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  1. GNOME LORE Origin/History Within the old Aegis village of Greenshire, there lived a small community of halflings who were unable to find or properly inhabit Dunwood. These halflings were like any other, loving booze and pipeweed, living in small holes in the ground, and all-around being merry. They traded with their neighbors and lived a peaceful life not unlike their Dunwood brethren. However, dark things were coming to Aegis. As the Undead started to move in from the North, Greenshire was hit hard by the Undead forces without any knights or Ascended to protect them (Unlike Dunwood, Greenshire was not an Orenian vassal). The halflings of Greenshire just barely survived by digging into the soil and hiding from the Undead, hoping that they wouldn’t be sniffed out. Only the small and cowardly halflings survived, with the rest of their kin being slain. When it was time for the Descendants to leave Aegis for Asulon, Greenshire’s population consisted of nothing but a few pipsqueaks and runts smaller than the average halfling. They were persecuted in every settlement they tried to live in, and had no luck rejoining with their old halfling kin. Thus, the runty folks from Greenshire stayed small and weak, never able to gain a proper footing in their new Asulon home. Eventually, the folks from Greenshire stopped being recognized as halflings and became known as “Gnomes” due to their small size. They lived in and around halfling villages or in solitary holes in the ground far away from others. Some gnomes managed to learn skills and live inside of human and elven cities, yet most gnomes did naught but live in holes eating worms and mushrooms, for they had no skills to speak of. As time passed on, the gnomes took on different characteristics and cultures. Those who moved to the cities and took on some sort of craft became well known for their deft, small fingers capable of producing fine works; sometimes they were even able to learn magic or even ascend to some level of authority! Those who still lived in holes in the ground were less cultured, sticking to their mushroom-eating, hole-digging ways. These ‘Forest Gnomes’ became well known for stealing crops from farmers and living in bizarre settlements of holes, mushrooms, tree stumps or fallen logs, and the occasional hut made from pebbles or stones. Description Gnomes stand at around 1’6’’ to 2’ tall. They mentally and physically mature around the age of 20 (compared to the halflings’ 32), although “mental maturity” isn’t something that even gnome adults are known for. Much like the halflings, gnomes have a higher chance to have Heterochromia Iridium (2 eyes are different colors) and usually have curly hair. Their feet are usually left bare, letting onlookers marvel at the hair that covers them. Their hair can be any color, although black hair is much rarer than other colors. Culture(s) Civilized Gnomes Civilized Gnomes are gnomes that have moved into a Descendant city and work some sort of profession there. They speak the language, follow the culture, and participate in the politics of whatever city they are in (only if they are allowed to, of course). Known for being addled in the head and quick with their fingers, gnomes are eccentric figures whenever they’re found inside of a city, drawing lots of attention with their crafts and size. From alchemy to blacksmithing, these gnomes will do whatever it takes to put food on their miniature tables. When a gnome learns magic, they are usually considered to be a Civilized Gnome, since learning magic requires the gnome to interact with non-gnomish society. These gnomish mages are the craziest gnomes of all, coming up with the wackiest of schemes and practicing their magic with reckless abandon. Forest Gnomes Forest Gnomes have not moved into a city, either living alone or with a small community of other Forest Gnomes. These Gnomes wear basic clothing made from scraps, rags, or leaves. Their diet consists of nuts, berries, and mushrooms found near their homes, occasionally through small-scale farming. Their accent is thick and hard to interpret, although it’s clear that they are speaking some form of Common. Their interactions with outsiders consists of burglary runs, crop theft, and the occasional scuffle that the Forest Gnomes are bound to lose. Forest Gnomes have a strange affinity with squirrels, often keeping them as pets or using them to collect acorns. These befriended squirrels are allowed to roam free, coming back to the Forest Gnomes of their own free will. The exact methods used by the Forest Gnomes to befriend squirrels is not well known. Some think that Forest Gnomes can talk with squirrels, but such claims are probably false. Forest Gnome Housing ~A rather Gnome-like home underneath a tree in Brandybrook~ ~A Gnomish burrow in Mellsburry! (techncally a Kobold home, but it’s exactly what a Gnome hole would look like)~ ~An example of a Forest Gnome settlement built into giant mushrooms~ Redlines Forest Gnomes Forest Gnomes, while able to befriend squirrels, cannot talk with said squirrels no matter how hard they try. Befriended squirrels will not fight for Forest Gnomes under any circumstances. They may help with theft, but won’t fight when commanded to. Cannot befriend more than 3 squirrels at a time. Cannot be taller than 2 feet. Cannot be smaller than 1 foot 6 inches. Civilized Gnomes Civilized Gnomes who learn magic do not gain any bonuses for being a Gnome. Civilized Gnomes, while better at the finer details of crafts due to their small hands, are not any better at the rest of craftsmanship. Cannot be taller than 2 feet. Cannot be smaller than 1 foot 6 inches. Purpose For Forest Gnomes, their purpose is to be used in player-run events where said Gnomes try to burgle or steal crops from farmers. As a result of this, I’m open to Forest Gnomes being an event-only race if the Story Team wills it so long as regular players can use them in events too. For Civilized Gnomes, their purpose is to allow people to play as Gnomish tinkers, wizards, craftsmen, etc. if they wish. I do not expect many people to play as Civilized Gnomes, and thus I’m open to Civilized Gnomes being a CA-only race if the Story Team wills it. (EDIT) IMPORTANT NOTICE: Players just making a Gnome character or using Gnomes in events in order to spam people with the “You’ve Been GNOMED” meme will probably be banned for poor roleplay and toxicity. Don’t say I didn’t warn you. This is serious lore, not a dumb meme you can use to troll your friends.
  2. Revenants, the Assassins of Ichor Lore A newly discovered ritual using the forbidden Dark Arts of Blood Magic, Mysticism, Naztherak, and/or Dark Shamanism has awoken a new breed of creatures; a new form of rebirth. By using Blood Magic and various runes to symbolize life and to create a new physical husk, Mysticism to handle and anchor a Ghost into this mortal coil, and Dark Shamanism and Naztherak for their work with the spirit Kor and power of corrupted souls they can place a Ghost back into a physical form. Revenants are a twisted and demented recreation of their former selves. Although they hold great resemblance to their old selves and retain the memories of their lives before, they are twisted and horrific. These creatures are brought back with a vengeance and are weapons to the sorcerers that made them. These creatures, although possessing a sense of freewill, are brought back with a purpose - the haunting image of a feared figure or a loved one returning to physical form with the purpose of bloodshed. These creatures have a blackish and grey muted corpse like appearance with various cracks covering their skins that glow red with genus, specifically in the places that they suffered physical harm in their living time. Their hair is always black and wisp like with its movements like plumes of smoke and their voices appear like shattered and distorted mirrors of their old sound - changing in tones and oftentimes speaking entirely in Al’ahrn-Durngo. When these creatures are inflicted with physical damage they will simply have their grey skin flaking away into the air with a soft red mist following into seemingly nothing. Due to the nature of their creation, a haunting image of the dead, these creatures find themselves unable to hide their face either due to vanity or the means to strike fear into the hearts of those who dare go against them. Physiology Revenants are beings, forged from blood and bound to the soul. Their bodies are forged from pure blood magic and their souls bound by a mystic. While there is a connection between their bodies and soul, it is much more loose than one would be with a normal descendant. This allows them to have a higher pain tolerance, so while they still feel some pain, they do not feel as much and they are able to continue performing their action without much hindrance. They can lose limbs, ligaments, and legs and will not stop until their objective is completed unless they receive a fatal blow to the head, their heart is destroyed, or they are decapitated. While a revenant can lose limbs and arms without caring much, this still affects their ability to fight or move effectively. Say they lost a leg, they would continue to do their work, but would probably stumble and could only move on one leg, severely hindering their speed and effectiveness in combat. Along with this, Revenants possess the strength of a human male at peak physical condition, allowing them to wield a majority of weapons fairly well. REDLINES Revenants may lose limbs and ligaments without much care and can take a hit much better than most descendants can, as they are essentially a ghost within a forced husk. While Revenants can wield most weapons without much care, this does not mean they are masters in using that weapon, they are only able to lift and wield their weaponry at the level they had prior to life or if taught. Any form of headshot or heart shot would be a kill for the Revenant, meaning they can take damage to most of their bodies with little to no drawbacks besides the obvious ones like losing a limb. Abilities Revenants, although suffering the loss of their abilities they had in life, are no walk in the park for those who may encounter them. Much like a Rogue Blood Mage, these creatures have increased agility, dexterity, balance, and reflexes. Alongside this these creatures are granted with a form of “immortality” in the sense that they will never again parish from old age or disease. Marrow: Iron Revenants have the ability similar to Beserker Blood Mages which allows them to forge weapons from genus. However, unlike a Beserker, a Revenant has the ability to simply forge these weapons within their hands from the genus already flowing within them, the genus used to create them. The weapons can vary depending on the Revenant, but can be anything from a simple sword to an arrow which may be launched. The difference from the Iron Marrow to its original is that these creatures cannot forge large masses such as shields or armor with their genus. The only requirement is that the craft must have a sharp point or edge. REDLINES: A Revenant may not create shields, walls, or any physical obstacle using this ability, only edged weapons and projectiles. Launches projectiles may not fly further than five blocks without the assistance of other magic. Projectiles and weapons varying in size may cost different amounts of genus. For example; forming a simple projectile or arrow from genus would take half a unit while creating a sword or axe would take up a full one. Projectiles cannot be formed larger than one foot in length and six inches in diameter. Weapons can be up to three feet in length maximum. All projectiles take up to three emotes, one to draw genus, one to form, and one to fire. Projectiles may rotate around the player for up to two extra emotes before requiring them to fire or disintegrate. They cannot deflect attacks when they are being held onto and disintegrate once they fire past five blocks or pierce their target successfully. All weapons take up three as well, one to draw genus, two to form and have the same hardness as ferrum. They disintegrate once they are dropped or are no longer within the hands of the Revenant. Marrow: Sanguine Sigh The Sanguine Sigh is a taxing and costly ability used often times in desperate measures by the Revenants to finish off their opponents. The Sanguine Sigh allows for the Revenant to create a red haze of genus in the air out from their form in all directions which causes anyone inside this mist have a red glaze causing them only to see in shades of red, but the fog itself is not impenetrable. When inside the fog anyone who is not the Revenant that cast the spell will begin to hear their heart beating violently and loudly in their chest - causing them to lose the sense of sound to anything else around them, but of course leaving the mist would stop this illusion and return those affected back to their normal hearing. REDLINES: The mist may be breathed three blocks away from the Revenant, and having a radius of five blocks. Anyone who enters the fog would hear the sound of their heart pumping in their ear and the only way to deafen it is to either leave the fog or anyone with a rune of silence. Anyone in the mist also gets an anxious feeling and can put them on edge, as well as give a slight boost of adrenaline. The mist may be blown away with enough time and effort. When inside the fog, your vision is glazed over with a sort of red tint. This ability requires three units of genus to perform. REDLINES There must be one of each mage type in the ritual, one person cannot count for two of the four required Dark Arts. There must be a Blood Mage, a Mystic who knows both Handling and Anchoring, a Naztherak, and/or a Dark Shaman. Revenants can ONLY be made from Poltergeists with accepted CAs. Revenants cannot veil their faces in any fashion. Revenants do not need to carry totems to use their Rogue-like enhanced abilities, but must have the necessary amount of genus required. Revenants cannot learn any other forms of magic but may wield enchanted weapons as long as it is not holy. Revenants are able to be bound by any methods from the four Dark Arts used to create them, allowing for Revenants to be stolen (this does not require consent from the Revenant nor the original creators) The ritual to create Revenants must be taught specifically in roleplay. Revenants are affected by any magic or weaponry that are meant to harm undead or unnatural creatures. Revenants lose all abilities they had prior to becoming a Revenant, including those of being a Ghost and any magics they had prior to death (if any). Revenant Marrows cannot be learned by normal Blood Mages. Revenant cannot be recreated after death, it is one and done. Revenants get six units of genus to perform abilities with, but cannot have their genus collected after death. Upon death the Revenants would flake away into the air in a torrent of flakes of grey and faint red mist, only their soul remaining unless destroyed by holy magic or a shaman. Every 48 hours they can regenerate back to the six units of genus they usually have. Final Notes The purpose of this Blood Magic addition is to bring together different communities for the sake of ritualistic RP that Blood Magic was commonly known for, but however seems to be lacking in as of late. This also offers fun storylines for Ghosts and those who knew the Ghost characters in life, but does not give the same feel as a Lich or other undead creature as these would not be the types of creatures you would play on a day to day basis, similar to inferis or other Dart Art CAs, and would simply be brought back for storyline purposes - the haunting image of your loved one coming back with a vengeance. Please try your best to leave some sort of constructive criticism so that I may use it as feedback to see how the community feels about this specific lore piece and how I should take it moving forward. All opinions and comments are valid and I appreciate all feedback. -Luv Lore and Concept by: Luv Co-Author: pundimonium Suggestions by: Deer__, Jlyoko, HeeroZero, and Starfelt
  3. “Every tale ends with sadness Flora, no knight’s tales end happily ever after” The night was cool, on the sixteenth of Snow’s Maiden, 1728. The wind howled in the far north, and an old wandering knight patrolled the road, looking for something. That something, was a long awaited battle with a fellow man of honor; a man who’s blood boiled proudly under the right circumstances. These two men, as fate would have it, would meet up as they both traveled opposite directions; on a road less traveled. The first man, an olden knight by the name of Ironwood, and the second, by the name of Gawain Harkness; roughly a century before this meeting their ancestors fought an eternal battle that was left unsettled. These two men, however, had a choice. would they end the feud, or would they leave it unanswered? Ajax Ironwood the third’s tale would be a long and mostly boring tale of a man born from a knight and a noblewoman, in the year of our lord 1666. His upbringing was ended abruptly at the disappearance of his mother and father, leading him to be taken care of by mercenaries. Once he could wield a blade, he trained from that point on to be what he saw his father to be; a strong and gallant knight. At about the age of fifteen, his mercenary band moved to the north of the realm, and took in more orphans. Ajax found himself leading these orphans like a big brother; something he was also neglected of, as prior to his knowledge, his brothers were taken from him due to war. Ten years passed, and Ajax found himself leading the orphans to what was known as the ‘Iron Brigade’. This would be, however, Ajax’s first downfall. The Brigade was seasoned; ready and willing. The soldiers he had known to be brothers, uncles and friends were ready for battle; which they were victorious at. Many victories later, and their first, and final, loss was had. At the command of the ‘Iron Lord’, the brigadiers charged into an enemy shield wall; an outdated formation that was easy to destroy with head on assaults. Despite this, the enemy brigands countered the brigade’s charge, slaughtering half of the brigade in the process. A full retreat was on, but only one man survived; that man bearing the burden of defeat and loss on his shoulders. Not only did he lose his brothers in arms, but he lost a wife, and child. It was unclear to him if they escaped, or had died; and that unknowing would eat away at him for his entire life. Time would test the young man; and he found himself in a knightly troupe; as a squire. Unable to bear the burden of battle; he would do tasks for the assigned knight that seemed unremarkable; such as smiting from dawn to dusk; as well as maintaining the steeds. The young, defeated Ajax would eventually rise to knighthood under proper guidance; however the man who knighted him would soon find himself dead; due to a foolish war between family. Despite many failures and horrid things happening to the young man, he survived countless years until he came home to Avalain. He had not seen the city in almost his entire life; he had family that was adopted by his now deceased older brother, and to what he knew, a lover, in Warwick castle. A knight only did indeed, know how to love another knight. Dame Diana would be the only person Ajax kept dearly in his heart, aside from his niece Flora. All seemed well, until that current family of his started to hate him; Flora and Diana being the only two who remained at his side. This would turn the man’s blade in service to King Pierce, a noble and loving king who was a paragon of true virtue and honesty. He never had much dislike for the king, and would have given his own life for His Majesty. One thing recovered from Ajax’s body was a Curonian pin; it was engraved with the Devereux crest. Ajax kept true to an oath his ancestor’s made; serving until death. This in fact, leads to his death. The duel with Gawain Harkness. Their blade clashed, the two swordsmen fought with honor and skill; despite the one’s age catching up to him. The knight’s blade was damaged, yet in could pierce the finest of plate; and the young noble was all too aware of this. They traded blows, until Gawain drew first blood; going for the left leg of the old knight. Despite the injury, he stood strong and tall, piercing his right arm heavily with a forward lunge; then barrelled his shoulder and blade into Gawain; the attack slashing his eye in a mistaken attempt for a shove. This error; costed one knight his life; as Gawain blindly swung his blade. Ajax attempted to parry it, but the blade he carried was too damaged to hold; causing the noble’s blade to pierce his plate slightly, causing a shift in momentum. With this shift, the blade rips into the old knight; his vision fades as it does.... The knight drops his blade, falling to the ground. He was to croak his last words; which were not of hate, but gladness. The knight thanked his friend, and rival, and asked him to deliver his armour and blade to his son; assuming he had lived. Gawain, despite his injury, carried the knight’s body to Avalain, delivering him to the church there, with a note. The note, was a simple note, asking that GOD and country would remember the soul that was once known, as Ajax. Attached would be a short will, wishing to end the Ironwood noble bloodline from Curonia and revoking all oaths it once carried. ((OOC It was fun experiencing all of that rp; which was all throughout one of my favorite characters of LOTC. For those of you who know me to play Ajax II and III; I did that because I wanted an older experience of when I first joined and boy; did I get that. Big shoutout to @Farica16 @Cantonic @fieselena @Capace @KosherZombie @panda_bear @Renoks @Wulfery @MyLittleUnicorn @Bethinwonderland @Anime_Wolf @Dawsy @Sporan @Shmeepp @clonky and @every other friend of mine who i forgot to include who made my rp expeirence the first ajax and this ajax wonderful. No I am not quitting LOTC but this character was on of my favorite; so thank you all who every experienced him!))
  4. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came an secret abysmal war. Almost each tribe has invented a new form of magic and had the instinct to claim their territory. Gi invented Umbra Phasing, to manipulate and transform into shadow. Mol made a type of magic known as Siren Callings, allowing her children to enslave sailors and wreak their ships. And Bow discovered Taint Marking, to claim an environment with runes that control the area. After the death of the four daughters, in the final battle, Gi’s descendants casted a spell that transformed all Finir into shadow, stripping themselves into nothing but bone, dead before the world even knew they existed. The only thing that remains of them now are their ruins, their guardians, their technologies, and their corpuses littering the sea. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain new forms of magic--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: · https://wikia.lordofthecraft.net/index.php?title=Ancient_History
  5. Name of the creature: Jabbernak (Optional) Link to a picture of the creature + name of the artist: https://i.stack.imgur.com/1MTgW.jpg Is this creature tamable and if so, how: The process of taming a Jabbernak takes years, and cannot be shortened. If a Jabbernak is born to Jabbernak parents, it is too late to be tamed. A Jabbernak can only be tamed by stealing one of it’s eggs and bringing it to somewhere that is warm enough to continue the gestation period, a particularly difficult task when the female Jabbernak is almost always at the den. When born, the Jabbernak will not be violent or dangerous, however is blind and requires a lot of attention. It may try to climb something and fall, causing it to be injured or killed. It also requires a very large amount of food, enough that it’s Jabbernaks parents would often get themselves killed in the process of trying to attain enough. If it survives this stage, it will reach it’s teenage years at the age of 6. This is when it is a threat, as more testosterone and hormones are flowing through the beast and it develops it’s instinct to kill and hunt. The Orcish parent will need to regularly over-power it in playfights (Which will result in a real fight is the Orc isn’t capable of wrestling the Jabbernak), and take it on hunts and similar events to keep it occupied and expend it’s energy and frustration. All the while, the Orc must make solid attempts at reminding the Jabbernak who is the Alpha, and who is responsible for feeding it. These years, however dangerous and difficult, last the shortest at 3 years. After this, it is considered an adult and if trained properly, will bare no threat to it’s master. It will have control over it’s hormones and testosterone and will abide it’s Alpha in any situation. This is when it may be used to carry cargo, transport other Orcs or used in combat as it were since the days of Aegis. Breeding Jabbernak is another difficult affair. It requires two Jabbernaks who have been tamed and must spend a long period of time together. Hunting and living together must be an activity done for at least a year, and they must both be fed properly and live healthily. When they choose to mate cannot be pin-pointed, however it is always at night with no-one around. It’s a quick affair once done, but the Male will become much more aggressive and territorial after it’s mate is pregnant. Even the Jabbernak’s master will have to be very careful when entering it’s domain during the 6 month gestation period. Once the egg is laid, no-one can enter the den. The master would be attacked and killed if attempting to enter. However, if the egg is hatched and claims the two Jabbernaks as it’s parents, it will be a wild Jabbernak and will thus be impossible to tame after that. The egg must be stolen from the den and hatched to be tameable. The parents will remain hostile until the normal period of time has passed that would be required for it to hatch. After that, they will become their normal selves, and will not recognise the Jabbernak child as their own. Can you use this in combat: Yes Habitats - Check all that apply: Desert Savannah Summary of the creature: Large and powerful lizards, native to the deserts and savannahs of many lands. They are extremely aggressive, only being tamed and bred by the similarly violent race of Orcs. Their use has been dated back to Aegis, famously in the Clan Wars between Clan Rax and Dom. Many different Clans have tamed these beasts, but some have even bred them for specific tasks that each Clan requires Jabbernak can also look different to others depending on the region they have evolved in. Jabbernaks in the Mesa often look more lithe and aquatic, due to the greater abundance of streams, water and also allowing more ease in climbing. Some breed them for transporting goods and Orcs. Some others use them for battle. However, the act of taming and breeding is extremely difficult for even the famously adept beast taming Orcs. Few are chosen to learn the skill. Most Jabbernak have twice the body-length of a horse (not including tail), aswell as height. Their skin is tough and thick, similar to any other species of lizard. Jabbernaks, however, are well used to and evolved for fighting. The Muruk’Thaguzg, a 9 foot tall bear, have been an age-long rival of this species, and it shows. Jabbernak boast a very large mouth with many large carnivorous teeth, designed for ripping out large chunks of flesh and inflicting deep cuts into it’s target. Their claws are also very long and hooked, made for aiding to climb across rocks. They cannot scale vertically, however, but still boast great climbing ability. Finally, their tales are as long as their bodies and are usually used to balance themselves during difficult climbing or even in combat to club opponents and daze them or keep them back. Characteristics of the creature: As stated, the Jabbernak is a highly aggressive and dangerous beast. In the wild, it is very likely to chase down any foe it sees and attempt to kill. Only the largest of beasts would make a Jabbernak flee. Jabbernaks are carnivorous, and take down large prey on their own or accompanied by it’s family. When born, the Jabbernak is as large as a Human child of 10 years, and quickly grow to the size of a large dog in it’s 6th year, when it is considered a teenager. At this point, and if fed properly, it will rapidly grow over the course of 3 years, reaching twice the length of a typical horse on the 3rd year, and double it’s height. When an adult, the Jabbernak immedietaly seeks a mate. Whilst size and strength is an important factor in which female Jabbernak chooses which Male Jabbernak, the male will regularly provide offerings of food and displays of it’s kills in an act of courtship. The Muruk’Thaguzg being a typical offering, since it is their main rival. (Optional) Origins of the creature: Dating back to the land of Aegis, the Orcs belonging to many of the different Clans hunted and killed the large beasts in a form or sport and show of prowess. Their relative ease to find made them perfect for such a task, however their hyper aggressiveness and lethality dissuaded many Orcs from trying to tame these beasts. However, at an un-marked point in history, they began to be tamed by multiple Clans. In particular, Clan Rax made extensive use of them in battles. Many Orc would hold Clan Rax the true tamers of the beast, however the knowledge spread to Clans such as Gorkil. An excerpt from Gorkil lore; “The Rax Clan, led by Warlord Tythor, had a heated rivalry against the Dom Clan, led by Warlord Or’ta, that would eventually erupt into a full blown war. After a surprise attack launched by Or’ta against the Rax, Lur, and Phol Clan left many dead in the span of a few days all throughout the desert, the Rax Clan retaliated and called to arms not just all its brothers, but for Clans to come and fight with them. This conflict, which would come to be known as either the Rax-Dom War or the Clan Wars, would both unite and divide the Orcish race. Clans and villages began to choose sides and align themselves with either the Rax Clan or the Dom Clan, and years of violent fighting followed.” From this conflict is where the Rax Clan first employed their Jabbernaks in a full battle. Excerpt from Gorkil lore ; “Wargoth Veruk’Gorkil led a campaign in the northwest, annexing many of the smaller clans that aligned with the Raxes. The forces eventually closed in on Nomad Plains, where the first major battle of the Clan Wars would be held. At the Battle of Nomad Plains, Veruk personally led five hundred Gorkils, riding the fastest war boars the clan could muster, to eliminate the twelve hundred jabbernaks Tythor had brought to the battle. The group quickly broke through and began to wreak havoc on the enemy forces, decimating the cavalry and nearly routing the enemy. And as the Gorkils decimated the cavalry, the Dom shamans sent lightning crashing down from the skies, made fires erupt out of nowhere right in the middle of Rax forces. While the Rax forces were able to hold their ground for some time, it eventually proved to be too much, and they had to make a hasty retreat. By the end of the battle, the twelve hundred jabbernaks Tythor had brought to the battle was reduced to a hundred and fifty, while Veruk’s regiment had only lost thirty war boars, and even fewer Gorkils.” Strengths/Weaknesses Strength and Size – The most noticeable and useful aspect of the Jabbernak is it’s strength and size. Most commonly used in transportation of goods, slaves and Orcs across their territories, their aggressive nature can be kept to a minimum by a proper trainer, and will thus be used in a variety of tasks. Combat Ability – Used by some Clans who make particular focus on combat, the Jabbernak can be a worth-while investment for a Clan to be used in battle. Large and sporting multiple weapons for killing, the Jabbernak helps make up the lack of numbers Orc armies suffer from, due to their necessity to consume massive amounts of food. Thick, Lizard-like Hide – Like other lizards, it’s skin is tough and scaly, protecting it from the vast majority of sharp rocks. Due to it’s size, it’s hide is thick, and thus capable of resisting cuts from wolves, normal bears and cuts from any human sized weapon. However, piercing weapons like spears would be able to bypass more of it’s hide. Aggression – No matter the skill of it’s trainer, a Jabbernak shall forever possess extreme amounts of testosterone and years of hard-wired instinct to kill. The master of a Jabbernak will have to constantly be very well aware of what is happening around his beast, and what his beast is doing in return. An overly confident Orc that approaches to quickly from a hard to see angle towards the Jabbernak would be in real danger of getting viciously and quickly attacked. Slaves and none-Orcs to the territories are on the highest of kill counts to tamed Jabbernaks, as they are the most unfamiliar sights and smells to the beast, thus making them all the more on-edge. Extremely Hungry – Any large animal, even a horse, requires ample amounts of food to sustain their large bodies. Nothing can be said the same for the Jabbernak. Where it takes 1 Orc trainer to tame a Jabbernak, it takes a group to keep one alive and fed. Clanless Orcs practically never tame a Jabbernak, and only the large Clans tend be able to donate enough food to the beast’s master to keep it going. Such an animal is as much a burden as it is a benefit to the nation. Poor Eyesight – Due to the many sandstorms of the desert, the out-stretching masses of land and ability to kill most of it’s prey with shear power, the eyes of a Jabbernak have not evolved greatly for quality of vision, or to have large peripheral vision. The outer layer of the eye is covered in an almost gel-like substance with a thick see-through layer, causing sand that might blow into it’s face during sandstorms to not damage the eye and instead be washed off as it would blink. This layer, however, makes it’s long distance eyesight poor, and it is mostly only able to see the shape and basic details of an object, such as colour and larger items like weaponry. As a predator, it is also rarely under any need to keep it’s eyes on it’s surroundings, as only very few beasts could kill the Jabbernak, and fewer would go through such effort. Thus, it’s eyesight is much more forwards-directional than a human’s. Cold Blooded – Being a lizard, the Jabbernak is cold blooded. It relies on the habitant it resides within to grant it warmth, helping to reduce the amount of food it requires compared to similarly large, warm-blooded beasts. However, this also means it cannot venture into cold climates like tall mountains or snow-ridden lands without suffering greatly and soon after dying. Simple Minded – The Jabbernak has deeply ingrained instincts, but does not rely on it’s cognative abilities nearly as often as animals like wolves. It simply sees prey, moves along a relatively hidden path towards it and then runs after the prey, hoping it is fast enough. In combat, it’s instincts drives it’s movements, but is thus unlikely to behave differently from any other of it’s species. It would attack a wall of spears the exact same as it would a cow venturing too far into the savannah. The Jabbernak is very reliant on it’s rider when in combat to stop it from making poor choices. Red Lines An Orc who tries taming a Jabbernak without atleast 5 people willing to help aid him keep the Jabbernak fed will have his Jabbernak die of starvation, or revolt against it’s master after 2 weeks. An Orc MUST learn how to tame a Jabbernak legitimately via visiting a Spirit who has the knowledge and will impart it upon him, or by learning from an Orc who already knows how to do so legitimately. (Orcs who knew the old way of taming and breeding a Jabbernak still have the new knowledge of Jabbernak taming, so as long as they RP the method accordingly) Riding around a Jabbernak as a common mount is a very dangerous affair for everyone not used to being around the beast. The owner of the Jabbernak MUST RP the dangers and results of people not used to the beast and acting incorrectly around the beast. If your Jabbernak dies in RP it is dead forever. Cloud Monks don’t give don’t care about giant lizards. For someone to own a Jabbernak, they must possess an extremely high level of physical ability, akin to that of an Orc. Any who do not will not receive the necessary respect and servitude required of a Jabbernak and thus become it’s prey (Druids have the ability to keep their Jabbernak well enough tempered around them self, so do no apply to this rule) Shamans with the appropriate blessing and Druids may tame Jabbernaks with more ease than others, where it applies in accordance their magic. Availability: Common - Anyone can RP finding this creature.
