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  1. Sometimes you just don't understand. Sometimes you want to understand something that cannot make sense. This is what happened to Karren Myrsta one night while doing the calculations for the magic he was desperately trying to crack. His soul yearned for the powers of Magic, which seemed to repel all the divine attention from him, keeping their gifts far from Karren and lending him no aid to the unruly calculations. It seemed all hope for Karren doing these calculations would be dashed... ...Had it not been for one very odd dream he had some time ago. ~(+)=(+)~ He slept normally as he did in the small southern city of Austrasia, laying in his own bed within a small tent of his own making. He was exhausted of the day's events and slept hard and then it became odd from the start. He dreamed he was floating in a pit of nothingness, no light or sound. He couldn't see much or less feel. Well, thats would turn out to be a lie once he started to feel something put its eye on him as if it dragged him into this pit of nothingness. "You wish to make a deal?" Karren would hear in his mind. It sounded male, raspy or rough Karren could not discern. The voice seemed to be quite serious. Karren thought about it and before he could speak, he heard the voice in his head again. "So you wish for knowledge to crack your mathematics on your magic. I can offer that knowledge, but this comes with a cost you will pay for in the future." "What cost?" Karren quickly thought. "You shall find out. In time." The voice said and before too long, Karren woke up with a beautiful sight of the sun rising. ~(+)=(+)~ The mysterious voice stirred up a physical form in Atlas. He, of course, would not be visible to the Descendants or to the creatures yet as he longed for the boy to finish his calculations to which he helped seal the deal in his dreamscape. He offered the boy the knowledge he desperately required, but he had no idea that he had signed away something that he'd come to find out in the future which made the man smile a little. His physical form was always something he preferred the most to look like though he had no real physical form to speak of. The future of the research he had plans for, the man thought, would be destroyed once he completed it with the knowledge he provided him. At least thats what he planned for in reality. "He has no idea that he is beginning a whole new era of magic. Of Dark Magic." the man smiled as his vocal chords were fully formed once more, walking away from Cloud Temple with an aura of a chilling coldness that rivaled even that of Death itself....
  2. Polis 389 CE (City of Polis 389 CE) (Political map of Aegos 389 CE) [Red = Vathacian States, Purple = Knyos, Orange = Myridios, Teal = Amidia, Green = ‘Barbarian' Kingdoms, Yellow = Nomadic peoples & tribes] The city of Polis, once the cultural, economic, and political center of the Vathacian League, later the Vathacian Empire. A city home to the greatest works of the civilized world. A city that once commanded armies across Aegos, and asserted its influence even farther now stands alone. It has been over 40 years since the last Hegemon was ousted by a coalition of Polisian factions and the Periochi were established by the signing of the Práxi Enótitas. After the reign of the Hegemons and the collapse of the Vathacian Empire, The power vacuum left in Polis led to a period of disaster. Foreign powers stripped Polis of control of most of its lands and territories. Hegemony over what remains of Vathacian territory is nothing more than symbolic. Many states flock to foreign powers, believing their fortunes will better there. In the wake of the collapse the Polisian factions waged war across the city, covering Polis in death, disease, and devastation. After over a year of conflict a victorious faction, Illerius, emerged and established the rank of Polemarch. The rise of the Polemarch ceased the city’s internal conflicts and secured peace with Polis’s various neighbors. Finally after almost a decade of instability, there was peace. ____________________________________________________________________________________________________________________ Available Factions Polis is divided into 10 Periochi, or districts. Every Periochi is governed by the Archon of one of Polis’s 10 factions. The Archons, though mostly independent, still bow to the Polemarch who maintains direct rule over key sections of Polis. Each Periochi has vague cultural traits that will serve as a guideline for you to expand upon. However it is to be noted that they all stem from original Polisian culture, a culture very heavily influenced by Vathacian Culture, which is based of that of Ancient Greece Rules [Any questions can be brought me or the discord] https://docs.google.com/document/d/1amSgKuKybeVyMtVBY4S9xewOSJl0BW_K5qk1hgwWwGE/edit?usp=sharing The Periochi (The 10 playable factions are shown and numbered above) (Above is a map displaying the different Periochi & their accompanying Sectors 1. Argos - The second largest economic sector of Polis and a long standing and respected faction. The majority of Argos’s citizens lie in the upper middle class. Population: 310,000 Improvements: 2x Development [Spread between Sector 4 & 5] 1x Market [Sector 4] 1x Lvl 3 Academy [Great Work | Sector 5] Resources: Scholars [Sector 5] 2. Decelea - The wealthiest Periochi in Polis. Originally head of the Vathacian fleets, this faction quickly secured control over Polis’s waterways and harbours. It is home to the largest marketplaces and wealthiest members of Polisian society. The people of Decelea practice a culture strongly influenced by trade and are widely regarded as the most alien of Polisian peoples. Population: 260,000 Improvements: 2x Development [Spread between Sectors 1 & 2] 2x Markets [Sector 1] 1x Lvl 1 Dockyard [Sector 1] Other: Great Library of Irae [Sector 1][Great Work][Under Polemarch Occupation] 3. Kleones - The most industrious of the inner Periochi. Kleonesians are an honest and hard working people. They take pride in the superb quality of their goods and the faction hosts the largest industrial base in Polis. Population: 290,000 Improvements: 1x Lvl 1 Military foundry [Sector 16 , inactive due to Polemarch occupation] 1x Lvl 1 Academy [Sector 18] 4x Development [2 in Sector 16 & 2 in Sector 17] 1x Lvl 1 Gunpowder foundry [Sector 18, inactive due to lack of resources] Resources: Scholars 4. Apamea - Apamea is the poorest of the inner Periochi, apart from the main streets, the district is largely a confusing maze of slums and apartments. Despite supporting the last Hegemon, they managed to remain in control of their section of Polis through their peoples almost fanatic loyalty to the state. They are an opportunistic people, and unlike their southern counterpart, they are seldom considered honest. Population: 320,000 Improvements: 2x Barracks [Sector 13, one is inactive due to Polemarch occupation] 1x Lvl 1 Military Foundry [Sector 15] 1x Development [Sector 14] Other: Polemarch Garrison [Sector 13] 5. Phocis - Phocis is the most populous of the inner Periochi. Their control of the river gates and largely trained citizenry allowed them to control large sections of Polis. The people of Phocis are stalwart advocates for democracy and independence Population: 350,000 Improvements 1x Lvl 2 Academy [Sector 9] 3x Development [1 in Sector 12, 1 in Sector 11 & 1 in Sector 10] Resources: Scholars Others: Polemarch tax collection center 6. Ephesus - The most militaristic of the Polisian factions & a favorite of the Polemarch. Ephesus was originally formed during the collapse of the Vathacian Empire and was made up mostly of Hegemonic loyalists as well as the largest portion of the remaining Vathacian military. Ephesus is home to the greatest military minds of Polis. Their culture revolves around the good of the Faction and much of the population lives in large communal blocks. Population: 130,000 Improvements: 2x Barracks [Sector 7] 1x Lvl 1 Gunpowder Foundry [Inactive due to lack of resources & Polemarch occupation 1x Lvl 1 Military Foundry [Sector 6] 3x Development [2 to Sector 7 & 1 to Sector 8] 7. Iolcus - The most populous district in Polis. Iolcus is a largely unorganized mass of buildings, plazas, and miscellaneous buildings. The district possesses massive amounts of resources in comparison to the inner Periochi. Iolcusian culture is similar to that of Kleones, however the more rural region hosts more traditional values. Population: 550,000 Improvements: 1x Mine [Iron, Sector 23] 1x Barracks [Sector 21, inactive due to Polemarch occupation] Resources (known): 2x Lumber [Sector 20] 1x Iron [Sector 23] 3x Farmlands [1 in Sector 20, 2 in Sector 23] Other: Polemarch Garrison [Sector 21] Polemarchy Tax collection center [Sector 21] 8. Sestos - Sestos is the largest agricultural Periochi. The finest crops of Polis hail from Sestosian fields and many of the inner districts rely heavily on the constant flow of food products from these regions. Up until recently, the people of Sestos have been largely neutral, during the Polisian civil wars Sestos remained the least affected of all Periochi. Population: 300,000 Improvements: 3x Farmlands [1 to Sector 25, 2 to Sector 27 Resources(known): 6x Farmlands [2 in Sector 25, 2 in Sector 27, 2 in Sector 28] 2x Lumber [Sector 27] Other: Polemarchy tax collection center [Sector 27] 9. Oreus - Oreus is the chief supplier of lumber and iron in Polis. Though not as resource rich as their Thespiaen counterparts. Massive destruction of Oreus during the Polisian civil wars forced the economically struggling district to accept mostly unfavorable trade deals