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  1. 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
  2. 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:
  3. The Dragon and the Crow signed in the Imperial city of Helena on the 8th of The Grand Harvest, 1719. The Imperium Renatum and the Principality of Cresonia, would agree on a defensive pact between both nations. Upon the meeting the empire agreed to help the princedom against any foe as long as both parties wished and had a mutual agreement to uphold this pact. The Terms, agreed upon by both signatories, are as followed: [ I ] : Both parties shall enforce a strict non-aggression pact, under all circumstances. [ II ] : Both parties shall agree to defend one another if the other is aggressed upon, with nothing left than the full extent of their military and political authority. [ III ] : Both parties recognize the irrevocable sovereignty and independence of the others nation. If this sovereignty and independence is contested or threatened, they shall protect one another, with nothing less than the full extent of their military and political authority. [ IV ] : The citizens of both the empire and the princedom shall be permitted to freely and safely travel within the borders of both of their lands. [ V ] : Both parties shall assist one another in intercepting and obtaining fugitives and criminals in their nations, unless they would violate another treaty, pact, or alliance in doing so. [ VI ] : If either party is found to be in violation of this pact, the two leaders will meet and discuss in a diplomatic way until an agreement on what to do has been met. Until then the defense pact and all its agreements will still fully stand. [ VII ] : This pact will stand for four saint’s months. Once this time has ended the two leaders will meet and discuss the pact. And if agreed upon will continue for another four saint’s months. If the current ruler of one of the two should die the pact will still stand until the agreed upon time has run out. The new ruler and the other one will then meet and discuss if they shall continue the pact or not. Signed by, HIS IMPERIAL MAJESTY, Godfrey III of the House of Horen, Emperor of the Imperium Renatum, King of Renatus, Marna, Haense, Mardon, Salvus, Seventis, Savoy, Courland, Santegia, and Kaz’Ulrah, Duke of the Crownlands, Avar, and Frederica, Count of Helena, Alamar, Frederica, Thesmer, Thelen, Lorath, and Cantal, Baron of Darkwood, Gravelhold, Fidei Defensor, Protector of the Heartlanders, Highlanders, Farfolk, etcetera Her Royal Highness, Asria of House Nasrid, High Princess of Cresonia
  4. OROPO AND THE ADHERENTS OF DRESDRASIL The Adherents of Dresdrasil are a community dedicated to seaside life, and all the things that come with it. They’re at the surface, humble villagers who spend their days fishing and hunting, relaxing in the sun, surfing and diving, and making offerings and prayers to their mysterious Goddess. But delving deeper, there is more to them than meets the eye. The Adherents of Dresdrasil are split into three equal, but very different castes: Adherents, Ospreys, and Cormorants. Adherents are folks who handle the everyday aspects of life: barkeeps, sailors, fishers, crafters, and merchants alike. Ospreys are hunters in every sense of the word: fishing, trapping, diving, and monster hunting. Cormorants are scholars, spellcasters, and religious figures. Collectively, the Adherents are lead by the Kingfisher and the Herald of Dresdrasil, the leaders of the Ospreys and the Cormorants. The Adherents have their own culture and religion, their religion revolving around the worship of a divine figure. She has many name, known as the Old One of the Sea, the Goddess of the Sea, the Sea Mother, or more properly, as Dresdrasil, the Daemon of Abundance. The tales told by the Adherents speak of how she loved the sea so greatly that she decided to take on a mortal form, and gave up her godhead to dwell alongside the myriad forms of life she had created, her children. The Adherents try to honor her in all they do, treating their villages as just big families, and accepting people from all walks of life. Anyone who would reinvent themselves, no matter what they’re running from. Adherent society focuses heavily on fishing, hunting, and artisanship, with a major focus on skill, local materials, and trade. Despite their dedication, they’re also known to host many festivals, and to be a laid-back people. Those attempting to join the Adherents should apply on this thread using the supplied prompt, and head to Oropo for IC recruitment and such. There are no race or background limitations really, just be a decent person, and come to have fun ❤️ RECRUITMENT APPLICATION MC Name: Character Name: Race: Reason for wanting to join: Goals for Joining: Ideal Caste: Basic Background:
  5. [!] A drawing of a goblin in a jester outfit appears before you. It has the words “Buying wife 20 minas” written on top of it. A note is attached to it. It reads: Hi. I am Omar Grimmer’Lak. I want to buy a wife for twenty minas. She must be able to produce offspring. If you have any daughters, female friends, or mothers who might be interested, send me a bird!
