u meshuroke, pako kyore. - "Pressure makes gems, ease makes decay." Munit tome'tayl, skotah iisa - "Long memory, short fuse." Nar dralshy'a - "Put your back into it!" or "Try harder!" Ne shab'rud'ni... - "Don't mess with me..."; extremely strong warning likely to be followed by violence Ner vod - "my brother/sister"; colloquially also "my friend" Ni dinu ner gaan naakyc, jorcu ni nu copaani kyr'amur ner vod - Honor my offer of truce, for I would not willingly shed my brother's blood. Ni kar'tayl gai sa'ad - "I know your name as my child"; Alkalorian adoption vow Ni kar'tayl gar darasuum - "I love you." Ni su'cuyi, gar kyr'adyc, ni partayli, gar darasuum - "I'm still alive, but you are dead. I remember you, so you are eternal"—Daily remembrance of those passed on, followed by the names of those being remembered Nu kyr'adyc, shi taab'echaaj'la - "Not gone, merely marching far away"—; Alkalorian phrase for the departed Ori'buyce, kih'kovid. - "All helmet, no head."—Alkalorian insult for someone with an overdeveloped sense of authority. Ori'haat - "It's the truth, I swear—no bull." Ori'jate - "Very good" Resol'nare - The six tenets of Alkalorian culture Ret'lini - "Just in case" Ret'urcye mhi - Goodbye; literally: "Maybe we'll meet again" Sooran, shab! - Contemptuous and triumphant comment - like "suck on that, chum!" Su cuy'gar! - "Hello!"; literally: "So you're still alive." Su'cuy! - Hi! Tion'ad hukaat'kama? - "Who's watching your back?" Udesii - "Calm down" or "take it easy" Usenye - "Go away!" (Obscene) Verd ori'shya beskar'gam. - "A warrior is more than his armor" Vor entye - "Thank you"; literally: "I accept a debt" Vor'e - "Thanks" OTHER WORDS a, a', or al - but an - all ashi - other ast - itself bah - to bal - and be - of cuun - our elek - yes 'lek - yeah gar - you, your haar - the; used rarely ibic - this juaan - beside, next to kaysh - him/her, his/hers, he/she lo - into meg - which, what, that, who meh - if mhi - we nayc - no ner - my ni - I par - for ra - or ru - past-tense prefix sa - as, like te - the teh - from ti - with tion'ad - who? vaii - where val - they, theirs ven - future-tense prefix NUMBERS solus - one t'ad - two ehn - three cuir - four rayshe'a - five resol - six e'tad - seven sh'ehn - eight she'cu - nine ta'raysh - ten olan - hundred ta'raysholan - thousand COLORS sal - color ge'tal - red kebiin- blue shi'yayc - yellow vorpan- green ve'vut - gold saviin - violet daryc - brown ne'tra - black cin - white genet - gray aroa'yr - silver RACES Vorpan'gam - Orc/goblin, Literally Green Skin Alv'ad - Elf Aroa'yr Alv'ad - High Elf, Literally: Silver Elf Dha Alv'ad - Dark Elf Cin Alv'ad - Snow Elf, Literally: White Elf Vorpan Alv'ad - Forrest Elf, Literally: Green Elf Drota - Human Kahjiit - Kha Genet'Drota - Dwarf, Literally: Gray Human Beskar'ad - Animii; Literally: "child of iron" Wonk'ad -Wonk; Literally "Child of wonk" ANIMALS Kar'nu - Cow Valt'aar - Wolf She'aar - Sheep Gor'du - Pig Gih - Fish Ga'agar - Bear Galaar - Hawk Dunn - Horse Talyc'cin - Chicken ALKALORIAN SONGS Dha Werda Verda "Alka'bode sa rang broka Alko'ade ka'rta. Dha Werda Verda a'den tratu, Alka'yaim kandosii adu. Duum motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Kom'rk tsad droten troch nyn ures adenn. Dha Werda Verda a'den tratu, Alka'yaim kandosii adu. Duum motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a" The ash of the Ancestors beats strong within the Alkalorian' heart. We are the rage of The Warriors of the Shadow, The first noble sons of Alkalore. Let all those who stand before us light the night sky in flame. Our vengeance burns brighter still. The gauntlet of Alkalore strikes without mercy. We are the rage of The Warriors of the Shadow, The first noble sons of Alkalore. Let all those who stand before us light the night sky in flame. Our vengeance burns brighter still. KOTE DARASUUM Kote, darasuum kote. Te racin ka'ra juaan kote Glory, eternal glory. The stars pale beside our might Kandosii sa kyr'am ast, Troan teroch aruetti a'den, Duraan vi at ara'nov. Vode an, ka'rta tor. Kote. As ruthless as Death itself, The pitiless face of Traitors wrath, Let us look down on all who are before us. Brothers all, one heart of justice. Glory. GRA'TUA CUUM Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Alko'ad Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc runi'la solus cet o'r prudii an. Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc runi'la solus cet o'r. Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc runi'la trattok'o. Sa kyr'am nau tracyn kad, Vode an! Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Bal kote, darasuum kote, Jorso'ran kando a tome. Sa kyr'am nau tracyn kad, Vode an. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall kneel in our shadow. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall kneel. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall fall. Forged like the saber in the fires of death, Brothers All! Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Alko's And glory, eternal glory, We shall bear its weight together. Forged like the saber in the fires of death, Brothers All VODE AM Kote! Kandosii sa ka'rta, Vode an. Arcasanta a'den mhi, Vode an. Bal kote, darasuum kote, Jorso'ran kando a tome. Sa kyr'am nau tracyn kad, Vode an. Kandosii sa ka'rta, Vode an. Arcasanta a'den mhi, Vode an. Bal... Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc talyc runi'la solus cet o'r. Motir ca'tra nau tracinya. Gra'tua cuun hett su dralshy'a. Aruetyc talyc runi'la trattok'o. Sa kyr'am nau tracyn kad, Vode an! Glory! One indomitable heart, Brothers all. We, the wrath of Arcas, Brothers all. And glory, eternal glory, We shall bear its weight together. Forged like the saber in the fires of death, Brothers all. One indomitable heart, Brothers all. We, the wrath of Arcas, Brothers all. And... Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall kneel. Those who stand before us light the night sky in flame. Our vengeance burns brighter still. Every last traitorous soul shall fall. Forged like the saber in the fires of death, Brothers all! BUY'CE GAL Buy'ce gal, buy'ce tal Verbor'ad ures aliit Mhi draar baat'i meg'parjii'se Kote lo'shebs'ul narit. A pint of ale, a pint of blood Buys men without a name. We never care who wins the war So you can keep your fame NAASAD'GUUR MHI Naasad'guur mhi, Naasad'guur mhi, Naasad'guur mhi, Mhi n'ulu. Mhi Alko'ade, Kandosii'ade, Teh Alko'yaim, Alko'ade. No one likes us, No one likes us, No one likes us, We don't care. We are Alkalorians, The elite boys, Alko boys, From Alkalore Hey Hey Hey! If you are interested in roleplaying Alkalorians msg me on Discord: Mykei#7300 or leave a comment down below! Cheers ~Myke
  5. [!] Invitations have been sent to all registered citizens of Elvenesse, with formal letters arriving at the halls of the many elven houses that reside within the nation. [!] The Ceremony of Winter Starlight You have been cordially invited to attend and participate in an ancient tradition passed down by the alder folk, from Almenor and Malinor past. Don your most festive winter garb and bring your kin, for we are to witness the retelling and reincarnation of our grand heritage, almenodrim, wood elven and dark elven alike. In ancient times when Malin's children were plenty, the first sons and daughters would erect a sturdy pine, grown from the earth with the guidance of the Green Mother, and let its emerald limbs drape proudly in the great hall of the Elf Father. These ancient elves adored the light of the stars, even more so for the line of Sylvaen. The winter air blessed the sky with a brilliant shroud of glittering diamond-like stars, and the constellations the elves had named were most clearly visible this time of year. The young children of the elves would gather around the tree and gaze towards the sky with wonder, for those stars hold memory and meaning everlasting... just like the alder folk themselves. As each House gathered with shining, colored glass orbs, fantastically bright lights and golden silks, the elves adorned the tree with the likeness of their most beloved constellations and stars. With each ornament hung, new memories were believed to be sealed anew into those far-off stars above. Malin's halls alighted with the laughter of children as fine gifts were laid at the foot of the tree, waiting to be opened near winter's end. These were fine days indeed, where merriment and the love for the elven people filled the air absolutely. Now we are here at the present, in a new, strange and yet majestic realm... Let us capture the memory of our ancestors and create new ones in merry celebration and liven the winter air of our Elvenesse. May each House and Seed create their own ornament from any material best suited to their family, sealing in those beloved memories of family, love, children and life, and come to the lighting ceremony. To keepers of our faith, bring forth a decorative tree skirt embroidered with images of our Wild Gods, for the faith is the foundation of our unity lies within our dedication to our patrons. At the conclusion of our ceremony, a grand star that will complete the Mariner's constellation will adorn the top of our tree, forged from the heat of Malin's flame itself. May our new gladed home be filled with the winter spirit, I hope to see you all there!