with the Inner Periochi, particularly Decelea, in order to gain financial support. These trade agreements remain mostly intact, which has prompted widespread resentment from Oreusians. The culture of Oreus is similar in nature to their Sestosian neighbors, however it is significantly less pacifistic and more traditional in nature. Population: 440,000 Improvements: 1x Lvl 1 Mine [Sector 30, Iron] 1x Lvl 1 Lumber Yard [Sector 31] Resources(known): 3x Iron [Sector 30] 1x Lumber [Sector 31] Other: Polemarch Garrison [Sector 29] 10. Thespiae - The least populace of the outer Periochi, but largest in physical size. Thespiae boasts a massive amount of raw material. Of the outer Periochi, Thespiae is the most resentful to the other Archons. During the Polisian civil wars, Thespiaen controlled a large portion of what has become Argos. However they were eventually forced out from the city walls. In recent time Thespiae has become the main antagonizer towards the Inner Archons and the leader of the push to restrict the inner Periochi’s access to raw material. Population: 290,000 Improvements: 1x Lvl 1 Military Foundry [Sector 37] 1x Barracks [Sector 34 Inactive due to Polemarch occupation] 1x Stables [Sector 39] 1x Mine [Iron Sector 36] 1x Development [Sector 38] Resources: 1x Horses [Sector 39] 3x Iron [1 in Sector 36, 2 in Sector 37] 4x Farmlands [2 in Sector 39, 2 in Sector 35] 1x Lumber [1 in Sector 37] Other: 3x Polemarchy tax collection centers [2 in 39, 1 in 34] Polemarch garrison [Sector 34] Application 1. The District you are applying for 2. Your Archon's (leader) name and history 3. An explanation of your districts culture 4. Unique unit (military) 5. Discord 6. Suggestions
  3. Waking in a strange Realm is always shocking, but to Karren Mrysta, he was met with the complex thing in the world. He woke in a strange field of wheat on an endless plain, stretching from horizon to horizon where Time had little meaning. He was dressed in garb that seemed to be completely white as if it represented his purity of the soul and he felt like these plains had meant a lot to him as if the field of wheat meant the potential he had as a person instead of just a High Elf. With this, he did not understand what has happening until he began to notice someone else in the field of wheat with him. A man walks up to Karren, seemingly around the same age as Karren, wearing robes of a vibrant astral blue color with a golden trim in his cloak. He also has a black tunic with black pants and he also wears hard leather boots, however it seemed to Karren that this man looked like a High Elf, though not really. Karren wasn't sure who this stranger was, but he did have a familiar feel to him as if somewhere in Karren's mind, he knew him. Perhaps he had read about him from someplace? "Hello, Karren Myrsta," the stranger said to Karren. "Welcome to the Far Glade." Karren was speechless, but he would remain speechless for a time as the dream would seemingly take a long time before it would allow him to speak. What seemed like a half-hour of silence, Karren found his voice and spoke up. "Why am I here?" "Because there are mysteries that need solving, Karren. The Primal Schools of magic aren't to be tested, but however, in my Realm, I can tell you the only thing that your missing." the stranger told Karren. "You're missing Time." With that, Karren suddenly woken up and the world took a moment to snap into view as he felt like he slept so hard that he slept for two years...
  4. COMMON SENSE ACT The Empire of Man holds vast territory, with many diverse peoples owing fealty to His Divine Imperial Majesty, the Emperor of Man, Aurelius I Horen. Throughout the years, many lords and ladies have sworn to the Horen scion, adding their armies to the Imperial horde, and finding peace through service. These various folks together comprise the Imperial nation – from Adria to Haense, they collectively form the heartland of humanity. Law and logic assert these men and women as subjects of the Imperial Crown. They therefore, quite naturally, assist one another. The Imperial armies defend her people; her people, in turn, offer tax and levy to the crown. It is a trade off – a feudal hierarchy. Some of the Imperial vassals themselves have vassals. Just as the leaders of the more powerful fiefdoms were awarded land and office by the King, so to do they offer land and office to subservient lords and ladies. The feudal hierarchy is as follows. EMPEROR OF MAN | @Sultan KING OF SANTEGIA | @Sultan KING OF NORLAND-SIEGHOF | @Sultan KING OF RENATUS-MARNA - LANDS OF THE IMPERIAL CROWN OF EXALTED GODFREY | @Sultan DUKE OF UMBRA | @R3D7uP COUNT OF KASTROVY | @Gressy COUNTESS OF ALDENBURG | @roseways COUNT OF PEMBROKESHIRE | @Sheczar COUNT OF CYRILSBURG | @KosherZombie BARON OF RADOM BARON OF RED PEAK | @Caranthir_ BARON OF RENNES | @LithiumSedai BARON OF TARRACO | @TheArena BARON OF KOVGRAD | @TankM1A2 BARONESS OF AUSTRASIA | @Benelux BARON OF ARRAV | @Zhulik DUKE OF ADRIA | @Kid Mackin BARON OF AESCULUS BARON OF GOZA | @erik0821 MARGRAVE OF STYRIA | @Tornado_ BARON OF VILACZ | @Tornado_ MARGRAVE OF ARDENNES | @Babadooks CALIPH OF KADARSI | @ibraheemc2000 EARL OF NORDENGRAD | @Narthok KING OF HANSETI-RUSKA | @JuliusAakerlund DUCHESS OF KVASZ | @EternalSaturn MARGRAVE OF VASILAND | @Top_Goon COUNT OF AYR COUNT OF CARRENHALL | @JuliusAakerlund BARON OF THURANT | @sandey0000 BARON OF IHIRION | @Juststan147 BARON OF ANTIOCH | @Capace LORD OF ABERRANG | @Tidemanno DUKE OF VIDAUS | @Sky BARON OF ROSTIG Various documents exist which notate and reinforce this subject status. Usually these exist as letters patent, imperial and royal letters, or other letters from the Emperor or his Council which notate the privileges and expectations offered to individuals and in future their progeny. Copies of these exist in various legal libraries in the capital, and naturally each person awarded such a letter would maintain copies, so as to secure their rights were it to be taken to court, or challenged in any other way. These letters would serve as documentation of the feudal hierarchy. However, at times there would be land awards without such letters or documentation, or other documents would exist, such as the Adrian Proclamation. These vassals would merely swear a verbal oath to their liege lord, and begin their service without such regalia. Whether or not such a documented award was given, it is clear that those enfeoffed with land and titulage owed service to the crown, and would be expected to maintain justice, law, and order in their lands. In exchange for privilege and esteem, they are required to rally a levy, pay taxes, et cetera. Imperial vassals are expected to do as follows. Rally as a singular entity, calling forth all their levy and banners. Allow the Crown to negotiate foreign policy. Maintain law and order in their subject territories. Negotiate and pay taxes to the Emperor. Uphold the lawful orders of the Crown always. [All tagged and listed parties, please reply with a signature containing some roleplay, your character's name, titles, and such, notating the terms as per alliance rules.] [Credit: Lyonharted for the original format and post]
  5. Selling logs in bulk, cheap, willing to do the work that you dont want to do, just send me a message of your order and a estimate on a offer. (Discord: Accrayer#8851)
  6. 1912 And the countdown begins. 10! The residents of New York City scream. As the countdown continues, the last visage of absolute history as we know it also reaches it's end. 1! they scream and couples kiss and children scream. It is a new year, 1912! The past year had been difficult, and shown a lot of change. The Ottomans have lost their Libyan colony, and a lot of Balkan land. The German and English naval race continues. However it's becoming apparent an arms race on the continent is brewing. Russia and France in their alliance seek to out produce/compete German arms. The balkans are a powder keg, with a furious Bulgaria, and a emboldened Serbia. Russia has it's own personal problems, but is a growing economy. Germany is terrified, by even 1920 Russian rail roads could rival their own. The U.S is a fledgling state, dealing with what seems to be a massive problem. Every year more and more Mexican banditos raid U.S land in Texas. The army is left dumfounded, unable to hunt them down. Japan sees a rising wave of imperialism, they were now a great power. Russia remembers with fear, as they watch China practically collapse. History up until the point of 1912 is exactly the same. The same people, alliances, and policy. However this will start to change very slowly. A butterfly beats it's wings, and the ripple spreads. The further we deviate from the modern timeline, the more outlandish nations will act. For now though most act the way they always have. But small changes are slowly seeping through, and 1912 is a perfect year to show that. Expectations for post; I expect some pretty flashy post. This is the pre ww1 era after all! Imperialism and Nationalism is at an all time high. People are pioneering new fields, and art/photography enters a whole new stage. Your post don't have to be massive. But I expect at least a few paragraphs and photos to really capture a feel for your nation in this current era. ALWAYS have an 'Actions' tab at the end of your post. This will summarize everything you have done in the Half Year turns. It is there I will respond accordingly. Expect some harsh reprisals and things to not always work out! Things not listed in the actions tab will be ignored and considered moot. Taken Nations U.K Germany U.S Spain France Japan China Austria Ottomans Russia You may still apply for other nations!