  6. Note: I’m aware that ghosts are already a playable CA race, but I’m offering a rewrite to their currently outdated lore and tried to give as much detail as possible to every part of it to avoid confusion and give people a better idea on how to RP as one. And no, it’s not a complete rewrite, and more of a cleanup/fix to their lore, where a lot of parts have been heavily edited, some parts added and other parts nerfed to make ghosts more balanced, and so on. Through the lands of Arcas, there are incorporeal beings that haunt locations or people. While most of the time they are translucent, some take colored glows of blue and red, while others simply appear like remains of their former living selves, except in shades of gray. They are called Ghosts, mostly unable to directly interact with the world around them, keeping the same personality as they’ve had in their past life, each one seeking to continue living their lives in this new world of theirs. It all depends on whether or not they’re willing to accept themselves as one of those new creatures, or falling into a pit of darkness for being what they currently are now, those miserable creatures will eventually have to choose a side. What Ghosts Are There are several different stages of ghost, all of which “evolve” from a base ghost. All ghosts are copied images of souls of dead characters left behind to wander the mortal plain. Ghosts are most often created when a person dies unnaturally or dies without being baptized into a religion. Either way, for whatever reason, a mirror image of their soul is left behind. Some ghosts may find comfort and move on eventually while others never will. Some ghosts choose not to move on, preferring to stay on the mortal plane. Even though they are mirror images of a soul, they are still individuals with individual consciousnesses. Can they be PKed? Nope, ghosts definitely cannot get PKed unless consent is given, just like the other creatures. They demanifest when ‘killed’, and eventually drift back to their haunt Also, another way to get rid of a ghost would be to wrap the item they have possessed in gold, and as long as the gold hasn’t been removed, the ghost will be stuck inside. Note that when this is done, it’s essentially captive RP, so it will be following the rules of when someone is taken captive, and with enough time the ghost can get out of the object unless they decide to stay. As usual, they lose the memories of how they demanifested and the events leading to that due to having to follow the rules. Evolution of Ghosts Level 1 - Haunt A haunt is depicted as a black and white ghost with blank, white eyes, no pupils or irises to be seen. And during that time, they don’t realize they are dead, so the ghost continues to ‘live’ as if nothing happened in the first place, going back to their daily tasks, trying to talk to people they usually talk to and essentially trying to implement themselves back into the normal mortal world. Though, due to their nature, the are unable to be seen or sensed during that time, and in turn end up being ignored by mortals. They exist in a sort of delusional haze that is half reality and half constructed of their memories. For example, even though a haunt can’t physically interact with the world, such as lifting objects and so on, an ex-soldier ghost might believe they are still one, and that they actually are holding weapons and interacting with the world at that. Though, in time, haunts may begin to break through those delusions that they’re believing and see more the real one, if things they encounter don’t fit in with the delusion. For example, if we go back to the ex-soldier, he’d be totally ignored during training hours and be left alone with no partner, and end up making him feel confused and upset, and begin manifesting in a way mortals can sense, such as noises, sounds and visible entities. They may manifest as strange sounds, voices, or visible entities. Often, they will try to interact with the people they sense around them. However, since the Haunts still believe they are alive, it is difficult to speak to them. They will often speak in delusional and deeply confused ways. Their voices are often distorted and vague. They will often refuse to accept the idea that they are dead. They will interpret most new information within the framework of their delusion. For instance, the soldier will believe that no one likes him anymore and feel more of an outcast, instead that he’s just dead and no one can sense him anymore. During that time, Haunts begin to manifest their powers, but in a really slow and weak way. They may create sounds, or appear visible from time to time, though that’s about all they can do so far, due to them not being aware of their death, and the sounds or visible entities they manifest as are mainly accidental, not something the ghost actually thinks about doing, due to them being unaware of themselves being actually a ghost and instead just a mortal. Because of their weak to nonexistent powers, a Haunt’s ghostly aura has no effects, as it hasn’t manifested yet. If a haunt manages to realize that they are dead through stable proof that can’t be countered in any way, the haunt will then move on to the next phase. Level 2 - Revenant Now, this is when the ghost is actually aware of themselves and their current state, and the time where their powers actually begin to manifest, existing as a spirit within the mortal realm. By now, their irises and pupils are visible, though keeping the white/black colours, and all shades in between. Due to their nature as a ghost, and now that their delusions are finally broken, they’ll finally realize that they actually can’t feel touch, or smell anything at that. What made the haunts believe was the smell of pie their mother just cooked in the morning for a wonderful breakfast can’t be smelled anymore now that they don’t have any delusions to help them re-create the smell in their mind every morning. Besides that, they also aren’t able to taste anything, obviously. That pie is definitely a no-no for them, only thing they can do from now on is watch other people eat it instead. A newly awakened Revenant will have trouble remembering people’s faces, which sometimes leads to them mistaking people that they meet for someone they had a connection with before they died. And because of all of that, many Revenants may fall into depression or feel miserable due to the lack of those sensations, along with not being able to directly interact with the world on a physical level, such as being able to grab a piece of pie and lift it up. As their powers begin to manifest, a ghost will begin to do the usual ghostly thing, such as shifting between invisible and invisible, shapeshifting, shrieking, making noises such as of a creature or basic instruments and so on, and even floating. However, these powers are extremely difficult to master and may take some years as a Revenant to fully master. Though, as a revenant, their powers are naturally weaker than the next stage of ghosts, as they are still manifesting them, and in turn will be harder for them to use those powers. For example, a spectre who could easily fade in and out of visibility, for a mere revenant it would take longer to do. As for the ghostly aura, as soon as the Revenant’s powers begin to manifest, so will it too, the aura itself being completely dependant on the ghost’s power. Its effects include sadness, itchiness and a chilly sensation at first, but the longer a mortal sticks around the ghost, the stronger the effects become up to a point completely dependant to the ghost’s powers, as sadness could eventually turn into depression and back luck, chill into a freezing sensation and so on. Naturally, a ghost can feed that aura’s powers to strengthen it, or even decrease the aura’s powers, but both of those actions result in the ghost having to sacrifice their own ectoplasm over time for this. A revenant, obviously, still can’t interact with the physical world the same way a mortal can, but they have different way to do things. For example, they can now begin to use telekinesis, up to Tier 3, where a revenant will begin to be able to lift a small object with some effort after enough training. Make sure to check the Telekinesis guide for help about how to use Telekinesis, since there is no difference between a mortal using that and a ghost, besides the fact that a ghost’s eyes don’t change colour and instead when they want to use telekinesis, they instead focus on the object, and it begins shaking in the first emote, then can begin floating in the second emote. As expected, every mortal has the laws of physics deeply ingrained in their minds, and so a newly awakened Revenant will have no access to ghostly powers and will still react to things as if it were a physical entity, even if they cannot touch or be touched by anything, which is why a revenant can’t shapeshift or begin floating unless they stop following those laws, which is hard to do, and takes a lot of time. Now, once a revenant has manifested their powers, gave everything enough time to be a typical ghost, now comes up for the next part; Level 3. Ghosts in Level 3 are divided between Spectres and Poltergeists, where the former is blue-coloured, latter being red, each with their own differences that will be mentioned later. If a revenant accepts themselves for who they have become now, they will be moving on to become a Spectre, and if not, and instead react to it in a horrible way such as with a lot of anger and/or hate, they end up turning into Poltergeists. Level 3 - Spectres and Poltergeists If the Revenant reacts negatively to their death and cannot be calmed down, they may turn into a Poltergeist. Poltergeists are ghosts consumed by anger and hate. They can be identified by their strong red color, ashy appearance, or completely black eyes. Poltergeists have mastered the ability to force their will onto physical people and objects. They will often throw things, destroy objects, scratch or harm people, or wail or make frightening noises, and are also able to physically touch flesh, living things, such as being able to grab someone, pull them around, choke the living essence out of people and so on. Due to their nature, Poltergeists are more drawn to the chaotic sides, and usually begin to haunt people, terrorize them with their powers and cause chaos all around. Though, that isn’t the case for all Poltergeists since ghosts retain the same personality they had from their past life, and instead be just more leaning towards the chaotic side from their nature. A Poltergeist doesn’t always have to be terrorizing people. If the Revenant can be calmed or gracefully accepts their new deceased state, they may become a spectre. Spectres are identified by their luminous blue color. Spectres are benevolent or at least neutral ghosts and are mostly harmless. They’ve mastered the ability to float, turn visible or invisible, and change appearance, but they typically do not use these abilities to frighten or disturb anyone. Spectres are less of the harmful side of ghosts, and more of the trickster type, or so to say, and can still be malevolent or playful. They definitely still can haunt and terrorize people like a Poltergeist would be more inclined to in order to feed from people’s emotions, which is no unfamiliar thing to them, but can also draw out different emotions, such as happiness, or even sadness and depression without having to drag out the fear. Where a Poltergeist will for example terrorize someone, traumatize them for life and feed out of the strong emotions they get out of, a Spectre can do the same, bar being able to physically touch the mortal, but can also use their powers for comedic value. Ever heard of a ghostly penguin with halfling feet that can breakdance? Ghosts don't have to fit neatly in either box, though. Whether they are poltergeists or spectres, are still individuals and will retain their living personalities even into their third evolution. Because the core of a poltergeist is anger and the core of a spectre is peace, the two level 3 ghost types often find each other repellent and try to avoid contact with each other if possible. They do not usually fight one another - simply avoid each other. However, this is not a hard and fast rule. Because ghosts are still all individuals, sometimes individual poltergeists and spectres may not hate each other, and can even interact with each other. For example, a deceased mother and daughter, the mother ending up being a spectre and the daughter a poltergeist, and while still retaining their same personalities and memories from their past life, nothing’s stopping them from still loving each other like they did back then as a family, even due to their differences as ghosts. Ghost's Characteristics Ghosts of all colors have a strong aversion to both bright light and magegold. If a house is afflicted by an unwanted ghost, the spirit can be driven out with either of those objects. Most ghosts, however, are fairly harmless. Since they can be chased out by magegold or light, it is often not worth it to call upon a holy being or shaman. The ascended, for example, have been known to deal with the undead, and can be very capable of dealing with them if a ghost is powerful enough to need one. Though, they could always be dealt with by just any person, as long as they have the gold to protect themselves and to drive them away. Ghosts aren’t killers, so driving them away is definitely possible without having to worry too much. Haunts and Spectres are often not actively malicious. Revenants can be malicious, but not always. Poltergeists are usually the ones that require exorcism, as they are the most actively malicious and actively perform harmful deeds. Most ghosts stick to a single place or person when they haunt. Most ghosts will haunt the places and people they remember from their lives before they died. Sometimes, a ghost will haunt an object and move where the object moves. A lot of ghosts do not usually congregate in groups and don't typically have government systems, even though that is completely possible due to ghosts being able to retain their past life’s personality. While ghosts can interact with one another, they are mostly inclined to be solitary. When they do congregate in groups, it is usually because something awful has happened. Ghosts are usually created when people die violently or unnaturally. If a large number of people die at once, under certain circumstances, they may form up into an Apparition. In which case, they become extremely dangerous. However, this occurs under specific and unusual circumstances and does not always happen. The garden variety ghost can be an annoyance, especially if malevolent, but they are usually solitary and usually easy enough to vanquish. Since they are often attached to specific people, places, or objects, a simple solution to a ghost problem may be just to move away from the place/thing/person the ghost is haunting. Ghost Powers How Gold and Aurum work on Ghosts Ghost Red Lines: -They cannot learn any type of magic besides their own ghostly magic and Telekinesis, which comes naturally and grows up to T3 at most. -Ghosts cannot RP what they mechanically can’t do. Emoting your ghost phasing through a door then getting the owner to unlock it for you is not a possibility. -Ghosts cannot physically interact with the world the same way a mortal does. Only a Poltergeist is able to move objects around and grab living things without the need to use telekinesis. -It takes ingame years for a ghost to move on from Revenant to Level 3, they will have to manifest their powers and either accept themselves as a ghost or react with anger. -Haunts do not have access to ghost powers besides visibility/invisibility and noises, and even those are accidental and not thought about consciously. Anything beyond that is a no-no since they aren’t aware of their death. -They cannot pass through gold barriers, unless they have possessed something that protects them from it on the way through. -A spectre cannot move objects and grab living beings physically like a poltergeist can, and instead have access to 1 emote invisibility, which every other type of ghost can not. -A spectre cannot turn into a poltergeist, or vice-versa. Once a decision has been made, the ghost cannot change anymore and will require you to make a whole new ghost if you’d like to have one of the other type. Purpose: Same purpose as current ghosts, but this rewrite is mainly because their lore is pretty outdated and was back when holy beings and shamans were plentiful, and people were more equipped to dealing with ghosts. Hopefully this will change that and make it fit more with what is currently going on. Citation:
  7. ~*~♣~*~The Treebeard Clan~*~♣~*~ ~♣~History~♣~ The Clan of The Elder Tree or more commonly known as the Treebeard Clan gets its name from Gloin, Urguan’s seventh son which unlike his brothers chose his name from one of his interest instead of naming it after one of his deeds or talents. Gloin Treebeard heard the call from nature and turned his strong connection with nature and his strong faith in Anbella into the seed of this Elder Clan. He took his clan and settled in the woodlands resulting in the subrace now known as forest dwarfs. After living in the forests for a time, many Treebeards returned to the mountains finding themselves unfit to live in the forests in wooden huts and cottages. Whilst many ended up back home in the mountains, the remaining Treebeards left for the elven forests where they settled peacefully in wooden huts and villages above the surface and on top the trees. After living there for a time, some Treebeards found themselves influenced by the elves resulting in some taking to the Aspects the elven religion and even fewer becoming druids. After hundreds of years living in the forests, the Treebeards became scattered across the woodlands of the world, resulting in the clan becoming mixed with other sub-races and giving rise to mix breeds with the name Treebeard. With many Treebeards becoming mixed, it was rare to find a pure blooded Treebeard. As the Treebeards kept to their forests they became disconnected from the world and dwarven politics, and slowly as time passed they dwindled and disappeared, some hiding in their forests while others ventured into the far reaches of the world. Treebeards came and went as they thought their stone kin needed them, in their darkest times a Treebeard would often come back into the Dwarven Kingdoms spread the word of Anbella and return to the forest. Axios It was during Axios that some of the Treebeards of old decided to return from the forests and live in a small village in a valley belonging to the Third Grand Kingdom of Urguan, a village built by Grojak Treebeard, son of Gloin. It was in this village that Grojak wished for the Treebeards to follow his fathers teachings, pursuing knowledge and growing closer to the Brathmordakin and to nature, finding the link between Anbella & The Aspects that generations past had failed to find. Atlas During the time of Atlas the Treebeards emerged once again within the lands of the Kingdom of Agnarum founded a small shrine to Anbella under the guidance of Ozneat Treebeard who brought back the clan itself under a more religious influence casting out the ideas of druidism and brought pro Anbella, leading to the the Treebeards adopting a lifestyle of peace and silence isolated upon the mountain tops of the Kingdom of Agnarum. The clan would then join up with there other Forest Dwarf kin known as the Cottonwoods with this unification the Village of Hefrumm was formed where the Treebeards stayed and oversaw the activities of there younger kin and guide them through their religious inquiries. Arcas The Treebeards have been living side by side with the Cottonwoods since their arrival into the new continent of Arcas in the new Village of Hefrumm, the community is growing and the members that had chosen to remain in the forest are begining to come back to by the side of their kinsman. It was during Arcas that their numbers dwindled. Suffering some losses and going through a cultural schism that brought two different cultures to present their claims for the Treebeard name, the followers of Gloin kept their Clan name, and those who followed a different path would be known from that moment forward the Leafheart clan. Almaris ~♣~Culture~♣~ The Treebeards have not been known in the past for their skills in the combative arts or the ability to sell wares from here to there, this clan is known for trying to get the most out of life, living happily and making sure their tankards are always full. The ways of the Treebeards show that they are known for the great respect and compassion they show for one another, always ready to lend one another a helping hand. Throughout history, many Treebeards have been masterful lumberjacks, farmers, woodworkers, healers, bards and are especially known for their brewing skills, applying their knowledge on nature and its produce to make the most out of it. Treebeards are also known to kick their legs up by the lake while casting out a rod or sitting with their pipes by the fire at night to tell a story to all of those who want to hear. It’s been known for some members of this clan to seek the knowledge given by the Order of the Druids, given their close relationship with nature. ~♣~Religion~♣~ Treebeards are well known for their faith in the Brathmordakin their understanding of Anbella’s teachings is unmatched and their love for seeking out more of her knowledge the elders and scholars are tasked with this. Their presence in the clergy is well noticed given their love to spread the dwarven beliefs, teaching all those interested in learning about the Brathmordakin and each individual god. The Religious practice of the Treebeards is heavily based around The Brathmordakin, most importantly the Hearth Mother Anbella. Of times of old the Treebeards once followed the religion of the Aspects and of The Brathmordakin however, since the new reformation of the Treebeards they have only accepted the worship of The Brathmordakin, considering the Aspects followed by the Druids to be representations of Anbella instead of being separate deities altogether. ~♣~Clan Sygil~♣~ The Elder Tree ~♣~Patron Goddess~♣~ Anbella, The Hearth Mother ~♣~Military & Stance in war~♣~ The Treebeards don’t result often to the use of violence the path chosen by Gloin as one of peace and balance with nature, always looking at problems from a different perspective and trying to . This however does not mean that they do not train their bodies and seek to master combative arts, a consequence of a Treebeard’s curious nature. If one were to find themselves in a battlefield where the dwarves have been fighting one would probably find a Treebeard tending to the injured or in a ranged squadron. After a battle is fought its not uncommon for a group of Treebeards to walk around the battlefield with a wagon of sapplings behind them, bringing back balance to Nature not only for the lives lost but also for the resources used. ~♣~Appearance~♣~ The Appearance of any Treebeard is the same as all Forest Dwarves. Ranging of heights of 4,0 - 5,0 ft weighing at 150 - 250 lbs. Their hair and beards would be ranging from dark browns to gingers. The Treebeards often have fairly large noses and their skin tone ranges between that of a mountain dwarf to an earthy brown. Their eyes are usually colored by shades of different variants of green Most Treebeards are actually quite slim compared to their mountain-dwelling cousins. The reason may range from naturally a faster metabolism to a generally increased amount of exercise. Treebeards often dress as adventurers and wear whatever they see fit or comfortable. Those that follow the path of Druidism often take to robes. However, they mostly wearing clothing of green and browns. ~♣~Leadership~♣~ The leadership of the Treebeards is very similar than other Forest Dwarf clans where they have one to rule them all, the name for this are as followed, High Elder, Clan Father, and Clan Chief all meaning the same thing to the Treebeards. The Treebeards are also governed by the Chief and the elders appointed by the chief in every matter of which is needed to discuss. ~♣~Existing Members~♣~ Clan Chief Thorin Treebeard (SoulReapingWolf) Clan Members Kildrak Treebeard (Disturbo) Beardlings Hjolron Treebeard (TMoore) Missing Garrion Treebeard (goblinguy17) Grojak Treebeard (Armakak) Logguc Treebeard (Nitroflak) Dlunâr Treebeard (HedgegogHugger) Konin Treebeard (wewe_wewe) Selsi Treebeard (Rhuyne) Flynn Treebeard (Loshdesem) Hakhaestr Treebeard (ESTatomic) Aodhan Treebeard (PINKYPYRO) Dead Ozneat Treebeard (Crim_Crim) Dutesli Treebeard (Hearth_Mother)
  8. Drazhai ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ __________________________________________________ Appearance: The Drazhai is a large quadrupedal lizard which has a long tail which it can use for defense by lashing it out at any attacker. It also bears large claws that assist in its natural ability to conquer difficult terrain, along with the help of its tail. They weigh upwards of 1500 lbs and are around 15 ft long; head to tail. At full height, they are 6 ft tall, and at their lowest; 4.5 ft tall. The Drazhai’s natural scale color is tan or reddish. Taming: The Drazhai are relatively easy to tame, but the hard part is searching for them in the sands of the desert. The way to tame them is by bringing them large amounts of cactus for them to feed off of, and letting it see that you mean it no harm, soon enough after a few interactions with the same Drazhai it will befriend you. Another way of taming the Drazhai, is to sneak into its nest and steal the eggs right from under their noses. Then you will need to care for the egg until it hatches; keeping it warm and begin stockpiling cactus juice for them to feed upon after hatching. The Drazhai babies must be fed cactus juice to feed them, for their body is not developed enough where they can eat it raw. If you already have a female Drazhai then the hatchlings can be fed it’s milk. Behavior: The Drazhai is a peaceful and affectionate creature, they are herbivores who mainly consume cactus. They can achieve this because of their leathery mouth and tongue, which also has no nerve receptors in it, so the spines of the cactus’ are ineffective against them. The Drazhai also have two stomachs to aid in the digestion of the cactus they preferably eat. They are also not easily scared by other creatures, but will rather hide or run from a predator, since they are intelligent enough to realize that they aren't the best at fighting. In their natural habitat of the desert, they sleep under the sands to avoid being hunted in the night by predators. Traits: The Drazhai have a long tail which they can use in defense of itself as well as a spit it sprays from its mouth which can blind its attacker while the Drazhai flees from the predator. It also has a second eyelid which can lower over its normal eye to help it see predators in the dark, letting it have a chance to escape before the predator has a chance to catch wind of it. This second eyelid gives it a lesser version of thermal vision. Although, the heat vision blurs its sight, letting it see blobs of heat in any direction it looks. Breeding and Aging: The Drazhai can live up to 15 years in the wild due to predators and possibly up to 50 years in captivity. The Drazhai grows to its full size after the age of 5 years, and it can begin to search for a mate after that 5 year mark. When the Drazhai mates, it takes the female around 7 months for gestation, and lays 2-3 eggs which hatch 3 months later into a baby Drazhai. For the eggs to hatch, they need the extreme heat of the desert for them to hatch; so they can grow properly. History: The Drazhai was originally discovered by the Weeagh clan in their exploration of the desert. They were named thus by Gruzg’Weeagh and Yahzi’Weeagh while they were out looking for alchemical ingredients. Once they spotted the creature, they watched it for a time, as it ate cactus and moved on to another bunch of cactus. Feeling as they were the first to discover this creature, they named it the Drazhai for its appearance of a dragon and partially because Yahzi was writing in the sand and mixed the name idea with his name. So the creature came to be the Drazhai. _____________________________________________________________ Red Lines: Can be used for defense but not an outright attack, unless an ET forces the Drazhai to using ET magic The Drazhai’s eggs must be hatched in the desert The spit loses its effect after 5 emotes, and cannot kill it’s target The Drazhai can carry a maximum of two people at a time (Written with the help of DarkElfs)
  9. Due to popular demand, I’ve decided to open a skin shop to showcase all my skins for any buyers. Prices: Dress/nohead: 400 Armor/nohead: 800 Dress/withhead: 600 Armor/withhead: 1200 examples: Fill out application: IGName: User: Refrences: What you want: Special notes: Tips?? :’)):
  10. There are 14 13 Gemstones Each Doing something Different, Reminder: This was made by different LOTC player, Im just trying to Introduce it to the Lore. Gemstone Rules: The Normal Gemstone without the Diamond may only be used Once every 3 Saints Days. The Gemstone with a Diamond may only be used once per week. The Golden Ring and Golden Neckless are allowed to be held Together; but the Satchel/Crown and anything else is not same Allowed to Be Combined with the Neckless or Ring! In Order to get the Diamond Gem to work you Must Enchant it with the Help of a Enchanter, Druid, Mage, anyone with Enchanting Magics, And a Moderator must at least Hear how it happened, or View it, so that way the Player cant Meta-Game that they have the Diamond Boost to the other Gems. The Gemstones: The Diamond: Amplifies other Gems; The Emerald: Increase Fertility, So about a minute or two faster than normal; The Amethyst; Calms nerves only Slightly, but is Helpful in Meditation; Sugilite Gem: A Healing stone, It requires Druid Magic to Heal more than normal, but normally can help fix a broken nose; Carnelian Gem: Helps with Analytical Skills you only have to Roll 2 Below the normal roll in order to find out what it is; The Garnet: Draws lesser Poisons from the blood; The Onyx: Helps Enlighten You Slightly; Hematite Gem: Reduces Stress Slightly; The Sapphire: Invokes Happiness and Peace! Only for you and the person your using it on; The Topaz: Increase Mental and Physical Stamina; Tiger’s Eye Gem: Destroy’s Anxiety only slightly; The Peridot: Removed; The Mystical Pearl: Improves mind and Body Connection, Makes it so if your Crazy You have more Control over your body than normal; Soladite Gem: Cannot Be used without Diamond; Diamond Amplifier (May only be used Once Per Saints Week): The Emerald: Makes it 6 or 8 Minutes Faster than normal; The Amethyst: Completely Calmed Nerve’s, But you can use Self Defense (A Mini Villainy Ban, but able to get rid of at any time.) Sugilite Gem: Requires Less Druid Magic and Can Heal: Dislocated Body Parts, Broken Noses, Bites, Scratches, Minor Stab Wounds (Nothing Serious, you should get the point); Carnelian Gem: Makes it so You have to Roll 4 Below the Normal Roll to find out what it is; The Garnet: Draws Moderate Poisons from the blood/body, and Can Help with Blood Clots; The Onyx: It can get rid of your sadness if your sad about a Family Members Loss, the death of a companion, or can just get rid of anything sad. Hematite Gem: Almost Completely gets rid of Stress, almost like you on Drugs; The Sapphire: Makes it so If your In a Bar Fight you can Calm Everyone down so 3v3 or 5v5, But Cannot, I REPEAT CANNOT BE USED IN RAIDS! The Topaz: If your Completely Worn out on one persona it boost them back up to 50% Energy. Tiger’s Eye Gem: Gets Rid of Anxiety completely, so almost no Fear, and makes it so you Aren't as Reckless as Normal; The Peridot: Removed; The Mystic Pearl: Helps You control your personality’s If your Crazy; Soladite Gem: Absorbs Bad thoughts from everyone around the wearer and the Wearer!; Ways To Hold The Gems: The Silver Ring: Of which can only hold 1 Gemstone; (Iron Nugget) The Silver Neckless: Of which can only hold 1 Gemstone; (Iron Ingot) The Silver Crown: Of which can only hold 3 Gemstones; (Iron Helmet) The Golden Ring: Of which can only hold 1 Gemstone; (Golden Nugget) The Golden Neckless: Of which can hold only 2 Gemstones; (Golden Ingot) The Golden Crown: Of which can only hold 4 Gemstones; (Golden Helmet) The Leather Gemstone Satchel: Of which can only hold 5 Gemstones; (Chest/Backpack Head Up. to you) The Leather Gemstone Backpack: Of which can only hold 6 Gemstones; (Backpack Head) How to Make the Gemstone Holders OOC-LY: The Silver Ring: Requires a Iron Nugget The Silver Neckless: Requires a Iron Ingot The Silver Crown: Requires a Iron Helmet The Golden Ring: Requires a Golden Nugget The Golden Neckless: Requires a Golden Ingot The Golden Crown: Requires a Golden Helmet The Leather Satchel: Requires a Chest or Backpack head (Up to you) The Leather Backpack: Requires a Backpack Head The Gem Holder’s Description’s: The Silver Ring: The Ring made of pure Silver, has room for a Small Gem. The Golden Ring: The Ring made of pure Gold, has room for only one small Gem, though the Ring is a Bit bigger than a Silver Ring. The Silver Neckless: The Neckless is made of pure Silver, The chain and what the Chain’s holding, though it is bigger than a Ring, It only has room for one Small Gem. The Golden Neckless: The Neckless made of pure Gold, Bigger than a Silver Neckless, can hold two Small Gemstones. The Silver Crown: The Crown made of pure Silver, has room for 3 Small Gemstones at the front of it, the Blacksmith not wanting to risk the Rest of The Crown, Breaking because the Outer Layer is not Thin enough, It Kind of Hurts When put on. The Golden Crown: The Crown made of pure Gold, has room for 4 Small Gemstones, one on every side of the Crown, It’s Been Slightly Expanded, and Doesn’t Hurt like the Silver Crown. The Leather Gemstone Satchel: The Satchel, only has room for 5 Small Gemstones in it, as it’s a Medium Sized Satchel, any Bigger and It might as well be a backpack! The Leather Gemstone Backpack: The Backpack, Made of Extravagant Leather from some of the Finest Animals, can hold 6 Small Gemstones, As the Outside of the Backpack is heavy on its own, the heavy Gemstones, would Weigh it down more.
  11. The Secrets of Carbarum The Gem Metal An ancient Vihai during the times of Larihei, adorning a full set of Carbarum Armor, with an axe in tow. Carbarum By far the most rare and mystical metal to be obtained by the hands of mortal men. A metal with such a reputation for its strength that speaking its very name echoes power. It shimmers and shines like diamond, its surface sleek and smooth, but strength comparable to that of scales from a true Dragon. It is almost crystal like in appearance, one of the reasons it has been commonly confused with diamond, while diamond being one of the things that tend to make the metal impure. Its beauty far exceeds any gem or ware made of other metal. Found far beneath the earth and in places where the earth touches the sky, it is no wonder that it’s hard to find, for only the most treacherous places seem to hold this awe-inspiring material. Alas, its reputation may have had its leaps and bounds, but the art of forging Carbarum has been lost to the ages, only the most ancient of Dwarven and Elven smiths knowing of its processes. Carbarum is not diamond, it is similar, but not the same. Carbarum is found only in the deepest depths of the earth and the highest peaks of mountains. Pure and Impure Pure A metal unlike every other, it surpasses all when most pure. One of the few ways known to merely bend this metal after it has been refined and forged, is by the strength of a Greater Drake, able to bend Carbarum Swords with their forearms and claws. However, its main downside is the weight of such weaponry and armor. In equal amounts, Pure Carbarum will always be at least twice the weight of Steel. If you tap Pure Carbarum lightly with a steel file or with something, you will hear a ring similar to that of silver chimes in the wind, soft on the ear. With enough force, it is even said that a man on horse-back could have his sword shatter to pieces if he struck a blade of Carbarum, though that would be a rare occurrence, and unlikely without the aid of tremendous speed. Impure Though still containing remnants of the beauty Carbarum has, it is still impure and lacks the full radiance of the legendary metal. Its weight still being roughly the same as that of Pure Carbarum, its strength is greatly diminished but in an odd way. You may take a Carbarum Axe that is made of Impure Carbarum and hack into a tree and it will remain still as effective as Pure Carbarum, but giving too hard of a tap onto something harder, such as a metal, and it will shatter like exploding glass! You can tell if Carbarum is impure, simply by lightly tapping on the metal with a steel file, or something similar. You shall hear a very soft, high pitched ring emanate from the metal, this is what causes it to shatter. The impurities in the metal cause vibrations so intense that the Carbarum quite literally shakes itself into shattering into tiny sharp shards, almost like glass! So it is important to know that Carbarum Tools remain effective if they are not struck against things that would cause the metal to resonate at such a high frequency! Iron and anything of similar or greater hardness will cause the Carbarum to resonate at such a high frequency that it will shatter! Forged In Flames This part of the post won’t be fluffy or RP friendly at all, it will be purely informational and filled with OOC. This will be the full process of Carbarum Forging! Including mining/gathering, smelting, the hammer, forging, and sharpening. Mining & Gathering Carbarum mining is a very dangerous task when you set out to do it. Any action done wrong could quite easily end in your death, so be careful! You must completely mine around the ore and not actually into it. Mining into Carbarum while it is an ore, so while it is impure, will cause it to shatter violently, releasing sharp shards of Carbarum in all directions and something else of much more concern, dust. Mere dust of Carbarum when inhaled could easily cause death. The dust particles not only potentially choking the inhaler, but also leaving thousands of tiny cuts and pieces of dust embedded in the throat and lungs. A mask is not required but highly suggested in case of an accident! Smelting and refining Nothing like melting iron or gold down in a forge, Carbarum requires special treatment for it to be done fully. First off, Drachalite and Boomsteel must be harvested for this task and ground into fine dust. This, combined with the use of Alchemist’s Fire and a forge capable of intense heat for extended periods of time will allow the smith to melt the metal. The Drachalite and Boomsteel dust being thrown into the forge with a vial of Alchemist’s Fire will purge the ore of most of its impurities, creating a large amount of slag at the surface of the molten material. After removing the slag from your crucible, you should then pour the metal into a mold, allowing it to solidify but still be malleable. With large, two-handed steel hammers, multiple men should beat on the ingot, fold it, and continue to beat on it. This should be done several times over to deliver a product that gleams a light-blue when completely free of impurities, it will be a darker hue, similar to teal when impure. You will notice when the product is nearing becoming a pure material not only from its color, but because your steel hammers are also likely to start denting themselves on the metal at this point. Note, Smelting step can be completely done with Draconic Fire if you’re able to get your hands on such. The Hammer Carbarum is not so easily forged with your everyday steel ball-pin hammer, you must use one of Carbarum, but how do you acquire a Carbarum Hammer without being able to forge the metal. Simple really, you use a Bluesteel hammer, the second best thing. You may have to reforge your Bluesteel hammer a few times as it will dent itself on striking the heated Carbarum. Otherwise, once you have made what appears to be a rather acceptable appearing Carbarum Hammer, use that one to make another Carbarum Hammer, the final one being neigh perfect for creating Carbarum of the highest quality. Forging It may take hours to fully forge Carbarum to its appropriate shape and strength, so a lot of manpower and endurance is needed for the task. This should also be done in one session because if the product cools off without being properly forged, it will warp and deform, ruining whatever you may have worked on. Even though the metal may be fiercely hot, you should know that it is still quite hard to forge even when so soft, a lot of strength required in blows to shape the metal. Any edges you wish to make should be done as thinly as possible because you will not get a second chance to simply reforge a sword so that it is thinner along its edge. Sharpening The only way to sharpen Carbarum is with a grindstone or whetstone made of Boomsteel, Ferrum, and Diamond ground into dust, with the Ferrum and Boomsteel being 90% of the stone is made of, half and half, while diamond dust is the 10%. This combination of materials allows for strength, hardness, and a bit of heat to warm the metal. Some Extra Red Lines! 1. You will need LT approval to forge Carbarum and require IRP knowledge on how it is done, currently, no one knows, so good luck finding out! 2. You will need LT signed Carbarum Ore to even start the process of forging Carbarum. 3. The knowledge of Carbarum Smithing can be self-taught or passed on via teaching if you able to actually acquire Carbarum and experiment on it. 4. Carbarum Weapons/Tools may be represented with Diamond Weapons and Tools, but of course with only the stats of iron! Carbarum Armor will require iron armor to be LT signed and represent such, and a skin!
