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  1. Essentially, I would like This Following Piece of Lore to be adapted into the canonical history of the elves. If you didn't read the whole thing, I'll sum it up for you. From the time of Malin's disappearance and when the mali'ker and mali'aheral split off the main body of elves, to the founding of Laurelin in Aegis, the mali'ame lived in many tribal bands called 'Seeds' which roamed about the forests of ancient Malinor. These seeds RARELY skirmished with one another and were very un-united, conflicts, when they happened, were rarely bloodyThese seeds worshipped the Aspects as their chief dieties, and revered Malin- seeing themselves as the last true followers of his teachingsThe ones who held the most influence over the ancient Wood elf seeds were druids, purely wood elven at the time. Wood elves were capable of great feats of tree farming, growing groves called "ame'llie" where they harvested specially grown trees with special properties (much like one would selectively breed corn, or bananas over thousands of years to make them edible, wood elves would do the same with trees to make their bark/wood softer or harder and etc)The Era of the Seeds would have been LARGELY PEACEFUL. I put emphasis on Watylls writing, which was during an era of great turbulance, but most of this millenia long era was peaceful, with very little fighting.Please do not refuse to confirm or deny this as canon. I implore the LT to sit down with me and help me implement this into server lore. I have poured many hours into making the wood elves interesting and distinct, culturally, and it means a lot to me. I would appreciate the time, recognition and trust to be let in on at least some that hidden elf lore and have a hand in shaping the playerbase I've worked so hard in building. We're the only major race that lacks a solid "origin story". In fact, we know little to nothing about actual ancient wood elf history, since the lore team keeps it largely secret from us. This is a big deal. It may seem trivial to you, but when a playerbase puts a lot of effort into the history/culture and origins of a place and gets told none of it is canon, it can be seriously demoralizing and can anger them. Look at what happened when Oren was told Aeldin wasn't real, and to RP it as simply a made up story IC. It ruins the point, it takes the fun out of it. Think what a big and important role other race's origin stories and ancient history play into their cultures and day-to-day RP. The Kha and Metzli's creation of them is absolutely integral to their RP. The high elves, with their golden pools which also form a super important part of what gives them personality and differentiates them. The Dwarves, who historically have Khorvad's empire and a ton of rich ancient history lore to base their RP off of. While I don't know how much of ancient orc history is known, they have so much lore behind them in Shamanism (an exclusive racial magic, mostly) and so many spirits and such which gives orc culture builders like ilikefooddude a huge pool of knowledge to enrich his playerbase with, something wood elves simply don't have right now. Knowing your race's ancient origins and history can help immeasurably in enrichening even the most mundane of RP. Now, I know that even if it what we poured our efforts into isn't canon, we could RP the history we've spent so much time fleshing out as "IC belief" (which sucks. see: aeldin), however- it generally means more when we know something actually happened canonically, that we didnt just OOCly invent a bunch of stories so we could have a clumsily thrown together culture, but instead contributed to actually writing a part of server lore, something we can work off of to make our daily RP all the more meaningful. Please don't just instantly shut me down and dismiss this. This means a lot to me and a lot of other wood elf RPers that we be given the means to flesh out our culture more.
  2. In Athera, on the outskirts of The Reformed Kingdom of Oren, a settlement was formed, mostly human, on a fishing wharf. It was out of the way from major roads, and it's population wasn't high, so it's not hard to believe that the economy was so stagnant that the majority of the population lived in little more than mud huts along the small fisheries and make-shift dock. There was one exception: a powerful wizard, likely of dark magic, held a tower that loomed over the little village. His name was Deinalt Mephistaurus, and he enjoyed the power he held over the peasants and fish-mongers. He relished in it and exercised it as a tyrant. The villagers had little choice but to comply with his demands. The years drew, however, and they saw no way out, his demands becoming harsher and harsher as he pushed their limits. Sometimes, they were even summoned into the tower itself, either to never be seen again, or as a dry, pale corpse. Secretly, they sent messages out, begging for help from Oren, but Oren had been caught up with politics and, most importantly, wars, and their resources were stretched thin. The request went unheeded. When war erupted in 1483, the villagers knew they would not receive help soon, if at all, and sought instead to hire mercenaries who would take the job for the meagre coin they could scrounge up. They eventually found some who agreed, and the group stole in at the dead of night to ambush the wizard as he rested, for they knew frontal attack upon his tower would avail little except their own deaths. They did not kill him as he slept, as the wizard did wake, but he was still caught flat-footed and with his magical components outside of his reach. He cast what he could, but blind-sided as he was, the fight was intense but short. Deinalt Mephistaurus fell backwards upon the bed he had woken from, but not before cursing the traitorous villagers with his dying breath, promising pain and destruction to them as long as they lived. In the end, the village rejoiced in the victory of their saviours. After much celebration, the heroes parted and Rahult enjoyed their new freedom. They found some measure of prosperity now that they were no longer bogged down with the unrelenting and unfair demands of the wizard. Ten years later, on the anniversary of the wizard's murder, the Plague hit the town, and much of the population died over night. It was no coincidence, the villagers moaned as they mourned. Deinalt's grip still strangles them today. His curse continues! Some of the villagers suggested seeking clerical help, but this idea was shot down for its massive cost. Besides, the Plague hit them hard; if this were truly the will of the mage, would it not be satiated? Another ten years passed, and upon the anniversary, the village was torn with a localized earthquake. Many died in the fallen rubble. Many more lost their homes. Calls for holy intervention increased, but so did the flight from the village. Nothing could be done to circumvent the next tragedy but to wait. When the 30th anniversary came, the villagers waited with baited breath, waiting for a swoop that would likely kill them off for good this time. But the night passed with no unholy