  7. Et Novi Orbis Terrarum (1912) In Hindsight; Globalization Characteristic of the pre-1914 decades was what we would now call globalization. Trade may have risen from one thirtieth to one third of world production between 1800 and 1913; between 1855 and 1914 investment flows grew 20 times. Europe accounted for nearly two thirds of global trade and even more of global investment, and from the 1890s Europe’s major currencies were fixed in value in relation to each other under the international gold standard. Hundreds of thousands of foreign-born labourers worked in the heavy industries of French Lorraine and Germany’s Ruhr. The British writer Norman Angell in his 1909 best-seller, Europe’s Optical Illusion, maintained that war between advanced modern economies was now irrational. Yet British naval planners saw economic interdependence as making Germany more vulnerable, and the German General Staff considered war remained a viable option, at least if victory came quickly. Democratization A second 19th-century characteristic was democratization. By 1914 all the European Powers had elected lower houses of parliament, and a majority of the adult male population was enfranchised. The press was relatively free, and citizens could form parties and pressure groups. Nonetheless, in Austria-Hungary, Germany, and Russia ministers answered to monarchs rather than to a parliamentary majority, and the military chiefs were not subordinate to civilian statesmen. Moreover, as international tension mounted, public opinion polarized, more moderate and progressive tendencies being offset by nationalism and militarism. Europe’s socialist parties opposed wars of conquest and aggression but were willing to endorse a war fought for just cause and in self-defence, which in 1914 all the governments would claim to be fighting. Military Revolutions The 19th century had also witnessed a succession of military revolutions. At sea, steel had superseded wooden hulls and steam had superseded sail. HMS Dreadnought, launched by Britain in 1906 with turbine engines and 10 12-inch guns, made all existing battleships obsolete. On land, Prussia’s combination of universal liability to conscription, forward strategic planning by a General Staff, and railway-borne mobilization helped win the wars of German unification, and was widely emulated. Breech-loading cannon with rifled steel barrels replaced smooth-bore muzzle-loaders, and infantry rifles replaced muskets. Smokeless high explosive replaced powder in bullets and shells, and the modern field gun fired up to 20 rounds per minute. Yet although on balance these developments favored defenders over attackers, military planners concluded from the 1904-05 Russo-Japanese War that offensive tactics could still prevail, albeit at much higher cost than before. A balance of power? Peace therefore depended on more traditional devices such as the balance of power and deterrence. In the 1870s and 1880s the newly unified German Second Empire under the Chancellorship of Otto von Bismarck was not only the strongest Continental military power but also spun a web of alliances that left France – resentful of its defeat in 1870 – isolated. The Austro-German alliance of 1879 developed into the Triple Alliance (including Italy) in 1882, and Russia too concluded agreements with the German-led bloc. But after Wilhelm II became Emperor he allowed the connection with Russia to lapse, facilitating the formation in 1891-94 of a Franco-Russian alliance. Even so, for a time the two groupings balanced each other, and Russia and France were in rivalry not only with Germany but also (in Central Asia and in Africa) with Britain. So secure did Germany still feel that from 1898 it too challenged Britain through a major program of North Sea battleship building. The beginning of the 20th century After 1904-07, the line-up became more ominous. Russia was weakened for several years after its defeat by Japan. Germany tried but failed to form a German-Franco-Russian bloc excluding Britain. Instead the British compromised over their extra-European disputes with the French in the ‘Entente cordiale’ of 1904 and over those with the Russians in 1907, and began co-operating diplomatically with their former adversaries. In 1902 Italy had reached a separate understanding with France. Germany’s leaders protested that the Triple Entente ‘encircled’ them, while their one remaining reliable ally, Austria-Hungary, was a multi-national empire that was hobbled by inter-ethnic disputes and menaced by a growing confrontation with its neighbour, Serbia, which with Russian encouragement fomented separatism among Austria-Hungary’s South Slavs. After 1905 Europe experienced a succession of diplomatic crises that heightened antagonism between the two blocs. From 1912 the Anglo-German naval race lost impetus, as a land arms race between the Austro-German and Franco-Russian alliances superseded it. In retrospect it is easy to discern the warning signs. But at the time they were less evident, and as late as spring 1914 tensions seemed to be easing. The French Socialist leader, Jean Jaurès, believed the peaceful resolution of so many crises had bred a dangerous complacency. If you have read all this, congratulations! List a U.S state to answer if you have read all the information in Application area.. Nonetheless, a general war was not inevitable until deliberate decisions created it...... It is the time before what people will call the War to end all wars. Europe is at the zenith of it’s true power. It’s colonies spread all across the globe. The United States at this time was seen as a child. It had no true impact on European affairs. Up until this year history as we know it has continued uninterrupted. But things are changing more rapidly than anyone knows. Leaders and government are becoming more prone to listen to outside elements. And slowly but surely history begins to alter. Things will not play exactly as they once had before. Anything is possible within the realm of realism. Will the Archduke actually be shot? What events will lead up to it. Perhaps the German plan changes, what if they had focused elsewhere? Events were so decisive in history that the world gradually fell into world war. World War is almost certainly inevitable. But many various factors changed or removed could drastically alter how and where it was fought. It will be up to the players leading their nations to try to steer its course. One that may present a massive challenge. The various autocratic and democratic governments are pits of intrigue and politics. OOC ((Please Read the entire Thread. very useful information)) This will be a slightly alternate history Forum thread focusing on the start date 1912. Everything up to this point has been the same as regular history. The governments, leaders, and people all exist and lead in the nations you pick. You can of course introduce your own characters and leaders. But they would have to make their way into power, against any ruling family or government. It will be up to you to decide what alliances and deals are forged. You most of course try to stay within the realm of reason. For instance the Germans and Austrians going to war, or British and Ottomans allying would be rather out of line. Of course you may try anything but the responses will be harsh. This FRp focuses on the question of just how a WW1 could be dictated. What if the British stayed out of the war? Or if the Germans did not invade through Belgium? What if France was the one starting the war. There are many questions it will be up to you to ask, and answer. Players will have the option to take control of the great powers at the time. Smaller nations and colonies are not open for application. It will be focused on a small ring of players making the choices that will dictate the world. Great Powers United Kingdom German Empire French Republic Austrian Empire Italy Russia United States Ottoman Empire Japan China Brazil Lesser Nations Potentially Applicable Belgium Netherlands Spain Serbia Bulgaria At the end of each post you will have an Actions section. Here you will outline the contents of your post into bite sized chunks I can then become aware of and react to. Detail what your nation has done for the time. Each turn is half a year. https://scottmanning.com/content/world-war-i-troop-statistics/ ((To give a view on how large each nation’s army is. It’ll be up to the player to find statistics on their army/navy starting size.)) Application Discord Name; Nation of Choice (and why?); Nation’s historical background leading up to 1912 (Would like a paragraph + here giving a full account of your nation's state at the moment. Particularly important if you want to apply for one of the Greater Powers); Nation’s Government Type and Leader/Party; Any special characters you made and want to introduce?; Nation’s relative army/navy statistics (If you can’t find any pm me); Did you read all the information?; Suggestions or feedback?;