  12. THE HISTORY OF ORCS THE AGE OF CREATION DAWN OF AEGIS (Est. 1 - 700 BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees touch and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug takes upon many mates creating vast amounts of sons and daughters, but the children of Grahla whomst was Krug’s life mate was recognized to be the most popular. These children went by the names of Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his war axe into his brother’s skull. CLAN WAR (Est. 700 - 1300 CW) 1 CW: The Orc Clans came about when the children of Krug began having descendents and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Clan fathers, and there were two who possessed the most appeal; The Great Warrior Tythor, Slayer of the Kar'ak Scorpion, and The Great Shaman Orta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Orta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: The Clans of Krugmar are exposed to the truth of the dark shamanism utilized as a weapon by Dark Shamans of Clan Dom after slaughtering through the numbers of Clan Lur. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus’Rax led many victories over the Dominus Clan and in one fateful battle, the High Shaman Orta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Orta was killed and the Dominus Clan was eliminated, many showing fealty to Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. THE AGE OF BLOOD AEGIS (1305 -1349 IG)[2011 - 2012 IRL] 1 CW - 1300 - Aegis began. Although the realm had already existed for a long time. 2 CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 3 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 4 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 5 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 6 13XX - An Orc named Petri bought a home in Kellogg but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 7 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 8 13XX - Orta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 9 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 10 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 11 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 12 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 13 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 14 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 15 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 16 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 17 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 18 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 19 1336 - The Wandering Wizard falls defending against a horde of Undead 20 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 21 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 22 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414 IG)[2012 IRL] 1 1351 - The orcs ventured to Asulon with the other mortal races and saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454 IG)[2013 - 2014 IRL] 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. THE AGE OF IRON ATHERA (1470 -1513 IG)[2014 - 2015 IRL] 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570 IG)[2015 - 2016 IRL] 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalition, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - The clans showed dissatisfaction for their newly elected Rex, Snoop’Azog and was defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642 IG)[2016 - 2017 IRL] 1 1571 - Vailor falls into destruction while the Orcs sail through the magical sea corridor into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying. Afterward, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the devastating genocidal war they have battled. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by a returning ancient orc, Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persisted for years afterwards. 26 1620 - The Shamanic Fellowship is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. THE AGE OF DARKNESS ATLAS (1643 - 1705 IG)[2017 - 2019 IRL] 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil 20 1705 - The inhabitants of Atlas escaped to Arcas. ARCAS [(1705 - SA 0) 1705 - 1796 IG]{2019 - 2020 IRL} 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk. 4 1732 -The Battle of Lowveld was fought between the forces of the Holy Orenian Empire and the Federation of Mokh-Uruk. The battle proved to be a victory for Mohk-Uruk 5 1734 - The Holy Orenian Empire declared war against the Federation of Mokh-Uruk. 6 1796: Arcas was destroyed and people settled on Almaris. Some people started to mark this as the beginning of the Second Age and reset the year to 0. ALMARIS (SA 0 - SA 128 IG)[1796 - 1924 IG]{2020 - 2023 IRL} 1 SA 35 - The Grand Kingdom of Urguan issued a declaration of war against the War Nation of Krugmar. 2 SA 39 - The war between Urguan and Krugmar ends in an Urguani victory. 3 SA 72 - After failed negotiations, the Orcs of the Iron Uzg declare war on the Kingdom of Elysium for apparent racism, sparking the Orc-Elysium War. 4 SA 76 - The Siege of Elysium transpired concluding with an Iron Uzg victory 5 SA 78 - The Elves of Malinor send an ultimatum to The Horde, demanding that they withdraw from their Haelun'orian lands. The Horde refuses, and sparks the Malinor-Horde War. 6 SA 83 - The Kingdom of Haense & The Grand Kingdom of Urguan declare a joint war against The Horde, sparking the Almaris Coalition War. 7 SA 83 - With the mitigation of the Kingdom of Oren, the Horde and Malin'or finally sign a peace treaty, ending the Malinor-Horde War. 8 SA 85 - The Almaris Coalition War ends with the signing of a treaty 9 SA 102 - The Iron Uzg declares war on those who use "Dark Magics" and launch an invasion of The Synods. This sparks the Orcish-Synod War.
  13. Dear players, Moderators, Admins, and all other teams. Recently, there has been talk of shelving the creatures called Striga, the vampire equivalent in LOTC. I object to this shelving for several reasons which will be listed. Already, many creatures have been “nuked”. And a lot of these creatures were creatures of evil. The biggest problem that we have now is banditing which becomes boring after constantly being downed on the road by bandits. Bandits themselves irp are not bad, yet everyone is resorting to banditing now. If we had more of these creatures such as Striga, it would add more color to the rp. When I first joined LOTC, I was a character by the name of Alkheim Guillén. After a week of RPing, I discovered an undead sect. This itself was extremely exciting to me. I had discovered creatures who practiced dark arts and I had my character strive to battle them. It inspire different much thought and a lot of rp. Rather than just fleeing like bandits had done, they took a stand as undead and fought. It added so much to the rp we had and just was so fun. If we keep these creatures in, the rp will be even better for the community, especially the new players. These evil creatures truly add something into the lore of LOTC. It offers creatures, played by players, that have no mortal morals. They are inhuman humanoids that groups can band together to fight. It does not divide us like normal human and elven evil does. For when someone decides for their character to turn evil, they still allows some goodness in the character, but monsters leave that all behind and truly add something evil to fight against in LOTC. Look what the Vaeyl order did in Atlas. Because of them, all the nations of Atlas fought together to exterminate them, bringing such enjoyable rp into the whole of Atlas. Another objection is that, these creatures are just fun to play anyways. To be the tyrannical Vampire with not even a smidge of goodness who does not fight for money, but just for pure power, or revenge, is fun sometimes, IRP that is. Turning people to your minions is also enjoyable. Instilling fear in the nations of the RP land can be awesome for both the player and the nations. These are only some of the cons of shelving a lot of monsters. And I know why it is done. Chaotic creatures are often played by chaotic people, meaning disorganization and rule breaking. But with revision, proper revision, it can be done properly and still be enjoyable. I beseech the Players day LOTC to join me in securing the monsters of Arcas to exist as playable races, not creatures of history that has passed. PS. +1 this if you like it. Plus, with every shelving of a creature just allows more and more creatures to be erased from LOTC
  14. https://www.youtube.com/watch?v=ytQ5CYE1VZw Hûn’Zna Lore extension and Addition “Martial Arts are codified systems and traditions of combat. The term is derived from Latin and means “Arts of Mars” The Roman God of War…” (Thank you _Jandy_ for allowing me to expand and update the original, amazing Hun’Zna lore-piece you made) History of Hun’Zna Orcs’ bodies are evolved, conditioned and bred for combat. An Orc’s worth is determined by his ability to fight, and their society has been built upon a Warrior culture. To an Orc, strength, size and determination are the key traits for a Warrior, although to the members of Clan Gorkil, skill and prowess counters all. Ugluk, Gorkil’s third born son and famed for his skill as a Warrior stands as the bastion of all combat-orientated Clansmen, and it was under him that Hun’Zna was born. Ugluk, although physically dominant in his own right, was not as big as his father, Gorkil, and certainly not Rax, but he didn’t have the brains of his brother, Angbad, and didn’t have the savinness of his other brother, Azog. As such, he took up the role of a Warrior. Thanks to his physical traits, he stood out from the other Orcs, but he would never take the lime-light from Rax. Unwilling to settle for being looked over, he sought out the Shamans until one suggested a Spirit that may help. Vulka, the Spirit of Siegecraft, Strategy and Warfare had a lesser in her realm who had not yet been discovered. Maukumgoth, the Spirit of Martial Arts and Combat, had hoped that an Orc would travel to his realm for a long time. Ugluk did not have to spend long communing with the Farseer before Maukumgoth reached out and contacted them. With that connection, the Farseer took Ugluk to his realm. Perhaps they had expected a wartorn land, a battlefield or cold and dark room filled with heavily scarred and fearsome Orcs, although instead they found some of the weakest races from their own world. Elves, Humans, even Halflings, but not an Orc in sight. His realm was peaceful and serene. Ugluk feared he had been tricked, but he had no choice but to continue forward, walking through a peaceful garden and arriving in a large hall with a padded floor, punching bags, training equipment and four people sat down on a large mat. One was an Elf, a Human, another a halfling, but the 4th, at the centre and behind them, was a large Orc. Moving forward, as soon as he stepped on the mat, the Human rushed at him. Before Ugluk could take up a stance, the Human shot forward onto his front knee, slid his rear foot forward and his shoulder collided into him, wrapping his arms around his legs and lifting him into the air before slamming him off the mat with a double-leg takedown. The Human then immediately moved back, sat down and the Elf looked over Ugluk sternly. Letting out a grumble, Ugluk moved forward, back on the mat for the Elf to then rush forward. Ugluk this time knew what to expect, and lowered his hands to receive the takedown, but instead the Elf feinted a takedown, then quickly sprang up with an over-hand right, connected with his jaw, then landing a left uppercut and finished off with a leap in the air, kicking his right leg back and firing his right fist forward, colliding with his face in a superman punch. Ugluk, yet again, fell back off the mat and onto the floor. Angered, and a bloodlust beginning to boil, rushed forward. The halfling then moved forward. Ugluk stopped in his tracks and braced, not knowing what to expect, however the Halfling surprisingly laid on his back right in front of him. After a moment, Ugluk moved forward and sent his fist for the Halfling’s face, only to be halted by a foot on his hip, then another foot slamming into his ankle, sliding his foot back and causing him to fall to 1 knee. Before he could pull back his arm, the Halfing wrapped his arm around it, then pressed his foot besides his collapsed knee and throwing him heavily over that foot with a leg against the side of his chest on the other side, flipping him over with a scissor sweep. Falling on his side, Ugluk tried to stand, although before he got up very far he felt a yank on his arm and a leg swing over and pin against his chest, then another slide over his lower chest. Struggling, he’d slowly stumble up to his feet, however the halfling hung from his arm and began to pull back and push his hips forward. Ugluk didn’t have time to slam him to the ground before his elbow fuzed with pain as the joint was about to pop out, and he tapped quickly to the Halfling's armbar. The halfling immediately let go and returned to the trio. Filled with anger and shame, he looked to the Orc with a lowered head, obviously not willing to fight another skilled fighter, but this time equal in strength, speed and endurance. About to leave, considering himself unworthy, the Orc spoke “Lat’z azh’zt lezzon ov humility iz komplete. Return tomorruw agh wi zhall begin teachin’”. Ugluk said nothing else as he thought about what to do. But it didn’t take long for him to decide he would study this art until he met the grave. Introduction Hun’Zna is the method and style of combat taught within Clan Gorkil, passed down by it’s original master, Ugluk the Third born of Gorkil. It’s use can be used by any type of fighter or race, from Halfling to Olog, with specific areas of the martial art being especially effective for certain fighters. The utmost amount of focus is placed on pure efficiency and constant improvement. Tradition has no place inside the art, and it’s masters are expected to constantly fight and challenge other masters, including those from other nations with other styles. Before a fighter becomes a teacher they make a vow on Ugluk and Maukumgoth to demonstrate any technique in live sparring if doubted, and to never refuse a challenge from another martial art. A practitioner of Hun’Zna must hold proficiency in every form of unarmed combat and from there they may choose which to focus on. Grading A practitioner will wear a Burzol’Nak, a hemp rope, on a specific area of their body to roughly display their proficiency. Where the rope is tied is dependant on if they display the most aptitude in either Mauk, tied to the waist, Grush, the upper arm, or Glim, below the knee. In the same order, Grappling, Striking and Wrestling. The rope changes in colour as the practitioner’s aptitude increases, going in order as follows (IRL time): Grey - 1 week minimum Orange - 2 weeks minimum Brown - 1 month minimum Green - 2 months minimum Black - 3 months minimum Blue - 4 months minimum Red - 6 months minimum (IRL practitioning of MMA, or a martial art that covers all the 3 forms can skip the practitioner into an appropriate colour) The Three Forms Mauk’Zna - Grappling The method of fighting whilst on the ground, transitioning into superior positions, sweeping your target to put them on their back or latching onto them and then submitting with strikes or a submission. Grush’Zna - Striking The method of fighting with your limbs to strike the opponent in any way, such as knees, elbows, punches and kicks. The practitioner may also make use of light wrestling and clinches to supplement their strikes. Glim’Zna - Wrestling The method of fighting in which the practitioner takes the opponent to the ground and defends takedowns in any way they can, such as tripping, picking up and slamming, hip-tosses, tackles and dragging. This form is considered extremely important in order for the fighter to dictate where they want to take the fight, either to the ground or staying standing. Joining a Gym For an Orc to join a gym of Hun’Zna, called the Tail-dâr by practitioners, an Orc must seek a blue or red Burzol’Nak combatant and join their teachings. Sometimes an aspiring fighter will have to complete a task, or a trial. Other times they are simply taught, with the process itself of learning the art as a trial. Either way, those capable of teaching are most often public knowledge, and their gyms often being somewhere seen by many. Codes of the Art Hun’Zna is praised and held with honour amongst those who study it. Seen as a direct, tangable blessing from Maukumgoth, learning it’s way is as cherished as Shamanism and all it’s forms. As such, before someone undergoes their lessons, they must swear an oath; Code of the Initiate: I swear, (name), to follow the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my body be a vessel of his knowledge, and my instinct directed by his teachings. All challengers who wish to test my form shall not leave the arena unbloodied, nor shall my techniques remain untested with full veracity. (Taken by those about to receive their first lesson) Code of the Fighter: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art remain effective, and the lessons I learn shape my for my future self. My ego shall remain dulled by my humble defeat against my masters. Challengers have fell to my skill, and myself have fallen to my own flaws. (Taken by those after receiving the brown Burzol’Nak) Code of the Master: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art be passed on with honest intention and in praise to our ultimate master. In teaching this art, I acknowledge my still present flaws, and strive to find solution with passing on my knowledge. May those who benefit from my experience in turn grant me new perspective and challenge. (Taken by those after receiving the blue Burzol’Nak)
  15. The Gorkil Warboar “Big zkah’n gitz wiv der originz goin’ bakk zinze dah dayz ov Gorkil!” History Hailing from the days of Gorkil and his sons, and likely even Krug, the Warboars travelled with Clan Gorkil throughout time. Their unity to the Clan being a symbolic, almost Spiritualistic connection and process of trust and companionship. Ever since the beginning, Warboars being used as cavalry have been a essential and famous hallmark of Gorkil warfare. Whilst the Gorkil Berserkers would wield zweihanders, Kriegsmessers or Poleaxes in a fit of bloodlust, swathing and scything apart the enemy with untouchable speed and agility, the Warboars would pierce the rear end of the enemy in wedge formation, driving the riders deep into the collapsed and terrified foe, to then leap off and then lose themselves in a fit of frenzy, now being fully succumbed to rage and actions dictated by years worth of muscle memory. Physiology Growing from 5 to 6 feet, and usually weighing around 500-800lbs, and some even bred to be as tall as a typical Paint Horse, Warboars have thick, dense and explosive muscles and light bones, allowing them to suddenly sprint forward in a burst of speed and charge down almost any foe , far quicker than a normal horse, and faster than even a Lur wolf. Their tusks grow long and sharp like scythes, with two sets growing on both sides in many cases. Their skulls are thick, allowing them to withstand impact from their charges, and their necks are tall and strong, evolved from their days of digging up roots from the ground. Finally, the Gorkil Warboars are famous for having mud-red fur, whilst also being thick and wiry, allowing them to withstand the moderate cold, and protect them from the sun. Mental Characteristics Typically skittish and temperamental, a Warboar is likely to either charge or flee in an instant upon seeing someone in the wild. A mechanism commonly used for charging, and subsequently goring, any who would dare approach them .Their brains are hard-wired to be the first to react, and their bodies have evolved to be the quickest animal on the plains. For a tamed Warboar, the instinct to flee can be dulled and dampened when bred right, and the right training can make almost any Warboar instantly charge upon command, or when trained to recognise certain foe. The pure reaction time of a Warboar, and the speed at which it accelerates on a foe is usually enough to finish someone off out-right, and afterwards, the Warboar is likely to begin eating it’s target’s corpse. Although a brutal and smelly beast, once an Orc has tamed a Warboar, it will immediately form a strong bond with its owner, and if it is the alpha in it’s farrow, the entire farrow themselves may adopt that Orc as their leader. Similarly to Orcs, Warboars breed from the strongest. The alpha Boar gains most of the mates, whilst the lowest in the chain tend to get bullied, and often cast out from the farrow. A harsh behaviour, but when a single female Boar, a sow, can give birth to as many as 12 Warboars in one pregnancy, and sometimes give birth to yet another dozen in the same year, Warboars find themselves to be their worst enemy, and as such, there’s little point in allowing the runts and weaklings to eat from the food-source when they serve no use and only worsen the gene-pool. Diet Warboars famously have a voracious appetite, and will feast off of anything edible. Roots in the ground, and animals they are able to kill are a common part of their diet, although an Orc may feed his farrow with the left-overs of feasts and the un-usable parts of his kills. Even Humans, Elves and whitewashed Orcs are on the menu. Warboar Armor The Gorkil smithmaster, usually the oldest and wisest devout of Azog in the clan, can be commissioned to make Gorkil Warboar Armor for the boars of especially notable individuals, such as the Wargoth. Since the beast is exceptionally large, it can typically be a long endeavour, but the result will be worth it. To prove a boar worthy of its armor, the boar needs to pass a series of tests that measure speed, endurance, and strength, for only the strongest boars can carry the heavy armor.
  16. The Armitage Institute, Reborn The Researchers And Innovators For A Better Tomorrow, A Better Future The Catalog (Menu) -Story & Background -Research & Studies -Ranks & Roles -What We Seek (Goals/Expectations/Requirements) -Payment & Punishment -Application Story & Background ~2nd of Snow's Maiden, 1708~ On this day, a person named Kuvira Percy has given him/herself a new title unheard by the world, “CEO”. And with the kind help and funding of a steward of Adria and Olbrecht Von Denhardt along with the X-CEO’s self entrusted title and honor, has established a new guild with the name of “The Armitage Institute”. An institute where biological warfare, viruses, mutational modification and medicine shall be explored to their full potential and used for the better good against all evil that delves and hides in the Realms Of Arcas. With that resolve, he/she started his short journey that soon came to his/her end. ~Unknown~ Facts were hidden,were lost, or perhaps washed away by time that is unforgiving. But on this day the founding members who are truly royal to the Institute has their heart broken, even shattered to pieces and grind to dust as they knew, their X-CEO no longer walked the same plane as them. The only things remained behind that is known by the members are the remains of the original “The Armitage Institute” and his/her resolve to explore all that is considered unknown,dangerous and unacceptable by other beings for the greater good, a better life for all descendants in Arcas, and to be the first one to make change. ~15th of The First Seed, 1715~ After much discussions and meetings held by the remaining members, an Executive (a rank in the Institute) with the alias, E. M. Bow-Blackmaer steps up and takes the role as CEO. As a new CEO is born, The Armitage Institute is officially back and hopes to lead everyone that believes in the Institute to one of the many possible futures that lies ahead. Along with that, changes have been made to see to The Armitage Institute’s better development and contribution to the realm of Arcas. Research & Studies There will be 3 branches of research & studies, based on the three adjectives, “Unacceptable”,”Dangerous” and “Unknown” that can be chosen from upon joining the Institute. If you want to focus on a more specific sub-branch, please do so after you’ve been enlisted into the Institute and consult the head researchers of each respective field, Executives who bears responsibility for said branch or straight to the CEO if you have evidence that prove you will be better off focusing on that particular sub-branch instead of the whole. A person can only be enlisted into 2 branches by most, unless deemed qualified by the CEO or half of the Executive members. ~Botany, The Unacceptable~ The study that revolves around plants. Members in this branch will learn and record characteristics, growth condition and etc of both known and unknown plants that exist in the realm of Arcas so we have more knowledge about plants that can be used in the near future. ~Zoology, The Dangerous~ The study that revolves around animals. Members of this branch are required to observe and gain information about all animals that exist in the realm whether they’re known or not because there is a chance that animals evolve and have different behaviour as they’ve moved from one realm to another. ~Geology, The Unknown~ The study that revolves around minerals. Members from this branch shall research and explore the underworld, consisting of underground ravines, caves and many more to record and make a list of ores and rocks found in their respective areas and zones. ~More To Come~ Ranks & Roles The ranks system that is implemented in the Institute are very simple as they are based on each individual’s level of access which are number coded. Starting from Level 1, which is the lowest until Level 3, the highest a person can obtain at the moment.This is said so because only the Leader of the Institute owns a Level 4 Access. ~Chief Executive Officer (CEO)~ Level 4, The only individual with near absolute power over the Institute, he/she will be the one in control of the main flow of the Institute’s development. This individual will oversee all Executives and make sure they’re doing their jobs efficiently and accurately, also the one that decides who can take the role of Executive that will aid and advice him on managing the Institute. ~Executives~ Level 3, Members who have contributed a lot to the Institute, they report directly to the CEO and are able overthrow him/reject his decisions when needed during the elven monthly meeting. They will voice the CEO’s desires and notices and enforces all contractors and researchers to follow the flow of development that the CEO has set. ~Diplomats~ Level 3, They are a group of members that are trusted by both the CEO and half of the active Executives. Anyone who hold this role should be proud of themselves as they’re entrusted with all the information that the Institute hold. Their job is to ensure friendly diplomatic relationship with all nations, whether it is big or small and tries to seek cooperation and help from all other guilds that also strive to maintain Arcas’ safety and peace. They are also tasked with keeping the Institute funded with money and materials so research and experiments can go smoothly. ~Enforcers~ Level 2.5, Skilled fighters that are royal to the Institute. These members will be expected to give up their all, including their own lifes (But not their treasured ones) especially when they’re ordered to eliminate abnormalities that can threaten the peace of the realm or traitors that got their hands on dangerous assets. They are also tasked to protect the VIPs (Very Important Poeple) from harm’s way and are in charge of the Institute’s security and military force. ~Contractors~ Level 2.5, They are the hands of the Institute, they are entrusted with the making and maintainance of devices, equipment and instruments that are needed for experiments and research. Their other jobs includes but not limited to expanding the laboratory, making sure all security measures are always in order, repairing and upgrading the gears used by the Institute’s security or military force. ~Guards/Militants~ Level 2, Swords and shields of the Institute. They are the only personnel excluding Enforces that are entrusted with weapons in the Institute. The guards are needed to be always be on guard to stop raiders from invading the Institute, maintain order and discipline aswell as prevent traitors and test subjects from escaping out of the Institute building. Whereas militants are required to show themselves when called upon to eliminate threats that show themselves in the realm and cooperate with other guilds with elimination and/or capture of hazardous mystical beasts. ~Researchers~ Level 2, The smarts of the Institute. They have devoted themselves into research and analysis of what they’re tasked with, according to their branch or higher ups’ wishes and orders. Making sure that we have the most up to date information on everything they have gathered over the time. They’re also in charge of what courses the teacher will teach to the newly recruited and or students that wish to learn more about a particular subject. ~Teachers~ Level 1.5, Members who are tasked with enlisting students into the Institute. They will also teach the students they have under them knowledge that is approved by the researchers,Executives and CEO. They will also take responsibility for the group of students that learn under his/her wing and report any findings on behalf of their students. ~Students~ Level 1, Those who are newly recruited or seek to learn knowledge about their particular branches. These members will be divided into small groups and put under experienced teachers’ wing. They will slowly but surely build their foundation here and know more about the Institute as they decide if they would want to leave with their obtained knowledge or countinue to serve the Institute. What We Seek (Goals/Expectation/Requirements) ~From All Individual Members (Students)~ One, to always follow your higher up’s orders and execute them as commanded. Two, to always treasure the knowledge learned and use them for good. ~From All Research Groups (Teachers)~ One, to guide the students under their wing through the whole basic course diligently. Two, invite and recruit potential students and members that are interested in our studies. ~From All Fields of Studies (Researchers)~ One, to provide the teachers and their higher up the most recent reports on the information they’ve gathered. Two, to confirm that their research bears fruit and none of them is leaked out to those who shouldn’t get their hands on it. ~From All Enforcers/Guards/Militants~ One, to be ready to sacrifice everything in possession to eliminate threats and traitors that would bring harm to the realm. Two, to stay on alert and physically fit at all times so they can execute their task efficiently. ~From All Executives/Diplomats~ One, to always think of the realm and the Institute’s benefit before oneself to avoid badly made decisions. Two, to give everyone a good impression of the Institute and make good relationship with all nations and guilds. Payment & Punishments ~Coming Soon, Haven’t Been Decided~ Application Roleplay Name: Race: Age: Desired role(s): Desired study(ies): Reason for enlistment: Do you swear to live up to the Institute’s expectation: OOC Username: Age (Optional): Discord Tag (Example#1996):
  17. Gorkil Battle Strategy “Few Urukz iz born true Warriurz, but meneh bekum zo through trainin’ agh forze ov Diziplin” - Wargoth Mûrak’Gorkil “Ang Gijaak-Ishi” Introduction to the Philosophy on Warfare ‘Iron in Blood’ The oldest currently existing Clan, and one fully committed to waging warfare in the truest form. Gorkil, who the Clan is named after and son of Krug, was arguably the greatest military general to exist, and his sons all came to represent War in each form. Angbad, a brilliant Military General. Azog, one of the greatest Blacksmiths to exist, and Ugluk, a great and powerful Warrior. Where a Braduk may wage war using their size and overwhelming bloodlust. A Raguk may make the finest suit of armour and send hordes into the enemy, and a Lur may fight from the sidelines with archers, skirmishers and Wolves used as anti-Cavalry. A Gorkil embraces all the greatest aspects, and hones them into the ultimate fighting force. The elite Veterans, usually in their 2nd Century or older, and their minds and bodies completely adapted for battle. Their muscle-memory is by now pure instinct. Each step taken in a fight has been hard-wired for countless years, and even in Bloodlust their Muscle-memory is impeccable. Fighting with skill, grace and pure efficiency, a Gorkil Elite is THE greatest warrior on the planet. Ranks Amongst the Army Da Durbûrz The Mighty; As already mentioned, these are the elite of the elite. No other fighting force could match their skill in combat, and their mastery of Warfare. Not only are The Mighty extremely fine-tuned for combat, but they fully understand the codes and rules of Warfare. Each has researched and studied past battles. Understand the physics and uses of certain armours and weaponry, and how to use the Bloodlust in an effective form. It is from these Uruks that Clan Gorkil has gained it’s reputation of being berserkers. The Mighty are equipped with some of the greatest arms and armour that you can obtain. Although not Bloodsteel, the armour of The Mighty looks very similar to Human plate-armour. It’s purely efficient, designed to withstand blows from all weaponry, and each piece of metal forged and fixed has a reason. Whether to deflect lateral blows, protect gaps or offer more choices of inflicting damage on the opponent by fixing a metal spike on their helm or elbow. This unit is either mounted on Warboars, or on-foot, tasked with cutting through a specific area in the enemy formation to get to their general. The Mighty are responsible for slaying their leader, or swathing a hole through the enemy’s line to break it’s formation and overwhelm them. Da Krampûrz The Loyal; After years in the field and fulfillment of countless tasks and deeds, an Uruk is promoted in this retinue. For many, this is as far as an Uruk can hope to achieve, and for even more, it is the greatest honour they will achieve. To survive enough battles and be skillful enough to reach here means an Uruk has near enough mastered combat, and understand warfare through their own experiences. Usually, this unit will ride Warboars, however special circumstance may require them to serve as a infantry unit, often serving as the Wargoth’s personal bodyguard. When mounted on their Warboars, they wield multiple Pilum, a Polearm of their choice, and a side-arm of their choice. Reaching out furthest on the battlefield, and tasked with the most crucial aspects of the battle, which may be taking down the enemy’s cavalry or harassing their general. When they have finished their tasks, they will be given the order to form a wedge and slam into the rear or back of the enemy and leap off when penetrated deep into the formation, losing themselves in a fury of arching and body-hurling strikes and blows of their weaponry and limbs. However, the fury inflicted in the ranks isn’t from lack of skill. Instead, each blow is delivered with exceptional technique and forth-rightness. Only, it is empowered with Bloodlust, and thus almost unbeatable. Da Ânghâsh The Anvils; Making up the majority of the army, The Anvils are the soldiers who have fought for a few years and learnt how to fight well, whilst taking moderate control over their bloodlust. The role of The Anvils is dependant on the battle, however they typically line up in a wall, wielding a large shield and a long spear, similar to a Spartan Dori. However, suitably long to their own physical strength. These talls bastions act as a meat-grinder to the enemy. Only the great beasts such as mammoths could pose a threat of penetrating the line, however, with spears as long as an Anvil’s, the Phalanx is capable of having 3 rows of men fighting at once. The front, second and third, holding the spears over the rows infront of them and striking, thus meaning no matter how close the enemy may get to the shields, they are always being struck by a spear, and the 400 pounds of muscle behind that spear. For an enemy to fight a foe larger than them, heavier than them, around a 100 years of fighting experience and good quality armour is the nightmare of any foe. Da Shaatii The Spears; The new recruits of the army, given a set of Pilum, spear, shield and one-handed axe, these Uruks have the least combat experience, and thus tend to have little control over their bloodlust. As such, they are used at the start and before a battle as skirmishers. Running back and forth to try and antagonize a charge from the enemy, or simply inflict casualties upon them using their Pilum. Such ranged warfare allows these men to work up a bit of a bloodlust, without losing themselves in a melee and harming their own kin. Also, from here, they get used to the battlefield without dying at a young, unexperienced age. During the collision of the main army and the enemy’s, they are on the flanks. Still skirmishing and responding to commander and general’s commands. Sometimes they are most useful hurling their Pilum into the sides of enemies committed to combat, whilst other-times the Warboars will have pinned down the enemy cavalry, in which case The Spears charge the enemy cavalry and assist the Warboar riders in finishing off the cavalry. In dire situations, The Spears can fill-in the main Phalanx, however, such a choice can easily result in many deaths of the inexperienced fighters, and their uncontrolled bloodlust often makes them take stupid choices and die. The goal is to keep The Spears alive, and allow these recruits to mature into Anvils. Pre-Battle Although the true out-come of a battle tends to be decided on the battlefield, preparation and tactics used before any combat takes place is vital. It can decide which army is properly fed, which army has proper sleep and which army suffers from poor morale and skirmishing casualties. The main body of a Gorkil army is situated apon a hill, the slope of a mountain or, if no-higher ground is available, in a large open clearing of woodland, or beside a lake/river. The camp is to be set in a location hard to encroach upon without being seen, and to give a environmental advantage if the enemy manage to attack un-seen. Warbands are formed, comprised of a mixed group of experienced soldiers, to both make sure they all have someone experienced to give out commands, and to teach the Shaatii what to do. The warbands are assigned different tasks. Some to collect firewood, or others to roam the woods for scouts, search for their resource collectors and some to encroach upon the enemy camp mounted on warboars and harass them with pilum. Scouts are also sent out, sometimes mounted on a Warboar, other times dismounted to remain more concealed. If in enemy terrain, or near their border, raiding parties are sent out in warboars to perform lightning raids, setting fire to buildings and slaughtering their populus. Should they have resources or equipment, such as wagons and food, and enemy forces aren’t close, the raiding parties seize what they can to bring back for the army. However, if the village of town being raided lays their weapons away and submits, they are spared and allowed to keep all they own, aside from their weaponry. Such a tactic is employed to persuade the enemy to surrender instead of fight, causing the enemy general to consider going on the offensive, or risk losing his lands and his people out of their fear of being killed. The last tactic employed before a battle is sending spies, disguised as envoys, to the enemy. These envoys are often slaves, however Orcs, or specifically Goblins, can be sent in their place to deliver many different demands. These demands are usually preposterous, such as demanding all their lands to be submitted, however the goal isn’t to get an agreement, rather to allow these envoys to see the enemy’s fortifications, the morale of their troops and any other valuable information, and due to the general rule of not attacking envoys, these spies are rarely put at risk of being killed. Battle Strategy and Tactics As is now obvious, a Gorkil army is diverse and adapted for the majority of military engagements, with a focus on methodical planning and countering of enemy tactics to create victory. Although each battle will be different depending on the terrain and circumstance, certain rules and tactics are usually always enforced. Formation: At the front of the army the Spears stand with Pilum and shield, spread out in a line as long as the enemy’s front-row and spaced out to best reduce casualties from enemy missile units. Their aim is to hurl pilum into the enemy and cause casualties, render shields inoperable and, hopefully, instigate an advance from the irritated enemy. Behind them are the Anvils with shield and spear, lined up in a loose shield-wall to protect from missiles, although not so tight as to make moving over terrain difficult and slow. Only once they are close to the enemy to they squeeze together and interlock shields to create the phalanx with three rows of attacking spears. Often the un-engaged Orcs behind will raise their shields to create a canopy to defend against arrows. If the enemy do not engage, the Phalanx slowy moves forward in unison until their front row of spears are able to attack. The goal of the Anvils is not to inflict mass casualties or break apart their formation, but rather to remain defensive, never stepping out of formation to land a blow or overreaching with their arms and risking injury. They simply stand their ground and deliver stabs at enemy troops who make steps forward or over extend with their arms. With the enemy now pinned down, The Spears stand on the flanks with new bundles of pilum and a spear, their goal to harass the enemy flanks and prevent their own flanking maneuvers. Beside them are then The Loyal, either dismounted or on their warboars waiting for command from the general. If the enemy have fielded cavalry and they are moved far away enough from the enemy missile units, The Loyal (If on Warboars) will charge the cavalry, hurling pilum and harassing them, instigating an attack or risk losing their men and horses before they have even fought. The Loyal will try and pull the cavalry back to their army’s flanks, and then engage in melee, so that The Spears can then charge the pinned-down cavalry and begin slaughtering them with their spears. Once the enemy cavalry is defeated, The Loyal move to the rear of the enemy to look for where the formation is thinnest, or begin slaughtering their missile units. When they eventually have finished off the missile units, they form a wedge and charge into the rear of the weakest line in the enemy formation, leaping off once at a halt and beginning to cut and tear apart the line. Finally, stood behind The Anvils are The Mighty, with their general and waiting for the enemy line to falter and show weakness. Then they move forward towards the general, either moving around the army or cutting directly through the enemy formation in order to get to him. With a tired foe, this unit of highly armoured and incredibly well trained Orcs is near impossible to with-hold, and thus The Mighty begin slaughtering and tearing, their goal to finish the General and deliver the final blow to the enemy force to cause a mass-route. When the enemy are routed, the Spears and The Loyal follow after their routed men, aiming to kill the most valuables troops first. Before they are then too out-stretched from the main army, they pull back. The Loyal and Spears are then sent out to scout the area, whilst the rest of the army begin looting the battlefield and loading the goods on carts and wagons. Enemy defeated and loot plundered, they bring it all back to the camp to be counted and distributed evenly. Post-Battle When the main force of the enemy’s army is defeated, the Gorkil army makes a methodical advance through their territory, arriving at each village and town with warbands of men to secure loyalty, or slaughter the resistant. The goal is to make sure the populus is tamed, and do not cause trouble when the army moves even further in the enemy lands. Along the main-road men are ordered to construct wooden forts on hills and strategic areas. These forts are not only made for defence, but to look out for enemy armies, defend the roads to protect the supply-lines and to impose dominance over the locals to remind them who is here. It is very rare for a Gorkil army to advance quickly through enemy lands, since quick advances make for easy ambushes and over-extension of the army. Only when a Gorkil army does not plan on settling the land do they advance quicker, but even then they still construct temporary forts, although the difference is that in this instance they will burn and pillage everything they come across, rather than tame the populus.