  6. THE NEKHABET & THE TRIBES OF MALI’ASUL & VALAH’HT Mali’Asul History & Society Asul and their human soldiers once were glorious in both might and beauty, their scrolls long since burned. A history once believed to be grand now lay in rubble far below the sands. The Pharmalin believed themselves to be the chosen people of a forgotten Daemon, for they believed their necromancy would allow them to rule and begin a war in the realms beyond, far away from their Mali’aheral brothers they toiled forging armies of dead in the sands. Their kingdom, if you could call a shambling mass of mindless undead fell into ruin as the necromancers fought one another in an vain attempt to grab power over the realm, A realm of little consequence to anyone else. However the sand swallows all in the end as would become a common phrase; the war proved to have no victor, and the art of their necromancy perhaps lost forever in the dunes. The only whispers of this story come from those who claim to hail from the hidden kingdom of the undead it’s name now gone. All that remains is the Nekhabet, Arak, & The Sun Elves of the deserts. Mali’Asul are known mostly for their desire for their aggression, instead of hiding in their homes they are known to instead nearly to a fault be ready to fight both at war and in single combat. For most of all might makes right in the lives of any tribe. Thus one cannot lead a tribe without both the wisdom & knowledge of a warrior and the mind of a leader keeping weak leadership out. Tattoos mark their skin, showing their accomplishments and titles etched in gold for their lavish nature still resides below a warrior’s strong ideals desiring to amass wealth and rule once more remains lingering in all Asul hearts believing themselves not only all deserving of great power but superior to their high elven breathen whom they often call Lowborn for their weak moral code and seemingly reclusive nature. Famous riders and horses are known to frequently come from the stock of the Asul being very numerous it is within their culture to not only honor horses but live beside them. For a Mali cannot rely only on their legs or strength of arms if they are to rule over those whom sit in their castles. The Nekhabet Tribe however have a renown desire for rare objects, scrolls, and gold being interested most of all in their ability to fight against the undead for while they Asul once wielded them, they too fought them. They most frequently share the traits of white hair and amber almost golden eyes Their Sister tribe the Arak however idolize combat to an extreme degree fighting for the simple joy of it, known also perhaps for their lustful nature. They most frequently share hues of gray in their hair, their eyes similar to that of the Nekhabet perhaps denoting a shared lineage. Nekhabet & Arak Behavior Mali’Asul Culture & Society Asul Architecture & Defenses Mali’Asul Tribal Faith The Tribes of the Sun Elves *In full detail Mali’Asul Tribal Virtues firstly are the virtues all tribes shared the Mali’Asul or Sun Elves followed, a strong set of virtues that govern their life since they lack a core religion they instead follow a strict code of honor written as their ‘Virtues’. It brings shame to those whom break these Virtues. Arak Nekhabet Interested in RolePlaying the culture? https://discord.gg/kzGwpZF is the discord. Please if you wish to actively help improve this post join!
  7. Pet ‘N Go Arcas’ one-stop-shop for all your pet needs! [!] A depiction of the interior of Pet ‘N Go. The Pet ‘N Go store, located at Central Ward 13 in Sutica is the premier shop in all of Arcas for all the pet-lovers around! In stock, we have not only the animals themselves but anything you could dream of needing to care for and love them for cheap, affordable prices. We have plenty of exotic pets, including but not limited to: Tigers, Rainbow Boas, Finger Monkeys (!), Ferrets, Wolves, Cocatoos, Snails, Hermit Crabs, Qinling Pandas, Tarantulas, Scarlet Macaws, and a fan-favorite.. Karins! [!] A sketch of a Karin is shown. And plenty more! So come on down to Pet ‘N Go at Central Ward 13 in Sutica for anything pet-related that you require. Remember, brighten your day or anyone you get a gift for with an animal to care for and love. Owned and Operated by Tsarra.