  8. Time. It is the endlessly complex force of all of Creation that cannot ever be killed or destroyed. But somehow, it can be manipulated. Karren Myrsta had met his biggest fan of the club called the "Grand Undying," a mysterious club that centers around Karren Mrysta and his research into Balance Magic, a magic that transcends the magics of Voidal, Deity, and Dark, in the Dominion Square. Somehow, this biggest fan of his seemed to be knowledgeable of his past and what Karren would not realize was that this encounter would trigger a loop in Time where his biggest fan and himself were trapped in. Not even Balance Magic could manipulate this loop, but this had prompted Karren to delve back into his research into Balance Magic and keep trying to obtain this magic, but however that alone has come with dark costs. Once Balance Magic was released into Atlas by Karren Mrysta, he would not realize that researching such a powerful force of magic would place a curse upon his bloodline that would last all the way until the End of Time. For every firstborn child of his bloodline, they would slowly become a Balance Elemental and cannot revert back into Descendant form for extended periods of time. The Myrsta Bloodline would be cursed once Balance Magic was released. Starting with Karren Myrsta's own firstborn and the curse would not manifest until the child themselves achieved the highest possible tier in Balance Magic. Balance is Forever. --- "Sir, the boy's timeline has fluctuated!" a strange voice would say out into the depths of the Transcended Realms. A man in black robes and silvery hair with Emerald Green eyes would come walking towards the sound of the voice. He would seem to be extremely powerful, too powerful for the world of Atlas. He'd begin to speak with a neutral tone to the strange voice "How did it fluctuate?" "A strange wood elf spoke to him. It seemed to accelerate his timetable for researching the magic of Balance by at least a few elven weeks." the strange voice would reply. "Should we allow this change?" "Let it stay. If the Prince causes any more damage to Atlas, the boy will need the magic. Especially if it can grant him the ability to forge godslaying weapons." the black-robed man would say and then the scene would fade to black..... ---
  9. SIEGE OF RIVIÄ _______________________________________________________________________________________________ Blackreach and its allies demolishing the Rivian army, Battle of the Red Snow, 1681 _______________________________________________________________________________________________ After the Battle William, Charles, Wilhelm, Edward would be in the war room at old Curon palace looking at a map of the Rivian capital. As the room was silent William would then speak up. “The time has finally come.... All he ever wanted was blood and glory, but now he will be receiving nothing but blood.” ___________________________ CBs: -Revenge Side A: -County of Blackreach & Allies Side B: -Duchy of Rivia & Allies Proposed Date & Time: Sunday the 23rd at 3:00pm EST Proposed Rules: N/A Location: Discord: Already have the people
  10. A Brave New World (europe 1600 for reference, not playable) Europe, home of the worlds greatest empires, is in shambles. Cities are filled to capacity, disease runs rampant, and the Protestant reformation wars cover the continent in warfare and destruction. Many, who now believe Europe is fast approaching its end look to the west, the discovery of the Americas in 1492 by Christopher columbus went relatively unnoticed. Several expeditions funded by the spanish crown were met with little success. Interest in this ‘New World’ slowly waned into irrelevance until now. Across Europe, peasantry, business men, & nobility alike all weigh their options. The conclusion reached by many is to abandon this seemly doomed continent and test their fortunes in this ‘New World’ supplies are gathered and the Voyages set sail, never to return. Where these Voyages hail from, the reason for their departure, where their loyalties lie & their mission is up for you to decide. _______________________________________________ This RP will run on an AP system details can be found here https://docs.google.com/spreadsheets/d/16plDWp9QGL7jHQi1cV-yBJVGB_YgRSH8yyseC0OqPxI/edit?usp=sharing Any further questions can be brought to a MOD or the discord server _______________________________________________ Your Colony Your colony will land in the place of your choosing. With the supplies, ships, weapons, religion you decide to bring. From there you will forge your nation across the New World. Initial survival will be tough, the natives, disease, and starvation threaten the survival of your new colony (Mods: Ave_impierium, Krefarus) Application Colony Name: Nation of Origin: Religion (Catholic, Protestant, or Othordox): Colony History: Starting Location: (fill in a square & PM to either mod) Initial 200 AP investments: Unique Military Unit: Discord: Suggestions: (Credit goes to Krefarus for making the post)
  11. EVENT REQUEST FORMAT Players/Group Requesting: The Empire of Man and the Order of the Red Dragon What kind of Event are you looking for?: The Empire is looking for an overarching quest-line of sorts, to give Knights some quests to do. The Empire would also prefer it to be related to Human lore in some capacity (I can help with the provision of such). Events can be anything, really, from one-on-one interactions and dungeons to massive group PVE battles. The main goal is just that there's an overarching plot or interactions, if possible, so that we get more bang for our buck. A possible event line that may be interesting to the ET at-least is the Vaeyl Order since apparently they were former servants of Horen, which would naturally make the Imperium Septimus their enemy not because we're poaching their land, but because we would think them to be impostors and not real humans. Approximately, what time/date you want the Event to take place?: Can be disccused. If it's multiple events, then a single time may be fruitless to describe. Organizer's Discord: Zhulik#7438
  12. Players/Group Requesting: Kaz'Ulrah dwarves What kind of Event are you looking for?: Old school dungeon / monster killing. There general area & antagonists are set, and there are some details to include. Other than that, the ET member taking it has full freedom. Approximately, what time/date you want the Event to take place?: Next Weekend (14th, 15th or 16th) Organizer's Discord: Ronald Reagan#9284
  13. Ferals Even a man who is pure in heart and says his prayers by night, may become a wolf when the wolfbane blooms and the autumn moon is bright A legendary beast of uncontrollable hunger and primal rage, the ferals of the night are often never truly seen by descendants, whether in the mountain valleys of the dwarves or in the vast forests of the elves, many will only hear the howl of the wolf in the night. The Legend The story goes that a long time ago, a group of hunters known for their hunting of canines and other dangerous sport became lost in the woods. One faithful night these experienced hunters fell deep within the old woods. The old trees blocking the cover of starlight as darkness engulfed them, as their torches lit dimly they tried to navigate their way through the woods but it was no use for they continued to go even deeper within the forest. As the night grew long and the fear gnawing at their minds, they settled within a cave but whether through fear or by caution they decided to not venture in too deep. As the men slowly became paranoid and as the lit fires now faded, a pair of orange eyes softly glowed from within the further reaches of the cave. As the men readied there bows, aiming at the pair of eyes, the night became clear and the clouds scattered allowing the moon to shine white light into the cave, it revealed many wolves ready to pounce the hunters, the moon shone a large wolf who howled in the night, as the blood curdling howl reached the ears of the bowman they dropped weapons, yelling in pain as they began to transform, their clothes ripping as the grew taller, there teeth sharper like a wolf, and there eyes now changing into an orange color mirroring the large wolf. As they fully transformed, the large wolf revealed itself from out of the shadows. For it was none other than the great spirit himself, Morea…. Prince of the wolves and demigod of the wild. For their endless pursuits in killing the wildlife of the old wood, the mani cursed the men forever more turning into a beast in the night, every night,to kill the descendants who have so unrightfully murdered. And so they did. Forever cursed to roam the nights hungry for flesh, and a desire to kill. Types of Werewolves Lashers Speedy and nimble, Omegas are less brute force but more cunning, their claws are sharper allowing for more swift yet weaker attacks, their limbs are more accustomed to moving on all fours rather than on two feet. Brutes The beta ferals are more brute force than their omega counterparts, walking on two legs rather than on all fours, these ferals are slower yet more tanky and heavy hitting. The strongest and oldest of the Beta’s can even fling (small) tree trunks and sometimes (tho at the cost of alot of energy) small boulders. Alpha Stronger, faster, smarter and much more bigger, Alpha’s are the most dangerous not because of their strength or experience but also their cunning and smarts. They and only they are allowed to do the ritual that allows for more ferals, and so they are also the rarest of the types. Weakness Silver and Gold Silver and Gold are often used to kill, wound or injure ferals. Though no one knows why. A few deep cuts from a slayer steel axe is enough to injure or break a bone from the feral. Transformation process During the transformation between descendant to Feral, the cursed are vulnerable to attacks, silver and gold can be used to kill them or regular weapons. Holy magic The magic of holy men and women can harm the beasts, however depending on the tier and its effectiveness, the feral may not be harmed at all. Tier 1 and 2 will only scare it or the feral can shrug it off. Tier 3-4 can injure it, or even break a few things Tier 5 should be able to kill the beast Daylight Due to them being hunters in the night, Ferals can be blinded by the sun and even in some cases if the feral has just recently been cursed may even die. This means that newly made Ferals must only transform in the night. While more experienced ones will need time to adjust to daylight. Strength Strength : The Feral shows strength much like a wolf or canine, muscle structure and tendons become strengthened to better allow clawing and brutal thrashing. Their jaw like strength is able to snap a bone should they latch onto an unpadded or unarmored piece of flesh. However, their teeth are unable to bite through any sort of metal but can dent the metal to latch onto the material. Their claws are able to cause deep cuts in flesh but