  6. We Want YOUR Screenshots! A lot of Orcish RP revolves around the Spirits & Ancestors, and particularly our ways of worshipping them. You’ll often hear a victorious Orc praising his chosen Spirit, or a Orc returning from a hunt dedicating his trophy to Votar. Unfortunately, few track our progress, and thus our Shamans cannot keep RP the Spirits or Ancestors being happy with an Orc’s dedication during the Spirit walks. So, if you ever construct a Shrine, sacrifice an Elf, dedicate a victory or in any other way please your chosen Spirit or Ancestor, send the screenshot in the comments. That way the rest of the Orcish community can share in your victory, and our Shamans can keep an eye on who is most active. Who knows, maybe one-day your fanaticism to Laklul could please the swampy boi and make you devote to his name, and give you Roleplay buffs. Here’s an example of why you may want to keep track of your dedications to a Spirit or Ancestor:
  7. THE SER “Man is the cruelest animal.” ― Friedrich Nietzsche Lore/Origins Long before the Ser were born, the dragons ruled the lands. These giant beasts flew across the night sky in search of prey, with no mercy. Yet, these beasts were one with nature, and when Horen, the first King Of Man, gained power, the dragons fell into ruin. Before their demise, however, two new creatures were created. Nephilim were the first, the Dragon People. These were the creatures men saw in dragons, yet not what they were. And then the Serpens, also known as The Ser. These creatures looked more like snakes then dragons, where what the dragons really were. The Nephilim were created to punish men, and The Ser was made to let Dragons live on. They lived in peace, away from all men, orcs, and dwarves. A handful of Mali’ame found their way to the Ser, and were, in general, not eaten. Many people have claimed to have seen these beings, as they reach 6’ in height. All sightings have been seen as myths, however. After thousands of years of living in peace and away from modern society, the Dwarves tunneled their way into the Ser’Tarra tunnels. A massacre ensued, leaving many Ser and Dwarves dead. The remaining Ser’Tarra fled, and rallied their siblings, and thus, the Ser were introduced into the modern world. The Ser despised the Dwarves, Humans, and Orcs for disrupting nature, and that the dwarves were the worst. A similar race in the Fae realm, called the Elekhei (https://www.lordofthecraft.net/forums/topic/194526-ca-race-lore-elekhei/?tab=comments All credit to her for the Elekhei) was also being evolved at the time. Many believe that the Elekhei are related to the Ser, but it is not certain. Appearance The Ser range in many different looks, some looking like Cobras, and others like Common Garter Snakes. Depending on the subrace, they would have different tints to their scales. The Ser’Tarra would be brown, the Ser’Aquis blue, and Ser’Ven black. They often have jewels attached to their tales, with one joule per year alive. This is a sign of glory, as many Ser died in the first years of their introduction into the modern world. If you were to insult a Ser’s looks, the Ser will attack, with the intention of making you as ugly as you said they were. Unhealthy Ser are smaller, weaker and overall worse. The tail of a Ser can be from 4’ to 6’, depending on the Ser. Many despide the Ser due to their looks, as a common fear of people revolve around snakes. Diet The Ser mainly only eat meat. Their favorite food being fish, rats, mice, pork, and steaks. All raw, of course. According to them, fire ruins the world. A healthy Ser will be 6’ tall and giant. An unhealthy one being slim and small, around 4’. Children are around 3’ healthy, and 2’ unhealthy. The unhealthy will die young, at 300 years old instead of 500 years old. If they were to eat anything but meat, they will have a reaction. Their scales would turn deep gray and start to fall off, leaving bare skin behind. This, to the Ser, is very painful and would kill them if not treated. They will not eat meat from Humans, Elves, Dwarves or etc. This, to them, is a sign of disgust, and rarely, can cause Dragon Rot. Disease The Ser don’t suffer from normal disease, yet they do suffer the same diseases, and some new ones, as the dragons. -Scale Wilting. Their scales will fall off, living pink or red skin in their wake. These patches will start to break up in hives, and sting to the slightest touch. -Claw Rot. Their claws will slowly shrink, leaving nubs behind. In time, if not treated, the claws will disappear and never grow back. Having no claws is a common sign of weakness to the Ser, and many will be disgraced for the rest of their lives. -Dragon Rot. The entire body will start to shrivel, making the Ser weak. Its caused by malnutrition mainly, though rarely Ser get it by feasting on Humans, Dwarves, Elves, and Etc. This disease makes the Ser VERY weak, and can die from the slightest cut. If the Ser where to do nothing about their sickness, they could die within a year. -Fire Glaze. When a Ser is burned, they can rarely get Fire Glaze. This disease will make the Ser very weak and unable to sit upright. Over a course of one week, the Ser will get temporary bad vision, bad hearing, and bad overall senses. In addition, they will have a constant headache and hives/welts. The Ser can also suffer from The Cold, yet it hardly affects them. Language The Ser speak in a weird tongue, consisting of mostly hissing sounds. They cannot write well, and often the writing looks like a child’s first attempt. Religion The Devourer - Primal god of the Ser The Religion of the Ser, peoples of the snake...from other races’s view on the practice their ways seem alien & strange-yet detailed & of interest. The Ser worship a giant snake, its humongous & strikes fear for all who dwell-its scales are said to be made from Descendant Skin-under the scales, the flames of Hell, if you stand near it you could smell its burning insides as its charcoal clusters around you, wherever it goes comes destruction, however-due to this it doesn't move that often, its constantly in sleep unless the end times comence-which is believed by the Ser. The Ser were touched by this giant snake, seeing it as their god, constantly doing its bidding through worship, they call him SEL’ANK, or the DEVOURER in common...reasoning being they believe at the end of time-the snake shall come out from its resting-awakened from times of troubles, and through this itll slither through the worlds, eating everything in its sight until there is no more signs of life, this is the end story for the Ser-However, the Ser believe they could resist this end event through practicing worship of this demon...this form of worship is done through the removal 0f skin on the snake’s tail, this being with a knife or any form of blade-once done they take the skin & burn it...of course as the Ser are similar to snakes they could regenerate said skin. In the Ser’s mindset their god is the creator of the ser, along with the first snake to ever exist. Rites of Ancient The Ser follow a very strict code, and when they come of age, (100) they will receive the Rites of Ancient. These writes, which can only be found in a single thousand year old book, must be read in the birthplace of the Ser, no matter how far it is. The rites consist of an oath, a pledge to nature, and deep magic. A council member is present at each, and if not, the rites will not happen. If the rites are not done by age 110 years old, the Ser will start to suffer from a curse, The Dragons Curse. This curse makes the Ser lose vision, smell, and senses. The Ser will suffer constant pain and then, in time, turn into a fern. Once the curse starts, there is no stopping it. The Rites go as followed. A 100 year old Ser walks into his/her birthplace, accompanied by their parents. (If alive) Ser being given the rites will say, “I, (Name) give myself to the Aaumin, pledge myself to naturz, and join the Ser in the togetherness of life.” At this point, a Ser elder will accept or deny the rites. If the Ser is denied, they must wait one more year before retrying. If/When rites are accepted a Ser Council member will enter the birthplace, and say the following in Ancient Serpenian “Quis sponzet az natursam izvenzes zias eozam sna auza mazorez, nusquaz ezze tusbaza.” Thus, the rites are complete. Culture The Ser have a strict code of honor, and if broken, the punishment is often death. The Ser, over 5,000 years ago devoted themselves to nature, and if a Ser were to dishonor nature, the Ser will no longer be worth anything to other Ser. The different Ser races have different opinions, however they all come down to the same principals. (I’ve decided that if the Ser are accepted, the different species should be able to make their own culture norms, as I think races should be as up to the player as possible. -Asteodia) Mating The Ser choose one mate, and stick with them for life. If a Ser were to break a bond by cheating, breaking up, etc. The two Ser will be unable to mate again, or have a love interest. They will feel no love for any other Ser ever again. If a Ser breaks a bond with another, the Ser in question will be put on trial, as this ruins the life of the other Ser. The punishment is often life in prison. Over the span of their 500 years, the Ser finds a mate at around 200, any younger will most likely not work out. Government The Ser have a unique government system. In the idea of a hierarchy, there is the Leader of a Ser City, a council consisting of 5, Royalty (The Ser Leader’s or Council’s Family) Guardians, whose job it is to keep the peace with nature and other beings, the common police, business owners/artisans, and then the common people. The roles go as followed: Ruker– Makes the final decision, advised by the council. Keeps the city in check, hires new council members and fires old ones. Oversees the Army, Business, Economy and just overall runs the city. Council of 5 – The council holds meetings with the people. The council listens to the concerns of the common Ser, and then take part in a private meeting in which the Council comes to a conclusion. Most decisions are made by the Council, yet the very big ones by the Serpans Ruler. Royalty – These Ser are family of the Ruler or council, they are normal people except they get honorable treatment. Guardians – These are hand picked Ser who pledge themselves to nature, the Ruler, and dragons. They protect nature, oversee the most dangerous tasks, etc. Common Police – These officials will take care of the majority of problems. The giant problems will go to the Guardians. Business Owners/Artisans – These are normal Ser who simply own a business or possess are useful skill, the Ser officials host more meeting for them than the common folk. Common Ser – These Ser make up the Majority of the population, just being normal, everyday folk. Titles are given by the council, and the Ser apply for them. Arts The Ser build in a very Elvish style, often with dragons and snakes engraved in all the buildings or items. Some examples of Ser what buildings look like are seen below: Ser’Ven Ser’Aquis Ser’Tarra ITEMS
  8. “...for what left is there for us but ash and devastation if we do not stand? Nay, do not stand my kin, but charge! Charge forth as strong as the stormy seas, and as proud as the eagle’s scream! Chase away the night’s final curtain!” Faorarr Tahorran’len of the First Rochirran at an ancient battle against the Ibleesian Insurrection The Esteemed House of Andaeren The House of Andaeran consists of the collective children sired by their founder by the same name, the fourth son of Malin. In the ancient tongue the house is known by Tahorran’len, celebrating their gifts in beast mastery and joyous musical accomplishments. As many centuries have passed and the common tongue became the ultimate culmination of peace between the descendants, their common name of Hawksong is much more widely known in and outside of Elvenesse and her kin-nations. The Twilit Folk have endured even into modern history as Princes, High Princess, Lords and Ladies of the elven population. Their mark upon the more recent memory of Elvenesse has largely been in support of the Crown and their friendly relations with their kin in Sylvaeri and Silma. The Hawksong Bloodline The Lady Titania Hawksong, Matriarch of the Twilight Folk and former High Princess of Malinor carrying the house relic lance and banner into battle. The folk of Hawksong are very consistent in their appearance: silver-gold hair that glitters like waving grain, kind eyes that range from the common twilit gold to the occasional blue and the rare jade, and fair ivory skin that almost never strays towards the complexion of their wood elven cousins. The deep dusk-touched color of their gaze is always a sure sign of a direct line to Andaeren, and seems to be a dominant trait among them. Long, kempt hair with or without braids is preferred especially in the older kin of both the elves and elfesses of the House, for it is seen as a mark of wisdom and beauty. The demeanor of the Hawksong line is that of pride, joy, and an intense dedication to their duty within the forest halls of the Elven nations, past and present. Patience comes naturally to them, as it is a required trait of any Hawksong who has come of age and mastered both beast and music. A tremendous amount of zeal for the elven gods also runs through the blood of this House. They are generally a kind and gentle folk, lovers of song and dance and stewards to the horse and other creatures of the realm. If their gentle ways are taken advantage of, their kin threatened, or the Crown endangered, they however will show no hesitation in ensuring a swift and passionate retribution. Early history of demonic wars and magical blight has soured the family’s stance against any foul sorcery or evil temptations; they abhor and actively seek their destruction. These elves strive for purity in spirit, and to be a light in dark times. Hawksong garb is a dichotomous example of regality and utility. They take careful consideration into their outward appearance yet must be free enough to ride, dance, play music, or present themselves to the Crown. Often a combination of light leather armor over fine clothes of reddish burnt umber, pale gold, or sunset oranges are seen. They may opt to adorn light or heavy plate during times of conflict or anticipation of a battle in which they will ride. In times of peace, festivals, or special occasions traditional dresses with long wings and robes of fine embroidering are displayed in colors of white, gold, umber and reds. Some of the Twilit Folk may wear fine circlets, floral wreaths or braided-leather decorations upon their head and within their beloved long locks. The Rochirran Between Ancient Malinor’s forests and the pillared sanctum of Almenor, these elves thrived in the plains and valleys of the first world where beasts would roam freely. The children of Andaeren are rumored to have been blessed by Machana, the Wild God herself, with uncontested mastery of the horse and cavalry within the known world. Elves born into the house are trained in the husbandry of the stock of the family and the Crown from a very young age. They will eventually join the house mounted warriors known as the Rochirran, and they themselves earn the title of Rochir. To assume that this would be an exclusive mercenary group or freelance cavalry would be entirely misguided, for the Rochirran are oathed in their final trial to the Elven Crown and to the chief military of their ruling body. When an elf comes of age, their first and longest of many tasks is to rear a first foal of spring in their care with its dam. The beast will remain with the elf undergoing trial throughout the training process and even through the beast’s end of life. This trial is cherished, for it is believed that through the rearing and bonding of horse and rider Machana ingrains into the elf patience, diligence, fairness and determination. Upon completion, the elf will craft their own lance engraved and decorated with memorials of his or her trials and the mark of the House. A hallmark of a truly practiced and established Rochir is mastery of their unique riding style known in the ancient tongue as rochannyer, or a way of riding involving bonded souls and wardance. When a Rochir and their steed ride it is both a work of art and a terror on the battlefield. The rider is able to complete highly complex maneuvers both in utility and in dance with the trusting, guiding hand of their animal companion. Piaffe, pirouette