  18. Greater Mani Malikki, Prince of Apes Image by Vance Kovacs. “The winds howl in anger. The heavens weep for the fallen. For fourteen Moons this temple has been my only sanctuary, yet how long until they too flood? How long until we are all lost!? When mothers and fathers butcher sons and daughters! Without a means to enter or leave the capital, our rations will run out! What then? Never in my lifetime did I think to question the Divine King, but I fear for my peers. If we all surrender to the jungle, not another soul will suffer.” -Final accounts of a Fei-Zhu scholar It was in ages past that the Daemon of Time claimed a single monkey in the Jungles of Asul as her pawn, bestowing sentience on par with that of a Descendent. Under the name Hou-Shen, the Monkey King, he would erect the first and greatest empire of the Hou-zi. Imparting the gifts of their Goddess between every simian that swang from the trees...at the costs of favor with their former Wild Gods. Yet the tolls of this afront would reach a tipping point when the Prince of Apes, Malikki, gave an ultimatum. So it was that an event recollected by only the eldest Hou-zi historians came to be known: The Siege of Jing-Taiyun. Shortly after the construction of Jing-Taiyun, bodiless voices filled the ears of its citizens. “Discard your rags. Abandon these dens of stone which pervert the land. Embrace your nature or suffer the consequences.” An instinctual uprising resonated through peasant and noble alike, all save for Hou-Shen. He stood from his throne and declared that he would sooner die than live the life of a savage beast, forbidding his citizens from forsaking their sacred kingdom. Initially, life resumed as normal for the fledgling state and complacency returned to its denizens. But when the calm before the storm gave way, Malikki’s wrath was a typhoon. For a harrowing twenty-nine days and twenty-nine nights the clouds never parted. The rains flooded the streets while entire buildings were swallowed down into the earth. Those that ventured into the jungle were never seen again, and many others were driven feral, none more so than the Hei-Zhu. As the jungle reclaimed the city’s outskirts, the howling of apes grew louder as the hopes of the populace only diminished. Yet on the 30th night, when the full-moon managed to breach the clouds, fate let Hou-Shen fell Malikki then and there. Abruptly bringing the siege to an end. The Arboreal Giant is known in numerous Hou-zi fables as a most controversial figure. Followers of Shenjiao, the faith of Hou-Shen, portray him as a vindictive demon. An embodiment of a primitive past that condemns the rigors their people have endured. Over time, this notion would be contested by those who revere the Mani as an Ancient God. A guardian who shaped their first ancestor from the mud, twigs, and moss of their native jungles. Today these people remain in hiding, eagerly praying for his day of rebirth so that all worldly strife wrought by the Doombringer might be undone. As Chieftain of the Great Apes, Malikki resembles an orangutan of tremendous stature with a wildly unkempt coat of hair. Prone to hide his shrewd and authoritative nature beneath a convincingly easygoing guise, do not mistake his empathy for weakness. Jeopardizing the Mani’s troop is to surely incite the definition of guerrilla warfare, where his aptitude to lead and strategize reign prominently. The Gigantopithecus is prone to using fallen trees as an instrument to bludgeon his opponents, whereas those worthy of his favor are gifted a branch bestowed with his blessing. When the demigod fell, it was from one such tree that Hou-Shen fit his famed polearm “Yuan-Dāo,” or the Moon Blade. Forging its blade from the purest moonlight with a glow that never dims. Ceruvil, Prince of Bovines Source found here. “Claims attest to tremors occurring throughout the day. The cowhands had become increasingly agitated over the weeks and were thought to be mistreating the cattle. Later that evening, witnesses saw a dust storm on the horizon. Several of them swear it had piercing red eyes, calling it an apparition of devils. Devil or not, after it crossed paths with the ranch, not a picket was left standing. Every worker lay dead with the animals nowhere to be found.” -One of many ranch tragedy reports across the continent of Aeldin Descendentkind has forgotten when the first farmers corralled those of Ceruvil. Whether cattle were first domesticated for milk, meat, labor or otherwise. Save for the Prince of Bovines, who to this day is said to resent mortals for robbing his kin of their right to roam. For generations in wake of his vengeance, calamity has followed. A force of nature that has brought civilizations throughout the ages to their knees, typically in times of tyranny and strife. The Chieftain of Bulls goes by many names across numerous cultures, having amassed a broad influence. Historically he has been worshipped in ritual and emblazoned on a coat of arms. Holymen have attributed his wrath to that of GOD, orcish warlords would invoke his name unto foes, nomadic elven tribes have even perceived him as a harbinger of the end times. The peoples of entire clans have lived and died believing that he and his harem will ferry them across the stars and into the realm of the afterlife. For the only parallel between these societies is their unified fear of his notorious stampedes. Despite bringing dread and distress to most visited by the Champion of Horns, there exist pastoralists worthy of his respect. Rarer still are those handpicked by the Wild God to oversee one of his sons, born to someday lead a herd of their own. These chosen few dedicate their lives to the well being of the herd, often becoming druids in their own right. Other followers of the Aspects will often pay him homage during times of tyranny or enslavement. Given a penchant for bringing oppressive peoples to heel, it is perhaps this coincidence that has earned the Mani's title: Patron of Freedom. Lesser Mani Silissa, Princess of Bees Image by VladBacescu. “If this message is ever found, know that my name is Josef Walter. Our ship ran aground during a roaring storm, and now we're stranded on the coast of an uncharted landmass. Aside from several abandoned shipwreck sites, our chances of finding other people look bleak. Just pristine forests and meadows as far as the eye can see. Some of the crew swear they saw a massive beehive beyond the western ridge, so we plan to pack up and investigate in the morning. If we’re lucky we’ll find others stuck on this rock. Please, should I never make it back home, tell Helena Walter that her boy always loved her.” -A message in a bottle, but one of many under almost identical circumstances The Queen of the Hive fervently toils to ensure the longevity of her brood, deep inside a hidden labyrinth of honeycombs known only as the Buzzing Citadel. It’s within the safety of her domain that she holds total dominion over her children. Being able to amass swarms of bees throughout the known realm, very few descendants are ever inclined to make an enemy of the Matriarch. Superstitious individuals believe that all queens are subject to her blessing, while other theories speculate she only shows kindness to those capable of leading. Some rural communities still celebrate her during the early spring, donning bright flowers and dancing jovially through the streets. History recalls that attempts to tame and yield the profits of Silissa’s brood always ended in failure and agonizing death. A perpetual cycle that would continue to persist until two travelers chose to make a change. One was a young druid of Old Malinor, the other a traveling Farfolk gypsy. Equipped with quick-wits and moxie to match, they would manage to locate the Buzzing Citadel and approach the Queen with a proposition. A proposal of their lives for the chance to quell her rage, which was as infamously relentless as it was iconic. Yet, disregarding ample chances to murder the two outright, the curious Mani allowed them to try under strict terms. Ready to slaughter both at the first signs of foul play. Thus in a ceremony of precision and dexterous movements, they danced before her, employing beautiful flowers from places unknown. Lasting from dawn ‘til dusk, they performed, chanted, and lit incense that soothed every one of the hive’s denizens. For the first time since the Hivemind had taken her mantle, she felt inner peace. A feat that would earn both travelers her royal highnesses favor. When asked for the gift to harvest honey, she would in-turn ask for the company of the elf in exchange. So it was that the druid would dance every day up to his last, while the gypsy went on to pass the knowledge of beekeeping to generation after generation of descendants. All the while, victims to their furious swarms would dwindle to the negligent, brash, and gravely unfortunate. Although the gypsy is widely believed to have lived a prosperous life, some think the druid still dances somewhere within the depths of the citadel. Sworn to do so eternally lest the vows are undone. Plenty of explorers have searched for the Matron’s fabled hive only to return bitter and despondent. Easily enticed by rumors of a royal jelly that can cure all sickness, locating the Buzzing Citadel has been the bane of countless adventurers over the centuries, despite itself being larger than entire cities. Since becoming Matriarch, Silissa’s growth has been a constant that requires continual expansion throughout her immeasurable domain. Workers in the hundreds of thousands must tirelessly tend to the necessities of their ever-growing broodmother, while even more search for sources of nectar. This provides a perpetual cycle that gets bigger with each subsequent winter. Ray’voray, Prince of Ratites Image by Ravenari. “I shalt usher youth from the shadows of the nest. I shalt help youth to forage and fend for themselves. I shalt give youth time to grow strong. Henceforth, I know nary greed, gluttony, nor sloth. Now and forever I serve to nurture strength and wisdom, a champion of the fathers before me. My life I pledge to the Elder’s will, upon the blood of my blood, every wife, daughter, and son.” -Vows of Fatherhood of a forgotten Farfolk people Often overshadowed by his airborne brethren, those knowledgeable of Ray’voray know him for his humble devotion. Praised as a figure of fatherhood, the lengths that the Prince of Ratites has pursued to maintain this are vast and bloody. Over time his beautiful black feathers have gone gray with age, while their ruby and sapphire streaks have all but washed away. Due to this, he is often regarded as the “Elder of the Outback.” Yet this old buzzard still stands as an ardent defender of his flock, swift to neutralize potential threats. His spite for the mortal races runs so deep that those brash enough to incur his ire could forsake all they love and even their most distant relatives. The scarred, one-eyed avian having discarded his last shreds of sympathy for their ilk long ago. Superstition suggests that the Elder's flock fell from grace, leading to the loss of their wings as penance. Other accounts mention a gamble during perilous times, abandoning the skies in favor of the ground. Whatever the truth might entail, the inability to fly came with evident consequences. When the earliest Descendants roamed the realm aimlessly, and farms were yet to become commonplace, many foragers targeted the larger eggs of the ratites. Emus, rheas, and cassowaries alike making for easy meals, taking out the nesting males and reaping the respective eggs. Those affected by the gluttony of people only grew over the course of time, until the Mani could bear it no longer. Yet his retribution to keep the poachers in check had come at a time too late, the damage already done. Their parental genocide meant fewer females could find mates, marking the beginning of their decline across the realm. Ray'voray watched the determination of poachers develop with each less nest to pilfer, much to his abhorrence. Eggs were nigh sacred to the Flightless Father, as were the obligations of every parent. Although innumerable offenders would be torn asunder by his talons, for every one that fell, another two took their place. Unless drastic measures were taken, the ratites would fall victim to the same zealous growth that had killed off so many other species. So what does the demigod do: eliminate threats before they’ve done the deed. Regardless of innocence or guilt, whether they’re just an apprentice or a distant relative, any noteworthy association would prompt the Mani to take action. Alas, this countermeasure would come to an end after a nearly fatal injury left him permanently handicapped. Forced to recuperate, he and his flock would abandon their native ranges to stave total extinction. Despite the disappearance of the Elder’s blessed born, the Moa, ratite populations would recover over the course of time. The plight of their patriarch but a byproduct of an age where people paid little heed to what they slaughtered. Èyr, Princess of Anglerfish Source found here. “I don't care what you think, nothin’ normal can describe the damn horrors I saw! The night was dark, the ocean even darker, yet out of the blue it started glowin’ like a thing possessed. Soon enough the corpses started floatin’ up, but no! Not fish, not people, feckin’ MONSTERS! All of them! Sea devils and dragons, hydra and sirens; other things with teeth linin’ their tentacles, jellies with a bulgin’ eye, giant snakes tha’ were all mouth and no face. Swear the sea must’ve gotten drunk and puked the lot out- uck. Then the ones still alive started to shriek and flail. The water churnin’ with their entrails and various limbs, rage and hatred boilin’ ‘em waves like somethin’ outta hell. They went for me! ME- and my vessel before I knew it! They was gonna tip the boat and take me with ‘em for feck sake. So I threw the fish overboard, I beat ‘ere tendrils back, I fell ta my knees screamin’ and pleading for it ta stahp... Then everythin’ goes quiet. I look over the bulkhead and the brine is still red and rank with death...but calm. Empty. A shadow underwater shrinking away with the last bits o’ light.” -Recounting of a Terrified Fisherman, inspiring countless high sea stories thereafter Far below the ocean waves in a domain starved of sunlight, an unassuming glow prowls the abyss. Creatures who’ve laid eyes upon it fall under her spell, becoming sustenance to be devoured by rows of jagged teeth. While whispers on land tell of the Maiden of Maws guiding seafarers through their darkest hour, the reality is that anyone remotely capable of encountering her wouldn’t live to tell of it. Whereas most Mani are known to be reclusive, the Jewel of the Deep Sea isn’t known to interact with any of the surface races. While sources do exist among the odd haggard seaman, it’s a given that knowledge about her is all but abysmal. Just as the Matron of Anglerfish prefers to lurk in the dark, so too is she content to remain invisible to any and all mortals. As a chosen of the Aspect of Culling, Èyr makes it her mission to eradicate the wretched sea monsters that threaten to overrun her domain. No nemesis does the Mani loath more than the Old God of the Sea, Dresdrasil, the progenitor of all manner of alien leviathans. Being keenly aware that direct confrontation with the former Daemon of Abundance would be her undoing, however, has instead opted to keep the numbers of her spawn in check. This thirst for blood causing her to cross paths with those directly descended from the daemon, such as Kavous the Warlord and Thetis the Siren Princess. Ongoing to this day, the forces of culling and abundance clash without a reasonable means to an end. Cold like the abyssal trenches and equipped with a voice as cutting as her teeth, the Wild God remains apathetic to matters not concerning her fold. It comes to no surprise that this incessant conflict has left her with many grievous wounds and little time to recover them. For that reason, male anglers always standby to merge over their matron’s injuries through a method of parabiosis, latching on by the teeth in order to supplant lost fluids or the organs required for bodily function. Truly a grotesque parasitic dress that keeps her appetite in high demand, eager to slaughter prey and consume them even sooner. Know her name is an ill-omen to hear, and an even worse one to find yourself begging for mercy. Kadal, The Prince of Lizards Image by Akiman. ”At dawn, the men depart to face the Tyrant of Scales at the forest’s heart. Those that return will return as warriors, ready for every danger this land has to offer. The Elders of Cannavin tell nothing of his origin, only that his supremacy was chosen at the hour of Reckoning. For every beast beneath these great boughs recognize his rule, as do the Lesser Lords allow their liege to prowl unopposed. Most would flee in terror at first glimpse of the tyrant, however, that is not our way. That is not the way of Kadal, nor the seeds of Orrarante. It is our sworn duty to honor our Lost Lord. -Oracle Adria, 1st of The Deep Cold, 1589” -Translated Texts of an Elven City, located in the Great Library of The Haven Islands Kadal, a name once indicative to numerous nomadic Mali’ame seeds, has all but vanished completely. The Prince of Lizards was once venerated for his faultless resolve to overcome any challenge. Few remain today that still remember their esteemed patron of tenacity, let alone his countless tales of triumph. He who had faced hordes of war, who butchered rampaging titans and repelled the tides of calamity that once endangered his kind. Others reputed him as a herald of death, indeed a most befitting title for those who warrant his ire. Yet Kadal also demonstrated an affinity for his followers. The Lord of Scales, much to the disparity of most Wild Gods, not minding the company of Descendents proven of their own worth. During ancient times, the demigod led his kindred cold-bloods across the realm to settle where the Sun shined brightest. Navigating the dangers of entire jungles, canyons, savannas, deserts, and even the wide open ocean. Each time a few of his kind would remain in their newfound surroundings, and each time the Prince would impart skills necessary to survive, all before leaving them to their fate. Those that were strong and resourceful would live on to bear future generations, gradually evolving both physically and functionally. Many becoming integral to their existing domains, while others still forged for lands to claim. And so the Mani watched from afar with tinges of pride, satisfied that one among them would someday rival his own success. However, weathering eras of conflict and contemplation, at last, gave way to a revelation: his kin would never stand at the top. How could he have been so foolish? Those under the Greater Mani had always overshadowed his fold as intended, either outcompeting or hunting them instead. What point did his prowess serve if it couldn’t usher the same for his scaled children? Thereafter, the Lord of Scales withdrew himself from nigh all realmly affair, and slowly he was forgotten amidst the sands of time. None have known of Kadal’s fate for hundreds of years. Druids eager to invoke his presence fall on deaf ears, while other Mani answer with abstruse riddles. Efforts to locate the Wild God have proven fruitless, known by neither lizard nor inhabitant of the Fae. Rumors about the Lost Lord remain dubious at best, ranging from claims that he was stripped of influence to being captured by a malevolent force. The only legacy of Kadal that remains is, in fact, his fervent teachings. Upheld by his former disciples and taught to the generations that followed them. To this day those Mali’ame devote themselves to becoming masters of their domain while surpassing weakness at all cost. Knowing full well that they’ll have the opportunity to appease their absent patron when the time comes. Special thanks to everyone who helped give critique!
  19. Mirelurk (Ignore that out-of-place Wheel :3 ) Habitat: Seas, Ponds, Lakes, Underground Caves (With Water Access) and Swamps Diet: Mostly feeds upon smaller Water-based Creatures such as Fish and Squids, but known to also resort to Land-based creatures if in need. Temperament: Mirelurks can be Both Hostile and Neutral, depending on the situation at hand. If Hungry and without food it won’t be wise to even slightly get near them as they will attack anything in sight that isn’t of much threat to them, but if they are in a “good” mood, or that you encounter the more rare and intelligent kind of Mirelurk, than they will only attack if provoked. Brief summary of the creature “The Mirelurk is a Water based creature which mostly lives in groups with other Mirelurk. While some groups of Mirelurks are basically savages and possess the Intelligence of an Animal, some rare groups are actually quite intelligent and this is seen in them constructing more sophisticated constructs and using hand-made weapons, unlike their savage counterparts. They are known Hunters and protective of their Young ones, are known to scare away anyone who tries to get too close of their habitats, but will also attack if hungry or if feeling threatened. They can swim at remarkable speed, see under water and some rare individuals also posses rare traits such as Spitting Acid and leaping large heights. Characteristic: The Mirelurk is Almost Twice the size of a fully grown Human Male, Is Covered in Colorful Scales which defers in color from one Mirelurk to another, Has a long Tail and possess Sharp Claws and some even has Horns. It seems there are Males and Females in the Mirelurk’s lines, although it first sight it would be hard to acknowledge which is which. They also posses a regenerative healing factor of some kind, that deals best with small-medium physical damage, poison and low level burns. Mirelurks usually live in groups in areas with very close proximity to Water bodies (Although there were rumors they can also resign for long periods of time underwater). While some groups merely constructs nests, some rare groups posses higher level of intellect for some unknown reason and thus are known to construct more elaborate constructs such as walls, and huts. Weather Savage or Intellectual it seem’s all groups have a few key “members” such as a queen, guards, scouts and hunters (although in the end of the day, if one dies another can easily replace it except as the queen). Origin: Their origin is a mystery, their first documented sighting was a few hundreds years ago, yet even with all the time that passed between than and now not much information was gathered about them. It is theorized that they came from far away marsh lands due to the drastic changes in weather and world geography believed to be caused by unknown magic sources of kinds. But if there’s one thing Historians can agree about is that at least some of the Mirelurk groups are slowly gaining knowledge and getting smarter. Weaknesses: The Mirelurk are Mainly known to be sensitive and weak to Magic Based Light and Fire LM Approval Required: Permission will be needed to use this Creature, weather in an Adventure-like Event such as Exploration of a Swamp, or Underwater Ruins. If playable, what are redlines? -Must read and understand what is written on this creature lore. -Weak to fire and magic based light, cannot travel too far from any body of water. -They speak to each other in a language that is only known to them, and no one succeeded at translating. -Their regeneration is not instantaneous, it takes two emotes to heal from an inflicted small-medium wound, poison or fire damage. -If your group’s queen is killed, you are weakened both physically and mentally, yet will become more feral and “suicidal”. -Players who decide to look “different” from what a Normal Mirelurk may look like, either by missing a trait (Tail for example) or have a unique trait such as a bag of some kind (indicating a more intelligent Mirelurk) must state why/how these changes came to be. -Being Enslaved/Captured will eventually result in a neutral death due to you being far from suitable Water body/Your group’s Queen.