not metal or metal plate. Agility : Very much like their canine companions, the speed of a Feral is often compared to a deer or hound. The pad on the bottom of their feet allow them to traverse over tough landscapes. Due to their hind legs binding, they are able to walk much like a horse on all fours. Smell : A feral can smell blood or scents from a great distance away. (20 Blocks). Due to the size of their snouts, a Feral is able to connect a scent with a substance or creature which improves their hunting capabilities for whatever prey they’re seeking to hunt. Vision : Due to the ocular growth of the Feral, their pupils grow much larger, which in turn allows them to see the world more clearly. They’re able to see quick movements and sometimes even heartbeats if it is rapid enough. Feralization Alpha’s are the only ones who can create new werewolves, to feralize a person the alpha in question must give their blood to the victim and must not hesitate otherwise they risk killing the person. Once the victim has drunken, consumed or blood gets injected it will then have to be activated by the howl of the alpha who is feralizing the person. Once done the alpha’s blood will activate inside the person triggering a transformation. For the first week prior to transformation, the newly made feral will be weak and unable to walk during the day whilst in feral mode. As the stone week progresses the cursed will gradually get to full feral strength. After that week they will be a fully fledged feral. This process or ritual is only known to a few, including Alpha’s Deferalization To be cured of the curse, the victim must seek a cleric, paladin or a arch druid, they then must go through a painful two stone days worth of curing, during this process the person must be cloaked from the night, and not harm animals only eating veggies. But be warned, if they havent found a cure before two real life weeks prior to the curse they will forever be changed, cursed to roam the lands in night till death… Other Stuff/Redlines Must be seen by a LT member or ET member during the process, Must plop an application No using weaponry or magic during feral form Rp accordingly, no powah gaming -Once an alpha is handed over it is required that both the previous alpha and new alpha contact a lore team member (the same one preferably) and inform them. -The new alpha is to make a feat application, in which the previous alpha must confirm and the previous alpha's feat application is moved to denied. -If the previous alpha is refusing to confirm, then a witness can put forth evidence in the form of screenshots of the roleplay. -There is a limit of four alphas, gender is irrelevant. -ALL RACES CAN BE FERALIZED
  14. Everybody lives. Everybody dies. Stories End. Stories Begin. Karren Myrsta felt the cold and unyielding grasp of the Reaper, living to tell the tale of the Regeneration to those he'd call friends. Feanor, Arwenia, Leolin, Ally moon, and even the Praetor himself were just a few people out of the many who began to hear the tale of the Regeneration and the man who rose from the cold icy grip of Death, wielding knowledge of the powers of the Dark Magics that govern over the dark creatures and users of the magic. He begun to see how death worked to fuel their spells and in many ways, this added to his already accumulating research on the new type of magic he wanted to try and learn. In this magic, the users of the magic are able to understand the balance between all things, living and not. They are able to pull the weaknesses and strengths of the various schools of magic, forging them into powerful spells that can be used to attack multiple enemies or even just one enemy at a time, forge barriers strong enough to keep enemies at bay, and even cast healing spells upon those who the caster deems an ally. Even then, with this magic, dangers come knocking. The question is if Karren can protect the one thing that was given back to him. Can he protect Karren's Ether?
  15. "The boy. How has he progressed?" A strange figure would say. Strange sounds are heard throughout the cavern as if it was ethereal in origin, almost as if it was trapped between instances of time. This strange figure would seem to be extremely powerful, equal to that of a semi-divine as if the figure had ascended to their current position through Regeneration and acquiring the powers they have, though it seems that the rules of the world bind this figure to this ethereal plane, unable to ever interact with the mortal world. "He has been brought back to life, sire. Through the use of a Totem of Undying." A lingering voice would say from deep within the cavern, rough and masculine. "The boy still has no idea of his destiny and how he shall hold the power to unite two warring worlds. He should still be unable to realize this destiny for the time being." "Then he shall remain ignorant until such a time when Fate intervenes," the strange figure replied to the voice in the cavern, sighing a bit. "So, when will he begin his research on the magic?" "His research has already begun, sire. He has started making headway in such things and gathering the information he believes that shall help him learn of the magic." the voice replied. "He will still need to find his own way to knowing the magic." "That is left to the natural course of Time. For the time being, he shall enjoy this time he has because he is starting a new chapter in his life soon enough." the strange figure would say to the voice. "With the events that is to come, he will need to be prepared. There are dark days coming for the boy, even with the Prince spawned in Atlas." "Of course, sire. I shall update you further once the boy stops grieving for the fallen King of the Elvenesse." the lingering voice would say to the strange figure, sounding neutral in the matter. "A pity the King fell to a dwarf whose own power was corrupted and corroding to the Natural Timeline. The powers of messing with the natural balance of Life and Death can do that to anyone who wields its power, regardless of what magic or weapon the person wields..." the strange figure would say as the scene began to fade.... ((OOC Sidenote: These little Transitions between the chapters are meant to be told in this form in a way of personifying the OOC perspective between a mysterious figure and a mysterious voice that will hold no influence on the Realm of Atlas. It's a new concept of creative writing I'm working on to help with the personal story of Karren Myrsta and maybe even all of my characters on Lord of the Craft. I hope you guys enjoy the reading and perhaps I will make more Transitions and add more indepth storytelling...))
  16. ((The following takes place a few elven days after the events of "Breaking the Stasis")) Karren had never felt the rush of life being poured into his body before his regeneration with the Totem of Undying. He felt stronger, faster, and better than before, almost as if his whole life had been one of suffocation and pure denial of what he had been birthed to do. Ever since he had regenerated, he had lost his impure interests in the animal humanoid species and gained a more drastic taste for those of Elven descent, both male and female. He also felt his soul, mind, and body become ascended into something much more stronger and more powerful than a High Elf, though that would remain a mystery for a long time. Even without magic, he felt a strange energy surge through his body. This kind of magic would feel like a rush to Karren, like wildfire surging through his veins. Though Karren and all of Atlas would not be able to see or understand such power for a longer time. He began to use this newfound power and newfound life to gain more and more physical strength as well as become more and more agile, sometimes even practicing with his sword and crossbow on the new world of possibilities open to Karren with this newfound energy. Over the course of the elven days and the days following the Regeneration Event, Karren would exhaust himself every day practicing and perfecting his newfound combatant skills like the Event had given him what he lacked the most. The ability to survive. These signs of exhaustion would be him looking like hell as if he walked through the brimstone and fire of Hell itself, seeing the horrors of Iblees himself through his deathly cold gaze and survived to tell the tale. It is as if the Totem granted him what he missed the most, forcing the Regeneration and thus healing him back to life, but even with this Regeneration, it came with its costs. The Regeneration left him with a mark on his psyche that which set off would turn him from a person who is kind to a man who is brutal and murderous, ruthless as the LotC equal of Jack The Ripper. He would be also unable to forget what he had nearly done to himself and that would change him drastically. However, this Regeneration would also grant him more ammunition against mantel magic as well, giving him a more enhanced barrier, though it can still be easy to get through, in the form of a mental game that no mental mage would ever expect. A Game of Infinite Possibilities. A game of Time. For the time being, no one would expect that Karren Myrsta had changed so drastically and in so little time. However, if you were good enough at observation and could read the signs, you could be able to divine that Karren had not returned from near-death alone. He came back with something that in some way could change the course of History forever. Could it be magic? Could it be foreknowledge? Could it be a weapon? Could it be another personality? Or could it be something completely mysterious? Anyway, Karren would continue to serve in the Virarim and ascend the chain of command in his own time, regardless of the secrets of those who wish to see the Dominion fall that reside within his mind. His loyalties will be tested. His mind will be challenged. His will to survive will be forged. The Pure Regeneration has begun.