and sliding halts are but a few of the myriad of exhibitions the Rochir is capable of. The Rochirran charge into battle without fear, for the ire of their Wild God patron rumbles in the clouds above them and within their hearts, granting them swift strides and true lances. Should a Rochir and their steed meet their demise on the battlefield, the two bodies are ceremoniously prepared upon a pyre as an offering to Machana and the Aspects. Musical lamentations and treasures the elf held closely in life are presented during the burning, and the remaining ash is scattered to the wind during the final hour of daylight. Music and Art of Hawksong A three-portioned performance of only a few beloved relic-tunes of the bloodline: Machana’s Ballad, Horse Lord’s Flight, and Sundance The heritage of Hawksong is deeply interwoven with music, dance and art. Young elves of the bloodline are given the choice to learn their instrument of choosing, which often lean towards stringed instruments such as the lyre, harp, and violin. It is not rare to see a skilled flutist or drummer, however, and skilled vocalists are very common. Even during war, there is great music to be shared from the children of Hawksong. The House believes that their musical blessings are nothing to hide away from the world, but rather delight in teaching and sharing the ancient tunes and their own songwriting. To bring together descendants in joyous gatherings, recite an amorous lullaby to their love, or perform for the elven courts is believed to be a gift greater than any physical commodity. Dancing, too, is greatly celebrated and involves the traditional roles of the elf couples, superior lone footwork or group dancing. In tales of their forefather Andaeren, it was said that he had no skill with forge-fire. Instead their family learned to create talismans, leatherwork, tapestries and rustic pieces from the world around them. Hide, horse-hair braid, simple branded medallions, feathers and uncut gems are often used in Hawksong creations. Amulets to Machana and other Wild Gods are made and worn and given to friends or offered to their respective shrines and are always carried into battle. Trials of the House While the boons of the House are the birthright of elves born into the House, all must face and conquer some trials to truly be considered Hawksong and most certainly Rochir. At the apex of many tasks in reciting heirloom music, animal mastery, rochannyer, the creation of art and a trial in devotion to Machana the prospect Hawksong is presented to the head of the House and is ceremoniously initiated. Further trials through the sometimes intense methods of the Rochirran will fully beknight the elf, and a final Oath of service is recited to the Crown. Banner and Symbols The Hawksong Family banner bears the rising phoenix on crimson backing rising over a green gemstone. The phoenix symbolism was assigned to the family in ancient times when their forefathers discovered their true calling, but has since featured the addition of a green stone. It celebrates their strong sense of justice, fiery dedication and honors their father Andaeren who rose from his brothers’ shadows and found his own way in life. The green stone is a direct calling to the Heart of Malin, a legendary piece reclaimed in Anthos during the dusk of Malinor when their own bloodline ruled before their Sylvaeri kin and serves as a memorial for the doomed state. Commonly found engraved into armor, saddles, talismans and on war banners is the image of a pawing white horse. This is in tribute to their main patron of the Wild Gods, Machana. Battle prayers and songs are often played in her honor in both times of peace and war. Very rarely one may find this symbol permanently engraved onto the skin of a seasoned Rochir. The mark of the family name is typically burned into their leatherworking once it has passed their scrutiny and deemed it of quality or onto documents requiring officiation. The style of woven knots remains consistent when animal imagery is crafted, specifically in braided leather jewelry or onto wooden medallions. Relics of the House With such a rich history of kinship and accomplishments, the House of Hawksong has retained artifacts of past legends and elves of note. Minor pieces are plenty as it is in the nature of a Hawksong to create instruments, songs, or talismans during their life, but there exist a few treasured pieces to the Twilit Folk. Mane of Machana Believed to have been woven from strands of the Wild God’s hair left from her appearance before Andaeren in ancient times, this white cloak shines in impossible colors of gold, silver and bronze. It has been embroidered with silver thread in floral patterns that details the tale of Machana’s Challenge. It is rumored to give the wearer an ethereal presence, like that of a phantom, and glow with the light of dawn. Amulet of Lauriësúr There is a tale of an amulet that had been gifted to him by his beloved brother, Sylvaen, made of silver thread and precious opal and diamond droplets. During the legend of the first ride upon the Horse Lord, Lauriësúr, Andaeren was blessed with his twilight features and that same amulet too bathed in the light of dusk and sealed away that somber, golden bloom into each stone. Pure memory has been sealed away in the largest jewel, and the bearer can hear the voices of ancient elves in ages past. The House Father himself was the last known wearer, who in legend ascended to remain with Machana as her attendant in another life. On clear nights, particularly where the clouds and mountains chase dusky shades across the sky it is believed that you can hear the Amulet’s somber song in the final minutes of the sunset. Lance of the First Rochir When the first waves of demons and foul magics bombarded the descendants in ancient times, Andaeren’s folk rode out like a tempest. His first son, Faorarr, wielded a lance that shone like the sun and could pierce any hide, even that of a dragon’s plate… Or so it has been rumored. The lance never returned from the Ibleesian war, but a replica remains within the House. The Lyre of Andaeren A lyre wrought from fine gold and silver, whose strings produce a sound so pleasant that it was said to induce fae-ring like euphoria. Legend describes the sound of nature’s own voice in thousands upon thousands of natural aspects like the gargling of rivers, songbird chirping, and mountain wind. So incredibly enchanting were the first songs it charmed both descendant and beast, eventually invoking the wrath of Mechana to demand Andaeran to bury the Lyre within a forgotten mountain. The Heart of Malin Of all of the relics within the House, this stone is the youngest to come into their possession. The stone is a dark green emerald that bends and tricks light, fooling the viewer into seeing images of ancient forested halls that never appear the same no matter how long one might gaze. It was discovered in Anthos, when the stone was seen being torn from the statue of Malin’s chest in a violent typhoon and carried to sea. A massive search by the Arcane Delvers ensued… yet, by an odd twist of fate the late Haelphon recovered the gemstone after being thrown into the surf by a sea serpent. There, he expunged the stone from his lungs and passed into the next life. Ancient History and Foundations These are the common tales told by the Twilit Folk of their creation, their patron, and their relationship with the elves of Malinor and Almenor alike. The Twilight Father, Andaeren Andaeren was the fourth son to be sired by Malin. Much unlike his portrayal upon tapestries and art, in his early years he took much of his appearance after his elder brother Sylvaen, whom he loved dearly. He too was touched with hair like the wings of ravens and eyes as grey as the seafoam of cold shores. Andaeren was his brother’s shadow in youth, always striving to live up to the splendor of Sylvaen’s stature, skill, and wisdom. Yet fate would not see that he would share in Sylvaen’s boons at all; Andaeren found no delight in the forges of Almenor and the sea seemed to scorn him. He could produce no beautiful star-dewed chain nor cut opal and diamond. Whilst his brethren grew in the light of their father’s eyes and crafted great halls, he could not help but feel that the shadow he followed as a youth began to swallow him from the view of his kin. There was no grand tale of accomplishment to regale to the Elven Father, no beautifully jeweled things to give his kin, no feats worthy of historical recording. It consumed the elf’s heart. Thus Andaeran began to wander from Almenor. He turned to the wilds for answers as his father, Malin, oft did. It is said that during his longest expedition he spent ten moons atop the highest peak of the first world. The turmoil within his soul roiled, and he lamented to the empty sky around him. “Shall I simply wither away the years as a reflection of what could be?” There was no answer but the wind. “Shall I remain the ambling, naïve younger brother of fairer and wiser kin?” There was no answer but the song of birds. As each moon passed there were fewer lamentations. Another moon rose, and the young lord listened. When the last morning broke, the world answered. It was a quiet response. Something where, perhaps, long forgotten elvish or druidic magics were at work. Andaeren could hear the wind whistle and rise like the gentle tide at sunset. The songbirds warbled an enchanting melody that enraptured the elven lord. Indeed, he felt the subtle magic of the song of nature herself. He arose from the peak with the first smile in a long, long time. He returned with a new glimmer in his grey eyes, imploring his brother for guidance in the creation of a golden frame. Then, long and thin silver-spun cords were secured by his design. The young lord and his kin would not produce any fine crown, jeweled carcanet, nor blade. With the sooty labors of the forge still upon his brow, he seeks out his sire and presents the First Instrument. Father of Music The elf-lord approached the Father bearing a tool not yet seen by descendant eyes. It was not a thing to shape rock or slay beast, rather a peculiar device bearing four strings made of glittering gold and silvers. While it paled in comparison to any true Sylvaen work, its beauty lied therein the unusual strings. It is said that when Andaeren played the first song for the elf father, it invoked the very soul of nature to echo the earth’s ethereal music. So delighted, Andaeren too unshackled his golden voice to rise higher than the clouds and dance like fluttering swallowtails. Malin’s halls hummed with tranquility. The Fourth Son of Malin’s blessing would not be forgotten, for that day the first song crowned Andaeren as the father of music. Machana’s Challenge No longer shackled by despair, Andaeren traveled the world with his lyre. He charmed animals and descendants alike, for few could resist his musical mastery. Captivated animals gleefully pranced alongside. Songbird, stag, wolf and even bear paraded after his footsteps. His tune only ceased when an impossibly white steed charged forth at the elf. His lyre fell to the forest floor and his animal companions fled. The horse snorted and stomped the earth with an ire the elf had never felt before. Her mane was so ivory that the light danced upon her fur in iridescent gold and silver colors, and her hooves were gilded in an astral, otherworldly shine. “Do you think yourself so entitled to the will of the forest beasts? Your claim is false! You are an insolent fool who thinks he can command the Aspects’ children with vile enchantments!” The Wild God raged, her voice quaking the forest and shuddering the soil beneath her. “I am Machana, Princess of the herd, and I challenge you, Son of Malin. Abandon this accursed lyre and dedicate yourself to my sons and daughters, and in return I will bathe you in my blessings!” With her final shout, the figure of the mare flashed with a bright light and departed from the realm. Andaeren, realizing the unfair potency of his instrument, cast away the lyre within a stone cavern of a forgotten mountain, never to be seen again. No song made therefore by the elf-lord ever strayed again towards the enchanted nature of the Lyre, but he created instruments responsible for the joys of music we hear today. Lauriësúr and the first Rochir In Machana’s wake, a murky brown stallion stepped into the world. He would become known as Lauriësúr, one of the five Horse Lords under Machana. His mane was light like a dusky moon, and his eyes pierced into the soul of Andaeran. The elf-lord would spend unknown time with Lauriësúr in the wilderness, discovering the intricate balance between elf and beast as the Aspects intended. There was no request that was not disputed with hoof, muscle and spite and there was required an understanding with this creature. It would not come until many seasons had passed. Andaeren became wise to the ways of the wild beasts, and understood the respectful care he must take towards the stewardry of the Aspects’ creations. The delicate balance required tenants, for the presence of the descendants would forever make that very balance unstable. Then and only then was the elf lord able to mount Lauriësúr, not as master and servant but as connected souls. And so Lauriësúr ran. The stallion ran so fast that the earth disappeared beneath their feet. His flight took them towards the horizon, and there they chased down the last light of twilight with the swiftness of the setting sun. Andaeren bathed in the dusky light of the day’s final hours and emerged with the light of the next dawn with a new blessing. “You have learned much with your journey, youth. Go now with my golden blessing, the first rider who conquered the ground and showed me the true meaning of haste!” The last words of Machana echoed through Andaeren’s mind as he emerged anew. Where his hair was like dark ash, he now had locks so delicately golden in shade the dusk itself envied the lord. His eyes shone like the glittering clouds clinging to a young evening sky. “I am Rochir, brethren, steward of Machana’s children and lord of beasts. She has blessed me with her mark, and the sovereignty over her kin. The hawk sings in my reverence and the herd runs proudly beside me. I am Tahorran’len, and so the children of my house will be named.” Lauriësúr remained with Andaeren, for the bond between them would remain past their stay within the realm. He did not lean upon the enchanted lyre again, and his new ballads would become the foundation of the songs we hear today. New instruments of joyous celebration he would create, and many praises to Machana and the Aspects he wrote. Departure The Twilight Lord departs from Almenor proper with grand ambitions, but a somber heart. For as much as he loved Sylvaen, the forge and the sea offered no comfort to the Hawksong Father. Andaeren and his wife Imryll depart to the valleys and plains before the great Almenor, for it pained him greatly to stray too far from the vicinity of his kin. He would sire many children and a great herd of silver-steed, and his own humble hall established within a great valley. Of course, darkness eventually besieged the first world… and Hawksong too would come to the defense of Malin’s folk. “Arise! Arise, Rochirran of Tahorran’len! Do you give the horse his strength? Do you cloak his neck in a fiery mane, or make him leap like a locust? He laughs at danger, afraid of nothing! He snorts proudly, pawing at the earth and striking terror. He rejoices in his strength! He does not shy from the sword, or quake at the rattling quiver or flashing lance. In frenzied excitement, he eats up the ground… he cannot sit still when the trumpet sounds!” Andaeren Hawksong to his troubled children during the formation of the Rochirran When darkness clouded the ancient skies, the first Rochirran formed and answered the horns of war. When the first charge of the cavalry crashed against the legions of demons, legend tells that the Hawksong Father pierced clean through the lines of evil, and ascended into the clouds atop Lauriësúr into the next life as Machana’s chosen steward. Andaeren was no longer needed, as their battle had been won and his children would carry the fiery banners well into the history of ancient Malinor. As the descendants of the elves splintered, House Hawksong remained at the side of Malinor until its crumbling, rebirth, and final death in Anthos. While their numbers have dwindled and the stories forgotten, those who remain have a rich memory of grand and ancient tales indeed.