  20. HAESENI PEOPLE THE HANSO-RAEV CRUCIBLE VE EDLERVIK TABLE OF CONTENTS I. INTRODUCTION II. HISTORY III. PHYSICAL CHARACTERISTICS IV. WAY OF LIFE V. RELIGION VI. LANGUAGE VII. MONARCHS OF HAENSE VIII. NOTABLE INDIVIDUALS I - INTRODUCTION A BRIEF SUMMARY The Haensic people (also known as Haeseni, Haensetians, or Edlervik in their native Naumariav) are the national and ethnic natives of the Kingdom of Haense, one of the only autonomous highlander states in existence. Their identity can be traced to the waning end of Schismatic Wars in the late 1400s, where the recently-conquered Hansetians were subjugated to Raevir governors and ruling elite. The ethnonym and national name ‘Haeseni’ and ‘Haense’ comes from the canonical city Hanseh, the capital of Saint Joren’s realm and its successor states. Historically, the considered ‘beginning date’ of the Haeseni is usually the coronation of Petyr Barbanov in 1579 to the thrones of Hanseti and Ruska, soon being shortened to Haense in vernacular lingo, though the process of cultural infusion of the lords and commoners started much earlier. Throughout the years prior, Botch was phased out in favor of languages either in Flexio or Marian, and to maintain order in the provinces, the upper class adopted Hansetian customs and legal systems, and especially following the disastrous War of the Ducal Confederation of the late 1510s, began to associate themselves as natives rather than Raevir settlers. As noted by John Macdonough in the 1560s, ‘... when you enter the halls of the crow lords, it is almost baffling to gaze at Sigismund and King Mark sharing motifs, and how no man would ever admit to having more Rusk than Marian in their blood.’ The military remained dominated by the Raevir, and it remained the most stubborn to hansetification, and the nation maintained the unique cavalry traditions and hierarchy, though in recent years the modernist reforms of the heartlands have trickled in. The upper class specifically also maintains a heavy precedence on Karovic lineage and Sigismundic decent, keeping many of the classical clan institutions of its ancestors, albeit more formalized and generally for ceremonial purposes. --- NOTE ON ETYMOLOGY The most common demonym in referring to the culture is ‘Haeseni’, especially popular vernacularly, and ‘Haensetian’. However, the latter has caused confusion among historians, with only a letter difference between ‘Hansetian’ and ‘Haensetian’. In most writings, it is common to see Haensetians referred to as “Haeseni” or “Haensic people”, in order to mitigate this confusion. “Edlervik” is used in Naumariav to refer to Haensetians, transliterating into ‘the Edel folk’. Other, rarer demonyms, include “Hanso-Raevir” (made popular by the writings of Stanimar van Rytsborg at the beginning of the sixteenth century), “Edelites” in reference to the canonical city of Edel, or “Haensian” which is more popular by southern writers and authors. --- PLAYING A HAESENI CHARACTER | OOC There are no special requirements in making a Haeseni and is especially encouraged when playing in the Haense player base. This guide will (hopefully) help you in making such a character and give more flair in roleplaying your character. However, every character is different! Nothing on here is set in stone, and you may act as you wish. This culture is not some ancient people deriving back thousands of years, but an organic population founded almost entirely through roleplayed events and history. Everything is subject to change and it is our belief everyone can add their own little bit to this evolving culture. II - HISTORY OVAREVED SENOEHR AND THE NORTHERN QUESTION [1491-1578] Most historians consider the foundation of Haense at the first settlement of Raevir in Hanseti- namely in Ayr, Hiebenhall, and Drakenborg- during the waning years of the Schism War in the 1490s, when the Kingdom of Aesterwald began to crumble and kossak bands took control of a vast majority of the country-side. Vanderfell itself, the capital of Aesterwald, would fall in 1492 to officially end the Schism War, and in its remnants a puppet state was formed under a Hansetian governor known as Otto Heinzreich. However, the nobility was almost completely replaced by newly arrived Raevir lords, such as the Barbanovs and the Kovachevs, and eventually Otto Heinzreich would be later succeeded by a raev himself, Karl Barbanov. Karl reorganized the state, forming a true ducal realm, and it was decided to be called ‘Haense’, after ‘Hanseh’, from the biblical name of the Joren’s first and capital city during his conquests of the northmen. Karl therefore became the first ‘Duke of Haense’, a title which has suck upon the Barbanov familial holdings for generations. In these early years, the focus was the Third Human-Dwarf War, and the Duchy of Haense became a warzone. Scattered throughout former Waldenian realm lied numerous dwarven outposts, and control of the mining and lumber industries became vital to both side’s war efforts. Famous battles include the Siege of Drakenborg and Karl’s Capture of Hiebenhall, which marked the end of dwarven occupation in the highlander realm. Hiebenhall was reconstructed into Siegrad, the first de jure capital of a Haeseni realm, and it prospered to trade on the rivers. Shortly after war ended, Karl launched new attacks upon the pagans deep in the hinterlands, pushing many out of the region (including future pagan settlers on the isle of Avar). Karl died in the Great Worm Attack of 1518, and the duchy continued into a regency led by the Hansetian Tarcell Othaman. The War of the Ducal Coalition went into full swing following the Wett Massacre, and regent Tarcell declared for Duke Hugo Sarkozic in his bid for kingship. For majority of the war Tarcell remained near Haense, defending against numerous attempts at an invasion. Karl’s son Siguine reached of age near the middle of the war, and when Hugo died mere months after his fourteenth nameday, he was elected the Duke of Adria and Lord Paramount of the Coalition. Many Haeseni soldiers followed Siguine south to Brelus, where Siguine suffered defeats both at the Blackwald then Barrowyk. Brelus soon after was sacked and destroyed by royalist forces, and the Ducal Coalition admitted surrender the following day. Despite this, Tarcell remained stubborn in rebellion and continued to be defiant till his untimely death a year after in 1522. The Haeseni soldiers, now without a leader, fell quickly to an Orenian company led by the northman Jan Kovachev, who later was granted a fair majority of Haense’s ducal lands. This status quo did not remain long, however, and the Horen Restoration in 1526 saw Haense once again reorganized into the rump state of Carnatia, given to the Sarkozic-claimant Otto Sarkozic. The imperial reformation founded a sense of calmness in the land, but soon it once again came to disorder. Throughout previous empires, there has been at least one form of autonomous highlander state, and many looked who it would be led by. The hinterlands during this were split three-way- Carnatia, the heartlander-controlled Courland, and the Horen principality of Alamar. The Duke of Carnatia and Viscount of Alamar came to an agreement known as the Sigismund’s Day Compromise, to form an autonomous realm with the emperor as king. However, they did not include the Duke of Courland, and the proposed government never came to be. The Eighteen Years’ War stretched a good majority of this time, which gained the mixed Raevir-Hansetian Carnatians a military tradition. Two of the war’s most famous commanders, Jan Kovachev and Josef Vladov, came from their ilk. The Capture of Avar under Josef Vladov was also a celebrated success in Carnatia, and the company known as the Carnatian Hussar gained rapid fame throughout the imperial army. What became now known as ‘the Northern Question’ ripped apart relations between the two power-houses of the hinterlands, Haense and Courland. The return of the Barbanov-claimant Petyr to Carnatia and the Duke of Courland’s illegal seizure of Kraken’s Watch (a fief owned by the Vanir family) sparked the bloody Riga War. Command was given to Petyr Barbanov, supported by talented commanders such as Jan Kovachev, Fiske Vanir, and the later Palatine Rickard Barrow. The war ended in a Haeseni victory at the Sacking of Riga in 1564. Petyr look the position of Lord Governor of the North by the imperial government, and he helped lead the pacification of the Krajian Rebellion from 1565 to 1576. Haense’s most famous victories during the entirety of the Anarchy include the Sacking of Riga, which ended the Riga War, the Battle of Krajia in 1570, raiding and looting the de facto capital of the hetmans, and the Standoff at Eroch River, where Rickard Barrow bravely saved the imperial crown prince. Only two years after the submission of the hetmans, Petyr was granted the crowns of both Hanseti and Ruska, to which he called after his ducal seat: ‘Haense’. Historians consider this the founding moments of what is to be the ‘Haeseni people’, a culture that is not wholly Raevir or Hansetian. --- THE FIRST REGIME [1578-1603] With now total legal control over most of the hinterlands, Haense expanded immensely. New fortifications, villages, cities, and estates sprang up overnight. Marian was adopted as the official tongue of the nation (though Raev Iliyric was still used in rare occasions). Karlsborg was constructed as a planned city under the direction of Rickard Barrow, designated to be a true Haeseni royal capital. He also designed the palace of Ottostadt, the first home of the royal family. Petyr only ruled for four years, and though it was a large blow to the nation, his popular son Andrik II took the throne. Haense continued to blossom and thrive, its population boomed, and its culture thrived. In 1585, Andrik II was supposedly disrespected by the reigning emperor at the time, John IV. In rage, he killed the emperor, then fled north to commence the short-lived Deep Cold Uprising. It ended quickly in 1586 by a pro-Imperialist faction led by Sergey Kovachev, the Duke of Carnatia, and he forced Andrik II to abdicate to his infant son Marius. Andrik was later captured by the veterans of the Carnatian Hussar, and he was boiled in milk by the insane emperor Philip. Andrik’s brother and Marius’ uncle Karl Sigmar took power as regent, and unlike his father and elder brother, he could not rally the nobility behind him. His centralization efforts with the military was an intense struggle, and numerous lords were placed in power due to personal relations with the monarchy rather than true talent. By Marius’ accession as king in 1598, the nobility forced him out of court. The nobility of the time was controlled by two main factions- the Sergeyists and the Andrivists, who quarreled for control. A small royalist faction under Stefan Bihar and later Lukas Vanir existed, though it struggled to keep the peace maintained between both sides. Throughout all the political turmoil, Haeseni culture continued into its golden age, producing countless works and the creation of the first proper Haeseni language, known as New Marian. Marius attempted nationalization of his country, and he reached some success, and continued the vast effort of colonizing the Haeseni hinterlands. He founded countless cities, roads, and forts, though majority soon after left abandoned following the coming war. A few short rebellions, such as the Brawn Rebellion in 1600, but the nation resumed a tenuous peace. To the south, the empire had fallen to the Coalition Wars, and was divided amongst the ruling warlords. Due to multiple diplomatic blunder, include the Haeseni councilor Diedrik Barrow’s murder of one of their princes entered Haense into the First Northern War. The military of Haense at this was disorganized and weak, the blunder of Branimar Vanir’s command taken its toll. Both at the battles of Elba and Vasiland, Haense experienced bloody defeat, and soon the monarchy of Marius left in exile to an allied court. --- GREYSPINE REBELLION AND THE RESTORATION [1603-1655] The loss of the nation is perhaps one of the greatest forces which bonded the now divided Haeseni people, when occupied by Heartlander warlords. Much of the nobility fled to the southern city of Mardon, where Marius made his court-in-exile. The lower nobility and minor landowners stayed, however, and there grew a great friction between the highlander natives and now newly-arriving heartlander colonists. In a pact led by the Count of Ayr, Eirik Baruch, and the Rutherns of Metterden, short incursions began, which soon spread wildfire throughout the former Haeseni realm. The exiled government soon took interested, and now in leadership of Stefan Barbanov, they met at the climax of the Second Battle of the Rothswood, where the occupier’s army was annihilated, chased by the soldiers of Harren van Metterden. The first true Karovic duma in years began, and the Karovic houses met to choose a new king. The Ruthern, a primary combatant in the war, wanted their own as king, yet the royalist faction wished for a return of the Barbanovs. In a landslide victory, Stefan won and was elected king, appointed numerous famous officials such as Henrik Bihar and Alessa Grendok. In the beginning, raids by the western pagans were common, though after the brief Battles of Rostig and Alban, they halted further incursions. Palatine Henrik Bihar oversaw the construction of the new capital of Alban (the former Karlsborg was destroyed following the war) and vast reforms spread throughout the state. Despite imperial losses to the south, the Haense state militarily rebounded dramatically, and due to the Pruvian Inheritance the economy boomed. Alban thrived under Stefan and his two successors, Otto I and Otto II, and Haense continued to maintain themselves as one of the dominant powers in the human realms. Barbanov grew to become a wealthy family not only in terms of their own realm and came to exhibit strong influence. Otherwise in the brief conflicts on the Vasiland Coast during the War of the Beards in the Siege of Kraken’s Watch in 1635, Haense remained relatively peaceful, while the south was rocked by scandals such as the Adelburg Coup. Otto II joined the Third Crusade, helping remove the pagan threats to the west, and constructed the new capital, known to the present day as Markev. When his son Otto III took the throne, he greatly expanded both Markev and his new palace of Krepost. However, the cultural golden age was running on fumes, and as tensions increased between the heartlander states and Haense, war came to everyone’s mind. For a decade, no conflict happened, though intense diplomatic meetings did not help the situation. In 1653, conflict broke, and while initial successes were had, the Curon front was decimated by their opponents. Belvitz, one of the main trading partners with Markev and the main breadbasket of humanity, was cut off by embargo from the Horen crown. By 1654, the capital of Markev experienced famine and later the Great Plague of 1654, which decimated the populace. Both Otto III and his heir (though on mysterious circumstances) died due to this plague, which left the realm to his second son Karl II. --- MODERN ERA [1655-Present] Haense experienced multiple losses to their heartlander enemies, though Karl II, joined by his cousin and Palatine Franz Bihar, were able to maintain their overs from crossing the River Czena. Karl II attempted to fix the lack of food by constructing more farms, expanding the wheat production of Haense tenfold. Though with heavy embargo upon Haense’s goods, the economy suffered, and trade was little to be had in Markev. Liberals under a constitutional radical message attempted to overthrow the government late in 1560, though Karl II and his forces were able to beat them off. When Karl himself died in 1666, an intense succession crisis occurred. Nobility expected a duma to be called, but Jakob Bihar, the former Palatine, seized control as king short after. However, he was captured mere days since becoming king, and executed. Now in a status of emergency, Franz’s nephew, Sigmar Lothar, was quickly rushed to the throne to ease tensions. Under Sigmar, he convinced the embargo to be lifted and trade flooded back in, with Markev receiving a short boost in population and wealth. He loosened control on his vassals and pursued policies of weak central authority, which angered his family’s more centralized focus. Sigmar was unable to reverse the military blunders of the past, however, and his army was crushed as the Battle of Karl’s Hill in the beginning of his reign. Soon after, he looked to appeasement with his aggressors, and swore under their monarch Aurelius, forming a new imperial state. Sigmar passed away to the flu, leaving the throne to his son Robert. III - PHYSICAL CHARACTERISTICS PHENOTYPES In the decades of inbreeding between waves of migrations, settlers, and the natives, there are three basic phenotypes for the Haeseni people - the High Marians, the Low Marians, and the Vezuchet. The average height of a Haeseni man is around six feet, and for women around five foot eight. Vezuchets are the tallest, averaging around six foot one, with High Marians around six foot to six foot and a half. Low Marians are the shortest with an average at five foot eleven to five foot eleven and a half. --- HIGH MARIAN - THE ELDER NOBILITY The High Marians are the elder nobility - namely, the Karovic household. Traits of this phenotype is black or blonde hair, and green or blue eyes. The traditional green-eye with Crow-plume for hair is very common, though intermarriage with Hansetian lordlings put a high desire on the typical blonde-hair, blue-eyed highlander. High Marians remained tall along with their kin, though they are slenderer than the rugged peasants of the frontier, with larger heads compared with the average Haeseni. --- LOW MARIAN - THE LOW NOBILITY AND BURGHERS The middle class of Haense, they display a mix of Hansetian and Raevir features, though favor more towards the former. Brown and blonde hair is the most common, with blue or grey eyes. They are bulkier than the High Marians, though on average shorter, though still maintain a larger head compared to the poorer class of the Vezuchet. --- VEZUCHET - THE COMMONERS, FREEMEN, AND SERFS The Vezuchets are the largest, yet poorest class, and exhibit mostly features such as brown hair and grey to brown eyes. From surviving the hinterlands has made many of them larger than the average High or Low Marian, both taller and larger in size. Their heads are smaller, with longer torso compared to legs. IV - WAY OF LIFE CREMATION OF THE DEAD AND THE ASHERN In highlander tradition, cremation has always played a part in paying respects to the dead, and it continues strong in the Kingdom of Haense. Kinsmen are burned by their family members in great pyres, and their ashes collected in urns called Ashern. Everyone is typically given their own ashern to house their ashes. However, in the higher nobility, it is common for patriarchs and extraordinary individuals to have their ashes collected in the Haucashern, a large urn which is home to the ashes of previous patriarchs of the family. The size of a family’s Haucashern is a symbol of status, and the oldest of families typically have the largest of haucasherns. Both kinds of urns are usually ornately decorated, and the more prestigious a house the better quality of urn. This practice resurged namely after the War of the Ducal Coalition, where it became a trend to carry ashes of the burned dead of Brelus in urns, typically used by knights as a sign of respect and honoring the dead. In the heartlands the fad faded quickly, though the tradition remained strong in Haense. Many veterans and lords of the war requested to be cremated as an honor, and it soon evolved into the norm for last rites. --- THE LAST DRINK OF DEATH Following the funeral ceremony and the cremation of the dead’s body, a solemn feast begins in memory of the fallen kinsman and comrade. At the beginning of the feast, a toast is given to the fallen, called the ‘Last Drink of Death’, to which each pours half the contents of their glass upon the floor. After which, everyone must finish the drink. A prayer is given shortly after, and the feast commences. --- PERMISSION FOR COURTING Although the courting process itself remains similar to the heartlander traditions, Haense maintains a very strict protocol in the asking of permission for a lord or sir to court a lord’s daughter or female kinsman. The man must gather exactly two sheep, a goat, and four chickens, and give them as an offering to the family patriarch. The gifts are taken by the patriarch, and the man in question is invited to a feast in the patriarch’s house. At the end of the dinner, the man is given one of two dishes - the lok (goat intestine filled with pork) or the erkindelir (boiled pig heart). If the man is served lok, then the patriarch has given his permission for the man to court the respective female of his clan. If the man is served erkindelir, however, he is refused permission. If the erkindelir is covered in a spicy sauce known as uli (milk and cream mixed with spices), then the denial is extreme, to a point where the man is forbidden to see his desired female companion again. --- BREAKING THE BREAD It is the commonly-held belief of a naturally enforced peace amongst those eating under the same roof, a common and old highlander custom. Feasts and dinner gatherings are seen as times of house bonding but also a rare instance of vulnerability. And so, it is very common for rivals and enemy parties to ‘break bread’ before a diplomatic meeting, to make the gathering a ‘feast’. Violence of any kind is strictly prohibited, and it is very taboo if it is allowed to go unpunished. In the case of political and diplomatic meetings, it is common to dip the bread afterwards into Carrion Black, and shortly thereafter eaten. --- TRIALS OF ULRIC TIBERAN Published late in the sixteenth century, the Trials of Ulric Tiberan is a collection of children stories all featuring the title character as protagonist. The stories are commonly used by Haeseni parents and teachers in schooling young children. They commonly feature virtues of loyalty, dedication, and humility. Numerous stock characters are used in the tales, such as the twin crowns ‘Alvin and Darren’, the greedy Sir de Viri, and his squire Enoch. He commonly uses ‘Soulstrung’, a bow and his signature weapon. His most famous story is the ‘Trial of the Dragon’, where he slays the frost wyrm Toruug. --- PERISSEM NE PERISSEM - PERSISTENCE At the core of Haeseni lies the chiefest of virtues - persistence. Persistence in the hardships of life. Persistence in the hardship faced by the Haeseni people time and time again. Unlike other realms, Haense boasts a continuous history, filled with peaks and troughs, and through it all, despite all violence against it, the Kingdom of Haense and its people remain. This is commonly shown in the famous Haeseni proverb: “I would have perished had I not persisted.” Time and time again, Haense has been brought to a low position, yet every time it resurfaces and returns to the days of glory and its manifest destiny. Only through persistence and dedication can the Haeseni people live on. --- PERISSEM NE PERISSEM - SELF-RELIANCE Throughout history, Haense has found itself either surrounded with allies or swimming in enemies, and the Haeseni people have attempted to a staunch belief in self-reliance. No matter political affairs of neighboring states and outside world, Haense must focus in relying upon its own to rebuild itself up from any destruction. Many in the world will promise help, and while some will actually give, to depend your entirety on the whims on foreigners never bodes well. --- PERISSEM NE PERISSEM - SELF-ASSURANCE With their concept of self-reliance comes their belief in self-assurance, that no matter what path Haense takes, the people are ready and will stand together to face any threat. Haense must not look at the total outside for their evaluation, but look within, and seeing together as a united Haeseni people. This is embodied in the Haeseni saying, “Lest my shield turn to ash, but I shall not falter.” --- BIHARISM - THE AGRARIAN DREAM Haense has, and for the foreseeable future will be an agricultural society, and with it the social concept of land ownership. It is considered culturally the proper Haeseni way to law ownership to land and live from the bounties of the earth. It has been the cornerstone of the Haeseni political thought of Biharism which is that every freeman of Haeseni stock to own their own farms, provide for their own families, and raise that proper family to follow in the same tradition. --- BIHARISM - JEREMIC LIBERTIES From the beginning of Karl’s first warrior bands in the fledgling Duchy of Haense, the military followed a pseudo-cossack code. Not following many of the traditions, they still maintained the famous concept of the ‘Jeremic Liberties’, which are the freedoms given to each freeman within the realm. These, of course, have been adapted heavily in more Hansetian tradition, though the base meaning remains the same. The liberties are as followed: “To each freeman is his own life, to take it is to be a thief, To each freeman his own time, to take it is to be a slaver, To each freeman his own sword, to take it is to blind him, To each freeman his own wife, to take it is to injure him, And to each freeman his own farm, to take is to make him no man.” These five principles are the core freedoms of each free Haeseni man- rights which, culturally, cannot be taken away. --- BIHARISM - HAESENI DESTINY The Haeseni Destiny is the belief is required colonized of nearby lands, that the homeland of the highland peoples must be expanded to allow for future growth. This has been a common policy carried on by many administrations, and remains a common belief held by the Haeseni public. The hinterlands are wild and dangerous, and it is the Haeseni duty to colonize and bring order to the land which God had given us. --- CURSE OF FRANZ The ‘Curse of Franz’ is the popular belief that misfortune will fall upon lords and kings named Franz. This superstition has begun after three kings with the similar name Franz meeting horrid fates: Franz the Martyr was killed in his own court, Franz the Faultless was executed for his brother’s war, and the Franz the Unfortunate’s murder before even receiving the crown. It is therefore taboo to name heirs Franz, else fall prey to the curse. --- HOLIDAY - SIGISMUND’S DAY 7th of the Sun’s Smile Sigismund’s Day is the national holiday in celebration of Sigismund, one of the patrons of Haense. This is typically a private family affair, and usually involves house and clan unions. During this day, it is tradition for all members of the Karovic household to feast in the halls of the current Karovic Patriarch. Common foods during this meal include veal, iskov (blend of potatoes and vegetables), and restineol (salted horse brain). --- HOLIDAY - BAROVIFEST 2nd of the Amber Cold Barovifest originally was the celebration of Barbov the Black’s victory over the Nzechs at the Battle of the Elks, although in time it has transformed to the largest harvest festival within Haense. It is tradition, after sunset, to burn five large hay crows, with the typical locale playing music and other assortment of activities, such as apple bobbing and squash hurling. Many during this event wearing hand-carved wooden masks, called Maskoe, which are either in the shape of animals or famous individuals (including mockeries of disliked politicians). Throughout the festivities, the staple drink is yopil, a mixture of Carrion Black and fruit (berries and apples). --- HOLIDAY - FEAST OF SAINT TOBIAS THE PURE 15th of the Snow’s Maiden The Feast of Saint Tobias is the celebration of the winter solstice, and typically includes a large feast and play in the village center. Traditionally, the holiday was a very solemn affair, although in recent years it has been combining with the similar traditions of the heartlander Saint Tobias’ Day, which includes traditions of gift-giving and selfless acts. --- HOLIDAY - FEAST OF SAINT JULIA AND THE FIFTY VIRGINS OF PARADISIUS | JULIYEAFEST 21st of the First Seed Juliyeafest is considered the ‘festival of love’ within the Kingdom of Haense, and it is considered a Canonist fertility festival. Marriages on Juliyeafest are very, very common, and it is considered romantic for a male to give their female companion and crown of lilies, known as a Liliekongis. --- CORONATION OF THE KING - GOLDEN BULAVA The first item given to the king during his coronation is the Golden Bulava - the symbol of authority over the army. In the early days of the Duchy of Haense, the military was heavily dominated by the Raevir elite, and in their traditional fashion used the bulava as the sample of hetmanic authority. Eventually, the bulava has been adapted in Haeseni tradition and used as symbol of power for the commandants in service to the royal crown. --- CORONATION OF THE KING - MARIAN SWORD The second item given to the king during his coronation is the Marian Sword - symbol of the people. During the original settlement of the Duchy of Haense, the clear majority of the peasant population remained Hansetian, and so at the opposite of military life rests in the left hand the sword of the people. The sword is reputed to be the sword Gaius Marius, first monarch of Hanseti, and even in battle is worn by the king, in order to always carry the will of the Haeseni people with him. --- CORONATION OF THE KING - CROWN OF BL FRANCIS THE MARTYR The Crown of Haense is known officially as the Crown of Blessed Francis the Martyr, and since the coronation of Petyr I, has been the symbol of the Haeseni monarchy. The eleven jewels on the coronet (six blue and five red) each to signify a martyr of the Franciscan Massacre. --- SIGN OF FEALTY - KISSING THE KNEE In swearing the oath of fealty to a monarch or lord, it is common practice to ‘Kiss the Knee’, which is the literal pecking of the liege’s right knee. This is typically done following the reciting of an oath, such as an Othamanic Oath, and must be done with both knees on the ground. Before kissing, the words ‘Belei doe [name of liege]’ must be recited. --- MILITARY - CAVALRY TRADITION Since the ridings of Jan Kovachev and the warrior-general Alessa Grendock, Haense and the Haeseni people have always maintained a strong cavalry force and tradition. Numerous Haeseni have made names for themselves as horsemen during the countless wars, and it is considered an honor to be allowed to ride in one of Haense’s many horse divisions. Majority of these companies maintain a traditional dress of colorful robes and fur hats, typically accented with feathers. --- ROYAL FAMILY - KAROVIC’S HAND The Karovic’s Hand is the traditional advisor to the Patriarch of Carrion- a tradition which has survived in Haense under the Royal House of Barbanov. For many years, the Karovic’s hand followed the young Bihar line while the patriarchy followed the senior Andrivian line. The Karovic’s Hand maintains the household of the royal family and the integrity of the family in full- in the Karovic’s Hand who monitors and keeps the peace amongst the Karovic household. This, of course, includes not only those of the direct royal line but any family within the borders of Haense which draws male-line descent from the House of Carrion, which includes a plethora of cadet houses and bastard lineages. In times of strife, it is the Karovic’s Hand who calls the Royal Duma in place and organizes what is required, typically the selection of a king. Example of this can be seen when the National Duma was called after the Second Battle of the Rothswald, as the meeting officially proclaimed by the standing Karovic’s Hand at the time, Heinrik Bihar. Typically, the Karovic’s Hand would appoint a Palatine in place, though in recent years the Palatine and Karovic’s Hand have been one in the same. Anyone of the Karovic household can technically be Karovic’s Hand- however, traditionally it has been a cousin or of a specific line which receives the position. --- ROYAL FAMILY - KAROVIC NATIONAL DUMA In times of crisis and the lack of a central figure, the Karovic’s Hand may call the Karovic Duma to meet. The Karovic Duma is a body of elders within the Karovic household- the total sum of those claiming male-line descent from Carrion within the borders of Haense. By a vote of majority, the elders of each branch of the Karovic household select who shall be consider the Velkipadreil, or Karovic Patriarch, and assume the title of king. Even in the extremely Hansetian-influenced Haense, the concept of Karovic blood is still maintained strongly amongst the elder nobility- which almost entirely dominated by Carrion-descended houses. Kingship is, culturally, tied with the concept of being the Karovic Patriarch, and so whoever is the reigning monarch is technically the Lord of Carrion. The voters are typically the recognized patriarchs of respective houses which claim Karovic descent- examples, Kovachev, Ruthern, Sarkozic. Those considered ‘patriarch’ are only so if they are by complete majority recognized by the current standing electors. In some cases, a house that does not have patrilinear Carrion descent can join the electorate in the Duma. This is called a Matedervik Karoveo, or ‘Crow by the Mother’, and is typically restricted to those who have had a line of marriages with the Karovic household. Example of this is Vanir. However, a ‘Crow by the Mother’ cannot wear the Haucvogir feather in their cap during court or during a duma and may not display any Karovic heraldry upon their arms. --- ROYAL FAMILY - HAUCVOGIR PIEREN The Haucvogir Pieren, or the Grand Feather, is the symbol of Karovic lineage in the eyes of nobility. Those of the Karovic household- male-line descendants of Carrion- are granted the privilege of wearing a crow feather in their cap to signify their prestigious lineage. Those of the royal family wear golden crow feathers, while those not of the royal family wear black crow feathers. Each patriarch of the Karovic household can have two feathers, the second being a color of their choosing (typically a color of their house), as well as the Karovic’s Hand, whose second feather is white. The King of Haense, and therefore the Karovic Patriarch, is allowed to wear three feathers, in the colors of yellow, red, and black (original colors of Carrion). V - RELIGION CANONISM The Kingdom of Haense and the Haeseni People follow the Church of the Canon. More information on the Church and the faith of Canonism can be found in their respective subforum. --- SAINTS OF HAENSE Every culture which follows Canonism maintains a set of cherished saints and holy figures, patrons to their homeland and examples to follow by their people. Haense and the Haeseni people are no different, sporting a wide array of specific saints commonly referenced and revered. · Saint Joren of Paradisius · Blessed John Jeremus · Saint Julia of Paradisius · Exalted Sigismund · Saint Tobias the Pure · Saint Wilfriche of Hanseti · Blessed Francis the Martyr · Blessed Demetrius of the Dreadfort · Blessed Frederick of Royce · Blessed Andrew Vydra · Blessed High Pontiff Sixtus III · Blessed William of Herman · Blessed Stephen Himmel · Blessed Vytanis Andruikatis · Blessed Marius of Ayr · Saint Otto the Bald · Saint Emma of Adria · Saint Charles of Haense · Blessed High Pontiff Sixtus IV · Blessed High Pontiff Owyn II · Saint Henry of Haense · Saint John of Ruyter · Saint High Pontiff Everard IV --- PONTIFFS OF HAENSE Haense has also boasted a sizeable number of pontiffs from its own people, one of the largest numbers to sit upon the throne of the Vicar of God. · High Pontiff Theodosius I – Gregor Nikovic van Kvasz · High Pontiff Sixtus IV – Berengar Gotthold van Krinford · High Pontiff Lucien IV – Jan van Luka · High Pontiff Everard III – Bernard Baruek van Ayr · High Pontiff Adrian I – Lothar Sarkoz van Carnatiya · High Pontiff Owyn II – Jan Othaman van Karlsborg · High Pontiff Everard IV – Josef van Alban · High Pontiff Clement III – Jan Amador van Mondstadt VI - LANGUAGE I’ll be honest I can’t be assed to finish this language so here are my notes/Floop’s notes, who helped me work on this. LINK VII - MONARCHS OF HAENSE KOENG PETYR I SIGMAR - HAES BARBOV Petyr var Sigmar | eddywilson2 R. 1578 – 1582 Peter Siguine of Barbanov Petrus Siguinus Carovus Primus Curonicus “The Butcher of Riga, the Founder, the Bold, the Strong Crow” Petrus Curonicus, the founder of the modern State of Haense and its first king, is by far one the most legendary Haeseni figures in its history. Born during the late end of the War of the Ducal Coalition, Petyr was raised in exile following he and kinsmen’s banishment after the Sacking of Brelus. He did not remain outside the Orenian and Haeseni lands for long, however, and in the deal made between Otto Sarkoz and the emperor, Petyr could return. He lived in the rump state of the Duchy of Carnatia, compromising a of a sizeable chunk of Petyr’s family former holding of the Duchy of Haense. The first mention of him in his own right come from the Eighteen Years War, where the young Petyr served as cadet under Josef Vladov and later Jan Kovachev, fighting in the famous brigade known as the Carnatian Hussars. After the Peace of Avar, Petyr returned to Carnatia, where partook in the regional politics, known at the time as the tense Northern Question. He was one of the first supporters of Britanus Vanir following his disposition by the rival heartlander Duke of Courland, where he and famous commanders Fiske Vanir, Jan Kovachev, and Rickard Barrow formed the Carnatian League, kickstarting the Riga War. Petyr successfully commanded numerous battles, including the Siege of Kraken’s Watch and the decisive Battle of Curonswald, though he is mostly remembered for his successful Sack of Riga, which formerly ended the Riga War and left him in control of most of the highlander hinterlands. Petyr furthered showed his talent in the later Krajian Rebellion, successfully subduing rebel hetmans under the pretender Sveneld Ivanov by 1576, later being named Lord High Governor of Hanseti and Ruska. In 1578, under intense pressure by himself and his supporters, Petyr was bestowed the titles of King of Hanseti and Ruska, to which he became crowned as later in the year. In reference to his family’s traditional title, the realm at first was vernacularly called ‘Haense’. Under his rule, countless cities and forts were created, and the population in Haense soared. His military continued to serve under the larger imperial army, and his forces led multiple victories during the concluding dunlander revolts. Petyr’s technical reign as king only last four years, though, and he fell to old age by 1582. By the end of his reign, his kingdom and standing army had reached quadruple the size of their formers, and the first true city- Karlsborg- had been founded. --- KOENG ANDRIK II OTTO - HAES BARBOV Andrik var Petyr | Seannie22 R. 1582 – 1586 Andrew Otto of Barbanov Andreas Otis Carovus Secundus “The Winter King, the Rash, the Black” As son and later crown prince to his father, Andrik was extremely popular by the Haeseni military and nobility alike. He was known for his charismatic nature yet was prone to rash thinking, and in the fledgling kingdom he was cherished as another titan to succeed his father. In 1582, he was crowned to much fanfare, and the groundwork laid by his father and Palatine Rickard Barrow left Andrik a bountiful realm. Andrik was originally remembered fondly for his work in settling new villages and forts throughout his kingdom, as well as first highway between hinterlands and the heartlands. He joined the imperial conquest of the ork peoples, where Andrik as monarch led the vanguard in the famous Siege of San Uruk. Andrik led multiple forced-expulsions of pagans outside his realm, even from his time as crown prince. He commanded multiple army incursions against native territories deep inland and performed numerous successful raids against them and their third-party Avarite supporters. His bold and almost arrogant nature made his movements near impossible to be predicted by his enemies, and he won many conflicts against larger numbers. However, Andrik is most infamously known for his role in the unsuccessful and chaotic Deep Cold Uprising, where he slew the emperor John IV in his court and declared open rebellion. This move was very unpopular with some of his followers, and while half of his lords swore to him (under the leadership of Branimar Vanir), the other half declare Andrik insane. The powerful noble Sergey Kovachev, a staunch imperialist, captured