  17. Shadow of the Empire (may have to zoom in to see cities & capitals) Shadow of the Empire is an Alt-history scenario. In this particular scenario, Rome does not rise to dominance. It rises as a republic, presenting ideals and a foundation for a system of government for other nations, But it does not expand outwards, chosing instead to remain as a small city-state. In modern France, a northern tribe, subjugates most of the region before a kingdom is established. Power is cemented in the city of Paris before strings of conquests and campaigns conquer much of modern day Britain, Spain, Portugal, Italy, Switzerland, North Africa, & Egypt. Any questions regarding this can be brought to me on discord @SUPREME leader#1328 The year is 700, Imperial might that once stretched from the corners of the known world begins to wane. Corruption and poverty runs rampant through Imperial cities that were once the pinnacle of civilization. Death is a commodity, sixteen years ago, the Great Dying killed thousands not only in Imperial lands, but across the Mediterranean world. Only now are population centers recovering. At the height of Imperial power, the British Isles were core Imperial holdings, but no longer. Barbarians and self proclaimed ‘Sea Kings’ alike devastate the province. In Ireland, only one bastion of the Empire remains. Costly wars in Italy and Egypt drained Imperial coffers and almost completely destroyed the once supreme Imperial army. The Empire is beset on all sides... the fringes of the imperial territory is in chaos. Iberian revolts cause devastation and death across the region. Raiders from the north pillage coastal cities, Germanic and Slavic tribes push ever westward, leaving a trail of destruction in their wake. Invasion from the newly established Republic of Italy seems imminent. Nation Info Nations are organized into different groups, different groups have similar cultures and/or start with different technologies, certain groups may not have access to certain units/technologies. (SUBJECT TO CHANGE) All nations are playable! Imperial - The Empire, Imperial State of Egypt Eastern Kingdom - Perisan Empire, Sultanate of Arabia, Kingdom of Jerusalem Iberian Kingdoms - Leon, Andalusia, Iberian Empire English Kingdoms - Kingdom of Mercia, Kingdom of Wales, Summerset Greek States - Epirus, Athens, Ionia, Byzantium, Macedon Sea Kingdoms - Norway, Denmark, Sweden Germanic Tribes - Saxons, Sicrii, Vandals Celtic Tribes - Clan O’Neil, Highland Confederacy Slavic Tribes - Myagars, Crimea Info/Rules Absolutely no meta or powergaming is permitted Starting stats & Game rules can be found on the spreadsheet here ( https://docs.google.com/spreadsheets/d/1aUtezeaIMVs_SUE_S4i_PwEIdODPT-1Nv8eYzKRWVtk/edit?usp=sharing ) You are expected to act in a way that seems logical for your nation. I will not allow alliances or agreements that do not make sense within the RP. This FRP will use a AP system similar to Starfare and Onwards. further question regarding this can be brought up with me. (Im aware of how poorly my last frp was executed, but this once is an entirely clean slate, better discord, better system, more fun!) Application Discord: Nation:
  18. __________________________________________________________________________________________________________________________ Introduction The Southgarde was formed to keep the peace in the cities of the south, as well as the roads and all that is between. Not only does the Southgarde protect people from marauders and banditry, they also hunt down beasts and monsters that plague the southern region. The guild is open to all that are capable of the job. Race, religion and sex are of little importance to the guild. All are entitled to what they believe, it is only bringing safety to the people that matters. Above all, the safety of all races and settlements in the south is what the Southgarde seeks. __________________________________________________________________________________________________________________________ Protection From large to small settlements, sometimes it is necessary to call in reinforcements. The smaller settlements are often visited by highwaymen. Due to this, their money is extorted as their defences are not that of the larger and more fortified cities. In this case, members of the Southgarde would be stationed in the settlement and provide protection, strategy, and defenses until the problem is resolved. Larger settlements are often too busy to keep the peace in all areas. Members of the Southgarde can be hired to look into concerns, suspicious activity, and provide information to resolve if not resolved by the local guard themselves. Many other services are provided by the guild. This includes: protecting travelers, caravans, and people of importance to name a few. __________________________________________________________________________________________________________________________ Bounty Hunting One of the main perks to hiring/joining the Southgarde is their ability to go anywhere and solve issues in a strategic and beneficial manner. The guild understands that running a community or being a part of one is taxing on time and makes it hard to keep proper watch over and outside the town’s walls. An encampment of bandits, monster’s nest/lair, murderers, and criminals of all types are to be hunted down and dealt with. That is one of the focuses of the Southgarde. __________________________________________________________________________________________________________________________ Location __________________________________________________________________________________________________________________________ Equipment The Southgarde are known to travel long distances by foot and horseback, trekking through the wilderness and harsh environments, often for long periods of time. The standard armour worn by the Southgarde are of conditioned leather and mail. The Southgarde’s uniform is lightweight, provides exceptional mobility, and allows for a full range of movement. As for weapons, we understand that is something we are not to choose. Every man, woman, or being, chooses their weapon of choice. Whether it’s a sword, axe, bow, staff, or shield, the guild understands everyone has their own prefered weapon. The standard weapons given out are a bastard sword, a bow, and a quiver full of arrows. These are not mandatory, though are the most commonly used weapons. __________________________________________________________________________________________________________________________ Payment As you can see, members of the Southgarde are not the same as the regular town guard. Often members will be taking on jobs alone or in small groups. In order to obtain payment, members must go and earn it. The Southgarde does not have a standard pay rate, yet the ones who take on a job and complete it are the ones entitled to the coin. Food will always be available at the keep, a bed to sleep in, brothers and sisters to laugh with, as well as a drink of good quality. This ensures the Southgarde to stay sharp. Always do your duty...and do it well. __________________________________________________________________________________________________________________________ Application (Or find a Southgarde member at the keep) IGN: Character Name: Race: Current Nation: Personal Goals: Current Equipment (RP Equipment - ex. Bastard Sword, Chainmail, etc.) :
  19. Hey I'm putting all my LotC videos as unlisted and wanted to make this post so that the links could be found without asking me. These videos start in 2013 when I joined and the last one I uploaded was last year in 2017. Green = Better quality / recommended videos. Red = Boring videos that I put in just for the record. Harbinger Fight (Anthos, 2013) Battle of the Nation's Crossing (Thorin's War, Anthos 2013) Battle of Shadowcastle (Pre-Trench War, Anthos 2013) Fall of the Cloud Temple (Anthos, 2013) Deeproads Breach (Ondnarch, Anthos, 2013) Battle of Thoringrad (Trench War, Anthos, 2014) Battle of Indagolaf End (Trench War, Anthos, 2014) Dwarves Help the Conclave (Anthos, 2014) Battle for Kal'Azgoth (Ondnarch, Anthos 2014) The Last Ice Morph (Ondnarch, Anthos 2014) Battle of the Dreadfort (Anthos, 2014) Welcome to the Fringe (Anthos - Fringe, 2014) Skirmish in Kaldonia (The Fringe, 2014) The Battle of Kal'Agnar (Athera, 2014) Battle of Hiebenhall (Athera, 2015) Battle of the Withering Woods Battle of the Melting Frost (1st Frostbeard Rebellion, Vailor, 2015) Dwarf vs Orc Wargames (Vailor, 2015) Battle of Khro'Nagaak (Vailor, 2015) Battle of Kal'Ordholm (Vailor, 2016) Battle of the Gorge (Dwarves & Courland vs Oren War, Axios, 2017) Battle of Goldfield (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish of Johannesburg (Dwarves & Courland vs Oren War, Axios, 2017) Skirmish by Curon (Courland-Haense War, Axios, 2017) Mordring Attacks Bastion (Axios, 2017) Skirmish Outside the Krag (Dwarves vs Norland War, Axios, 2017) Battle in the Cultist's Lair (Axios, 2017)
  20. Sometimes it takes a mind to understand that everchanging tempest of Time. Other times, they are considered mad and insane. That is what Karren felt like as he continued to delve into the darkest recesses of his own mind and soul. The single moment where his own life had taken a darkened turn was lost to his own memory as he had been claimed by Death and revived by the monks of Cloud Temple over and over again to the point where his own soul felt heavy. He wanted so badly to stop the pain of his own soul from weighing him down that he would've resorted for the blissfulness of the Shades to possess him, but he felt some kind of magical barrier blocking him or even preventing him from gaining such magic as if his destiny was not to fall into the powers of Shade or to fall into the powers of Death and mortality, but of a far more deeper future. One meant to change the world of Atlas forever. Karren was not aware of the cold and hardened fury within his own soul, but a man who had stepped into the Darkness had seen such an unbridled and furious emotional tidal wave of dark emotions within the boy's own soul. He approached the boy many days past in the Dominion and there had begun the lies and deceit, showing Karren the powers of his own soul. His own Fractured Soul. Kindness and humbleness hid away his own darkened emotions and unrestricted coils of anger and wrath, but even the man who approached him was slowly and surely twisting the boy's nature from a kind and humble boy into a hardened warrior of the Shadows. A man whose own destiny was to follow orders and prepare to turn his own emotions and sorrow into powers unrestricted and almost deadly to those he saw as enemies. The future looked promising to the boy as he kept up the dream of Balance and those he had met begun to see a much happier boy who had the time on his hands to learn about the world around him. What everyone did not figure out at all was that this boy harbored what would become the fuel for a spell that would grant him the powers of those tortured and suffered. What would be the Bane of the Shades and used in mind-altering illusions and painful secrets too dark for any one man. Karren Myrsta held in his own soul The Shadowed Fury.