  9. SUNDERED ELVES I. Origin + History [Sorry can’t make this two separate sections you’ll see why] Ancient History | The First Phase [This is the same as the past lore.] Part I: The Experiment The tale of the Mali’fenn begins with the schismatic war of the ancient Elcihi’thilln of the High Elves, or the Silver City. The untouched visage of the would-be ruler of the Mali'aheral, Lomal, after the inferno died around him during his trial by fire had stunned the many Mali’thilln of the Silver Hall, among them a young researcher named Aelthos Thuln’diraar and those of his laboratory. They stood then as he called for followers, a fire sparked in their hearts by the claims of elevation and destiny, and joined Lomal. They would be among the first of the Elsil’Parir, the Swords of the Harbinger, the flock of their prophet. As Lomal, who now called himself the Elannil’Ilum, chose Aelthos to be among the first to ascend the steps to his word altar and change his form, Aelthos would continue his research in a spectacular way - to ask for a change akin to that of the Golden Pools that their parents and grandparents had bathed in centuries before. Instead of gaining the fantastical form of a half-animal, and instead of gaining vast magical resistances, he would seek his version of the completion of maehr’sae hiylun’ehya - to become what he would call thill’al, purity complete. Physically his ears shortened and became more triangular as the hair around it bleached to a snow-white color. His eyes became a bright silver, and his skin paled to just more than that of a ghost. His muscles became more pronounced, his arms toned and hands dextrous, and his height shortened to an even six feet. He, however, would not take up any of the truly transformative properties that many other Elsil’Parir had chosen to take as he saw himself as the embodiment of physical perfection. His experiment, then, was to question whether the use of the word altar would fundamentally change them, and to do so he would enlist his laboratory. His researchers, scientists, the sparse few mages of the laboratory, and their families would gather at the altar one day and Lomal would change them one by one, granting them all nearly the same changes as Aelthos before them, with slight individual modifications of eye and hair color. Some had eyes a deep amethyst color, while others chose hair a pale blonde color instead of white. He saw them as family, then, and they tested themselves and each other. Part II: Purity They would, however, soon be forgotten by Lomal for those he had changed into more exotic and powerful forms, and by Larihei’s folk for their lack of connection to Lomal thereafter. Indeed, though originally entranced by their new forms, the lack of change during the stagnated conflict left Aelthos disillusioned, and whilst he had thrown in his proverbial lot with the Elsil’Parir, his people wished to return to their cousins and their purpose of forging their own destiny. He would, late in one Snow’s Maiden night, send a message across the wall asking for return. Months later, they would enact their plan on the third night of what would be called the Ball of the Century. As Lomal hosted perhaps the most grand ball the Silver City had ever seen, with magical displays far beyond that which had come before, Aelthos and his band stole away across the wards of the great wall put up to protect Larihei’s people from Lomal’s, assisted by those of Larihei’s followers that had been trying to undermine Lomal’s influence. They found themselves quickly isolated, however, as many of those that had once been their friends now declared their forms impure. Those that sought to join them thereafter were a tenth of the number that had applied previously to the once-prestigious laboratory, and indeed they found themselves to be a different definition of pure than their brethren. While they had set themselves back on the path of progress as they had once known it, peace would not come to them easily. When Larihei called upon Lomal for a final debate and shot in front of their many followers, and when Lomal’s supporters then broke through great wall’s wards, they fled with their brethren. They fled through Tahn’s great plains and ancient wilderness, and when they came across the portal, they too trusted in the missing Larihei and jumped into the portal. Part III: Ice When they found themselves deep in the Aegisian wilderness, they wandered separately from the many that would later assimilate into Laurelin. Instead, they would find themselves in the deep North, far past the future location of the Human city of Winterfell, where their changed bodies would not be called a curse by their cousins. Here they found that they had indeed lost some of what had once made them Mali’aheral - their eyes had only flecks of the deposits once vibrantly glowing within, and their search for health halted as soon as they had become accustomed to their "perfected" bodies. Instead they sought to defend themselves from the constant ringing within minds, the effects of the loss of the word altar. For decades, the men and women of the laboratory tested everything they could, subjecting themselves to intense training and work to delay what had taken the minds of their weakest. Indeed, deep in Aegis’ northern tundras, Aelthos seemed to be the only truly sane one of them. For this reason, they would not scout far past their frozen laboratory until the advent of Iblees, which forced them to flee south and into the Verge with the rest of the Descendants. In Asulon, too, they searched for a cure for decades with little luck before the continent was destroyed in fire and flood. Aelthos, while a good leader and smart in coupling his people, knew he would not be able to hold their new curse at bay for long. He had slowly found himself less in control, and while the changes of the word altar on him were small, he had still accepted Lomal's changes those many years go. Though outwardly he was still the same grand leader his people had always seen, he felt the lack of the altar eating at the edges of his mind. For Aelthos, though, he most cherished and cared about his young and growing son. When his son showed to be under the same mental strain as he, Aelthos knew finally that for their survival they must leave their laboratory. To find a cure for his son and his kin, Aelthos and his two original laboratory managers searched Anthos far and wide before finally standing at a frozen, bright blue lake far beyond the Wall that mirrored what had once kept them from being true High Elves. They had travelled for years, and their wills were all but broken by their lack of success. Their last lead had brought them to this lake, but they’d found it to be devoid of even the slightest lead. Here, as a tribe of mutated Bohra began to surround the group, they finally collapsed. Aelthos, for the third time in his life after his change at the altar and leap into the portal, placed his life in the hands of a greater being than he. Here, despairing for his son and their family’s fates, he prayed for salvation. Part IV: Fenn Whether by luck or by the will of a higher being, they were saved that day. As the Bohra closed in, the mountains framing the valley trembled and shook as great sheets of white thundered down around them, annihilating the small army of Bohra that had surrounded them and subsiding enough by the time it reached them to only push them onto the ice covering the lake. Also, perhaps because he sensed the avalanche, or perhaps of sheer luck in passing, Wyrvun, the Aengudaemon that had once fallen to corruption, learned of their survival, their drive in searching for sanity. Delving into Aelthos' half-mad mind, he pressed himself in a vision to Aelthos, delivering a verdict - bind himself to the Lord of the Deep Cold and have his people returned to sanity, or condemn all that had followed him those many years ago to the continuation of the painful spiral they had endured. Aelthos made up his mind in a heartbeat, and the effects were felt the next. When they returned to their laboratory, they were welcomed with great fanfare. To their new savior, Wyrvun, they dedicated shrines, temples, even their laboratory to him, renaming it to Fenn for the crystalline sheet that had covered the lake, saving Aelthos' group from death by Bohra or avalanche. They so truly followed their new lord that they took to calling themselves Mali’fenn, and neither Wyrvun nor Aelthos would stop them. Those joyous times, however, would not last. Only three years later, Aelthos would pass in his sleep. He was given a grand funeral, with a display of magic and people none of them had seen since Elcihi. It, however, raised the question of who would be the next head of those of the Deep Cold. Thill’al, that notion which had separated them originally from the other Mali’aheral of the city, gave their answer - his son, he who had inherited his father’s silver eyes and “perfected” features. There could be no other. They were a new people, then, with large numbers and a new leader. Aelthos II, whose original name is now lost to time, declared Fenn a Princedom in honor of Malin, only true king of the Elves. He became Grand Prince, for he was declared thill’onn, born of purity. His people, some now exhibiting the traits of those who had joined later rather than those created, worked to make their newfound Princedom their pride, and Aelthos II would open the Princedom to the outside world. Modern History | The Second Phase [This is a quick recap of events since the race began play] The Snow Elves’ entry into the world at large, however, was not met with the fanfare Aelthos II perhaps expected. Instead, what awaited them was the grim reality of the Fringe’s early years. In an attempt to stabilize the human realms, the Snow Elves were turned into scapegoats, blamed for their problems, and executed en masse. The few that survived fled to the far corners of the world, and the Princedom collapsed. When, half a century later, they began to coalesce once more, again they were purged - this time a matter of principle rather than politics. So began a cycle that would last until the end of the Fifth Empire, when a Tundrak warlord would help lead a coalition to collapse that beacon of human dominance. Upon that change, the Princedom began a long, relatively uninterrupted existence of isolated peace. Eventually, however, that Princedom too would see its end - not by the wars of the past centuries that had inflicted so much horror upon their small world, but to the inevitable decay that all Elven societies eventually face, that of declining population emptying their splendorous cities. The Sundering | The Third Phase [The New Stuff] The decline of Elven societies that caused the fall of such polities as Vira’ker and the earliest iterations of Haelun’or, however, would not have the same fallout as the slow death of Fenn, for a simple reason - the curse of the Snow Elves had always been compounded as compared to those of their brethren. The Snow Elves had once been High Elves, after all, before their alterations at the Word Altar - and, had it not been for the timely intervention of a higher power, would never have survived to the modern era. They, for a millenia, strictly followed the teachings of their founders, laying prayers and worship at the altars of Wyrvun, their patron deity. This was the cornerstone of Fennic society, and indeed they were kept safe from unnatural corruptions. Fenn’s decay, however, meant the decay too of their religious systems - in the end, the Grand Prince made a decision to try to improve upon the ways of his forefathers, creating the Idhren’tirn and promoting the worship of six lesser beings, whom they called Facets. The Contract was made tenuous with the addition of these beings, but still it held for a time. The final straw, however, was the reclusion of many Aengudaemonic powers that began in Arcas, among which was Wyrvun - and with it, the bond that had been forged between Aelthos of ancient legend and his god was broken at last. The effects of this were felt immediately - across each Snow Elf’s bodies rippled what was to be called the Event, the aftereffects of the Word Altar finally affected them as it had affected Lomal’s followers so many years ago, their alterations ripping apart their minds and bodies. Yet Tayl’s event had happened in the years of legend - of Larihei and Lomal, even of Horen and Krug. What had once been a major mark upon the altered elves had long degenerated, whether through interbreeding or through time, into less purposeful tendrils of deific magic within their beings. Many would survive the weakened backlash caused by their ancestors’ decadence, though found themselves altered beyond recognition in the aftermath of the collapse of their passed-down alterations. The newly-reborn sons and daughters of the Deep Cold would have to find a path in their new forms, or not at all. II. Description The trademark of Sundered Elves is the effervescent glow of their eyes and hair - shocking, almost radiant shades unnaturally light up their irises, and their hair accented by luminous highlights. Their eyes themselves can be so altered, in fact, that the entirety of the eye is a single color, appearing almost as a glowing orb. Their bodily makeup too is changed - where once their skin was pale, now it is nearly translucent, and beneath their skin the pulsing of blood in blue veins can be easily tracked by their dull glow. The appearances of their forefathers, however, is not truly lost - their eyes range in the same colors as previous, from whites, to electric blues, to deep amethyst, and everything in between. The glow in their hair matches, though now their hair’s natural colors are limited purely to the whites they were so known for. Thin frames, though not quite so thin as their High Elven ilk, are the norm of the Sundered Elves, their average limits capped by the Event. Normal heights, too, are reduced - 5’6” remains the floor, but none grow taller than 6’1”. Another key alteration, however, is the appearance of Quirks – that is, physical manifestations in some part caused by the ripples of the backlash. These can come in any number of forms – from unique coloration (think birthmarks) on the skin, perhaps vaguely resembling animals, as the Word Altar was so often used to mark Lomal’s followers – to ingrowth of a patch feathers, to warped or misshapen bone or facial structure. This is not enforced for use, and is not allowed to be used for any mechanical benefit. Quirks vary throughout the Sundered Elves, but rarely is it completely different from parent to child – if a parent has a quirk, for instance, it’s likely that if the child has one, it’ll be similar in some degree. Mental inadequacies can also be passed down among Sundered Elves, a remnant of the mental deficiencies once rampant among their population. It is encouraged, but not enforced, that if a parent is afflicted with something, the child also rp as having that same affliction. These can stack as well. III. Culture https://www.lordofthecraft.net/forums/forum/682-princedom-of-fenn/ I’d set up a potential new cultural doctrine for Sundered Elves, but as there is currently an established playerbase (though it’s somewhat inactive atm), their culture will be the moving-forward culture for this new phase. IV. Abilities They get to look cool. Their eyes and hair glow in the dark. 4 block radius. Obviously not through walls. Not useful against any magics or creatures. Just for seeing, I guess. They can see well in the dark. V. General Red Lines -All Sundered Elves are full-on lunatics by the age of 500. Please think of it like this - imagine an old man, say in his early nineties. His friends from youth, from college, maybe from the military - they’re likely all dead. If his wife isn’t dead, she’ll die soon, and he knows it. What he remembers of the past, if he remembers it, is faded. Now, take this imaginary old person, and imagine them living twice as long. Then double that. -No different-colored eyes. -No multicolored eyes. -No gigantism, no dwarfism. -No deity magic. The tendrils left behind by Tayl’s Altar still affect them to some degree, preventing connections to other Aengudaemons or their powers. -No dark magic. The self-sacrificial nature of dark magic would rip them apart. -Voidal magic is ok. -Quirks (Defined in Description) may not be used for any mechanical or crp or pvp benefit whatsoever – they are meant to be a unique aspect of the character, but cannot be used for anything useful. -IMPORTANT SIDENOTE: All current Snow Elves will be given the opportunity to choose between becoming a Sundered Elf or reverting to High Elves upon this lore’s acceptance. This is to let magic-mongers keep their stuff if they’d like without really altering their characters, and the rest of us get to be Sundered Elves. Win/win. VI. Purpose [OOC] I’ve been hearing for about two years now that people are planning on rewriting the Snow Elf lore into something less janky and more unique. It’s true - my original lore was essentially planned out in such a way as to scrape by and make it in through the rules at the time, because the group had been trying to become a subrace for four years at that point and it had gone nowhere. It was more of a desperation play than anything else, and it was a measure of the times - change and unique rp was generally shot down as special snowflake (even though, ironically, we’re on a fantasy minecraft server), and complaints included but were not limited to the fact that many of us had been human players, that the dark elves were still weak, and that we weren’t incredibly different from High Elves. Well, they never rewrote it, so here’s me doing it for them. VII. Citations owo what’s this? a link to the past snelf lore? omg who wrote it? Me. I wrote the original Snow Elf lore. This whole thing was a giant ego-stroking maneuver. Accept it please, so that there’s also physical differences between this subrace and High Elves. Credits to @Junar for telling me deal, and to @Gladuos for telling me to do it.