intervention, and they all breathed a collective sigh... until the next morning. Several people (men, women, children) were found dead in their beds, throats slit. A couple people were confirmed missing shortly after, but it was unknown if they were still alive, or if they were, whether they were fleeing justice for the acts or fleeing the curse before it could hit them. The villagers would have loved to follow up these events with a witch hunt, but their seeking was cut short; the Flood had overtaken Athera and their wharf was one of the first to drown below the constant rains. Those who were left had no choice but to leave their homes to be swallowed by the waters and go to Vailor. Some of those villagers may still yet live, as could the Heroes of Rahult... as could the unknown murderer. And though the village is gone, no one knows for sure if the wizard's curse is done. Known Former Villagers: Sahar Tha'un Known Heroes of Rahult: Timeline: 1468 - Athera was settled 1469 - Rahult was successfully settled, building watched over by Deinalt Mephistaurus 1475 - Mephistaurus's demands become strange. Citizens begin to disappear 1483 - The Kingdom of Oren becomes Galahar. Rahult citizens look elsewhere for aid. 1483, Sun's Smile - Mercenaries are hired to kill Deinalt Mephistaurus, a contract is drawn 1483, The Amber Cold - Deinalt Mephistaurus is killed in his tower. 1493, The Amber Cold - Plague hits the town overnight. Many citizens die. 1503, The Amber Cold - A localized Earthquake hits the village 1513, The Amber Cold - Many citizens are found murdered in their beds End of 1513 - Rahult is abandoned to the Flood
  3. The Historians Guild Est. 1510 “The past is but a procession of the present” All Glory to the Enlightened Owl This scholarly order seeks to objectively study the history of the realm from ancient to avant-garde and the foreseeable future. The Guild holds no allegiance other than the realm and offers their services, with a small expense, to any who require it. By researching both archaic and modern documents, excavating ancient runes for their deepest and most esoteric mysteries, and inquiring with those who have lived through history itself, the Guild unravels the past and helps weave the future. The Historians’ Codex -The historian has two core tasks: the search for historical truth and its transmission through teaching and publication- -The historian must not dismiss counter evidence without scholarly consideration- -The historian must be even-handed in treatment of evidence and eschew picking and choosing history- -The historian must clearly indicate any speculation- -The historian must not mistranslate documents or mislead by omitting parts of documents- -The historian must weigh the authenticity of all accounts, not merely those that contradict a favored view- -The historian must take the motives of historical actors into consideration- -The historian must look beyond ethics, moral, and law, recording history under any circumstance and in the most raw of forms- The expansion of the above articles are learnt when inducted into the Guild The Hierarchy The ethical historian seeks no fame or fortune for their work, thusly, they have a fairly loose construction. The Guild is led by a council of Senior members who deal with Guild politics, reviewing historical analysis written by members of the Guild and keeping the Guild in order. Below the Senior members are the simple, yet crucial Historians. They serve no other purpose than to read, research, and record. Historians have numerous duties bestowed upon them by the Seniors. Historians may become chroniclers, wandering the realm and recording events as they happen, keeping the Guild’s immense records up-to-date and organized, or their services may be chartered out to those who can afford it such as a kingdom or noble orders. So common it is for Historians to focus on a certain aspect of history, such as natural, geographic, magical, political, or militaristic. Those who are newly inducted into this prestigious order or but simple acolytes, apprentices, students, novices, etc… They are assigned a Senior member who is to train them in the methods and practices of history keeping. Once the Senior feels they can function independently they are given the rank of Historian. The Knowledgeable Loremaster Anaximander Still, there remains a most esteemed and honorary title. That of “Loremaster”. The appellation given to only the most adept and skilled Historians of the Guild who have become experts in their craft. Granted, a Historian remains ever a student and can never truly master that which never ends. Services Chartered Chronicling Those Historians who have the more adventurous spirit are chartered out to various kingdoms, clans, and countries to record the history of said country as it occurs. The chronicler has no ties to the organization, they are, however, expected to be treated with the utmost hospitality. These Historians are also tasked with studying the chartee’s history and rewriting and organizing it into a coherent document for the Guild’s use. If a patron wishes to hire a chronicler do inquire below and proper payment shall be negotiated. Public Access The Guild’s expansive archives and the Historians’ combined knowledge serve as an almost endless source of historical documents, accounts, and research. It being their duty to transmit history to the realm, the Historians allow full access to their archives for study. History repeats itself, it is wise for one to know their past mistakes. Cartography Understanding the contours and geography of the realm is a vital aspect of history and its comprehension. Thusly, the Guild provides masterful artists and map makers to bring the realm to ink and paper. Commissioned maps of a particular piece of land are also available. Inquire below. An Aspiring Cartographer “A man who does not know history is like a leaf who does not know it’s part of a tree.” Induction into the Guild The Guild of Historians only takes on the most dedicated, scholarly, and empirical of potential students. Students are expected to possess a fairly advanced knowledge of ancient and modern history upon requesting entry. Their knowledge will be tested rigorously and their writing and scripting abilities will also be tested, to make sure the potential student writes in a coherent, unbiased and detailed manner. If one wishes to join this most venerable order it is asked that they send word to one of the Senior Members of the Guild so that their skills might be tested. A note may also be posted below giving your name and two examples of your work as a scholar and writer. [MC name should also be posted] Skilled cartographers are also encouraged to join our ranks. Send one of the Senior members of this illustrious order at least two examples of your work. Or, once again, post a note below in a similar fashion to that which is stated above.
  4. So as a new player I was looking for Orc history or timeline, but found nothing but a few unspecific events. In order to advance roleplay and make applying easier I suggest adding something like this.
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