  21. -Established 1577- The Enchantry, a guild of scholarly individuals highly advanced in the arts of the arcane brought together with the single purpose to unify for advancement and betterment of voidal magic and its exploits privately. Let it be from its general use and applications to bettering the public view on magic the Enchantry will always be sure to keep magic used and appreciated. First Established in 1577 in Axios, a group of mages joined together to form a small covenant which slowly grew to a greater size and soon greater purpose. The guild now branches outwards to the world opening its arms for public services. Enchantments for coin or to help rid of problematic issues revolving around magic. Having a personal court mage in place to help advise one's nation of magical issues or to help teach potential new mages with very limited class space reserved for those who are personally invited. Guild Traditions The Enchantry Pendant Your fingerprint in the Enchantry - A mage's personal key and identifier in the vast world symbolizing their affiliation with the Enchantry. Commonly seen as a green gemstone with silver around it. These necklaces are bound to the user and acts as their key - if ever taken off a members person it will no longer work. Different colors symbolize different ranks. Black Stone - Associate Dull Green Stone - Acolyte Bright Green Stone - Magus Purple Stone - Keeper of Books Gold Stone - Keeper of Ways Red Stone - Seeker of Knowledge Blue Stone - The Enchanter and his Council The Enchanters Grimoire: Every member of the Enchantry upon joining is issued a personal Grimoire. These Grimoires are entirely for personal use and logging through the entire back section of the Grimoires have been enchanted. Anything written in these portions will transfer after a day to a master copy Grimoire - Allowing for the collection of knowledge (Follows the death rule - if killed the knowledge is stripped from your grimoire up to the point you would remember before death.) Each Grimoire is bound to the member with intricate magics meaning if they were ever stolen or misplaced they no longer function and appear to be blank - a new copy can be forged by its owner retaining the previous knowledge. The Enchanters Implement: Every member of the Enchantry upon joining is issued a personal implement for casting and are advised to use them as much as possible. These can come in the form of many objects ranging from wands and staves, orbs or even their own grimoire. Implements are meant to be entirely personalized and may be enchanted to further enhance capabilities. One mage may not have the same looking implement in the guild - each implement being logged with a name. Specialization Classification: Every member of the Enchantry upon Joining is issued a personal classification on the type of mage they are depending on what arcane magics they currently possess and which one they declare is a main focus of study. If they do not currently possess magic or lack said magic its based on their declaration of study. The Alterationist - One who mainly uses utility based alteration magic to change the world around them. The Battlemage - One who traditionally focuses on destruction based magic such as elemental and forceful arcane. The Conjurationist - One who focuses on Conjuration, learning how life around them works and how to conjure such especially as elementals. The Illusionist - One who focuses on Mainly illusive type magics such as Mental Magic or Sensory Illusion, Deceiving the world around them. Evarir'yallrn's Class: The Enchantry holds a tradition to help the world better current mages and create more traditionally helpful mages as opposed to selfishness and independency that magic has grown to have. To help press a better formality of magic the roll of Evarir'yallrn was created - and thus - Classes. Each class is up to three individuals to 6 max and are titled independently from each other - belonging to the Evarir'yallrn who hosts such. Classes can last between one single class to multiple depending on the planner of the Evarir'yallrn hosting such. Attendees of these classes must be personally invited by the Evarir'yallrn or assigned by The Enchanter himself.  Internal Ranking Hierarchy The guild structure is an important aspect, dictating those with weight and authority. The Enchanter - The Ailer'evarir Leader of the Enchantry Circle of the Enchanter - The Heial'ailer Selected Leaders of the Guild to council the First Enchanter Title Ranks: Seeker of Knowledge - The Uhierir'maehr Dedicated defender of the guild and the world around them. Often sent out into the world to serve as court magi or to learn for the guild. Keeper of Ways - The Evarir'yallrn Dedicated Teacher of the Enchantry to help guide new mages. Keys to the ways of teaching those how to control and respect magic. Keeper of Books - The Evarir'indor Assistant of the the Enchanter to help with Administrative purposes and help serve the guild and the Circle of the Enchanter. Main Ranks: Magus - The Talaileran Established Member of the Guild Trial Magus - The Enaer'saneyral New Member of the Guild - Two year trial period. Inductees must be at least a Journeyman on the Magus Scale. Acolyte - The Taeluir A Student or Assistant with-in the Guild Magus Scale The Enchantry recognizes all mages, in which they will be given a title for their mastery of the arcane. These are Enchantry standard scale and may be used where ever, on any mage to describe their ability. Your position on this scale will not give any weigh to the Enchantry internal Hierarchy. This scale only measures arts, not feats. Apprentice: 1 or more Arcane art, not mastered. (No T5 magics) Journeyman: 1 Arcane arts mastered. (1 T5 Magic) Evoker: 2 Arcane arts mastered. (2 T5 Magics) Sorcerer/Wizard: 3 Arcane arts mastered. (3 T5 Magics) Master Mage: 4 Arcane arts mastered. (4 T5 Magics) Arch-Mage: 5 Arcane arts mastered. (5 T5 magics) OOC Note: Anything posted on this subforum will act as mail to the Enchantry through Forum RP, please be sure to @Tox. With that said please do not comment on this subforum unless sending any official lettering (Requests to join / Inquiries). Thanks.