  10. https://youtu.be/K-EthATzWzo [Art by Yuri Nikolayev] Cuisine of Hanseti-Ruska “Eat your food, child, lest you want the cold to nip at you more fiercely! Go on, eat!” Haeseni Babushka A cultural treatise presented by Her Royal Highness, Alexandria Karina Wick; Royal Curator of Hanseti-Ruska. The climate of Hanseti-Ruska is cold and cruel, and can be unforgiving to many - especially the unprepared. It has led to the belief the hardly many quality ingredients can be gathered within our Kingdom’s borders in order to prepare a delicious and hearty meal; many people over our generations have gradually taken to forgeign recipes and foods from the Crownlanders and other warmer regions, which has nearly made the spirit of Haeseni cuisine to fade entirely. This document is made in order to save and preserve it - as well as the urge for the denizens of Hanseti-Ruska to follow this example. Despite the hardened climate and landscape of the Haense, there are a wide variety of ingredients able to be grown, hunted, and gathered within the boundaries of the Kingdom. Grains Wheat A commonly grown and hardy grain in the flattened territories of Haense, abundant in supply and used in the preparation of various breads and other doughy goods within the Kingdom. It is one of the most important staple foods within Haense, for bread is a food found in many a Haeseni meal and plays an important role within Haeseni tradition to begin feasts; Breaking the Bread. Barley Being chiefly important with its role as stockfeed for those following the agrarian way of life within the Kingdom, barley is commonly used for various sorts of brews within Haense; most commonly Waldenian ales. Aside from that, the grain makes for a pleasant ingredient for various vegetable and beef stews. Rye Due to its similar uses to wheat and barley, rye may also be cultivated within the borders of Hanseti-Ruska. Haeseni porridges mainly utilize this grain. Meats Venison Deer are abundant in the forests of Hanseti-Ruska and make for a common game for Haeseni hunters and trappers to pursue. Oftentimes, it is prepared for less special occasions due to the gamey flavors of the meat; however, it still provides a quality amount of nutrients and an ample amount of meat for various stews and other fulfilling meals. Mutton A meat that has a strong and gamey flavor, used commonly in Haeseni stews due to his toughness; however, it isn’t as easy to acquire as venison and is saved to cook for more special occasions or to add more flavor to stews in the winter months. Rabbit A meat cooked and treated similarly to chicken, and often used in place of chicken when it is not available. It remains another popular choice for the preparation of hearty, Haeseni meals. A wide variety of meats plays into the cuisine of Hanseti-Ruska, since it offers so many nutrients to keep a Haeseni or Ruskan strong. To avoid repetition and for the sake of brevity, a simplified list of other meats often found in the Kingdom’s borders are as listed below: Pheasant Whale Goat Boar | A favorite game to pursue for Haeseni hunters, though dangerous. Often served at grand festivals or other celebrations by being slow-roasted over a fire. Cod Herring | One of the more favored seafoods of Haense; commonly found in territories bordering large bodies of waters, due to the love many Haeseni bear for the seas. Salmon Cow Fruits, Vegetables, Ect. Haeseni Wild Apples A rather small sort of apple that grows in the territories of Hanseti-Ruska with more mild climates. It has a rather tart taste, which grows sweeter the more it is ripened. It is often an added ingredient to certain stews or porridges for extra flavor and nutrients, though is favored mostly when prepared for pastries such as Ruskan cakes or pies. Prikaburren The national fruit of Haense.Red berries found commonly in the Haense wilderness or in the gardens of those with a sweet tooth. It’s used to accent dishes - often ones with meats; and is rather popular for pastries as well. Teas and alcohols have also been prepared from these berries, proving that they are truly a Haeseni favorite. More information on them may be located in the Tarcharman’s study: https://www.lordofthecraft.net/forums/topic/191294-prikaburren-prikaz-berry-national-fruit-of-haense/?tab=comments#comment-1771196 Pears Ruskan Olives | An olive favored by Prinzenas Aleksandriya Karina i Haense for its medicinal uses; an oil produced from these olives have acted as a base for salves that relieve muscle pains. Potatoes Beetroots Carrots Baby Bella Mushrooms | Small brown-capped mushrooms that grow in the gentler parts of Hanseti-Ruska, most notably clearings and meadows. Named after Prinzenas Theodosiya Ysabel i Markev, since the insides of these mushrooms are a luminous white that was reminiscent of her skin tone. Turnips Onions Herbs and Spices Paprika Oregano Thyme Rosemary Parsley Bay leaves Dill Mint Garlic [Art by Yuri Nikolayev] Recipes Pies Startlaefaf Pirok A savory pie favored by many Haeseni fishermen and sailors, its name translating to common as Salmon Pie. Made primarily from salmon, rice, cabbage, mushrooms, and a mixture of various other vegetables based on the cook’s choice. Cooked eggs, minced red onions, cheese, and parsley to help bring out more flavor. [ https://withinthewild.com/our-recipes/russian-alaska-salmon-pie/ ] Ruskan Apple Cake A sweet and crumbly cake made from Haeseni wild apples, a simple treat for all to bake in the spring and summer months of Haense; other fruits may be used within the cake, if apples don’t fit one’s fancy. Prikaburren are known to be used for cakes such as these. [ https://natashaskitchen.com/apple-sharlotka-recipe-russian-apple-cake/ ] Haeseni Vatrushka A Haeseni cheesecake that can be made sweet for desserts and tasted with prikaburren jams; or savory to eat with soups. If the filling is sweetened, some bakers are known to add dried fruits into it for added flavoring. [ https://russianrecipebook.com/vatrushka/ ] Stews or Soups Huntna Stew A hearty stew made with a wide variety of meats from a boar, vegetables, and wild herbs. Often slow-cooked within a cauldron over a day before it is served to a large group. Meant for celebrations and other popular festivities involving crowds. [ https://www.simplyrecipes.com/recipes/polish_hunters_stew/ ] Mutton Stew A savory stew meant for smaller gatherings, though is fulfilling nonetheless. Cooked with a wide variety of vegetables to accent the mutton. [ https://www.recipecottage.com/german/lamb-stew.html ] Winter Soup Very nutritious and fulfilling, and made from Haeseni vegetables capable of enduring some of the harshest of climates. Winter Soup is a common meal within the Kingdom, especially when meats are difficult to obtain - mainly in the winter months. [ https://www.foodandwine.com/recipes/nordic-winter-vegetable-soup ] Roasts Janz Dinna A juicy and tender roast made from the beef of a cow, once the favored dish of Komit Jan Kovachev i Carnatia, though still remains a popular dish for many other Haeseni for its simplicity and delicious flavors. [ https://www.theseasonedmom.com/dutch-oven-pot-roast/ ] Koengzdaf Often called a meal for a King, though it’s not an entirely complex recipe; the few ingredients involved, however, remain rather costly. [ https://nordicfoodliving.com/danish-roast-pork-with-crackling-flaeskesteg/ ] It is encouraged for other Haeseni to prepare and present their own dishes, or to even reference this document in moving forward with their cooking and baking. The soul of a nation is found in their food, and it’s the duty of every citizen of Hanseti-Ruska to keep it thriving.
  11. Hello! I have tons of skins and am willing to auction them off so they are being used and not just taking up my space on my computer and so you can enjoy them just as I did! Here are the rules. Once you post your bid, do not edit it! Please only comment to up the bid and no spam. You must be able to pay the full amount once the auction is done. Bidding starts at 800 minas, and the minimum it may increase by is 100. The auction will last until 8/9/2020. Skins Format Skin Name: Bid: Previous Bidder:
  12. Wherever the wind went, Sleeping Hawk followed; such was the way of life he’d grown accustomed to, a way of life which hadn’t done him wrong. Not now, nor ever. If the wind trailed along a shallow creek, the Hawk followed; if it guided him to a desolate mountain, he followed. And yet, now, it seemed, the wind had taken him beyond the fields of Athera, and perhaps many frontiers following it. The last he could remember was waking from his slumber, of which he’d been trapped in for years, or centuries, as far as he was concerned. It wasn’t long before darkness came, once more, in the form of slumber: inescapable sleep that he’d been doomed to withstand. But by Igne’Acaela, Sleeping Hawk refused to allow this to hinder his wanderlust for, wherever the water flowed freely, he followed. Sandy, the shores of this ’New Malinor’ were. Was it called Siramenor? Only Lyes could tell, for these large trees were not similar to the ones he’d grown close to; those of the bayou. No, these were larger, and mightier, and alien to Sleeping Hawk’s naïvete. Had it been one year, or one aeon? And yet, only word of Arcas was muttered. Arcas? Sleeping Hawk thought to himself, scratching upon his hair without an inkling of an idea as to what had occurred prior to his awakening. He could not remember, nor identify any of what was around him. His own tribe; his family, the only thing he’d ever known, out of sight. But where there was darkness, there was light, in the form of fire, an element so holy to his people it protected their own realm. Igne’Acaela, a prophetic fire, similar to the divine water the Owynists would sip from, and bathe their cubs in. And for nights where he fasted from sleep, he took to staring at the fry, in pure admiration, with hopes that it may satisfy his wanderlust. But even three hundred years into the future was not enough to satisfy his primeval instinct to travel, and roam the wild frontier, It was high time the Hawk took his flight.