the royal capital of Karlsborg and forced Andrik to abdicate. --- KOENG MARUS ANDRIK - HAES BARBOV Marus var Andrik | Piov R. 1586 – 1611 Marius Andrew of Barbanov Marius Andreas Carovus Primus “The Good, the Beautiful, the Exiled, the Young, Defender of the Faith, the Loyal Dog of the Empire” Marius first succeeded to the throne as a babe, following his father’s abdication during the nation-wide scandal of the Deep Cold Uprising. His government was led by his uncle Karl Sigmar, who acted as Palatine and regent, and left the ultimate raising of the infant sovereign to his aunt Juliya. His uncle was unpopular with the restless nobility, and by Marius’ fourteenth nameday, and was quickly crowned king. As monarch, Marius suffered from a divided cabinet, split between the Sergeyists and the Andrivists, and Marius had a difficult in reach bipartisan compromise between the two. Royalist powers were undermined by both factions at the time, and his officials were most of the time picked for nepotistic and political reasons rather than true talent. During this time, Marius did find success in pacifying rebellions following his father’s mess, including the Brawm Rebellion of 1600 and nativist revolts in the extreme northern regions of the kingdom. His policies of land reform struck well with the commoners, however left his nation in economic strain and unable to fully maintain the standing army of his predecessors. Marius was also a patron of the arts and culture, and sponsored numerous artists, including the young Jakob Madonvik. He opened the first theater, the Gilded Duke, and held the first Edmond Manston play outside of the imperial capital. His patronship included many, such as the author Blakton Alvitz, poet Alistair Wailer, and his famous painter aunts, princesses Juliya and Natalia. Karlsborg became a heaven of Dumatic and proto-Biharist thinkers, encompassing the larger Sanoist movement sweeping the heartlands at the time. In the heartlands, the Coalition Wars destroyed imperial authority, and thanks to multiple diplomatic blunders, a southern coalition of forces declared war upon the State of Haense. The army under Stefan Bihar attempted to strike first, however, yet most fell at the disastrous Battle of Elba, where in only a few years Marius soon fled to exile and left to the realm in occupation. Marius lived out the rest of his life in exile, continuing to style himself as the King of Hanseti and Ruska. --- KOENG PETYR II MARK - HAES BARBOV Petyr var Marus | Pureimp10 R. 1611 Peter Mark of Barbanov Petrus Marcus Carovus Secundus “Prince of Nothing, the Poxed” Petyr II only ever ruled in exile, succeeding his father Marius for only a short time. Before his death, however, the Greyspine Rebellion had begun, and Petyr was prepared to return and become figurehead of the revolt. He died of the pox, however, only three months after his accession, leaving the throne to his brother. --- KOENG STEFAN KARL - HAES BARBOV Stefan var Marus | yopplwasupxxx R. 1611 – 1624 Stephen Charles of Barbanov Stephanus Carolus Carovus Primus “A Foe to All Humanity, the Green, the Duelist” Unlike his elder brother Petyr, Stefan was not raised to ruled by his father nor the court, and traditionally was expected to enter the church as his counterpart took the throne in Haense. His brother’s death to the pox thrusted Stefan to kingship, to which he was elected in heated debate during the Duma of 1610. His candidacy was supported mainly by the established nobility, who wished for a weaker monarch to maintain noble autonomy. First few years of his reign was left mainly to the nobility, and Stefan remained mostly in the heartlands in the fortress of Hochspitze. Through a deal with the Prince of Pruvia, he secured the Pruvian Inheritance, which included not only a large sum but control of many of the famous ‘Pruvian Banks’. This and the shrewd work of his advisor and later Palatine Henrik Bihar, a new army was established in direct control of the crown, which made the nobility more prone to compromise. Karlsborg was destroyed in the First Northern War, and without a capital, the royalist war camp during the Greyspine Rebellion soon evolved into the royal city of Alban- the de facto Haeseni capital. Veterans flocked to the restored state, and despite imperial losses in the Santegian Rebellion of 1617, the Haeseni army gained numerous victories, including the Battle of Asaili. In the spring of 1616, his army under command of Alessa Grendock and uncle Prince Otto Henrik beat back several attempts at raids by natives and Avarite mercenaries, fully pacifying them by 1620. Stefan meddled greatly in heartlander affairs, in contrast to the isolationist views of his predecessors, and was the focal point of many conspiracies and plots. He was first revealed in the Mardon Letter of his plans for a coup d’état of the emperor John V, and later his successful uproar in removing the imperial regent Robert of Marna. There were numerous assassination attempts against his life and he fought numerous duels against political opponents, including against the former heartlander archduke Odo d’Amaury, and his most famous showdown against his rival Robert of Marna, who he fatally wounded and killed. Stefan died a young death in 1624 due to genetic Hodgkin’s disease of his mother’s side, passing the throne to his uncle as he died without trueborn heirs. His reign marked the beginning of an era of regrowth for Haense following the disastrous Coalition Wars, which continued well into the reign of Otto III. His seemingly arbitrary political moves left Stefan a vile reputation in the heartland states, to which he gained his famous moniker by Prince Philip, ‘A foe to all Humanity’. --- KOENG OTTO I HENRIK - HAES BARBOV Otto var Andrik | NJBB R. 1624 – 1627 Otto Henry of Barbanov Otis Henricus Carovus Primus “Hero of Alsaili, the Equestrian, the Elder” Most of Otto’s life was in service to the crown as prince and commandant, fighting in nearly every war since his brother Marius took the throne. The failures of the First Northern War sent Otto reeling, and through most of the period he remained as an outlaw soldier, raiding the occupier’s settlements and supply trains. During the decisive Second Battle of the Rothswald, he commanded the left flank and fought with valor on the field. He and Alessa Grendock commanded the Haeseni cavalry during the numerous imperial wars, such as the Santegian Rebellion, and retained Haeseni forces despite imperial losses. He took the throne after the death of his nephew and ruled a paltry three years. Haense continued its flourish under Stefan and Otto maintained the peace following the transition. His eldest son, also named Otto, would succeed him as monarch. --- KOENG OTTO II GEORG - HAES BARBOV Otto var Otto | Pureimp10 R. 1627 – 1644 Otto George of Barbanov Otis Georgius Carovus Secundus “The Temperate, the Prudent, the Quiet Crow, the Younger” Before his rule, Otto George served as a courtier in the restored Haeseni court and worked as a diplomat under the Palatine Henrik Bihar. He was known for his humility and strict adherence to moral doctrine, which clashed greatly with his cousin’s more extravagant court. Otto maintained a close circle of advisors and friends, mostly of ordained clergy, which included the future pontiff Everard IV. In his father’s three years, Otto served as crown prince with dour respect, creating the record-long sixteen-hour hymn for his elevation as heir. Otto ascended to the throne in 1627, and his reign saw Haense continue its economic and cultural boom. He, as a committed Canonist, created many royal hospitals and institutions of faith within Haense, as well as the first irrigation system stretching across the Rothswald and Wickswald. Lavish donations were bestowed upon canonist charities and orders within Haense, and Otto encouraged a theological revival in Haeseni sciences. To pay for much of this, Otto II cut down spending on the armed forces and military. Haense maintained relatively peaceful throughout his reign, except the brief of Vasiland by dwarven forces in 1635, where the army faced a considerable loss when allied with a coalition of fellow imperial vassals and dwed loyalists. In the beginning, Otto’s management of the army led to few blunders, such as the controversial dismissal of commandant Cullen Valrein, though by the end of his promotion of talented military minds such as Berengar Helvetz and Geralt Rauen led to sizeable martial influence. Otto also joined the Third Crusade in coalition with the heartlander states, successfully sieging and capturing the pagan capital in the process. Towards his final years, he finally unveiled and started construction upon the planned city of Markev- a new royal capital to replace the cramped and poor-looking Alban. This took considerable fortune, though his strategic placement upon the River Czena allowed for better trade through river travel. He died in nthe city he created and was succeeded by his son Otto Stefan. --- KOENG OTTO III STEFAN - HAES BARBOV Otto var Otto | NJBB R. 1644 – 1655 Otto Stephen of Barbanov Otis Stephanus Carovus Tertius “The Haughty, the Defender, the Builder, of the Czena” With a newly-constructed capital from the previous rule of his father, Otto Stefan’s blooming years as monarch were fruitful. Markev prospered under the diligent administration of the newly-appointed Lord Ruslan Amador, with trade along the River Baltas-Czena, especially with the river-port of Belvtiz, making the city one of the wealthiest in humanity. His newly-wed wife Ingrid Sarkoz was popular with the commoners, and since the turmolous beginnings of the Ale Riots in the 1600s, the realm was finally in a state of peace. He reversed funding cuts to royal forces done by his father in a military build-up between themselves and Renatus, putting strain upon the royal treasury. Otto favored the arts and commissioned many public works. He and his Palatine Robert Bihar attempted to modernize the Haeseni nation and reconstruct many of the haphazard sites made following the Greyspine Rebellion. He created the first royal parks and named the black-coat crow the national animal. Universities also continue to flourish, and under Otto especially who gave massive sums to benefit their studies. Arcane arts especially became popular, and under him the first schools of magi were formed. Diplomacy soured between Otto’s government and the heartlander states, such as Renatus and Marna, and in response Haense attempted to form its own coalition under the Czena Confederation. Conflict first broke out in 1653, and in the beginning Haense experienced some success. Under the leadership of commandants Geralt Rauen and Jan Wick, they won strategic victories at both the First and Second Battles of Stallion’s Hill and the Battle of the Dam. Lack of a central leadership within the coalition, however, stopped any progression. Assaults upon Curon, one of the member states, became more frequent, and the ineffective allied troops did little to stop enemy successes. Belvitz, one of Haense’s main export locations and its main importer of grain, was under enemy influence, and soon all trade from the city stopped. The large population of Haense and its lack of consistent farming effort did nothing to help, and by 1654 the city and country were in a national-wide famine. In 1655, the Great Plague broke out, devasting the nation. Otto caught this sickness and died in 1655, along with his heir Otto Josef, leaving the throne to his second son Karl Marus. The final years of Otto’s reign marked the beginning of a string of military defeats by Haense, and its diminished influence in the next few decades. --- KOENG KARL II MARUS - HAES BARBOV Karl var Otto | cruzazul8 R. 1655 – 1666 Charles Marius of Barbanov Carolus Marius Carovus Secundus “The Stubborn, the Unyielding, the Excommunicated” Karl, unlike his father before him, was handed a nation dying of famine and exhausted from war, with a restless nobility. By 1656, the Czena Confederation officially became defunct, as numerous states either left or were conquered, as in the case of the Principality of Curon in late 1655. Haense and the remaining states reformed into an alliance, which began to include non-human and pagan states, much to the ire of Karl’s nobility. He was unable to reverse the military losses from before, and the allied coalition suffered numerous defeats, most importantly the Storming of Cyrilsborg and Siege of Ruriksgrad in 1662. Karl was able to keep the enemies from fully crossing the Czena River and entering Haense proper, creating many dug-out forts along the river in defense. He commanded much of the military works personally and left control of the city in hands of his Palatine Franz Bihar. By 1665 the war had reached a stalemate, and the Karl remained on the defense. The city did little recovery, and Franz Bihar maintained his work in suppressing liberal radicals popping throughout the city. Briefly in early 1666, the palace was stormed by peasantry, though beaten off by soldiers under command of Franz. Karl in 1666 died childless, as he never took a wife, and the state entered a succession crisis. --- KOENG FRANZ II JAKOB - HAES BIHAR Franz var Henrik | Birdnerdy R. 1666 Francis James of Bihar Franciscus Iacobus Carovus Secundus “The Unfortunate, the Unready” Franz seized control of the government shortly following the death of his cousin, and shortly proclaimed him regent. Only after one month, he fully couped the state and proclaimed himself king before the duma could be called. Franz’s history in the capital and the loyalty of the military stationed there allowed him intense sway over the lords, who begrudgingly agreed to his accession. During his coronation, however, the city was surprise-attacked by a sizeable blitzing force, and Franz was captured in the defense. Stating his refusal to bend the knee, he was executed by his captors, and the throne passed to his nephew. --- KOENG SIGMAR LOTHAR - HAES BIHAR Sigmar var Robert | Arkydog R. 1666 – 1681 Siguine Lothar of Bihar Siguinus Lotharus Carovus Primus “The Short, the Shrewd” Sigmar took the throne following the death of his uncle, to which the duma did not contest. He attempted a policy of appeasement with the heartlanders, and through diplomatic work, lifted the embargo on Haense and allowed grain shipment back into Markev. The city recovered from its recession and the economy went positive once again. With the famine relieved, the population slowly began to recover within the urban cities. His attempts at military conquest, despite his success in diplomacy, was not as graceful. Sigmar received a damaging blow at the Battle of Karl’s Hill, and put ravaging repercussions upon the country. He swore under the Renatus state in 1678 and reformed an imperial state, formally ending all hostiles between the two countries. He allowed a freer reign for the nobility, and much of the land was granted or fell under control of powerful barons. Royal power suffered, and the nobility gained massive influence over the affairs on the government. Sigmar would die in 1681 of a disease for the throne to pass to his son, Robert. VIII - NOTABLE INDIVIDUALS OTTO VAR DIEDRIK HEINZREIK Otto Arius Heinzreich | yopplwasupxxx Otto Arius, of the Rovin-Heinzreich clan, was a minor cousin in the Aesterwald royal family, until his defection from his home nation during the Schism Wars of the late fifteenth century. He became an important courtier in the papal court, and with backing from the High Pontiff and Count of Drusco, claimed a majority portion of former Vanderfell following the conclusion of the conflict. He founded numerous towns amidst the ruins, and though not as successfully as his successor, began a policy of unification from the balkanized Hansetian states. During the 1490s, he abducted the twins of his sister, children of the late Emperor Alexander, and kept them in his custody to raise him. When Otto ascended to the seat as Grand Duke of Vanderfell, he groomed Karl for heir, picking him over his own children with Lady Frederique of Savoy. With loss of support by the Count of Drusco, he was forced to abdication following pressure by his liege King Andrik and the blunder of the Petrus Scandal. Following his death in the late 1510s, he was canonized in the Church of the Canon as Saint Otis of Vanderfell. --- KARL VAR ALEKSANDER BARBOV Karl Barbanov | Arkydog Born to the Rovin-scion Princess Annabelle and the Carrion Emperor Alexander, his early life moved him across Oren during the infamous Schism Wars. His mother abducted Karl and his sister when the war began, and during transit was stopped by Otto Heinzreich, who took the children for himself. He raised and named Karl, choosing him to succeed as the Grand Duke of Vanderfell- and later, the Duke of Haense. He also spent much of his childhood with the High Pontiff Daniel I and Emma Vladov, the warrior-female, and garnered huge support from Duchies of Adria and Akovia, both led by former loyalists to his father. Karl led multiple raids against dwed fortifications during the Third Human-Dwarf War, capturing fortifications such as Polaris and Hiebenhall, the latter of which he made his capital and renamed as Siegrad. His accession to the ducal coronet came with much fanfare, and he tightened his grip upon the Hansetian hinterlands, as well as forcing mass conversion upon the native tribes. When he died following the Great Worm Assault upon Siegrad, Haense has become one of the leading powers in Oren at the time. Following his death, he was canonized in the Church of the Canon as Saint Carolus of Haense. --- CARR VAR JULIYUS COLBORN Carr Colborn | Julius55 Carr entered the service of Karl early in his career and became one of Karl’s most loyal lieutenants. His claim to fame comes from his extensive work upon fledging Haense’ infrastructure and economy. He created numerous highways to cut through the hinterlands and expanded the weak mining industry to produce on par with their southern neighbors. The fortune he amassed became notorious throughout the realm, and he was one of the richest, and for a time the richest, peers of Oren, owning a fat monopoly upon Haeseni trade and goods. He was also a known amateur historian, and chronicled numerous novels covering his family’s history and the history of the highlander peoples. Following his death, he left much of his wealth to the state, and his funds later maintained Haense from total financial disaster during the end of the War of the Ducal Coalition. When a sum of his vault came missing, it created a craze throughout the hinterlands, with numerous treasure-seekers, or Geltisaar, settling throughout Carr’s former trading posts, hoping to find the hidden gold upon his former estates. --- TARCEL VAR JAN OTHAMAN Tarcell Othaman | Eddywilson2 Though Tarcell was of Hansetian-blood, he was one of the first to bend to Karl following his accession as Duke of Haense and became commandant of his forces. He spearheaded assaults on numerous dwarven fortifications in the hinterlands during the Third Human-Dwarf War and was a general during the War of the Ducal Coalition. He expanded the military of the duchy greatly, issuing levies upon newly-conquered land on the hinterlands to bolster their numbers. Following Karl’s death, it was Tarcell who became regent, and it was he who commanded the war effort against the Savoyard-led Oren. He won skirmishes on the northern border during a short attempt at invasion in the north, though when Brelus fell at the end of the war he was forced to a defensive position at the Haeseni fortress of Norvik. Throughout the war he raised and helped the young Siguine, who after Hugo’s assassination was elected Duke of Adria alongside being Duke of Haense. Siguine’s disappearance, or to him, his death, left Tarcell distraught and bitter, and remained defiant against crown. His untimely death in 1525 though left his remaining troops in chaos and Norvik eventually fell to a contingent led by Jan Kovachev in the late summer. Tarcell’s military organization would become the basis of the Haeseni royal military. --- SIGMAR VAR KARL BARBOV Siguine Barbanov | Arkydog At the age of fourteen, Siguine was elected as Duke of Adria amid the War of the Ducal Coalition, succeeding Hugo the Headless following his assassination. Though chosen by the lords, he held little authority, and when he left to fight the Savoyards at the Blackwald his army was disorganized and unruly. He was defeated badly in the marshes and retreated to the fortress of Woldzimir where he attempted to push back Oren by a siege defense. He failed, however, and he fled following Woldzimir’s fall. --- JAN VAR VARON KOVACHEV Jan Kovachev | 6xdestroyer Jan rose through the ranks of the Orenian army during the War of the Ducal Coalition, and when he was able to be captured Norvik in 1525, he was granted the castles and the estates he conquered. He supported John Horen during the Horen Restoration, and later became one of his most trusted commanders during the Eighteen Years’ War. Jan commanded the Carnatian Hussars, and with his fellow peer Josef, was the leader of the Haeseni contingent during the war. He served alongside Petyr Barbanov during the Riga War and the Krajian Rebellion, subduing fully the Hansetian hinterlands and helping unify what later became the Kingdom of Haense. His death left him as the Duke of Carnatia and his family to continue as one of the principle Karovic houses within humanity for centuries. His veteran cavalry became a staple of the Haeseni army, and his descendants would continue to dominate the Haeseni army for some decades. He lived well into his nineties, and for it he was called ‘Jan the Old’. --- JOSEF VAR FRANZ VLADOV Josef Vladov | Burkester Along with Jan Kovachev, Josef Vladov was one of the two leaders of the Haeseni contingent during the Eighteen Years’ War, commanding multiple battles as imperial generals. Josef’s crowning achievement is the Battle of Cape Bronson and later the Capture of Avar. His family diminished in influence within Haense following death, though he remains as one of Haense’s and Oren’s more proficient commanders. --- GREGOR VAR NIKOLAS NIKOVIC Georgiy Nikovic - H.P. Theodosius I | Dakota Georgiy was one of the first in a string in Haeseni pontiffs, first serving as the Bishop of Carnatia then being appointed High Pontiff in 1562. His greatest deed was the removal of the Revelation Doctrine which was created by his predecessor Daniel III, and attempted a fail revival of reforemd Raevir Iliryic as the Haeseni holy tongue. He would appoint his successor Berengar Gotthold to his previous position of bishop, and maintained close relations with the hinterland lords. --- EMMA VAS BRITANUS VANIR Emma Vanir | Julischlong Emma was married to an imperial cousin following the attempted peace of the Second Diet of Saltstone, and while at first it kept the peace, it soon fell through. She carried an extramarital affair with one of the rebel hetmans of the Krajian Rebellion and a Savoyard princeling, called the Ancelcourt Scandal, which continued the Anarchy for another decade. --- BRITANUS VAR BIGORN VANIR Britannus Vanir | Pureimp10 The War of the Ducal Coalition left the Vanir family in shambles, and reduced to their fortress of Kraken’s Watch, though Britanus dreamed of one day returning his family’s fortune. He acted as one of the crucibles for the Riga War, which although at first left his homeless, later regained him a large portion of his family’s former estates. In his spare time, Britannus worked as a mathematician, and together with Edmond Manston, discovered the ‘Manston-Vanir Constant’, which is used by modern day architects in constructing arches and domes. --- FISKE VAR BRITANUS VANIR Fiske Vanir | InfamousGerman Fiske the Bloody, a title earned as one of the survivors of the Siege of Seahelm, is one of Haense’s most effective company leaders, having been known for his brutality. He led the vanguard during the Riga War and Krajian Rebellion, as well as throughout the Anarchy of Oren, where he gained a reputation of combat prowess. Following his death, he left his family at its peak as Margraves of Vasiland, as well as one of the only non-Karovic families to be invited to duma. As mentioned, he was called ‘Fiske the Bloody’ for his valor at the Seahelm in the Avarite theater. --- LERALD VAR TEODOR VYRONOV Lerald Vyronov | Flapman Commander of the Carnatian Hussars under Jan Kovachev, Lerald worked his way from his position as serf to a peer of the realm, serving loyally to his realm and gaining the fief of Rytsborg. He fought throughout the Eighteen Years’ War and the Anarchy, later retiring following the coronation of Petyr Barbanov. --- ULRIK VAR ULRIK TIBERAN Ulric Tiberan | Giambro No child in Haense has not heard at least one of the tales of Ulric Tiberan, one of Haense’s most famous knights. Known for his acts of bravery and his slaying of the Dragon Toruug, he has become a local legend to the poorer classes. In his life, he served under the Carnatian Hussars, seeing battle from White Mountain to the Siege of Dunland. His stories are collected in the novels known as the ‘Trials of Ulric’, though there is some variation. He is commonly pictured with two talking crows, named ‘Alvin’ and ‘Darren’, who guide him (and sometimes hinder him) to his next goal. --- ARIK VAR CARR COLBORN Eirik Colborn | Julius55 One of the successors to Carr’s fortune, Eirik Colborn continued his father’s legacy within the mercantile businesses. He founded the colony of Metterden in Erochland following the Peace of Avar and organized a rapid colonization of the Eroch River Valley. Eirik later served under Petyr Barbanov during the Riga War, helping rebuild much of the lost infrastructure after the Anarchy. For his wealth, he was known as ‘Eirik the Rich’. --- RICKARD VAN WOLDIZMIR Rickard Barrow | Arkydog A bastard of lowly origin, though it did not stop him in becoming of the most influential Haeseni politicians. He served as first Palatine to King Petyr, and he laid the foundations of Haeseni administration which continue to present day. He followed a strict policy of land colonization, coining the term ‘Haseni Destiny’, standing for the ideology of full highlander colonization of the hinterlands in its entirety. He oversaw the first royal capital of Karlsborg and the palace of Ottostadt, which became the seat of the royal family. Rickard was also well known in his martial talent, and saw intensive action during the Riga War, and become one of the fiercest proponents for total annexation of the former Duchy of Courland. --- KARL VAR PETYR BARBOV Karl Sigmar Barbanov | Birdnerdy Karl Sigmar became his eldest brother’s Palatine following the latter’s coronation, and he continued his predecessor Rickard’s policies of colonial expansion and centralization. However, when King Andrik II rebelled shortly from Oren and later was forcefully abdicated, Karl was placed as regent for the babe King Marius. In the shambles Karl attempted to rebuild, though the now restless nobility splintered, and Karl became vilified. The nobility pushed hard against his attempts at a centralized army, and when Marius finally came of age, Karl Sigmar left his office in shame. Despite the unpopularity of his attempted policies, they would be continued by his successors in the string of Bihar Palatines, and his ideological thought became the basis for his son’s Biharism during the reign of King Stefan and the Ottovars. --- JULIYA VAS PETYR BARBOV Julia Barbanov | DreamInSpace If there was one-person King Marius always listened to, it was his aunt Julia, who maintained a strong influence over his life. She, along with her good sister Reza, maintained the royal court during the regency and continued to do so well into the reign of her nephew. Julia also painted numerous canvas and scenes, which are displayed in the Royal Haeseni Guild of Art. --- BRANIMAR VAR FISKE VANIR Brynden Vanir | assassinofawsome The good-brother then good-uncle to the King of Haense, the Margrave of Vasiland rose rapidly through the court. He eventually reached the rank of Grand Commandant of the armed force, though because he was picked more from nepotism than true skill, his inefficient leadership weakened the army. By the time of the First Northern War, the Haeseni military was ill-prepared to face the coming battles. After the war, he was captured, where he died in captivity in the court of Aleksandria. --- TATIANA VAS PETYR BARBOV Tatiana Barbanov | Starry Tatiana had married Branimar, one of her brother’s chiefest supporter, and it was to her which kept the remnants of the Andrivist party in line with the crown. Later in life, she remarried to the elder Lord Viktor, sparking short controversy. She was known for her stitching and drawings, with many of her works displayed in the Royal Haeseni Guild of Art. --- SERGEY VAR JAN KOVACHEV Sergei Kovachev | NJBB During King Andrik II’s short rebellion of the Deep Cold Uprising, Sergey stood as the uncontested leader of the Imperial faction within Haense, and rallied loyalists to his cause. He single-handedly marched into Karlsborg during the chaos, forcing Andrik’s abdication and flight, before having his captured by the remnants of his father’s Carnatian Hussars. Even through this strong show of power, he resumed an alliance with the royalists under Palatine Lukas, forming coalition against the squabbling Andrivists under Branimar Vanir. Sergey’s death upset the balance of the Haeseni court, and many attributes his early demise to one of the factors in Haeseni military defeats during the Coalition Wars. For his use of stealth and hit-and-run tactics in the Anarchy, he was referred to by the soldiery as the ‘Ghost of Turov’. --- REZA VAS SERGEY KOVACHEV Reza Elizaveta Kovachev | marques Daughter of the powerful lord Sergey and shortly queen to Andrik II, Reza spent most of her life as Queen-Mother to Marius. However, she set the role as consort and matriarch within the royal family, establishing numerous courtly customs which are followed to this today. To the female body, she became a role-model for the epitome Haeseni lady. --- MARKUS VAR HEKTOR LOTHSTON Markus Lothston | Legoman Markus Lothston, though kinsman to the Brawms, fought for the Kingdom of Haense during the Hounden’s Rebellion, acting as one of King Marius’ commanders on the field. After the short and bloody conflict, Markus served as King Marius’ personal champion. He followed his king into exile and continued to serve the court-in-exile faithfully. He was known far and wide for his skill at the sword, and he was known in life as ‘Markus the Mutt’. --- LUKAS VAR BRITANUS VANIR Lukas Vanir | Pureimp10 Serving as Palatine during the later years of King Marius, he performed numerous capital and law reforms, though was cut short following the Coalition Wars. Forced into exile along with the rest of the royal court, Lukas worked as an author in philosophy, specifically the school of Political Lukasism, and the concept of the ‘Greater Man’. His status left him as a cultural symbol for the occupied nation, and many of his works were smuggled in secret to the native Haeseni population. For his erudite nature, he is commonly referred to as ‘Lukas the Learned’. --- STEFAN VAR KARL BIHAR Stefan Aleksandr Bihar | cruzazul8 Stefan came ahead as the leader of the Royalists following the pseudo-exile of his father, effectively leading a coalition with the Sergeyists. He was the greatest advocate for first action against Courland, and maintained a heated rivalry with Lord Branimar, serving Grand Commandant at the time. Stefan was killed at the Battle of Elba, creating an unavoidable power vacuum in the royal court. --- OSGOD VAR JESPER COLBORN Osgod Colborn | Birdnerdy Osgod Colborn served Haense since the beginnings of the Riga War, and continued to serve well into the years of King Marius. He held commands during the Krajian Rebellion and was one of the Royalist most veteran soldiers at the time. --- DIEDRIK VAN FLOTZAM Diedrik Barrow | Knox A former burgher, he rose through the bureaucratic ranks of the royal state by sheer cunning, becoming one of the leading officials in Marius’ court. Diedrik maintained an underground smuggling syndicate during his tenure as Auditor, using his position to repossess noble land to return to crown control or his personal management. When his assassination of a heartlander prince came to light however, Diedrik was forced to resign and later executed. --- BLAKTON VAR GREGOR ALVITZ Blaxton Alwyn | Marquisalex Blaxton emerged as a knight under the Amador family, operating as a successful bureaucrat and diplomat in their court. He owned multiple companies in the lands of Haense, Mardon, and Pruvia, and began a tradition of warm relations between Pruvia and his home. His works of Memoirs of Alwyn Blaxton has made him of critical historical importance, chronicling a period of lessened literary creation. --- ALISTAR VAR HEKTOR WAILER Alistair Wailer | Flooptroop Alistair led the contingent garrisoning Ottostadt for a short duration, before and after serving as knight in the royal court and proficient swordsman. He also created poetry, publishing numerous works under the alias ‘Chad the Mad’. His greatest work, Ehr Nau, became adapted to the Haeseni royal anthem in the early 1600’s. Alistair’s skill in verse earned him the moniker ‘Alistair the Poet’. --- OTTO VAR ARIK BARUEK Otto Marius Baruch | Kiwikilla Baruch in the Kingdom of Haense up to the Coalition Wars was of middling influence, owning poor estates scattered upon the Shattered Coast. Following Haense’s defeat, Baruch remained from the exodus of higher nobility, and retained their fortresses following occupation. It was thanks to Otto Marius, the Count of Ayr, who first brought together many of the minor Haeseni lordlings into rebellion, leading by example during the Standoff at Ayr. --- HARREN VAN METTERDEN Harren of Metterden | Seannie22 A veteran soldier under the Metterden garrison, the regency of the Count of Metterden left him de facto in control of the affairs of the estate. Along with the Count of Ayr and numerous families, he led the successful Greyspine Uprising, returning the King of Haense to the throne and the land returned to royal control. Harren, however, favored the Count of Metterden as the potential sovereign, and the election of Stefan made him leave the realm. He served in the Imperial Court later in his life and eventually rose to the prestigious position of Archchancellor, where he held a staunch rivalry with King Stefan. For his reputed strength, he is commonly referred to as ‘Harren the Hardy’. --- ARIK VAR HOGMUND RUTHERN Arik Ruthern | Birdnerdy The Greyspine Uprising attracted many mercenaries to each side, and the Ruthern clansman dared not pass up a moment such as it. Arik led the band known as the Black Company, which operated in great success in the Rothsvald against the occupiers. In its aftermath, he struck a deal with the royal-candidate Stefan Barbanov for support in exchange for the County of Metterden, to which he upset the Ruthern political clique by his vocal support during the duma. --- NIKOLAS VAR PETYR RYKOV Nikolai Rykov | maxgemini Nikolai Rykov was Arik’s right-hand man and helped pacify both Metterden and dissenters during Arik’s accession. Following the settlement of Alban, Nikolas took the cloth and was quickly raised to the position of Archbishop of Jorenus. --- JAKOB VAR JAN MADONVIK Jakob Macdonough | Doggedwasupxxx Many have seen the works of Jakob Macdonough, and for his time he was one of the most prolific painters in both Haense and Oren. He has created numerous works, such as ‘The Spanking of Staunton’ and ‘Joys to the Boys of the Rothswald’. Jakob later served politically following his uncle’s selection as Palatine of the Duma, where he succeeded him for three weeks. --- JAN VAR THORMUND OTHAMAN Jan Othaman – H.P. Owyn II | eddywilson2 Othaman, a clergyman, rose to the position of Archbishop of Jorenus then to the throne of the Vicar of God, where he attempted to mend the schism plaguing the church. On a diplomatic mission, however, he was killed by fanatical schismists, becoming a martyr of the faith. --- ANDREY VAR SERGEY KOVACHEV Andrey Kovachev | Soulstrung Following the disastrous Battle of Elba, Andrey was appointed command over the Haeseni military, and took position at Vasiland. He failed, however, in stopping the enemy advance, and the Siege of Vasiland was yet another defeat. He re-emerged a decade after and launched the unsuccessful Horseman's Revolt, which attempted to make Carnatia an independent estate. Andrey, along with his rebel kinsmen, were later killed by Qali mercenaries in the Battle of Carsaca. For his hot temperament, he was called ‘Andrey the Wroth’. --- FREDRIK VAR ODRIN PRUSEN Frederick Augustus Preussen | Dabliusmaximus During both the short reign of Petyr II and the accession of King Stefan, the Prince of Pruvia held vast influence over the king, as well as naming him heir to the large sum known as the Pruvian Inheritance. This, and his willingness to grant trading privileges to the Haeseni trading clans of Amador and Alwyn, Haense experienced an economic boom following its restoration. --- HENRIK VAR KARL BIHAR Heinrik Otto Bihar | Flooptroop Following Haense’s restoration, Heinrik became the new leader of the Royalist faction and took up the mantle as Palatine like his kin before him. Through clever tactics and pacification of a now weakened nobility, Henrik accomplished what his father failed. Henrik’s policies and ideology became known as the chief thought of Biharism- doctrine agrarianism with strong crown authority. He worked efficiently as both a diplomat and a steward and reinvigorated a stagnating Haeseni bureaucracy. Through his tireless work, Alban rebuilt itself from a war camp to a capital, and his plans and designs for Alban were later carried on by the later authorities constructing the later capital of Markev. In his career he stopped many decadent procedures in the Haeseni court, and so he commonly referred to as ‘Henrik the Humble’. Following his death, he was canonized by the Church of the Canon as Saint Henricus of Haense. --- ALESSA VAS ELIZAVETA GRENDOK Alessa Grendock | Eagles Though history is not alien to warrior-women, Alessa emerged not only as a successful fight but also commander, leading successfully time and time again in the heat of battle. For her service, she was raised as a Baroness and Lady Peer, though continued her command of the Haeseni cavalry contingent for decades. The tallest mountain in the Yahtl Wastes, Mount Grendock, is named in her honor. --- FORDSEN VAR EKKARD KYNGSTON Fordson Kyngston | Devland Fordsen joined the court with his brother, being appointed numerous governorships throughout the kingdom and eventually receiving the position of Palatine for a brief few years. He was the main architect for palace of Esenstadt, as well as numerous manors and estates for the nobility, and his style, known as Kyngstonian Architecture, has become a point of study for aspiring royal engineers, and much of his work can be seen today. --- ANTON VAR EKKARD KYNGSTON Anton Kyngston | QuackerCracker Along with his brother, Anton joined the royal court in Alban and served first as a courtier, then later enlisting the armed forces, where he reached position of commandant later in his life. He also served as maer for the capital numerous times, helping violently suppress the turmoil of the Ale Riots of the 1620s. --- JOSEF VAN ALBAN Josef Baldemar - H.P. Everard IV | Piov Josef began his career as a peasant parishioner in the poor Alban diocese, and eventually rose to the seat as Vicar of God. Though his extensive charity work and preaching in the wooden capital of Alban, Josef created a powerful network of allies and contacts within the secular world and the papal court. When he eventually rose the seat of the pontificate, he brought peace following the Adelburg Coup, and re-established a position of clerical authority throughout the land. Following his death, he was canonized in the Church of the Canon as High Pontiff Saint Everardus Quartus. --- KOLTAIN VAR PIPI WICK Coltaine Wick | Hurferdurfer Coltaine belonged to the mysterious Wick clan, which rose sharply to prominence following the accession of King Stefan. He established to the first Magi Circle within Haense, constructing universities to teach theology and the arcane arts. However, in the peak of his power, he was assassinated and replaced by a supernatural entity, which was quickly destroyed by the very magi he created. During his life, he published numerous journals over his extensive studies on the arcane, including the famous Dialectics, which has become an important collection in arcane education. For his mastery of the arcane arts, he was known in life as ‘Coltaine the Elder’. --- JAN VAR KOLTAIN WICK John Wick | Kav Though the son of the famed Magi Coltaine, John pursued a career in the army. He is most famous for his brutal suppression of the numerous Ale Riots of the 1620s and became infamous for his vicious treatment of dissenters against the crown. He, along with his father, was assassinated and replaced by a supernatural entity, where he was swiftly destroyed by Haeseni magi. John was also remembered for his work in exploring the deepest part of the hinterlands called the Yahtl Wastes. For his womanizing ways and his charming looks, the court referred to him as ‘John the Handsome’ or ‘John the Pretty’. --- CULLEN VAR CULLEN VALREIN Cullen Valerin | Blago During the strike of the Metterden veterans, many lowborns rose quickly in the lack of a true officer core, including Cullen. He came quickly into the light of the royal court following his successful command against pagan raiders to the east, and he eventually rose the primacy rose as Commandant. During Otto II’s military reforms, however, Cullen was dismissed, and he retired to the countryside. For his stoic ways, he was known as ‘Cullen the Stern’. --- PETYR VAN ALRICZAN Petyr Barrow | _Gridlock Another veteran of the Black Company, Petyr served under the Palatine Henrik as a personal guard, where he performed numerous acts in service of the crown. He is most famous for being the suspected assassin of the unpopular consort Elizabeth of Courland, as well as being participant and leader of the Three Hand Plot, a conspiracy to assassinate King Stefan. --- SIGMAR VAR OTTO BARBOV Siegmar Otto Barbanov | Blauschlong The second son of Otto II, Siegmar studied in the burgeoning arcane arts, under the tutelage of the master magi Coltaine the Elder. He wrote numerous papers on his studies, mostly over the art of golemancy, and perfected the method of creation known as ‘Sigmarization’. Siegmar also hand a penchant for painting, and created numerous portraits of the royal family and the Karovic household, now maintained by the Royal Haeseni Guild of Art. --- KRISTOFF VAR SALDEMAR STAFYR I GRAUSPIN Kristoff Stafyr | Edel Kristoff was a minor lordling of middling estates of the ancient lineage of Stafyr, and served under the governments of Palatines Henrik Bihar and Josef van Alban in the position of ambassador and later emissary. He wrote numerous political treatises on diplomacy and state affairs, his most famous being Vayrkilar, detailing philosophically the concept of 'fair exchange' or 'geltostrin' and his controversial criticism of the imperial economy of the time. --- RUSLAN VAR ODRIN AMADOR Ruslan Amador | Xarkly Descended from the Amador banking clan, Ruslan continued the family tradition and maintained once again the Royal Amador Bank- the chief banking authority within the Kingdom of Haense. Ruslan was elevated to Steward and Auditor during the reign of Otto III, where he oversaw the construction of the planned capital of Markev. He maintained his grip upon the national reserves for all his life, serving till the death of Karl II. For his risky yet successful business choices, his peers called him ‘Ruslan the Ready’. --- BERENGAR VAR REINHOLT HELVETZ Berengar Helvets | Abeam1 Berengar ascended rapidly through the Haeseni military under Otto II and Otto III, achieving the prestigious rank of Grand Commandant by the end of his tenure. He was known for his quick wit and successes in the open field. After his service in the military, he retired to the colony of Otistadt, where he served as elder and maer till his death. --- INGRID VAS ADRIAN SARKOZ I ULGAARD Ingrid Sarkozic-Ulgaard | Tarrebear Perhaps the most beloved queen of the commoners, Queen Ingrid did her duties diligently as consort to Otto III. Following the example of her former peer Reza, she reinstated many traditional Haeseni customs back into court life, in addition to proficient diplomatic work with neighboring powers. The commoners referred to her as ‘Ingrid the Good’. --- JAN VAR ODRIN AMADOR Jack Amador - H.P. Clement III | bromodan Successor to Everard IV and of Haeseni stock, Jack was known for his humility and piety, yet clear bias towards the Kingdom of Haense. He wrote numerous papers upon different Haeseni saints, collected in the book ‘Yekilonsant’. --- GERALD VAR LERALD RAUEN Geralt Rauen | Pureimp10 A career soldier of Haeseni military, Geralt is well-known for several numerous victories on the field during the later reign Otto III, successfully commanding both the Second Battle of Stallion’s Hill and the Battle of the Dam. However, following setbacks as the conflict progressed and his main patron and liege Otto III dead, Geralt resigned. After the army, he settled deep into the hinterlands and Yahl, where he founded numerous trading posts and villages, including Geraltikev, Maristadt, and Tovikev. --- WULFREY VAR WULFREY SKARPEFANGER Wulffrey Skarpefanger | Wulfrey A settler of Gorundyr descent, Wulffrey Skarpefanger was an officer-favorite during his service in the Haeseni military during Otto III and recruited heavily to maintain manpower during conflicts on the River Czena. Later in his life, he led a colonization effort deeper into the River Czena valley, forming the trading post of Aberrang. Wulffrey was the most adamant in the conflicts in the inner hinterlands, most importantly against a body known as the Vaeyl- a group of supernatural entities, which squabble upon rightful Haeseni clay. The Personification of Haense = | = What truly is Sacrifice? Is it a personal burden each man must carry? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? A punishment for our greed, and avarice? Is it with the grain or contrary? What truly is Sacrifice? A response to every human vice? Is there only one thing to give or does it vary? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? Is it esoteric or precise? The focus of life or ancillary? What truly is Sacrifice? Oh creator what is the price? Simply a way to keep us warry? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? How does one open the doors to paradise? On this I shall wonder till my body they bury. What truly is Sacrifice? Perhaps tis’ permenant or a moment in life that must be given once, or twice, or thrice? -Alistar Wailer, 1580
  21. The Armitage Institute of medicine and warfare -Story -Programs and study's -Training -Roles -Secrecy of its study’s -Joining _______ ___________ Story 2nd of Snow's Maiden, 1708 Kuvira Percy, the first CEO of the institute founded it on the 2nd of Snow's Maiden 1708 with the kind help and funding of a steward of Adria and Olbrecht Von Denhardt. At that day the Institute of biological warfare. viruses, mutational modification and medicine was born. Otherwise known as The Armitage Institute. The CEO is a master in the study of all previously mentioned topic's. Studies -Biological warfare: This is the study of all living things. The institute makes sure none of these things rise to power outside of the Homo sapiens. They do this with other living things. -Virus: This is the study of all topic's related to bacteria or virus, certain pathogens are also treated within this study. Certain developed viruses will also be for sale, the Institute will have the only cure unless told otherwise. -Mutational modification: This is the study of all mutations, That means that the Flora and Fauna belong to this category. If a certain creature wants a modification to its body they need only come to The Armitage Institute and pay for the (X) modification. Then the process will continue and the creature will have the modification. -Medicine: This is the study of healing, The common healers would do good to come here so they can come to know more. Training The Armitage institute uses its variety of toxins and poison in warfare and matters that would go out of its guidelines. One may choose to become a master of the institute's arts of warfare. The institute has enough experience to utilize those toxins and poisons within an instance if needed, each trainee that finishes training will get a set of toxins and poisons. Every person who acquired this set might use if for everything that the person desires. The consequences are to be made by the guards if discovered using the set. The Enforcers will also be set to hunt the criminal down and execute their punishment as well. Defense of Arcas The Armitage Institute will use these studies to defend Arcas. Biological warfare will face the threat of creatures. The Virus department will deal with all bacteria and virus-related threats. The Mutant department will deal with all supernatural threats that Arcas throws at it. The Medicinal department will focus on healing Arcas in said circumstances. Roles Several roles are within the thick walls of the institute this is the small summary of those roles (others can still be added). -CEO -executive -Enforcer -Teachers -Students -Researchers Secrecy of study's Any of The Institute's enforcers or students that spill their knowledge about their study will be punished by that department, example: Kuvira told Henry how the rats inside the institute are mutated, Kuvira will then be punished with said rats until the message is clear. If the punished creature is then again proved to spill, more severe punishments will be allowed. ((OOC)) Name: Age: Discord: ((IG)) Name: Race: Age: Interested in a study: (desired role)
  22. THE SIGMUNDIC CALENDAR The Sigmundic Calendar derives from the historic calendar and time-keeping of the ancient Highlander tribes, used in variation by the Raevir, Hansetian, and fellow peoples (though under different names). The Common and Imperial Calendars came to supersede it in usage by northern statesmen and scholars, and while the Sigmundic Calendar is rarely used in everyday use, it is still maintained in traditional, liturgical, and some scholastic functions. The year-dating by the ascension of the Prophet Sigmund, known as Ehr Sigmunda, is a more contemporary invention and is commonly used in place of the Anno Oreniae of imperial calendars. A single year is split into fourteen equal months, and those months are categorized into four seasons, known as fasts. The fasts (Gomesvey, Skepyr, Lejz, and Wilfulle) are dictated by the migration of the birds, and so are split themselves into ‘quick’ fasts (Skepyr and Wilfulle) and ‘slow’ fasts (Gomesvey and Lejz), where the ‘quick’ fasts are when birds are moving the most, while the ‘slow’ fasts are when they move the least. Each month is assigned a patron bird, used commonly as a good-luck symbol by those born to them. Month Conversion Snow’s Maiden - Wzuvar and Byvca Horen’s Welcome - Jula and Piov First Seed - Vzmey and Hyff Grand Harvest - Gronna and Droba Sun’s Smile - Tov and Yermey Amber Cold - Msitza and Dargund Deep Cold - Joma and Umund Months of the Canonical Year Wzuvar - Mejeni Redpoll Byvca - Bogdan’s Warbler Jula - Dove Piov - Hummingbird Vzmey - Atheran Kestrel Hyff - Pine Robin Gronna - Northern Bluebird Droba - Purple Finch Tov - Golden-caped Crow Yermey - Waldenian Sparrow Msitza - Five-feathered Magpie Dargund - Northern Swallow Joma - Blackbird Umund - Yatl Tern Fasts of the Canonical Year Gomesvey - Wzuvar, Byvca, and Jula Skepyr - Piov, Vzmey, Hyff, and Gronna Lejz - Droba, Tov, and Yermey Wilfulle - Msitza, Dargund, Joma, and Umund --- SIGMUNDIC YEAR SYSTEM In the modern Sigmundic Calendar, the year count is based on the date of the Final Revelation of the Prophet Sigmund (Year 1447 in imperial calendars). Years after that date are marked ‘Year of Sigmund’ or ‘Ehr Sigmunda’ (abbreviated as ES), while years before marked ‘Before the Year of Sigmund’ or ‘Aestehr Sigmunda’ (abbreviated as AES). Year 336 = 336 - 1447 = 1111 AES Year 1447 = 1447 - 1447 = 0 ES (Revelation of Sigismund) Year 1693 = 1693 - 1447 = 246 ES Year 1707 = 260 ES --- THE HAESENI ZODIAC The Haeseni Zodiac is a collection of six constellations (plus the Moon) assigned to two months of the calendar, and is commonly used to predict the temperament and behavior of children born in its time-frame. Each sign is symbolized by a mythological creature or founder, and aside from the moon, carries a set of relationships with its peers. THE MOON | Wzuvar and Byvca [Snow’s Maiden] Nikul, the Silver Moon The son of the solar rays, who taught the Highlanders the ways of the harvest and the hunt, and how to construct the first fires. However, when he father saw this, he cursed the Highlanders with burnt skin when faced under his gaze for too long, and forced Nikul to appear for only half the day. Those born under his sign are known for their jovial and overall content nature, aiming to please those around them, but are hard think for themselves and easily manipulated. Ally - None Rival - None --- THE QUEEN | Jula and Piov [Horen’s Welcome] Morrighein, Lady of the Moon Morrighein, the mythical queen of the hinterlands, who waged a fifty-year war against the vile Mali’Dun and led another fifty-year golden age. When her son was captured in battle by her elven enemies, she offered herself in sacrifice for his life. Those born under her sign are traditionally held as leaders, altruistic and selfless to an extreme, and rarely carrying the same regard to their own health and wellbeing. Ally - The Giant Rival - The Wopperklaw --- THE CROW | Vzmey and Hyff [First Seed] Gorm, the Three-Eyed Crow When the mighty glaciers melted at the Great Torrent, the Three-Eyed Crow guided the Highlanders into the newly-formed valley. Yet when they looked to the specifics where to settle for their tribes, Gorm could not answer, and the people divided and fought over the new land. Those born under his sign are known for their sageness, wisdom, and capability for abstract thinking, yet inaction, procrastination, and their own self-questioning rules their mind and heart. Ally - The Wopperklaw Rival - The Wyrm --- THE WYRM | Gronna and Droba [Grand Harvest] Garundonrech, the Worm Lord The great Worm Lord ruled the under-earth for centuries, his ambition knowing no bounds as he conquered relentlessly with his great armies of mice-men. However, in his madness, he aimed to rule the volcanoes, and died when trying to enter its magma core. Those born under his sign are known for their ambition and spontatunity, bold in their beliefs, yet their stubbornness and lack of forethought to many make them dangerous and unpredictable. Ally - The Drake Rival - The Crow --- THE GIANT | Tov and Yermey [Sun’s Smile] Osbjor, Champion of the Giants The chief of the legendary Gauntr, who taught the Highlanders the way of honored battle, considered the patron of Highlander ‘chivalry’. His great rivalry with Frysklund is recited in countless ballads, ending in the fantastical Dual of the Delung which culminated in both their deaths. Those born under his sign are traditionally known for their honor and loyalty, though are unable to look past their idealistic and cherried views of the world. Ally - The Queen Rival - The Drake --- THE WOPPERKLAW | Msitza and Dargund [Amber Cold] Koltin, the Cursed Magus The court-magus of the legendary king Joren, whose knowledge helped construct the first great Highlander cities. Yet when he saw to learn beyond the mortal world, he was tricked by the demons of the Void and turned in the twisted wopperklaw. Those born under his sign are known for their curiosity and tolerance in the unknown around them, though lacking in loyalty and deviant in social norms. Ally - The Crow Rival - The Queen --- THE DRAKE | Joma and Umund [Deep Cold] Frysklund, the Northern Drake While it was the giants who taught the Highlanders the ways of combat, it was the fierce and cunning Northern Drake who bestowed them the knowledge of strategy. For centuries he ruled the land from the mountains, but fell in the Dual of the Delung when betrayed by his son for five golden thistles. Those born under his sign are known for their cunning and wise-planning, though are mostly feared and disliked for their perceived cutthroat and treacherous nature. Ally - The Wyrm Rival - The Giant
  23. Alister Wailer (Naumarian: Alistar Vailer) was a Haeseni courtier, poet, and knight in the service of Kings Petyr I, Andrik II, and Marus I, and one of the most famous of the Haeseni Stranniks (poet-knights) of the Johannian Era. Much of his works, many unpublished in his notes, were lost following the Fall of Karlsburg in the First Northern War (including his lost epic poem, the Mariad), though the collection that survive have remained a cornerstone of Haeseni literary and poetic tradition. Alister died following the Battle of Elba due to an infected arrow-wound, and was one of the few ignoble individuals of the age given a royal funeral by the state. (Ooc: Full credit to @floop who wrote all these, posting so they aren’t lost in the jungle of google docs) --- THE SELECTED WORKS OF ALISTER WAILER WRITTEN BY THE HAND OF ALISTER WAILDER PUBLISHED BY HIEROMAR LUDOVAR THE ELDER, SSE --- SOLDIER’S SONNET When I look out to the North what I see It brings joyous tears to mine wide eyes I will pray the creator hears my plea I will fight and shout to the very skies Creator protect this beautiful land With its Illustrious pines, and frosty air Wise one I beg thee please guide my hand So that I may truly protect its heir From Karlsburg’s stone walls high they stand with might To the wild unkempt untamed Northmarch of freedom The great white expanse will shine gloriously bright Each man with the liberty GOD guaranteed him Loyal golden crows of the north heed my word Loyal golden crows of the north march for’rd --- LIMERICK NO. 1 There was a man from Haense In his **** he did feel pains So he cut it off And now all the ladies scoff It seems they don't want his brains --- A VILLANELLE ON SACRIFICE What truly is Sacrifice? Is it a personal burden each man must carry? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? A punishment for our greed, and avarice? Is it with the grain or contrary? What truly is Sacrifice? A response to every human vice? Is there only one thing to give or does it vary? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? Is it esoteric or precise? The focus of life or ancillary? What truly is Sacrifice? Oh creator what is the price? Simply a way to keep us wary? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? How does one open the doors to paradise? On this I shall wonder till my body they bury. What truly is Sacrifice? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? --- THE STORY OF WILLIAM BRANDYNUCK I once knew a gambler named William Brandybuck Now Billy Brandynuck had a lot of luck Until one day in the stables a mare did buck I yelled “duck” He yelled “****” And that was the end of Billy Brandybuck --- A POEM FOR THE HIGHLANDS When the sun sets in the west it can warm the coldest heart you see And The heartlanders have their fields and flowers so beautiful, and gay But when I look out at those misty pines I know there is nowhere I’d rather be For the North is my land, and it is so much more than clay The beauty of other regions is ephemeral, oh sadly so But not the glory of Haense, oh no I have felt the North’s pure snow on my shoulder I have been in Haense and felt the frost nip the air With its unparalleled beauty there is nowhere I’d rather grow older Oh yes I have seen Haense and I know I must be there From its misty mountains strong and high To the clear blue northern sky Let the bells of Haense’s freedom ring --- HAIKUS FOR A LOST FRIEND Fur as white as snow A Smile as bright as the sun Gone too soon my friend When my Kingdom comes I will see you there for me On the other side friend The clock of time ticks Oh Until we meet again Reunited my friend --- KING PETYR’S POEM What is the meaning of this loss? Is it a source of sorrow, of inspiration? A bridge together we must cross? A silent shout that echos through our nation? ‘Tis the loss of a father ‘Tis the pain of a daughter ‘Twill bring us farther ‘Twill make us stronger Perhaps it just is That everybody dies But we shall carry the legacy of his Legends live in highlander, hearts, minds, and eyes. --- SONETTA NO. 5 [SONETTA FOR THE SEASONS] Were I to Compare thine beauty to that of a new Spring It would simply be unkind to do the season such a disservice For I have seen you when the flowers bloom, I have seen the luster you bring Oh yes I have seen your stride in the springtime and how you leave the men nervous Shall I compare thine eloquence to the winds of winter? Of course not, for your charisma can not be questioned Oh, your words, the coldest hearts they splinter Clear as ice, pure as snow, for legend they are destined If I were to compare thine wit to the nip of fall It would not be fair, for your mind is sharper than the storms of autumn Tis’ now that I see why you leave them befuddled at every ball Oh When they hear you speak, no man will be able to forget what you taught ‘em Shall I compare thine voice to the tender sunshine of summer? It would not be fair to the season, for in your heart you have the song of the birds My lady I have heard thee sing, and they melody can be matched by no bard, or drummer You have left me awestruck, for in your voice is all is beautiful from poems, to idle words Nay My lady I Shan’t Compare thee to a season, for ephemeral their beauties are Oh yes thine qualities are not so fleeting, truly you are a shining star
  24. EN SENTVORIGEO EDLERVIK ON THE ANCIENT HISTORY OF THE HIGHLANDER PEOPLE Written and compiled by BROTHER ALEXANDER OF THE FIVE LAKES, WHO, by the Grace of God, records these notes to chronicle the histories and myths of the Highlander People, to bestow upon future men the knowledge of their blood. May these texts be used for righteous intention, and any who pollute this message be cursed to eternal damnation, with their ashes grinded and discarded. ON THIS DATE 7 SE 1689 - Dedicated to Sofiya, my once love and now angel of the Skies, for which I don this habit and wield this quill. PROLOGUE Years -1000 to 0 TIME BEFORE TIME or The Four Brothers and the Curse of Iblees In a time before the Four Brothers and contemporary civilization, the world was shapeless and boundless, without form or purpose. Before there was man, elf, ork, dwed, there was His aenguls and daemons, who roamed the world freely and without constraint, and His First Beings, those who He had created yet had not granted True Life. The great cohorts of divine aenguls were said to have shaped the world in His Image, creating the mountains and the seas, while God Himself bestowed His Touch upon all corners. He did not stop till fish teamed every sea, till every valley filled with life, and till every mountain laid buried untold treasures. God left the aenguls and daemons to steward the realm as He created it, entrusting them to maintain what He had created. These angelic beings, however, held their own personal desires and ambitions, and while He loved all, these rotten aenguls quarreled unnecessarily. The greatest of rivalries emerged between His two greatest angels, Iblees and Dragur, who carried on year-spanning clashes in the clouds and enslaved mass armies of mortal creatures to attempt to overtake the other. These included the First Beings, man before sapience, who were nothing more than animals prone to crude and bestial desires, and knew not better the machinations of the aenguls. Specifically Iblees, the most vile of the pair, had forced great numbers to fight in slave armies, wantonly destroying all which He had created. This continued for some time till He Returned and saw the destruction wrought by his children. He saw the death of countless of His First Beings and the sin wrought by His celestial children, and so He punished them. Dragur, the more noble of the two, willingly accepted the punishment, but Iblees stubbornly relented, growing jealous of His Power and Majesty. To His First Beings, who ached from pain of countless deaths, He sought to never be pawns of such evil again, and bestowed upon them True Life as He did his angels. He created the First Man and the First Woman, and through them created the Four Perfect- Malianus. Crucus, Urganus, and the greatest of them, Horonius- to lead his nation known as Man. Each was given a fourth of the new people, where they founded the first great cities of the world. The sinful aenguls were instructed to work not above, but below Man, to teach them how to live and be faithful. The aenguls under Dragur taught Man the Flexio tongue, and worked as advisers and teachers. Dragur himself grew a great love for Horonius, who was the quickest of his brothers, and taught him many things, and Horonius would become even His favorite child. All four realms grew immensely, and the mortal beings all prayed and loved God, and paradise was founded upon the earth. Horonius founded the First City which God called Paradisius, and it became the Favorite of God’s People. All of the brothers took massive harems expect Horonius, who took a single wife Julia, the most pious of the women, and had three sons named Aeternus (Harren), Joraenus (Joren), and Gosvenus (Godwin). Iblees was furious to be subjugated to beings he once considered beneath him, and refused in rebellion. God, though His Love is great, could not be idle at the sinful nature of His son Iblees, and cast him out of the Seven Skies to the mortal plane to repent. In secret, Iblees conspired with his legions of unholy aenguls and daemons who were also defiant against Him, chiefest among them being Metizus and Aerial. Disguised as wanderers, the fallen children traveled to each of the four realms, intent on polluting their teachings with sin. To Malianus, who grew tired of each mate He created to sate his drive, they taught the sin of debauchery and sloth, bestowing upon him shameful lust. To Crucus, who grew bored of the mundane trials upon His world, they taught the sin of murder and blood-lust, bestowing upon him a drive of death. And to Urganus, who grew a hunger for power and and the mundane metals of the earth, he taught the sin of greed and envy, bestowing upon him to want nothing but the trivial treasures of the mortal realm. With each one falling prey to the demonic corruption, the realms quickly followed suit, and sin spread across the population like a plague. Iblees and his cohort were able to confront Horonius four times, each with a different coercion. First, they promised Malianus’ passion for the flesh, but Horonius had his wife Julia, and desired no other. Second, they promised Crucus’ passion for death, but Horonius had love for his people, and sought battle only for benefit. And third, they promised Urganus’ passion for wealth, but Horonius had his care for his realm, and desired only the fruitful bounty for his people. Iblees was wicked though clever, and the fourth time offered eternal life. Horonius at first laughed, for he was His creation, and would live eternally in God, yet Iblees continued, and offered it for his children, for he claimed the children were not of His creation but Horonius’, and that they would not be Loved. Horonius still refused, though he came to doubt God, and unknowingly was bestowed the sin of doubt and questioning the Power of God. In his doubt, he prayed, and God answered, sending Horonius to fast upon the Rock of Gamesh. Dragur and his party, including the beings Tersion and Micahelus, visited down from the Seven Skies, and after three days Horonius was given the heavenly laurels as a crown. God gazed upon His creation and saw the sins of Malianus, Crucus, and Urganus and wept, and so Horonius made covenant with God never to stray from His Love as his brothers had. Though in Horonius’ absence his realm came to be infested with unholy sin, and like its sibling tribes, soon became a haven of chaos. Through the guise of man, Iblees preached and taught the ways of wickedness to the pure tribe of Horonius. Julia, who kept the home in the absence, took the most faithful of men and protected the home of their family, and prayed to God for His son’s return. God heard the prayers of Julia and commanded Horonius to return with the aenguls to his decaying city of Paradisius, where he rallied those who had not fallen, including his faithful wife Julia, who eternally remained faith to God and her husband. Horonius gathered what forces were not under the taint of Iblees, and God granted him generalship of the armies upon the earth. For his position, the daemon Garumdus crafted the Great Axe and Sword of Horonius, embedded with divine power of the Skies. He and the faithful men of God cleared the streets of Paradisius of the wicked followers of Iblees, and restored the temple which laid burdened by heathenish false idols. By this time, Iblees had taken control of nearly half the world and wreaked havoc upon the earth below. His army consisted upon legions of fallen aenguls and daemons, who joined Iblees in horrid rebellion, as well as the corrupted tribes of the fallen three brothers.. The remaining aenguls under the cowardly Xanus, who cared not who won but how they would benefit, sat neutral in the conflict much to the displeasure of God. The war began first as daemons under the malicious Metizus attempted to storm the great doors to the Seventh Sky, only for himself to be cast down to the earth after a duel with the warrior-angel Micahelus. On the mortal plane, great battles were fought, and the world shook for months in great earthquakes and floods, as divine manifests clashed in crescendos of power. Entire cities were destroyed in flashes of light, and many people lost their lives in the ensuing fights of mortals and aenguls. Despite the bravery and valiant deeds of Horonius and his tribe, the corrupted forces of Iblees and the twisted clans of his brothers proved too much, and they made a last stand upon the gates of the Seven Skies. Horonius, who still loved his brothers, met them upon the field, and because of his love and wit, convinced the three to turn away from sin, repent, and follow the Way of God. This came a terrible blow to Iblees, and when Horonius began to chant the name of God, the gates of the Skies shuttered open. God Himself, who could not be seen by His sheer power else be blinded by his glorious light, shattered Iblees in a great deal, before grabbing hold of his unholy body and dragging him below. Before he left the earth, however, Iblees uttered a final curse to the people. To Malianus and his people, he cursed with infertility and for their hedonist desires to never be satisfied. To Crucus and the violent warriors, he burned to give them green skin and deformed teeth and an eternal lust for blood. To Urganus and the greedy miners of the mountains, he hammered each to be half-men and cursed with blinding avarice so no amount of gold would fill the void of their hearts. And finally, to the faithful Horonius and his people, he cursed with lives too short to experience the bounties of God, the greatest curse for the most pious of the brothers. These demented curses created the four modern races of man, elf, ork, and dwed. For five days, the world stood in complete twilight, for even the aenguls felt powerless without the presence of God, and the whole world wept in fear. He drug Iblees to the coldest depth, and instead of killing his son, for He Loved him despite such sin, he imprisoned for eternity in repentance. Many aenguls and daemons followed suit, locked in the void as prisoners, and those mortals who continued to follow Iblees despite all that occurred were forced to wander the void, becoming demonic spirits and unholy beasts. God’s Power radiate throughout the void during His five days, and it has remained in the void as pure energy, later to be utilized by magi in the form of magick. On the fifth day, God returned to the Seventh Sky, and the light returned to the world. The aenguls, daemons, and people rejoiced, and those faithful angels returned to the Skies in glorious triumph, where the heavenly halls lit in jovial celebrations. God allowed this for two days, giving us the seven day week, yet on the eighth day he stopped all and doled upon judgement. To the neutral aenguls of Xanus, he banished from the Seven Skies, to always walk the mortal realm or spend their days in the cold reaches of the void. To the three brothers who casted God aside, he did the same, though he bestowed upon them gifts of mortal longevity, as to enjoy the mortal realm till they suffer punishment in eternal solitude. To Horonius and his tribe, which he called Man, he favored as His Chosen People, and while He did not lift the curse of Iblees, instead allowed His Chosen People to walk the Seven Skies as He and His aenguls and daemons do. Horonius was honored, and God bestowed upon him leadership of the world, and the brothers were subservient to him. This grew a great jealousy between the brothers, for they were once equals, but for the coming decades peace was had. Horonius ruled as King of the World, advised by the aenguls Dragur and Tersion, and remained faithful to God. --- CHAPTER I Year 0 FALL OF PARADISIUS or Death of the First Prophet and the Calling of the Three Sons “And so Harren, Joren, and Godwin, the sons of the Chosen Himself, stood and watched the collapse of their home, by the hands of the once uncle of their kind. Harren cursed the Skies and above, the one of indulgence. Joren bellowed in rage, the one of wroth. And Godwin drank himself blind, the one of acedia. Soon Micahelus came down, the one which guided Horen years before. And he sayeth one phrase, before sending the children to each corner of the world; ‘So is the Darkness That Comes Before, and So is the Light That Comes After.’” -The Book of Saints, Unknown For twenty-five years, the world was at peace. Paradisius, the capital and home of Horonius, grew to immense sizes, with temples spanning to the sky, great halls stretching miles, and divine marvels unknown to our contempory world. Upon the Isthmus of Kramoroe, where Paradisius stood at its mouth, the city bustled, and Horonius’ tribe grew to great numbers and its members spread across the world from the barren north to the bitter south. Aeternus and Joraenus, the two eldest of Horonius’ children, were eventually granted tribes of their own, while the third-son Gosvenus remained steward under the eye of his father. The aenguls Tersion and Dragur remained at the court of the King of the World, advising its ruler and teaching the arts of science and law to Man. In the vastness of the Realm of the World, all paid homage to God, the King of All Kings, and in every corner His Touch reached all. However, Horonius’ brothers, the recently cursed Malianus, Crucus, and Urganus, despised the attention and favoritism given to him. They resented their weakness in falling to the false promises of Iblees, while Horonius prayed to God and remained true, and so many from the tribes of ork, elf, and dwed sought conflict with those of Man. Some even began to consort and pray to the fallen aenguls and spirits for help, who they called gods in mockery of Him. Malianus turned to the forest nymphs, who he took as wives and disrespected the sanctity of love. Crucus turned to the twisted followers of Iblees locked in the void, giving blood sacrifice in exchange for unholy power. And Urganus turned to the selfish aenguls who denied God’s call to war, delivering tribute of treasure in order to fill their meager coffers. But the humans of Horonius were pious and true, and they flourished with children spreading throughout the world. The siblings saw this and they resented the purity of their brother, and swore to correct what they perceived unjust. Crucus devised a devious plan, where under the guise of repentance, he would trick the noble Horonius and corrupt the holiness of Man. He wrote to Horonius about his great, feigned regret for the sins he committed, how he wished to turn back to God, and desired to unite both tribes in prayer and worship. Horonius believed in the goodness of his siblings, and accepted readily, for he wished nothing more than for all the races to live under the Love of God. Crucus promised no weapons, though Iblees cursed him with sinful cunning, and hid his tribal weapons in hay bales given to Horonius as tribute. He brought his son Gorcus, known for his weakness in spirit, to lead his vanguard when he reached the holy walls of Paradisius. Both of Horonius’ eldest sons were not within the city when Crucus and his tribe arrived, remaining in their own tribal lands, though the third-born Gosvenus remained. Julia grew wary of the size of Crucus’ party and warned her husband of her suspicion, feeling wicked intent in disguised piety. Horonius had great love for his brother, however, and denied every thought of believed treachery by a kinsman. Julia in her wisdom turned to the aengul Tersion, who agreed with her and went to the room of Horonius to convince him of the wisdom of Julia’s warnings. Again, since Horonius had great love for his brother, he denied the allegations of the aengul Tersion. Tersion, furious in righteous rage, turned only to the wisest of God’s servants, the Lord Dragur, who agreed on the risk of allowing Crucus such liberties. Dragur left for the room of Horonius, but again Horonius’ love was greater than the reason of the aengul, and he denied all. Julia grew upset, and under the advice of the wise-woman Philipia, she left in seclusion to the Cave of Ari with fifty virgins sworn to maidenhood in their love of God. Horonius held a grand celebration upon the arrival of his brother, where he led personally a great parade of the riches and splendor of Paradisius and the bounties of God. The parade lasted four days and four nights, where upon the fifth day Crucus and Horonius embraced upon the Rock of Gamesh. Horonius attempted to convince his brother soon after to fast with him for the coming four days, though Crucus denied vehemently. The love for his brother blinded Horonius, however, and he thought nothing of Crucus’ denial to prayer. Within the Great Temple of Paradisius, which expanded to the heavens, the brothers held a mass feast and union between the tribes. Man was weary of the green beasts, though they held loyalty to the King of the World, and took them with open arms as brothers. The feasting lasted for four days and four nights, with tables stretching to thousands of seats, headed by the fathers Horonius and Crucus and sons Gorcus and Gosvenus. During the feasts, sports and duels were had between both members of the tribe, and a great rivalry emerged between the weak Gorcus and the valiant Gosvenus. Looking to trickery rather than honor for victory, Gorcus turned to the magick of the twisted spirits, who bestowed upon him unholy strength. Gosvenus was pure and stooped to no ibleeic tricks, for he carried only his love of God, and trusted in Him. In the final bout between the two kinsmen, Gosvenus overcame Gorcus and forced him to submit, and though the dark powers clouded his mind, Gorcus saw the might and valour of Gosvenus, and swore upon him friendship. In a confusing rabble to Gosvenus, he claimed he could not stop what will occur, though his descendants would ‘forever look in companionship with his ilk’. These words troubled Gosvenus, who turned to his secluded mother Julia for guidance. Yet this occurred on midnight of the fourth day, and Crucus executed his diabolical planned attack upon the Tribe of Man. His orks gathered the hidden weapons while the drunken humans feasted within the halls of the Great Temple, and began butchering those who did not submit. Crucus stole the Great Axe crafted by Garumdus and used it to slay his brother as he slept. With the blood of Horonius staining the Great Axe, he called upon the twisted spirits and named the weapon falsely as the Axe of Crucus (Axe of Krug). His soldiers captured the gates of Paradisius, where upon they allowed great hordes of dwed and elves into the holy metropolis, all desiring to pollute the treasure with their sins. Gosvenus and Julia saw the destruction wrought by the three tribes and they wept in the seclusion of the Cave of Ari. Julia bestowed upon Gosvenus the Great Sword crafted by Garumdus, which she called the Sword of Horonius, and instructed to Gosvenus to lead the house of Man from the destruction of its brothers. The third son rallied the soldiers who had not fallen to the parties of orks, dwed, and elves, and left in great hurry to save the tribe from total destruction. Crucus himself led the sacking of the holy city, razing the great stone buildings and killing wantonly. He was assisted by Malianus, who captured men and women for his harems, and Urganus, who melted the great shrines to Him for statues in his own liking. They burned the holy books of the temple in a bonfire dedicated to the twisted spirits and fallen aengudaemons, sacrificing man, woman, and child in ceremonies to taint the holy power of God’s mortal city. Once he gathered the surviving people in the grand chaos, he returned to his mother, who he bade to join into retreating to the Valley of Aaun. Though Crucus had seen Gosvenus and his attempts and he gathered forces to hinder them from retreating. Julia claimed to her son that she must remain and guard the house of her husband, and sent him off. She was joined by the wise-woman Philipia and the other forty-nine virgins, and they prayed in the Cave of Ari. From his scouts, Crucus discovered the cave as the potential location of Gosvenus and the remaining humans and soon arrived, joined by his two brothers Malianus and Urganus. They laid short siege and took the cave with no fight, and rounded up Julia and the women. The three brothers demanded the location of her son and the Tribe of Man, but she refused, and no matter what words they gave, she stayed true to her vows. All three offered themselves as husbands to Julia and their tribe as suitors to the gathered virgins. Malianus offered passions and pleasures immeasurable, though Julia refused, for the only passion she desired was her husband’s. Crucus offered power and control over the lives of slaves and foes, though Julia declined, for the only power she desired was the peace of her people. And finally Urganus offered riches and splendor which rivaled that of the aengudaemons, though Julia refused, for the only wealth she desired was the bounty of humanity. All three brothers grew enraged by the piety of Julia, and offered the same to each woman of Julia’s company, who all stood by their matriarch. The sinful brothers butchered the women after their spurning, where Crucus beheaded Julia in the same fashion as he did to his brother Horonius. He ordered his son Gorcus to give chase to Gosvenus; however Gorcus had given oath to Gosvenus, and deliberately lost the trail of the fleeing men. Crucus claimed the spoils of the city of Paradisius for himself, which came to the anger of Urganus and Malianus, who both wanted the capital of the Realm of the World for themselves, and they soon quarreled. Both the dwed and the mali were cast out by the orks of Crucus, and for five years the three races fought for the spoils of their kinslayed brother Horonius. Tersion appeared to both Joraenus and Aeternus, who were ruling their own tribes in the north and south respectively, and told of what occurred. The three sons of Horonius eventually gathered in the Valley of Aaun, with Aeternus and Joraenus accompanied by their fiercest warriors, and Gosvenus with the remnants of the men and women of Paradisius. The warrior-aengul Micahelus appeared to the three in majestic splendor, and instructed them of the great struggle to come in reclaiming the City of the World. Aeternus, who carried great indulgence and pride, cursed the aengul and questioned why God did not stop the sinful takeover. Joraenus, who carried great anger and jealousy, demanded immediate retribution and march upon Paradisius at once. And Gosvenus, who carried great acedia, grew great sadness at his failure to protect his father and took to wine. However, when Micahelus blew the Holy Oliphant, the sons of Horonius listened, and when their immediate shock passed, planned for divine reclamation of their birthright. They would take five years to gather the armies of men from across the World, in plans of gathering the largest army since the great struggles of God and Iblees. Aeternus would be sent south, to rally the Desert Clans and the Clans of the Jungles under his banner, Joraenus to the north, to bring the Five Great Tribes of the Highlands, and Gosvenus would remain in the Valley of Aaun and call upon the Heartland Folk to gather in its confines. When the plans were made, the aengul Micahelus beckoned them off and gave upon them the graces of God. However, Aeternus, who despised the south and desired the bountiful north of his brother’s tribe, left northward as well, much to the anger of Joraenus, and would cause great conflict in the future. --- GLOSSARY Names, Terms, and Translations