  22. 10th of the Sun's Smile, 1678 "Inter te nosque" Trading Company More colloquially called "Interte Trading Company", the name means between you and us, and it signifies the privacy, easy communication, and care which the Company directs towards its clients. Originally established by the House of Churchill in 1604 at Axios with the intent of obtaining a cheaper method of transportation for raw and manufactured goods, the ‘Interte Company’ was a project that never took-off. Despite seeing some success with dwarven contractors for leather, the market soon slowed as the cataclysm that was to make Axios uninhabitable drew ever closer, its presence made evident through disasters gradually increasing in intensity. After years in Atlas, and having developed a particular affinity for the production and handling of goods, the Churchills decided to bring back their old project. This was encouraged by the current Patriarch of the House, Leslie, who having been one of the two siblings that founded the original Company in the old continent, implanted the proposition in the minds of his two nephews under his tutelage, Andrew and Falete Churchill. With renovated vigor, the two youngest members of the House and Leslie set off to work. Having begun the preparations for the foundation of the Company - its headquarters were promptly based on the family holdings of Tarraco, a fledgling hamlet on the outskirts of Senntisten, the capital of Renatus-Marna. With the headquarter's construction in progress, the Churchills arranged a meeting with their advisors to draw up the foundation of the Company. Thus, in a very productive session that went late into the night, one that was accompanied by tea and wine, the official and final charter of Interte was born. What does the Company do? The Trading Company is a provider of resources. It was rebranded as less of a transport Company and more of a production one, however it retains its culture of shipping goods to its clients at their request. It supplies its clients with a variety of goods, whether said client is an individual, business, or State. To this end, the Company is opening shops and stalls around the continent for the purchase of goods in low quantities. Given that one desires a larger quantity of resources, however, clients must contact the Company headquarters directly so that the goods desired may be purchased ‘in bulk’. All goods delivered to shops and stalls as well as to clients are done so with the use of trading caravans. Goods and Products Interte has a wide variety of goods in stock for their clients. Yet, it must be noted that some goods will only be available through direct contact with the Company headquarters at Tarraco. As per the date of its founding, the Company is experienced and will provide the following goods: Agricultural and Herbalist Goods and Products Most stalls and shops will have wheat (as wheat or hay-bales), carrots, potatoes and beetroots available, together with their cooked/elaborated variants, amongst which are bread, baked potatoes, soups and pastry goods. For the seeds, or any other alchemical herb, clients must contact the headquarters directly. Animal Husbandry Stalls and shops may provide meats, eggs and milk. Herds or individual animals can also be requested, however, the request would have to be made directly to Tarraco. Smithing Goods and Products Stalls and shops will sell short and longswords, for any specific sword design, a client must contact Tarraco directly. Armour will not be provided at shops, for sets of armour individuals must contact the headquarters directly. Mineral Goods and Products Stalls and shops will have iron and coal available. For any large quantities, Tarraco must be contacted. How the goods are produced Interte takes pride in the artisanship which is invested in the individual products which it sells. Much of the production of the goods that take a significant amount of skill, such as pastries and smithing, takes place in small businesses based in the territories of Tarraco. The Company leases the production of the good to these skilled producers, earning them a handsome pay, and the buyer an item of higher quality. Manufacturing can also fall onto the hands of Interte itself, however, this is particularly for goods which do not require a significant amount of craftsmanship, and can be undertaken by the versatile workers of the Company. A business currently associated with Interte is: Dirgesinger’s Smithing This letter was written by the current shop owner, Vraen Dirgesinger: "Here in Dirgesinger's Smithing, we have mastered the arts of the creation and repair of different kinds of armours and weapons. My abilities in this craft go back to my early infancy, when I went on to become the helper of the local smith in my old home; his name was Esteban. Through Interte Trading Company, we are able to get the best business without having to move too much as they become the middleman in many of our interactions, that is, unless a customer shows up to my smith directly, where I tend him myself! I hope I can be of service to you, and that my product is satisfactory!" - Vraen Dirgesinger Getting involved with the Company One can choose to collaborate with Interte in two different ways: as labourers, or as affiliated businesses. Those willing to join Interte as labourersare provided housing and a salary for their services to the Company. Upon joining they may choose whether to work for the “Armorum” or the “Ciborum”, indicating their area of specialty (more information is given once an individual joins). One can also choose to work as a Guard for the continual caravans resupplying the stocks of stalls and shops or the larger orders demanded by clients. Payments to labourers and guards come on a proportional basis, this means that one will be rewarded accordingly for the amount of resources they bring in, or the amount of caravans they escort until their final destination. Those willing to affiliate their current business to Interte must contact a member of the Churchill family (listed below), however, if one hasn't yet opened their business, and wishes to create it, and then affiliate themselves, they can contact the Company directly to receive a plot of land in the Barony of Tarraco, which is ideally placed on the road between the cities of Senntisten (the new and old Capital of Renatus-Marna) and the town of Belvitz. To make an order, or to affiliate oneself with the Company contact: Andrew Churchill (TheArena), Falete Churchill (erniberni) & Leslie Churchill (llucaxu)
  23. Original Post: (The Leader of the Herd) Herd leader - Ascended_gene - Alikar, Jondead - Zylan (Tends to be the wise man keeping the Herds traditions safe) Shaman: Jondead - Zylan (Protector and warrior, there to protect the other Cervitaur) Ranger: (Normal Cerivtaur, they do a lot of difforent tast keeping the Herd alive, they are the meat of the work force.) Cervitaur: (The New ones to the Herd, or honorary Cervitaur, they do not do too much, but can advance up the ranks to the ranger or a full Cervitaur of The Herd) Newborn: Blooby_Russian - Silvergale Clearean All lore related to Cervitaurs can be found here: Application: Mc name: Discord: Have you put up a Creatures app yet, and if so link it: ~~~~~~~~~~~~~~~~~~ Rp name: age: Role(Rank) in which you would fill:
  24. Karren Mrysta, after finally letting his soul become pure once more, has no idea that the corruption of the alternate personality has begun to surge through him like wildfire. Blackouts, sudden fits of weakness, exhaustion, and dreams of a man wielding light to defeat a dark godlike entity fill the young High Elf's dream world. He has felt his heart suddenly lurch back in time to before he was mentally fucked up by Arelion and Filanir, hiding his true soul's colors. His impurity has caused him to suddenly leave the Silver City and seek refuge in the Dominion, hoping that the natural magic of the Dominion can save his aching soul before it turns into a soul that is tainted by a force that can purge the ethereal soul's light and replace it with a cold blackness. Oblivion. Memories of the ancient personality have proven to be difficult for the young High Elf, giving him either strength fit for a warrior or the mindset of a person possessed by a shade. Wielding no magical powers of his own, he is unable to stop the onslaught of the darkness, making his soul blink in and out of existence. He prays that no mental mage descends into his mind and upset the already delicate balance between the light and the dark because if they do, they could teeter him into the pit of the dark Oblivion and risk losing him to his far darker emotions that even a Shade could not ever stop. However, in a singular page, Karren writes down the phrase "From Darkness unto Light" almost as if it is a key to locking away the corruption of Oblivion. The Soul's Ether is always the key....
  25. Karren Mrysta, a pure High Elf of Haelun'or, walks along the docks of the Dominion and starts to speak to himself as he looks out to a beautiful sunset. No soft ticking was produced or any noise as he seemed to have lost his pocket watch some time ago. This was one of the rarest moments that made Karren shed the culture of the High Elves and even his own self to be someone he truly felt without restrictions. The mental Chain of Light started to become the Chain of Shadow as it rebound his anger, his fury, and his wrath into a darkened aura once more, keeping it locked away and far from any mental mages that would attempt to break it. As he gazed out to the sunset, he felt his emotions wash away as if he was purifying himself by bathing in the last lights of the sunset. "It is hard for many things to believe that they can do good," He'd say softly, smiling a small bit. "Even if they themselves were only meant to do evil. It is in their nature, I suppose, but I do owe a great thanks to Ravena and her little trick. Even if given enough time, I'd have a beautiful moment to myself and with its last light, I'd wash away my stress and my grief." He would then take in the warmth of the sunset, which to him, felt all the more refreshing for him mentally. It felt far more relaxing than bathing in the river or even meditating to the sounds of nature to imagine a perfect balance and attempt to understand time. It was this that sent Karren a happy smile as he finally felt like his mind was his own once more. "I cast you away, Kayen. You helped me so long ago that I believe it is time for me to grow up. To let nature take its course with me. I hope the afterlife is as kind to you as I was all this time," He'd say as he let go of his alternate personality, letting his mind fully reforge into his natural state as if it had no other personality inside of it. This had made Karren happy once more and he said softly to the dying embers of the sunset with one last thing before he walked off back into the main square. "Thank you Ravena. I forgive you."
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