  13. You wake up wearing a messily folded paper hat, you open it to a new buck news.
  14. The Introduction The Uddad -a Farfolk sub-culture & tribe of Qalasheen peoples, being mainly Desert Dwellers & Nomads, Craftsmen, Philosophers, Artists, Musicians, and great Warriors. Some live in Tent camps in the middle of a Desert, herding ram & sheep - travelling around on a mount & trading, others found joy in crafting complex art, with colours & sciences.The Uddad, commonly referred to as "Beni Uddad" in the Qalasheen tongue, are a tribe of semi-nomadic herdsmen that roam deep within the Korvassa desert, grazing their cattle and patrolling the edges of the Sultanate's borders. History Little is fully known of the origins of Uddad, however according to Oral tradition, the founder of the tribe was a man by the name of Abd Al Tandir-A Warrior who gathered his brothers to form a Tribe. According to ancient texts found within the Grand Library of Al-Faiz, it is mentioned that there was a man of the same name that existed around the time Uddad claim their tribe was founded (thus adding some weight to scholarly claims), Tandir was on a Dune with his white horse, Baobul-upon the other side of the dune, there was a fresh piece of land-with grass perfect for herding & setting up a camp-though protecting it was a Lion named Mihran, he rode into the sands with spear in hand, stabbing the beast before it could attack him-with it then he set a stick upon the ground, marking it the new homeplace for his Tribe. Uddad had been a nomadic herdsmen known for his breeding of exceptional Rams, they were shown to be larger, stronger and faster than the average of their species.The Herdsman's children would come spend most of their days herding and taking care of the livestock, and in time, they had come to take on some of the bear's qualities, namely their stubborn nature and unrelenting behavior. Current conditions After decades of roaming around aimlessly, the chief of the Uddad, Badir Yahya, led the tribe to the desert of Korvassa, seeking an audience with the ruler of the land, Sultan Al-Mujaddid, soon after this audience, the Uddad were formally granted permission to around around the desert, as vassals and and tributaries of the Sultan. Society Society Uddad Society is quite Democratic, in each tribe there is a leading council of 9, known as the Jamelzih-the Jamelzih have one leader inwhich is the Chieftain/Chieftess of the tribe-who would sign off on the Council’s decision-they deal with Social, Economic, and Political issues amongst the tribe, along with crime & punishment-all who commit the crime of Banditry is sentenced to death. Uddad women have much freedoms in the tribe unlike other culture, they dont wear veils-they could pick their husbands, and they could even become the tribe chief. Uddad Chiefs rule as Monarchs, their known as “Amenkl”-most often then not their women, or sometimes men-to become a Chief one must belong to a family known as the “Aitzigh”, being the descendants of the very first Uddad-once born into the Family you are sent into one of the 4 main Uddad tribes, the Dorduga-The Urzil-The Langtazigh-or the Hassanir. The Dorduga being the main leading tribe of Uddad, ruled formly by Badir Yahya, until he was beheaded after he was caught in the middle of selling slaves. Now being ruled by his son, Aderfi Yahya. For Uddad marriage rituals, it often follows the same as those who follow Al’ Rashidun Faith, however-due to the Uddad’s past traditions, theres a twist. Once the marriage ceremony is completed, the Imam would carry out a Uddad ram from the herdsman-the couple must then put their hands on the ram for 1 saint minute, as they recite prayers, after that they kill the ram through a slit of the throat, however the Imam would measure the amount of blood droplets from the ram, putting the blood onto the couples hand-the couple must then mix the blood around their hands as they recite more prayers, then they will interlace their hands with the blood, this symbolizes how Uddad society is based upon the ram, the ram’s blood means how they are connected to eachother through a common thing-Even if the Uddad was a upper class Helenian Noble, or a Wealthy merchant-the ram is always a reminder to all Uddads around the realms, that they started off as Shepherds in Korvassa. Uddad men are allowed to have as many Wives & Concubines as they wish, most often then not the frist & primary wife would belong to the Uddad Culture, and her children will hold their father’s claims to whatever the family owns, however the Concubines & other wives would be Foriegn, such as Ruska & Lech Women (being the most popular concubines of Uddad men), or even elven women-reasoning behind this being unknown for now. Clothing Uddad clothing mainly consists of wear well suited for desert climates-made up of linen & wools (the wool made from the Uddad Ram of course) being wrapped around their heads, only showing some of their face-to protect them from the sands of Korvassa, one might say they've never seen a Uddad man without his Turban on. Men Men’s clothing is often wrapped around the head to form a Turban, most often then not its in Black, Dark Blue, Orange, or Purple-this part of the Uddad’s wear is called the “Talgult”, a Uddad Turban. Another inside clothing, mainly for Uddads living in cities & such, being known as the “Llamba”, a long robe like clothing, most often being topped by a Fez-the fez is a red/black fur/linen cap worn on the head. Women The clothing of a Uddad woman involves large amounts Jewelry, made from Qalesheen steel & golds, and a heavy interest in blue rocks, these blue rocks would be dug from the sands & smithed onto a set of Jewelry, the larger the rock the more power you have in Uddad culture, along with this the woman would wear dress with complex detailed geometric designs on the wool (made by Uddad sheep of course). Its common fashion to see Uddad women wear black tattoos around the upper body, reasoning behind this go back to the early Uddad Spiritual beliefs. Festivities & Cuisine The Uddad enjoy the same Festivities as the Qalesheen, however they have one unique holiday known as “Ram”, Ram is a day of feasting on the well known Uddad Ram, being some of the best Mutton in the World-the entire day & night each Uddad must only eat the mutton of Uddad Ram & their other productions, whilst dancing & colourful outfits are being worn. While the Uddad are well known for their Mutton, they do have another dish thats not as well known, yet still tasty-”Garmok”, Garmok is a type of hard cheesy bread made from flour, grain/wheat, and of course Uddad milk, being mixed together & put in the oven for 2 days, its quite crunchy in the outside, however in the inside its cheesy & milky, a savory taste that anyone could enjoy! Along with this, Uddad Milk, known as Blue Milk is quite popular amongst the Uddad, for some reason, all Uddad ram that have black wool produce a strange blue milk, when you drink it, it tasts like any other milk, however its very sour & creamy, if one were to put some water in a cup with blue milk, itll bubble up-making it even more creamy, however it becomes very sweet instead of sour. Most Uddad women enjoy a rare type of Tea known as “Ulik”, its made from 15% blue milk, 10% normal Uddad Ram milk, and the rest is grass taken from deserts, mixed together along with some water, heated up-surprisingly its quite nice, especially when warmed. Religion The Uddad religion is Al’ Rashidun, followed by most Qalesheen-however before then they followed a Pagan Pantheon. Not much is known of their old ways, however what is known is there was 3 gods, formulating 3 forms of life-with it then each tribe of Uddad (still being tribes to this day) Would follow, along with 5 other minor gods-there was 1 god leading all the other ones, with it then all Uddad folks worship him. During the time of Al Rashidun’s early foundation in the worlds, the Uddad converted willingly. Architecture Due to the Uddad mainly being desert dwelling nomads, it only seems fit for them to live in Tents, Uddad tents are often black, or white-with complex designs sown on the backings of the tent, being made from Uddad sheep wool, however-those Uddad who live in Cities or have access to large buildings, take great joy in Tilework. Uddads are probraly the greatest tile workers of the Human realm, they create complex geometric design, adorned with colourful hues of Blue & orange, yellow & red-etc… it is truly a wonder to look upon such detail into art. Most Uddad buildings feature a inside open area known as the “Riaad”, the Riaad would serve as the primary meeting place of the home, most often then not it’s floors have tilework, along with a good amount of flora, and in the very center is a Fountain. The Outside of Uddad housing is mainly made up of Red Mudbrick, having simple yet detailed designs carved into the hardened wall-some of these houses are fully whitewashed, red washed, or made completely blue. Military Still being Written, however heres a traditional Uddad War song. Language Ntaughzigh is the language used by the Uddad, sounding similar to Qalesheen & Original Uddad delelects. --- Amenkl - Chief/Monarch/Sultan/Emir Jamelzih - Council Aitzigh - Uddad ruling family Iqqifar - Sand/Desert Ayyour - Sun/Moon Yeurmih - Sea Tatuich - Tree Zamil - Man Zamal - Woman Baba - Grandfather Yima - Grandmother Tamgarth - Wife Tamgiral - Husband Khalu - Father Kuaal - Son/Daughter Names Male Badis Badir Aderfi Brahim Gwafa Idder Iken Izel Izil Imersan Sufian Ridha Uada Wangu Warani Yedder Ziri Zdan Female Yimul Basil Illi Kahina Lalla Lunja Safiyya Sekkura Thiyya Sakina Tadla Tagweran Tafara Notable Uddads throughout History -Badir Yahya, Former Chieftan of the Dorduga tribe of the Beni Uddad -Aderfi Ibn Badir Yahya, Former Chieftan of the Dorduga & Urzil tribe of the Beni Uddad -Alib Kemish, ⅓ Uddad, due to him being more Kalamite, Uddad/Kalamesh Polymath & Poet -Mohammad Ibn Badir Al’ Fujadeen, ‘Chieftan’ of the Uddads as a Whole, however mainly a Poet ((If you wanna be on this list, I suggest making a Uddad character!)) (( OOC ENDING NOTE : As you could tell, the Uddads are inspired by the Amazigh of North Africa, or known as the Berbers. If you wish to play a Uddad character, feel free to contact me. Still writing the Military Section! Also, I would like to thank @AquaticWolf for helping me write this to fit in with the current lore! Discord Seus#4667 IGN CatalanSupremacy Planet Minecraft Teseo ))
  15. Now that it's always night, buck doesn't quite know when to sneak into your house anymore. It gets slingshotted at you in a crumpled ball from the roofs.
  16. Buck news has been nailed to the ceiling over your head, so you can read it as soon as you open your eyes in the morning! How convenient(?)
  17. This buck news has been just tossed at your doorstep. Buck just doesn’t seem to be in the mood tonight.
  18. You wake up this morning.. no sign of buck news. you check your pantry, all of your food is there. No more holes in your window, all of your possessions intact. Not even a single smidge of mud tracked on your floor. You breath a sigh of relief, opening your closet for you morning coat when 50 MORE COPIES OF BUCK NEWS SPILL OUT ALL OVER YOU AND THE FLOOR
  19. a crinkled up “news” paper as been thrown at your door
  20. Scribed in remembrance of those fallen in the defensive effort against the Scyfling forces. Geast I Ve Fitsker As the smoke clears and the casualties are counted, a lone fighter hangs high in the sky. His comrades gather their wounded and rest their lost, trekking along a beaten path to their home of New Reza. As they venture through the lush and lively Haeseni countryside the fighter follows along, shortly behind his brothers as they return to the walls of the city. The fighter hangs his head as he knows his time is up and he no longer can walk with his men, with one final look over New Reza he nods and makes his leave. The fighter retreats over the sky scraping Steel Hills and into the dense and quiet Wick Wood. He is at peace with what has come of him and knows it was for the better of his country and people. As the fighter slowly closes his eyes looking over the land he called home, one final thought fled his mind and escaped his lips in a soft mutter “Krusae Zwy Kongzem”. With this he was ready, his soul being claimed and returned to the Seven Skies. But behind he left, a single mortal possession. One he could not take with him and was forced to leave behind. Sojoernaal I Ve Fitsker The shouting begins and the screaming is heard, as the Haeseni holds their ground strong and true. A flood of Scyfling scum rushing out towards the stout walls of the Fort at Metterden, this would be the true test of strength. Javelin quickly flew overhead, shattering shields of the Crows one by one, sending ballista fire back in response. Their motive to take this land remains unclear to most, but this will not stop the men of gold and black as we fight until our last breath, and in response “Krause Zwy Kongzem” we shout until our voice cannot be heard any longer. We fight for the spirit of Haense and the protection of our heritage, this land gifted to us by Godani and protected by the soldiers of those who inherited it. It was not long though until the Scyfling horde began creeping in on the ravine that held our brave cavalrymen. They through everything at us, but we prevailed even lost in a daze of confusion and pain simply because the fight was not over. As javelin continued to fly towards the proud Haeseni men, we gave a constant fight back until the moment we break. Our men falling one by one and there was no telling how this would end, so what could we do but fight. My life before theres, I will not not this kingdom fall under some barbarian claiming this is his land. Bralt I pity you, thinking we will fall so easily. So hear this in fear “Krusae Zwy Kongzem”. Ser Siegmund Wick
  21. Geast I Ve Fitsker As the smoke clears and the casualties are counted, a lone fighter hangs high in the sky. His comrades gather their wounded and rest their lost, trekking along a beaten path to their home of New Reza. As they venture through the lush and lively Haeseni countryside the fighter follows along, shortly behind his brothers as they return to the walls of the city. The fighter hangs his head as he knows his time is up and he no longer can walk with his men, with one final look over New Reza he nods and makes his leave. The fighter retreats over the sky scraping Steel Hills and into the dense and quiet Wick Wood. He is at peace with what has come of him and knows it was for the better of his country and people. As the fighter slowly closes his eyes looking over the land he called home, one final thought fled his mind and escaped his lips in a soft mutter “Krusae zwy Kongzem”. With this he was ready, his soul being claimed and returned to the Seven Skies. Ser Siegmund Wick