  25. In the quiet hours of the night, a small, robed figure slowly comes to a halt in front of the statues of Cerridwen and Cernnunos within the Sparrow Grove. She slowly kneels, laying a book on the steps, wrapped in leaves and tied together with handmade rope. Quietly she whispers a prayer, departing. The book has been left behind, for the priesthood. The Emerald Way The Way of Will, The Emerald Path Perfection is unattainable, But it is no excuse not to strive for it, This henceforth is my quest, My ideal, my call. I will try when my arms grow too weary, And face the unbeatable foe. I will bear with unbearable sorrow, And I will right the unrightable wrong, What is sickness to the body of Emerald? What matters pain? For each time I fall, I shall rise again, And woe be unto the wicked! For I am Emerald I will endure all things, and be vigilant in my stand, From this day until the end of my days. The Oath of Emerald, scribed by the Oracle Hurricane The Emerald Way holds no place amongst the annals of history. I, it’s creator, am no ancient mali of yore. Yet the way has taken root within our culture, and it grows now. It began with the pilgrimage of the Oracle Awaiti Aureon, who took to the wilds in search of a solution to bring together the Naelurir of Caras Eldar once again. Over her time in the wilds, she scribed the beginnings of the philosophy, and laid down the framework for the creeds of the wild faith. The Emerald Way was born then as the first creed of the wild faith. From the birth of the first creed, others were motivated to kindle the beginnings of their own creeds. What followed was a renaissance of philosophy within the wild faith, and the birth of the Ichorian Creed, and the Sage Way. Their own separate and unique philosophies. In the darkest reaches of the forests, the Ichorians dwelled, seeking to cultivate raw strength to match the power of the primal wilds. The sages took to their own, focusing on the balance within, ignoring the material need. But those that followed the Emerald Way took a different path. After the exodus of the Ithelanen and the Torena seeds to the Gladewynn Company, the Oracle left her people, leaving the philosophy in the hands of her students.Within the budding nation, her students kept to the ways. To endure, to fight for what is right and just, and to revere the aspects in all things. Core Values Indomitable Will To be understanding, yet absolute. To not bow, or bend, or break. For the Emeraldians know that true strength does not come from the body, but from the will. Great Courage Not to be without fear. But to recognize that there is something more important than fear, something that outshines fear. From this, will is born. Emotional Resilience To stand strong despite unspeakable horror. Despite loss and anger. To be able to think with a clear mind, while the world crashes down around you. Foresight “The Storm Rises” To look ahead, and prepare for the worst. The key is to look forward without becoming fearful or paranoid of what has not yet come. I pray caution. “And Emerald shall rise to meet it.” Philosophy of the Emerald Way The Emerald Way can be summed up in its axiom “To will change upon the self is to change the world. Only through will can all balance be attained” This axiom rests upon several truths. The self is malleable. Changeable. Nothing is untouchable by great change. The world can be changed by the effort of the self. Our actions cause change. Balance is gained through change. Change is obtained through will. Will is forged by choice. As followers of the Emerald Way, we use these truths as a guide for our lives. Cerridwen The Mother. Lady of Life. Bearer of all fruits. Cerridwen. She holds many names, and titles in our faith. She is the mother of life, the shaper of all that is living. She is often depicted as a beautiful woman, carrying a staff. She created all that is living, each and every tree and frog and tiger. It is to her that we owe our fruitful harvests, and it is to her that we thank for the shade of the great elder trees. We shape her trees into homes, that we may be sheltered from the storm. Think of life itself as water. And think of every creature and plant as clay vases. Cerridwen created all of the vases, and filled them with this water of life. In the Emerald Way, we view her as the great unifier. We are all united by these waters of life, and each and every descendant carries this water of life inside of them. Cernunnos The Father. The Horned Lord. Strength. Cernunnos. He holds many names, and many titles in our faith. He is the lord of the hunt, and the father of strength. He is often depicted as a horned man, carrying a bow, or a spear. It is to him that we owe our bountiful hunts, and it is to him that we are granted our strength. We enjoy full bellies, and great feasts because of him. But despite this, many view him as lord over death as well. After all, he chooses what lives and dies by granting strength and taking it. But the Emerald Way views him in a different light. He is instead, the lord of change. Instead of drying the oceans, he is the tide, ever changing the world around him. And he is the current, ever shifting life around. In the Emerald Way, there is no death. There is only life. A corpse feeds the grasses, and enriches that life. Suddenly, more grass arises. We are fed, and we give birth to our sons and daughters. Life never leaves this world. It only shifts from form to form. Think back to the vases and waters in Cerridwen’s passage. Instead of breaking the vases, Cernunnos merely pours water from vase to vase, and shapes new ones. There is great peace in this. I take heart knowing that I will live on this world even when the last elf has fallen. I. Morality as Inner Balance On yesterday's eve, I witnessed a sight most common, though for some unknown reason, it struck me strange. An elk was torn into by a beast, and ripped into, to eat. A common occurrence, yes, this is known. Tis’ the way of nature, the beasts eat the common gazelle, and so on. The predator eats the prey, and the prey feeds on what it can. There is no evil in it, the predator must eat as much as the prey, and the prey must eat what it can, and there is only survival in it. The predator feels naught for devouring its prey, nor does the prey when it grazes upon the grasses, despite life being taken from the world. Such is the unseen way of all natural life. Life passes on and on and through each moving piece of it. There is no evil or good in the natural balance, only what is and what survives. Such also is the way of druidism, our gifts are given without thought of good and evil, but with only this delicate balance of the cycle of life in mind. Druids are expected to be as neutral as nature in this sense, are we not? It is the duty of druids to correct the balance, wheresoever it may be corrupted, without heed for borders. It is our duty to correct it, we must. We have been charged by the aspects above to do our sacred duties, and the order has decided we must do it this way, completely neutrally. But this charge ignores a most fundamental principle of our life as descendants, of how we have grown and developed to live with morality, to have the sense of good and evil, and all in between. It is what makes us what we are, it is what gives us our humanity, and this makes us truly and beautifully unique. We are not a part of this balance the aspects have created for us, but we surely live with it. Though to attempt to live without morality, to attempt to live neutrally and strive to think as the aspects do, without heed of what is good and evil, this is unnatural of our own being. It makes us only as simple as the beasts and prey that are in the balance we seek so desperately to protect. We cannot, and we should not deny what we are, how we think, but we must find a balance of our own, and look over the balance of nature with a sense of right and wrong. To live along with both the balance and the descendants, separately, yet together. In this, we are allowed to exercise our sense of right and wrong and do our duty to protect the balance with great strength. It is not the nature of men to keep out of everything, we, as Malin's kin, must be involved in the survival of our people, and our culture, for surely the theatre of the world seeks to stamp us out yet. One would say it distracts us from our duty, to be a part of a nation. This is not the case, nay. I might even say it better allows us to perform our duties. While we cannot live as neutral, we are able to do our best to spread what is good, and what is just. It is of the utmost importance that druids maintain strong ties to the world they live in and protect, they cannot fly above it all. Neutrality is a disease that leaves men weak, and staggeringly alone, as many beasts are. Fellow priests of the balance, I say to you. Do not catch the disease of neutrality. Hone your sense of right and wrong, fight always for the path of good for you and your people. Do not become unnatural men, stripped of all sense of what is good or evil in the world. In morality, we find our strength together. Apathy is a fate worse than death, for even a rotting corpse feeds new life. II. Will Within Balance We are inherently separate from the thing we protect so dearly, as druii. The balance consists of life around us, the seen and hidden movements of nature ever moving in a circle around us. The birds and trees die out, but there is ever a forest standing, no? Songbirds fill the air, do they not? We are ever surrounded by life, yet death lurks and strikes here and there. No matter how oft or how heavy death’s strikes may be, life ever moves on. Many druii take our duty to protect the balance as a sign that the world is weak. It is the opposite indeed, for the balance of the world knows a will far greater than our own. Life will find a way, no matter how damaged it may be. We druii exist only as a means of preserving the balance’s state, and correcting it where we find imbalance. Yet as I say, we are inherently separate from the balance of the world. Instead, we hold a force of our own within, potentially even equal to this primordial balance of the world. The balance of the self. The Emerald way is, at its core, the way of two balances. One cannot neglect this balance of the self when protecting the balance of the world, for it is far more fragile, and far weaker. This balance, in a way, is even more important than that which the druii are sworn to protect. With this separation from the balance of the world, the circle of life is entirely indifferent to us, to our very being. We have little sway over it, though many druids seem to rely on it for their source of strength. They use their gifts frivolously, and have grown dangerously dependant on them. They fail to realize that to rely on their gifts to do protect is dangerous, and leaves men weak. No man or woman can hope to fully control this primordial force, and they are left with atrophied bodies, defenseless without their gifts. They fail to realize that true strength comes from within, and that in order to change the balance, and protect it, we must cultivate our own will to match the strength of the world’s will. While faith is important, true strength is drawn from our own volition; The power to use your will, which is equally important as obtaining power itself. Never live for the sake of another, or an ideology. Live for yourself, and no other. With that, we empower ourselves to carry out the will of the aspects, to protect the balance. III. The Nature of Will A man can change everything if he is willing to sacrifice for it. The greatest changes require the strongest wills, And we must give much for the salvation of this world. In the beginning, we have nothing. Our privilege is the dirt. In such darkness, our will guides us to light Perspective pierces the veil of dark. Our birthright is our failings, and the pain we suffer. When darkness comes, we can rely on no other to face it for us. Only through our willpower can balance be attained. IV. Beings of the Present Self The balance does not, nor can it be made to be still for long. All things move until they pass on, and even then their energies move ever forward into other forms, other vessels that will move on and on. And from movement, movement is born, ever arching outward. You, druii, are no exception to this commotion. We constantly expend our energies in creating islands of quiet within our lives, trying to still the waves that march ever onward, yet it cannot last. Time encroaches, it consumes all things. Fling yourself to the waves of life, druii, engage in the here and now, and you will find that the key to living is your own will. The will to see life for its flaws, and the will to better it, to create your own waves. One cannot focus on the waves that have long since passed, the echoes of feelings you once felt. The past does hold merit in giving us its teachings, but from there, move on. It holds nothing for you. Let the past die, and use what you have learned to shape your present. With the lessons of the past, we can focus on dealing with what is here and now, with the waves that crash over us. Use what you have learned to enact your will, and shape the waves around you. And perhaps prevent a tidal wave from overwhelming you in the future by dispersing it before it happens. By changing your destiny. There is no lasting stillness. It is impossible. Accept this. Know it in your bones. Watch the world happening around you, and through your will, forge your own echoes, your own cadence in this world. Live in the moment, and your will can shape the future. V. The Balance of the Self My words earlier in these pages were far too simple, I’m afraid, for they leave out a great deal in seeking to express the point, but they failed to truly explain my deeper meaning. Earlier, I stated that the balance within consists of the will to act on the sense of good and evil. Though I do not refute that, I’m afraid that the truer meaning of the inner balance is lost on such words. Good and evil are a point of view, different to each person. I have found better words to explain such a dichotomy. Instead of viewing the inner balance as the senses of good and evil, replace such words with selfishness and selflessness. To act for the self, and to act for others. This opens the situations to all by providing a common meaning. You cannot have one without the other in life. Pure selfishness only harms others, and amassing your own power can lead you to enact your desires as opposed to working toward the balance. Instead, one must use the powers gained from selfishness to act selflessly in life. To sacrifice for the good of others, and of the balance. But beware, lliran. Pure selflessness is just as destructive as pure selfishness. Benevolence for the sake of benevolence leaves you in a worse position than when you started, it weakens you and sacrifices your own strength to help. In addition, it robs others of their struggles, their own opportunities to learn and gain their own strength. Never sacrifice your own strength to rob another of their struggles. As I said before. Recognize the value in letting people fight their own battles, and they will be all the stronger for it. Selfishness for the sake of selflessness… this is how we can protect the balance. By enacting our own will through this, we have the strength to alter the balance and preserve it. This inner balance is not inherent to druids, or even the balance that they protect. It is inherent to the descendants, this ability to act in selfishness and selflessness. It is where inner strength is drawn, the will to enact change upon the world. Such a principle applies to all aspects of life, and so it is important that druids hone their will to act on this sense. A druid who has mastered their ability to act on this sense will go far. A soldier who has mastered it will find his enemies falling before him. A farmer who has mastered it will know only bountiful harvests. It applies to all paths through life. If we cannot find the strength to act on this and hold balance in our sense of selfishness and selflessness, how then can we hope to protect the primordial balance of the world? We cannot. VI. The Absence of Understanding The Lord and Lady have blessed you with eyes to see and ears to hear, and a whole world to experience. Yet we remain blind and deaf to most of it. I remain blind, despite teachings that were meant to open my eyes and help me see the world for what it was. We consider it a great tragedy when one falls to darkness, when they stray away from the teachings of the order, and when they fall into hands that turn them to violence and disparity. Many of our students are failing, falling to darkness in their belief continuously. Those that remain follow blindly to their teachers, like sheep, unable to think past the surface of druidism. Most haven't thought yet to dive in. We are missing something within our teachings. Missing a piece that keeps the ambitious prodigies away from darkness, and a piece that allows others to break their chains and to be free from the slavery of secular thought. The teachings of our order, I find, ignore the dark of the world. They preach only the light, and are blind for it. I have sought the contrast myself, the dark to compliment the light, not to oppose it. I will not tell what I have learned here, only that the current teachings do not hold all of the answers you need. By learning what they have not taught me, I have seen what makes us weak. If you are to truly understand, then you too must seek this contrast, not adherence to this single ideal. To believe in an ideal is to be willing to betray it, to look where it may forbid you to go. It is a lesson of strength. If you do believe in an ideology, then find its opposite, so that you may reinforce it by correcting its flaws. Become what strengthens an ideology, not a slave to it by following it dogmatically. Without this contrast, we are but marionettes, tangled in the strings of weaknesses in our ideologies. VII. The Value of Struggle and Self Reliance Pure benevolence weakens the self, and those to whom it is cast upon. Do not roam the world, dispensing pity and self sacrifice unto others. By giving others the chance to fight their own struggles, internally and externally, we give them the chance to cultivate their own will. Do not be a thief in the night, stealing strength from others where you would mask it with benevolence. If you truly wish to help another, recognize the value in letting them cultivate their strength and will through their struggles. When they triumph, their victory will be far greater than it would be if you would help them. Through your own struggles, cultivate this inner will, and you will find the path to balance. Create a strict reliance on yourself, rather than your connection to the balance, to the thing you protect. Too many druids of our age focus on honing their gifts to better serve the lord and lady above on this earth. I ask you, strip them of their gifts, and what do they become? Only empty shells, incapable of enacting their duty to the balance without the gifts of the aspects. And that is no true disciple of the balance. Without will, we are nothing. This brings us to a fundamental question: If a druid loses her powers, is she still a druid? The way you would answer would depend on your view. If you say no, you believe inherently that only those with the gifts can make a difference in this world, and you are wrong. The devout, druii without gifts, are simply those with greater will. With the proper will, everything can be changed, such is the nature of will itself. Druidism is something greater than simply gifts. Those that would choose death over a life without their gifts are those whose wills are weak, and were unworthy of them in the first place. VIII. The Nature of Life and Death The Mother above creates and cares for life throughout the world, and spreads it over the land. Helps it grow, nurtures it. Heals it. Guides it. The energy of life exists through all living things. Tt surrounds us, penetrates us. It binds the world together, and unifies it all. It is fluid, like the water that carries it. This is known. Death does not exist. This life created by the mother never leaves this world, it merely passes from vessel to vessel. The fallen elk feeds the grasses, and the prey feeds the predator. On and on the cycle moves, life being poured from vase to vase. It holds many different shapes and forms, but at its core, all forms are simply life. We are no exception to this. It is because of this that the role of the father is oft misunderstood, however. He is not death, nor is he the hunt. His name is strength, not for his ability to take life, or hold mastery over it. But for his power to move the energies of life from one vessel to the next. It is from his will that the balance exists. It is from his own will that life moves from vessel to vessel, never stagnating, never finding stillness. It is due to this change that life is truly precious, and each form just as valuable as the last. So where do we lay among all of these vessels? Where does our power come from? We cannot define ourselves by our ability to take life, to control it even or possess it. To do so is to have nothing, truly. Death does not exist, and to define yourself by your ability to usher it, your strength is as fleeting as grains of sand in the wind. But if we define ourselves by our ability to will great change in the world, to move and change the vessels of life as Cernunnos does? That is true strength, lliran. This is what the focus of druii should be. Cultivating the will to usher change. IX. Facing Conflict I speak much against a neutral stance, and this much holds true. One should always act when they have the opportunity to, and when there is greater suffering in the world. But I have not always been clear on what it is to act on, or how one should carry themselves. In my life, I have been through many struggles of my own, and this is the view I have learned thus far, and it is the view I shall give unto the Emerald Way, that others may find a better way to approach their problems. Live your life, and act with great respect and wisdom, for you must be a beacon of change for the world, a fount of knowledge and veneration. Without strong principles to guide us through our own morality, what then can we enact our will from? A principled life, one with a strong basis for which we act is the only life worth living. But what is principle without the perspective to see the world around you as it is? Through rigorous meditation we gain clearer perspective, and can find the solution to any problem. When on your journey through life, take one step at a time, look up from your feet and observe the living world around you. Speak to all you may meet and soak in all the details you can, learn what comes to you. Life is to be savoured, taken slowly. Rashness is the path toward greater suffering. Will. Principle. Perspective. These are three values that the Emerald Way promotes. Through these values, act with a tempered and clear mind, and seek always to see more than what you are shown. From these values, we find the strength to change anything in this world. Even destiny. X. The Place of Gifts and Tools I have said before, the druids rely on the gifts far too much. It overtakes their being, and in some cases, druids cannot function in day to day life without the use of their gifts. It becomes a crutch, one that would leave a druid crippled without it. Such deep rooted dependency is something to be avoided, something to be shut down and moved away from. And even in our divine mission, many rely entirely on this aspect-given gift to do our work. Without them, I don’t doubt that many would fail in their mission, that they would cease to protect the balance without their precious gifts. And I sense an even more sinister plot. That many druids are here only for the power that they may receive from the gifts. Devotion is a scarce thing to see these days, true devotion to the lord and lady above. Many druids fall, and when they lose their gifts, they simply move onto something else that may give them the power they seek to enact their wills. Give many of the druids of the order only silence, and you will truly see who follows the aspects. But you may see this as me having a negative view of the gifts, which cannot be further from the truth. I have only a negative view of druids that rely on such gifts, that depend on them, sometimes to the extent of needing them to live. Such reliance is weakness, and weakens the order as a whole. However, the gifts themselves are not to blame. We have many tools at our disposal to aid us in our mission of preserving the balance of life. Our mind, our physical strength, our charisma, our words, and yes, our gifts. The gifts are but one singular tool with many uses, just like the other tools. You do not need the gifts in order to protect the balance, just like you do not need the gifts in order to be a druid. To believe that one must have the gifts in order to carry out our divine mission is vanity, don’t you see it? I would rather a devout person without gifts that protects the balance to the best of their ability rather than a druid who uses their gifts for personal gain, or one that seeks personal power. The Order should enforce teachings of these inherent tools that we already possess, and their uses in protecting the balance, rather than preparing them to rely on their gifts. Teaching students that only their new power can preserve the balance is a dangerous and self destructive way of thinking, and is the reason behind many of the greatest failings of our order. There is a silent lust for power within our teachings, I think, and we are utterly blind to it. Always, the next step in learning is to master a new gift. At least, this is what I have seen in the world. There is a great flaw in this method. XI. Amongst the Shadows, the Hunter Preys “When the darkness comes, we can rely on no other to face it.” A hard truth that rings out in the Nature of Will. We are alone in this world, and we can rely on no other, be it a nation, or a friend, to protect us from the evils that seek to cause imbalance in ourselves and in the world around us. Sure, others can assist you in your journey to find balance, but ultimately, we are on our own on this path. This includes when the walls of our world come crashing down around us, and when others draw blades in offense. Remember this lesson though, amongst the shadows the hunter preys. Stick to the shadows and become the hunter, not the hunted any longer. The wild hunter works alone, or perhaps in a smaller group, staying away until the moment is right to strike. Be the wild hunter, and stick to the shadows like paste, be they physical shadows or metaphorical. A hunter can navigate through the webs that society weaves just as well as the darkest depths of the forests. Watch always. Strike without warning. Wait for the opportune moment to strike. And train with but a close teacher watching, no others. Do not show others your strength until the last possible moment. Hold your strengths, your tools close to your chest, and they become all the more powerful. When traipsing through society’s webs, blend in. Do not draw attention to yourself. To walk the path of a druid is to live in service to the two balances. Fight for both of them, and little else. Use violence for necessity and defense, never for indulgence or boasting. Survival is key. Balance is key. XII. The Power of Identity In all things, know who you are. Your identity as a person is imperative to the two balances. Control your identity. Form it. Shape it. Let no other have reign over it. For when your identity is controlled, you are controlled, and your ability to serve the balance diminishes. Your name is your own, and no other’s. In terms of your tools, it is among your strongest. Forge a new identity if you must, in order to break the chains placed upon you by others. Take no titles but those you forge for yourself. Self control is the path to true will. XIII. The Importance of Endurance as Mali As mali, our people are fragile. We are few in number, but long lived. Much can happen within our lives, and we must be prepared to face everything. Be it death, war, famine, or genocide. Be it the murders that haunt us, or the misdeeds and sins of the many. Be it our own failures. We must endure through all things. We must stand at the highest peaks, until the wind tears the mountain into the sea. We must live amongst the forests until they no longer stand. We must endure a thousand wars and watch the blood of our brothers and sisters stain the grasses. This is why we must value endurance to the point of zealotry. We must tune the mind and body to last through all these things. We must constantly stand tall, or we are doomed to fail in our mission as druii. As the world changes around you, remain unmoved by it. You have a duty to your brothers and sisters to endure. But more importantly, you have a duty to yourself, and to the aspects to endure. XIV. On Mani I have noticed something that quite disturbs me. It has brought questions that have shaken my being. In the decline of the Dominion, before we were split to the core, I was beginning to see the rise of the worship of mani. At first, I was quite pleased to see it, watching the faithful delve deeper into the mysteries that the aspects laid before us. But before long, I saw trouble brewing. The faithful began directing their prayers only unto the mani. They rose their names higher and higher, and I watched as many began to favor the statues of the mani over those of the aspects themselves. Before long, our faith began dividing itself yet again, its members grouping themselves by their patron mani. When I saw this, I suspected a schism to pass, yet I did little to change the fate I saw before me. And before I knew it, the followers of Morea and Moccus led an exodus from our lands. This disheartens me. Watching my brothers and sisters place others over the aspects themselves. Perhaps it was the natural progression of this faith, I do not know. But even after I watched as many followed down this path, I knew that the aspects are above all. The Emerald Way will hold no mani of its own, that we may show our reverence to the aspects above all else. Revere the mani, yes. Worship the mani, yes. But in all things, the aspects reign over all. The Emerald Path The dedicancy of an aspiring druid is a path that varies greatly between circles, and even between kindred druii. All of our brothers and sisters have been birthed from these various dedicancies, and many great druids have been birthed from it. Yet despite these successes, we’ve been failing our students. I’ve seen two extremes of our failure within the Naelurir. Our students become mindless sheep, unable and unwilling to explore the deeper mysteries of our world. They cannot act until they’re ordered to, and are often the victims of sloth. They do not carry out the tasks required by our priesthood. And the other side are the independent minds. The ambitious ones with their own agenda in mind. Ones that seek power before faith. These are the dark ones that come from our order. We are responsible for them, for their actions as an order. We’ve always blamed them, their own passions and shortcomings, but we’ve never pointed a finger to ourselves. There is great fault in our teachings, a lack of tempering for these minds that leads them to search elsewhere for better answers. Thus, the basic teachings of the Emerald Way; Faith Studies After taking their oath to the aspects in blood, a strong foundation and understanding of the wild faith is important in fostering a deeper understanding from which we can truly become independent thinkers. To pass through the trials, one must have these foundations prebuilt, that they may fully utilize the tasks they’ve been given. Therefore, before tasks can begin, a student should have in depth instruction on at least the following topics, if not further. The Core Teachings Cerridwen, Cernunnos, The Balance, The Mani The History of Mali Taynei’hiylu, Irrin Sirame, Seed Era, Modern History Survival Medicine and Combat Studies of the Mysteries The Eternal Forest, Rituals, Prayers, and Offerings The Insight of Creeds To search for deeper insight. This is the purpose of examining the three creeds of the aspectist faith. It is one thing to know your duties, to perform them to the best of your ability. It is another to fully understand why you do them, and to find a deeper meaning in them that may echo in all of your actions. A creed is not something to tell you how to live your life, nor to tell you how exactly to do your duties. They are simply ways for finding a deeper understanding of druidism and aspectism in your life, and connecting the self to the balance in ways unheard of before. Thus, it should be required of all dedicants that they examine each of them, learn from their heralds about each of them. To understand the contrast betwixt the three creeds is of the utmost importance, even when dedicated to the Emerald Path alone. Path of an Acolyte To further prove dedication to the aspects themselves, and to prove the prowess of the self, dedicants must serve the priesthood as unattuned persons, assisting their guides in protecting the balance through whatever means are required. Whether that be defending a druid during their travels and in their duty, or witnessing a conversion. Through their time as an acolyte, a dedicant should learn how to act as a priest, and how a priest must carry themselves. The Trials After an acolyte has taken the path, and shadowed a priest, the priest overseeing them will announce them to be ready for the trials. The priest must present them either before two high priests, or two oracles to be judged if they are worthy to become priests. If found wanting, they will be returned to the path of an Acolyte. If they have been judged worthy, they will begin their trials to ascend to priesthood. Which trials to be taken are up to the priest overseeing their acolyte. If one has joined a creed, then they may follow the trials of the creed. If not, a teacher may start them on their own trials. If a teacher has not developed their own tasks, they may follow the ones below. Trial of Knowledge: The acolyte must write a thesis on the lessons of the wild faith, and of the Emerald Way to show their understanding and provide a new perspective on either of the three to show critical thinking. If they can find another way to show what they have learned, they may show it that way. It will be left to the judgement of the priest overseeing. Trial of Steel: An acolyte must show great courage and bravery, be it through fighting a great enemy, or facing down against a great evil. Defeating a dark creature, or fighting in a war. Any great feat of bravery must be shown. Trial of Endurance: An acolyte must endure great hardship, struggle, pain, or loss. Be it through battle, or the rending of flesh. Battle scars may suffice. If an acolyte cannot endure loss, or pain, how can they be expected to uphold their own character, and that of the order? Trial of Reflection: Give dedicant peyote or other herb that makes them disoriented. Then, take him to a mountain nearby with a dagger and nothing else to learn about Cernunnos. To feel that longing for food and to experience the grit of the hunt. They must come back with a kill. (OOC NOTE: For this one, make them write a short story about their character’s experience, like a forum post, as making them emote at nothing while they’re on their own in a forest is boring.) Trial of Faith: Perform a public ritual (Wedding/Last Rites/Warpainting/Leading a group offering), with an elder priest to oversee. OR an acolyte may bring two other mali into the fold of aspectism. Or in some way, the dedicant must demonstrate a considerable knowledge of the wild faith. Either will do. GRAND TRIAL: Dedicant comes up with what they want their grand task to be. Guide has to approve it. Must be Grand Attunement “The gifts do not maketh the priest. The priest maketh the gifts.” - The Oracle, Hurricane After their path has been taken, and their trials complete, it has come time for a priest to be attuned, and to undertake the burden of the two balances.
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