  22. THE CREATION MYTHOS ~ ᛞᚨ ᚴᛁᚱᚴᛃᚨ ᛞᚡᛖᚱᚷᚨ ~ -=- Book One: The Forging of Reality When being had not yet become and the only existence was Vuur’dor and the primordial forces within it, there was no purpose, there was no design. There was only chaos. But sound through the dark expanses of Vuur’dor was a boom, the fall of a hammer. With each hammer’s strike did the primordial forces, once chaotic, bend into shape and were given the design that only a Creator could give. YEMEKAR, lord of creation, used his infinite might and power to shape reality. As he demonstrated this strength, so did KHORVAD, god of power, come into being. He was tied to the reality YEMEKAR had made, a reflection of YEMEKAR’s ability to create. YEMEKAR however was not satisfied with such a creation, and set out to decorate reality so that it could serve as the canvas for a far greater work; YEMEKAR would make a being like himself. YEMEKAR knew that in order to make a being like him, he must make for them a home. The forge-father took his hammer and hit the world, shaping it into mountains and valleys, hills and dells. He took his chisel, and with it shaped caves and forests into his creation. Lastly, he held his creation in the fires of his soul forge, and the heat of the forge would become the warmth of the hearth, bringing life and comfort to the forests and caves. As life became so did ANBELLA, the Hearth Mother. She would look over the hearth and extend the grace of it to those who earn her blessing. The sparks and embers of the soul-forge’s fire burned into YEMEKAR’s world, seeping deep within the rock. They became the gemstones and valuable ores, materials that YEMEKAR’s children may use in their crafts to make great works in his name. Sparks and embers that flew into the air became the stars, bright and powerful gemstones in the sky. As the treasures were deposited in the deep darkness, became GRIMDUGAN, Lord of Greed, who would guide the children of YEMEKAR in their search for objects of great beauty and hoarding their wealth. YEMEKAR reached into the soul-forge with his tongs and took out a large ember. He set it in the sky above his creation, and it burned brilliantly and brightly until it was golden. It was similar to the other stars in the sky as it had great value, but unlike the others, it was meant to be exchanged, not hoarded or used in crafts. It was the first coin, and by its beaming light YEMEKAR’s children would be able to exchange their crafts and skills, and its rays became trade and bartering. And became ARMAKAK, the Merchant Father. He would guide the mouths of the tradesmen so a favorable deal is made and prosperity reaches all. YEMEKAR took his creation, hot from the fires of the soul forge, and doused it. The waters poured into the world and filled the deepest and widest valleys, creating the seas and rivers, some waters cooling into steam and forming the clouds. The speed and excitement of the coursing rivers and rushing winds became the feelings and emotions of the world and became BELKA, Lady of Passion. She would guide the hearts of the world to mercy and would inspire divine passion into people who earn her blessing. YEMEKAR’s creation, now becoming more ornate and detailed than ever, was carried to his workbench. There the soulmason placed his chisel on his creation and carved into his creation names of what he had made in his sacred language. These symbols and names, known as runes, carried great power in them. As the runes were carved into creation, so did become wisdom and scholarship, and became OGRADHAD, Lore Master. He would guide those who dedicated time to discovering his vast knowledge in their research and extend his blessing of divine wisdom to those with the temperance and humility to earn it. His forging near-complete, YEMEKAR took a smooth stone from his workbench, and with his tongs deposited it deep in the fires of the Soul Forge. It burned bright and hot in the Soul Forge for a millennium, until he took it out. It was so burning hot that it was pale and glowed faintly. He took the stone and placed it on his workbench, carving a rune into it, naming it. It became Khaz’a’dentrumm, and it would serve as the home of the gods that had been made, as well as the resting place of his children once they were done crafting on the world he made them. Thus became death, and its patron DUNGRIMM, Lord of the Dead. He would guide those children of YEMEKAR who perished to the next life in Khaz’a’dentrumm, and give his blessing to those who would risk death for the sake of honor. -=- Book Two: The Shaping of Souls YEMEKAR looked at his creation, beautiful in its design and perfect balance. He saw that it was time to begin a far more complex project. YEMEKAR placed the world again on his Ruhn-Anvil, ready to create the first souls, the rest of the Brathmordakin at his side. He was going to make a being like him, and thus the Forge-Father set to work. For his first attempt, YEMEKAR decided to forge a being with great power and might. He reached into the fire of a volcano and bent it into form, and it became Krug. Krug was mighty, having a strong determined will, however he did not use it as YEMEKAR did to shape and craft, but he used his strength for violence. Krug saw the world as a challenge, and everything was just his next opponent. And thus the blood of the orkos would forever flow with destruction. YEMEKAR saw the destructive nature of Krug and knew that he would have to instill an intense loyalty and love for the world into his creation. He reached into an ancient forest of trees towering into the sky, and grabbed the gentle breeze, shaping it into form, and it became Malin. Malin was curious, his obsession and love for the world around him would guide him not to hurt a fly, and he would tend to the forests rather than destroy them as Krug had. However he was not by his deep love of the world inspired to create as YEMEKAR had, but instead he would only keep and study what was already made. Malin saw the world as a perfect garden, obsessed with maintaining it; he would never dare use the resources YEMEKAR had gifted him to make something new. And thus the blood of the elgus would forever flow with preservation. Looking at the powerful and bloodthirsty orkos and the passive elgus, YEMEKAR then sought to make a soul that was not prone towards anything, one that would be shapeable and could be formed into anything. The Soulmason looked to the rolling hills and reached into the rivers coursing between them, and from its bank he drew out clay, folding it into form, and it became Horen. Horen was simple, he did not have a great passion for anything, yet was able to do many things, a jack of all trades. However Horen did not with his variety of skills use them to create great works as YEMEKAR had, but instead to further his own interests. Horen became obsessed with himself, and saw the world as his to exploit. And thus the blood of the umros would forever flow with simplicity and selfishness. YEMEKAR gazed upon the three persons made so far, and felt that none lived up to his expectations. He laid his sight on a mighty mountain, with a teeming forest and deep cavern below it, and pulled from its heart a shining jewel. It was ornate and sturdy, and YEMEKAR then forged it into form, and it became Urguan. Urguan was inspired by the beauty of YEMEKAR’s creation not to destroy, preserve or further himself, but instead to create. He took the resources available to him and shaped the world into great works. He saw the world as a canvas, just as YEMEKAR had. And thus the blood of the dwedmar would forever flow with creation. YEMEKAR knew he had finally made the perfect being, one like him. He looked back to the misshapen souls, imperfect and corrupt in their design. However, despite their failings, YEMEKAR in his infinite love for his creation could not bear to destroy what he had made, even if imperfect. Having made his perfect creation and letting live the three failures, the yrrommar, YEMEKAR retreated back to his halls in Khaz’a’dentrumm, the rest of the gods joining him and becoming the Brathmordakin, and they rejoiced as creation was complete. -=-
  23. Moo_bot

    Shidoism

    Shidoism As interpreted by Tianrui Ren The philosophy of Shidoism rests in the idea of doing one’s best to be morally good and achieve true inner peace through mindfulness. To be good to one another and free of suffering. The Five Remembrances I am of the nature to grow old. There is no way to escape growing old. I am of the nature to have ill health. There is no way to escape ill health. I am of the nature to die. There is no way to escape death. All that is dear to me and everyone I love are the nature to change. There is no way to escape being separated from them. My actions are my only true belongings. I cannot escape the consequences of my actions. My actions are the ground upon which I stand. Author’s note: If one looks at the remembrances only as ominous warnings, they will only serve to create more suffering. We must separate ourselves from fear, and be mindful of the nature of our actions. Practice and Ritual Meditation is an integral part of Shidoist practice as a method of mindfulness and centering oneself. Though, contrary to what many may think- meditation is not limited to sitting meditation. There is meditation in walking, in doing chores, in listening to the rain. So long as you are present and focusing only on the present, that is meditation. The ringing of the bell is a way we can center ourselves, breathing in, and out. It brings us to the present. We can feel the air fill our lungs, bringing in life and good energy. And when we exhale, we expel the negativity and tired energy. Mindfulness is also important when we eat, knowing that we are consuming life to sustain ourselves. We thank the lives that are given so that we may continue, and eat mindfully. One day we will return to the earth to give our energy in turn. We must be slow to force, and only use violence as an absolute last resort. In culminating a world without suffering, we must strive to seek to understand one another the best we can. OOC Resources Shaseki-Shu (“Collection of Stone and Sand”) ZEN FLESH, ZEN BONES Plum Village App Plum Village: Zen Guided Meditation App For further questions or additions to the document, message Coffee.exe [BOT]#5456 on Discord or Moo_bot on the forums. This is intended to be a lore-friendly addition to Li-Ren and general Eastern culture on LOTC.
  24. [If you're interested in playing an eastern character, and would like to help set up a settlement, please send me a message.] Other Relevant Resources: [Note: There are various interchangeable terms whose usage varies between texts, i.e. a foreigner may use 'Distor', whilst a Shí loyalist may use 'Shíguó'. This is to emphasis the writer's perspective as well as the 'intended audience'. Distor is heavily influenced by Middle China, between the Qin and Han dynasties (considered the founding dynasties of China). Some documents may be considered outdated and contain information that may be perceived as being questionable. This is to ensure that these documents are not too rigid, for other contributors.] Distorian and Eastern Culture A Brief History of Distor, by Oū Ruònéng Tàishǐ, 1187 Wǔyuán - The Five Principles, Qiū Chóngyáng Sēng, 1203 Etymology of Distor, Erictheus Taitale, 1437 The Book of Shí I - Fashion and Culture, Yíng Zhēng, 1569 [If you wish to have a document added to this list, please message me a link, all contributions to the Eastern culture are welcome. Thank you.]
  25. History Birth of the Seas With the birth of seafaring ships, there came a new class of people. Men were no longer bound to the social classes that nations had followed, for the seas were now a freedom gifted unto the men who dared to face the treacherous bodies of water. Many men found themselves seeking out the freedoms of life at sea. Massive ships were being constructed to fulfill the ambitions of men who dared to face the open seas. The creation of these ships would lead to the discovery of many fortunes that would go beyond the commoner’s grasp of reality. However, fortunes such as these hardly ever come without a hefty price. The possibility of untold riches and fame tends to create a highly insatiable greed for man’s dreams to come true. The first men to steal from others on the seas were the bandits, but as soon as word got out of how great battles at sea led to pure profit for the victor, even the commoners chose to toss their lot to the seas. The romantic idea of being self-led, living a self-determined life with a crew to back you led to these kinds of ideas being ingrained in the minds of the soon to be pirates. People who thought they deserved what others have led to the very creation of early pirates. Pirates are the bandits of the seas, believing THEY should have the glorious fortunes of the seas, as well as the fortunes of others. Shortly after seafaring began, the greatest enemy of the seas became the seafarers themselves. Rise of the Seas There were Twelve ambitious men; the first admirals: a highlander, two heartlanders, four elves, two dwarves, an orc, a farfolk, and an easterner. Each man ambitiously sought to become the greatest scourge of the seas. They amassed fleets that shook the very waters they laid claim over. Each Admiral held a portion of the seas under their command as they settled their territories. The first few years consisted of skirmishes and small scale battles, as the admirals tested their fleets against each other. However, the fleets seemed to be of equal match with very few admirals being capable of claiming more territory from the others. The Great Ocean War An empire of old found the seas as part of their claim. Seeing the ambitious pirate fleets as an act of terror upon their lands, they birthed a great navy, which would black out the distant horizon with its imperial ships. It has been said that even the most vile and brutal men trembled before the sight of these ships scouring the waters. Pirate captains of unaffiliated ships were the first to face the full brunt of the navy. The navy slaughtered anyone who dared enter the newly claimed imperial waters. The reaches of the imperial navy started to spread into the territories claimed by the Pelagian fleets. The first battle was settled between the farlander fleet; they rallied forty ships to their cause. At daybreak, the imperial fleet arrived with twice the amount of ships, each manned with imperial loyalists. They fought like feral dogs, leaving no man quarter. The imperials had declared any ship that refuses to fly under imperial colors must be given no quarter. The brave fleet admiral was the first to sally forth, leading the charge against the imperials. The sounds of cracking wood and dying men lasted for ten hours as the Pelagian men refused to lay in wait for their deaths. Stories and songs were later made, signifying the ferocity and will of a Pelagian Sailor. The Council is Born The war waged on as the imperials slowly stripped the Pelagian fleets of their territories. They were pushed back into the darkest corners of the seas, retaining singular coves just large enough to hold their fleets. Desperate fleets with dwindling numbers sought out other fleets to form alliances with, causing factions of Pelagians to form. The first to call all the factions together was Robert Fletch of the Adrolan Fleet. The heartlander contacted the eleven other Pelagian admirals to a meeting on open waters. The meeting was set on a crisp and low wind morning. The boats arrived with an uneasiness unlike any other, the Admirals halted and hoisted their sails as they waited for someone to make the first move. Rothland Malone of the Red Fleet and Takehiko Jun’ichi of the Black Sun Fleet were the first to throw hooks against each other and form a pathway to each other's ships. The two leaders have had past dealings with each other, allowing them to become examples to the other fleet admirals to follow their steps. It took around ten minutes before the chain reaction began to set, allowing the first meeting to be successfully held. Robert Fletch led the talks as they argued about the current status of the empire pushing upon all the fleet's territory. Six hours of arguing had passed to no avail, for the admirals couldn’t trust each other. The idea of a united fleet seemed to be more grim as time passed. So, Robert Fletch used the only thing that these men would follow. A Gold Coin, he engraved his name upon the gilded coin as a sign to the gods. Bounding his soul to the coin, he handed it over to the Admiral beside him. Seeing his trust, the others eventually followed suit. Each held a coin of another fleet, giving them enough leverage over each other to face the imperial fleet as one. The Retaliation On a windy morning, the united Pelagian fleets sailed forth to the Imperial waters. They hoisted red flags, chanting sea shanties as they crossed the waters. Then, the twelfth hour struck, and the two massive fleets met each other on the open seas. Nearly three hundred ships on either side had been rallied for this day. Any sane man would feel the tension at the sight before them, but something came over the Pelagians. Something... inhuman. They continued to sing as they sailed onto their early graves. Fearing nothing, they clashed with the imperials, fire and ballista bolts blinded the men as they fought. The haze filled with wooden shrapnel covered their eyes as they crossed boarding bridges. It was pure hell - hell that lasted fourteen hours, only to leave the waters soaked in blood and covered in the remains of once-great ships. The remaining Pelagian ships could only offer a solemn cheer for their close victory as they sailed away. The Fall of the Six The returning shell of a fleet held its second meeting to determine how they would divide the reclaimed territory. Unfortunately, all greedy men want more than what they are owed. Six of the Admirals including the Malones and Jun’ichi’s organized a plan to kill the other captains and take their coins back. On a cold crisp night, the six Admirals gathered to the meeting hall with the others. At first, the meeting seemed normal and went smoothly, until the first man struck out. Each Admiral turned to the man on their right side and proceeded to stab them in the back with their blades. They tossed the coins of the dead admirals off the side of the ship, which they would come to regret later. It has been said that a curse was set that day, that the betrayed returned as the damned; that they would take up arms in revenge, as the pact was broken. Haunted by their misdeeds, the remaining admirals swore to never again break the pact. The New Order Shortly after the event of killing the six other admirals, they divided their territories between each other. The men claimed themselves as the first Pirate Lords of the seas, setting a meeting time every fifty years to discuss the nature of the seas. It is said that men and their descendants are still haunted to this day by the men they betrayed. Superstitions and Religion Afterlife The afterlife generally thought to house the dead Pelagians, is that of a large island, with taverns and drinks plentiful. The Pelagian never starving, or thirsting. The water around the island is always calm and easy. The winds are never brash or harmful. The Coin Pelagians who join a crew are given a coin specifically designed by that crew. It’s a marker of who they are with essentially. They engrave their initials into the coin, thus sealing their soul onto the coin. This act seals the sailor’s fate for a life on the seas, but there’s a sense of severity as it’s considered that the coin holds the soul. Captains are given their crew members coins to resemble a pact of trust and loyalty to the crew. It’s the captain's duty to bury their dead with their coin, otherwise they’re considered to be sent to the damned to seek revenge and their coin. Coinless are seen as soulless beings on the sea, to whom many Pelagians either pity or feel disgust towards. Coins have also been seen being used as currency for a life. Each coin is worth one soul of a new pelagian, so some captains respect it as payment for certain jobs. The Six Patrons It is said that the admirals that were betrayed became the Six patrons of the seas, as they lacked their coins to move on. This left many Pelagians scared of the consequences of breaking the oaths of the coin. It’s said that these patrons watch over Pelagians and punish the ones that break the customs and rules. Patron of the Damned An Orc Admiral by the name of Xurrukk the Red was the first to fall. He was the only Orc Admiral in the Pelagian Fleets, and was the most feared of all. It has been said that his men could fight long after being “killed”, brutally fighting without fear. After his betrayal, a rumor had been spread around of a ship of undead scouring the seas, hunting those who betrayed other Pelagians and himself. Those who are betrayed during a pirate lord meeting or lose their coin are sent to the fleet of the damned to serve in it. Many Pelagians fear the tales of running into the ships of the damned, and naming ships after them is considered taboo. Patron of Wind The Fastest Admiral of the seas was an Elven man by the name of Kyraatar the Cutter. He was well known for his speeds and luck with wind, or what most thought was luck. He tracked the winds and used them to his advantage. Ironically, he was killed by pure luck of the draw, as he held a coin of one of the betrayers. Sailmasters tend to look towards his example, and often call upon his name for wind. Patron of the Waves Ragnik the small was the first dwarven admiral to make his name upon the oceans. Many called him small, but never neglected his strength and skill to survive the storms. He was known to sail through storms without fear and always coming out on top. Unfortunately, his skill with sea storms didn’t save him from the storm of betrayal. Many Pelagians call out his name for guidance through storms. Patron of Death The brave and loved Admiral Robert Fletch was killed during the betrayal, sending his soul to an unsatisfied afterlife. It’s said that he ferries the souls of the Pelagians to the afterlife in his life of purgatory, feeding the coinless souls to the damned fleet or sending them to the next life. It’s said that many Pelagians offer a solemn prayer to him before their deaths if they’re lucky enough. Unfortunately, most Pelgians don’t get the chance before their untimely end. Patron of Battle An Elven Admiral by the name of Althrin the wise was known as the most clever Pelagian to ever sail the seas. Many men respected him for his skill in maneuvering ships around during combat. Althrin's men were highly trained and disciplined, more than the average Pelagian fleet. It is said that the admirals gave him respect after they murdered him, seeing it as a shameful thing that they’ve done to such a brilliant man. Many Pelagian Captains and officers call upon his wisdom even to this day, almost as a good luck charm before a battle. Patron of Treasure Abdulkareem the Greedy, was the richest Pelagian admiral of them all. It’s been said that his flagship was lined with pure gold! The Admiral always found a way to find riches from the deep sea or islands he’d come across. He was also the prime target of jealousy, making him one of the first names mentioned during the planning of the betrayal. Needless to say, the superstitious Pelagians call upon his name every so often in hopes of bettering their chances at striking it rich. Flags Pure Black Flag It’s known throughout the Pelagian people that ships that fly the black flag mean no harm and are simply passing through. It’s a relief for merchants that wander too close to these ships, or for other Pelagians crossing contested waters. It’s very rare that ships that fly this flag attack other ships, though it’s not entirely unheard of. Those who do attack using this flag are outcasts from society and seen as men who are soon to be damned. Jolly Roger Each crew has their own jolly roger flag, usually on a black or red flag, this is a signal of a true pelagian crew. White Flag The White flag isn’t a sign of surrender, more of a sign of willingness to talk. Ships that fly this flag intend to negotiate terms that both parties can equally walk away from. Though, it’s also seen that larger fleets that fly this flag are wishing to speak to smaller ships and induct them into the fleet. Red Flag/Sails The Red sails are a testament to Xurrukk the Red and his fearsome men. Ships that fly the red flag or sails are sending a message that they don’t take prisoners. All men that dare face them will be given no quarter or mercy. There have been rare cases that some men are given mercy if they gain the respect of the crew during their battle. Torn Flags Typically red torn flags are flown above a ship vertically as a sign of “No Surrender”. Ships that fly this flag are desperate and plan on dying with their ship. Their men expect to die in the upcoming or rise victorious, which can scare some captains away as they don’t want to lose men to death determined men. This flag is rarely flown without the consent of every crew member. Universal Rules and Expectations Pelagians can be seen as a lawless people that have no sense of morality, but contrary to popular belief, they have a strong sense of codes that all Pelagians follow. Equal Vote Every crewmate, man or woman, shall have an equal vote in affairs of moment and shall have an equal title to the fresh provisions or strong liquors at any time seized. Until rationing is required for the ship's survival. Don’t Steal from Crew Members Every crewmate is owed a proper share of the plunder or pay that the crew earns, only varying by their rank within the crew. Any man caught stealing or hiding plunder of value shall be marooned. This includes crew members who died in combat. It is still expected that they will be given their share, by simply being buried with it. Those who take that buried shares are outcast and seen as men heading to join the Damned. Battle Readiness Every crew member is expected to keep their equipment well maintained. Those who fail to keep some sort of standard of readiness are subject to punishment. The severity varies by how the captain feels. No Intercourse on the Boat The act of procreating on any boat is punishable by death by hanging, using the perpetrators’ entrails. All activities of that nature are done off the boat and typically far away. Desertion Running away from battle or abandoning the crew is a one-way ticket to becoming coinless. Men who abandon their crews are typically casted out and often even killed if they’re ever caught. Disputes are Settled off the Boat It’s expected for crew members to become irritable with each other as they’re stuck with each other for long periods of time. Fighting on the boat is not allowed and can call for punishment if the captain chooses to do so. All fights are brought onto shore, but any injuries that the other man gives to the other has to make up for the lack of work. This means their chores and required work is doubled if they damage the other crew member too much. Pay for Wounded Crew members that lose limbs are subjected to compensation. They’re given three times their share as compensation. Captains who fail to do this are typically thrown out by the crew and casted out by other Pelagians. Negotiations All are allowed to invoke the action of ‘Parley’. Once a parley is called, either with the white flag or through shouting, all engagement will stop, and the Captain will be escorted to the enemy Captain's quarters to negotiate surrender or other terms. During this time, the Captain nor their crew shall come into harm by the opposing crew. Docked Ships Attacking a fellow Pelagian ship that is docked is extremely frowned upon. This includes any of the crew that are in port at the time. All battles must be taken either to the seas or away from the port you or they are docked at. Social Customs Navy Ships Navy Men are considered slaves to the rule of land lovers. They’re seen as invaders to the free open seas and any navy ship that a pelagian comes across is typically shot down instantly. There's no quarter for navy men as their vicious dogs that are ripping the seas apart. Privateer It’s not unheard of for Pelagian crews to be hired by nations to attack or defend places. However, there are unspoken rules to how a Pelagian may take on these jobs. This is because they end up riding a fine line between Navyman and Privateer. A Privateer should not wear the nation's uniform while conducting the job, nor receive any kind of rank within that nation's military. Otherwise, they’re nothing more than a navy-dog who’s abandoned his very culture and life. Children’s Life Children who find themselves “lucky enough” to join a Pelagian crew are nicknamed ‘barrel monkeys’. They typically wash the decks and clean weaponry while aboard the ship, completing chores as their way to earn their keep. During battle they’re not spared the time to hide as there’s nowhere really for them to go, so instead they're typically ammo carriers for the ship's armaments. Parenting This is very rare! Most Pelagian men don’t stick around long enough to even name their children! It’s culturally normal for them to simply abandon their children with the women they were with. The rare cases in which a male Pelagian decides to do some parenting, they typically are harsh and dismissive of their children. They’ll treat them just like the other barrel monkeys. If the parent dies for any circumstance the crew typically takes on the role of raising the child as a group effort unless the parent originally abandoned the child. Marriage This may be rare, but it happens every so often. Marriages are sanctified by the captain of the ship, typically melting the two soul coins together. There’s an exchange of rings in some cases, using unique metals found from the ocean. It’s not typically taboo to step out of the bounds of marriage when sailing, as Pelagians tend to find the ‘interactions’ as a natural thing just like eating or drinking. However, it’s left up to the two that are wed to decide. Pirate Coves The Pirates spend most of their time aboard a ship living the life of the sea, but there have always been those who retire to the land. Pirate Coves are typically controlled by the fleets that they’re aligned with. Thus, the Admiral of the fleet is typically the head of the cove. Since they’re often gone out at sea, they leave a leader of sorts in charge of the cove in their absence. It’s a lawless land simply held together by the honor and codes of the Pelagian people. Most outsiders can find some sort of safety there, but once they’ve overstayed their welcome, the locals typically get aggressive. The coves are always constructed near water as they’re constantly getting ships coming in and out of their lands. Language Pirate Speak The language that the Pelagians follow shifts around quite a bit. There’s no set language that every Pelagian understands and follows, but as individual groups, they tend to develop their slang. This ‘Pirate Speak’ is entirely derived from their native language and jargon that they’ve picked up over time. Each fleet and sometimes even crews will develop their version of Pirate Speak. OOC Each Fleet/bloodline that is created can and should develop their own jargon. It’s suggested to fully use your native tongue and create jargon that you think would be used to some extent. If your bloodline is a similar race to another bloodline, please ask permission to use their version of pirates speak. Malone Bloodline History The Malone bloodline was started by a heartlander commoner by the name of Rollan Malone. He was a simple man that followed a life of thievery and robbery. He wasn’t the most educated man, but what he lacked in schooling he made up for in wit. When he first heard about the seas and its untold riches he decided to dress up as a nobleman who was going to buy a ship. He and a few members of his bandit group played their parts perfectly as they were talking to the local shipwright. They climbed aboard the ship with the invitation of the shipwright and received a full tour and lesson on how the boat worked. Shortly after they found themselves sailing off with the boat and tossing the shipwright off the side. The Red Fleet Under the time of Pelagian fleets rising from the seas, Rothland Malone had already spent most of his time in the southern hemisphere and tropical islands. Many of the locals found him and his crew quality company, as he tended to help the small fishing villages he visited. He had one singular village that had a “special place in his heart.” Malone enjoyed visiting for its rum and a particular woman. Many of the local village lads joined his fleet as they wanted to see the life that he was living: Pure Freedom. Unfortunately for him and the many young men that came from these villages, once the Empire started to push the Pelagians back, they targeted their villages as Pelagian hideouts. The Imperials didn’t hesitate to kill anyone who stayed in their homes, showing no mercy for women or children. Upon hearing this, the Malone Fleet took their transgressions personally and painted their sails red in navy men's blood after every victory. Late into the war with the empire, the entire fleet’s sails were red with blood. Ever since, the fleet has hoisted red sails as a tribute to their ancestor’s anger and vengeance, giving themselves the name “The Red Fleet”. Ship Designs The Red Fleet uses Caribbean style ships in their arsenal. They typically can rise around 90 blocks long for their frigates and as small as 45 blocks long for their sloops. They’re well crafted for tropical and rainy climates and sometimes customized with heavy rams that can break into the sides of ships or break up the ice. Their sails are typically red and consist of a mix of jackknife sails and heavy masts. They are typically armed with Xbows and sometimes ballista as their main armament. Blacksmithing The Red Fleet uses a variety of weaponry that’s similar to your classic pirates. European style blades and hard steel. They typically embroider them with symbols of their Jolly Roger. There are some rare cases that they’ll find ores from the ocean and make fine pieces of weaponry and rings with it. They specialize in close combat, so most weaponry is built with that in mind. Siege weaponry isn’t their strong suit, but they do specialize in ship weaponry such as ballistas for naval battles. Pirate Speak They use common tongue mixed with a variety of slang. A more formal list of the language will be set at a later date once proper rp is set and made with the language. OOC Blood Line Info If anyone wishes to make a bloodline they’ll have to contact cypriancyberniskos#3032 or Mistel#5521. Anyone who makes a bloodline (Six Total) will have to design a culture post within reference to this post, allowing a more unique look to their fleet/bloodline. If anyone wishes to use this culture we’re open to letting people join and thrive as a Pelagian crew. If you’re wanting to talk to us about anything confusing we have a discord for this culture. https://discord.gg/aWJJatg
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