  8. ((This post contains reference to content that others might find triggering or emotionally upsetting. Read at your own desire.)) Daichia Jusmia, was truly no one. His father, Gusiam Jusmia openly denounced the ancestors. Claiming that older Ker used it has a ploy, to brain wash the young into false beliefs and a fear of death. Daichia was born in 1561, his mother was but a simple servant that happen to get caught upon the roads by a bandit. This bandit would come to be his father. A murderer, thief, and heretic. He had a nasty habit of forcing himself on women. His mother was no different, but she took seed. And soon, was with child. But soon after his birth, his mother met an ill fate. Smothered in her sleep, the bab Daichia stolen away into the night by his father. Gusiam held no desire to stay where he was. And soon boarded ship, heading outward towards Atlas. Taking the growing Mali’ker with him. They would come to make a home deep in the southern part of Atlas, where Daichia knew little of his fathers past. He lived a simple life growing up. Maintaining their home, adding in securing food. Truly it was a simple life. And Daichia was raised, blissfully ignorant to his father’s crimes. There was little talk of religion between them. As it was only when Daichia started to venture forth on his own did he discover that his people had a faith. This sparked many debates between the two, as father and son bickered over the matter. In the end, Daichia would move onward before becoming of age. His father would fall ill soon after. His body was never found, and it was generally agreed that wolves had broken in and dragged the corpse out of the cabin. From here, he spent his days hunting game. And living off of the land, offering his service as a sell sword to those with coin. Truly, he was content with being no one. But, fate never leaves anyone out. And it sunk its claws into Daichia. The Mali’ker would come across a town called Belvitz in which he met a human whom he’d never truly forget. His name was Pandir, a charming lad, spastic. But a good heart. Truly, the elf felt at home, as they humans had welcome him with open arms. This lasted for a few years. The Imperial change in attitude towards elves looked dire to him, and Belvitz’s jolly mayor had stepped down. A Marshall took control of the town. And the ker promptly left. He would come across Fenn next in his journey through life. Taking up the title of banner men once more beneath them. Even cut off the tail of a horrid undead wyvern during his stay. Daichia respected the Mali’fenn, but he was hardly personally close to any. It was when their prince declared that all citizens and snow elves must come to worship their deity, did he leave. He would come to take up arms with a small group called the Wyvern Fang company. Hired blades, but the group lasted for a few years. Before the majority of them had been hunted down by Darius Ault. Daichia survived, by simply leaving at the right time. From here, Daichia had herd word of a group of ‘ker gathering. He would make their way to their encampment, and witness the wedding of Xavis Ashwood, and Wren Ashwood. He did little to get involved with their matters, and spent his last days on Atlas hunting game in the woods. It was upon Arcas, that Daichia would invest himself into Vira’ker. From staying within Aegorthond. To their small fort where he took oath beneath Avurak Syllar, where he would see the coronation of Avurak. Daichia would come to make close personal connections with several that also called Vira’ker their home. And he would watch Vas Vincrute make a choice one hardly ever returns from. But nothing last forever, Vira’ker was raided, and Avurak killed by the hands of Renatus. He would see Vira’ker join Fenn and Aegrothond in an Elven Union. And was starting to gain mantels and titles. Ones which he knew little what to do with. He would live to see the Orcs betray their promise to the elves. Watching Valen Syllar take the throne after Avurak’s death. But in his last years, he would live to see the re-birth of the Oren empire. And rode with Vira’ker and Fenn. to rally with Oren and meet Renatus upon the field of battle. He would live to see the birth of Vaelor Syllar, and he would come to enter a throne room. Forsaken by his royalty, the crown left upon the throne. And for the first time in a long time, Daichia fell to his knees and wept. A document declare himself, Dak’ir Des’Nox, and Necor Illaka upon a regency council. Daichia would come to meet the Oren Emperor, something he’d never expect in his life. After all, he was no one. To secure Vira’ker ties with Oren He would live to see Lucius Daemyr lay claim to the Vira’ker throne, and lived to see Lucius crowned upon the throne of Vira’ker. In this time, he had taken but two lovers. The first, he believed to be dead, a Ker by the name of Sanvi. They would have a daughter. a daughter that would no longer have a father. The second, was Kelia, the daughter of the Shade Lockezi. Who was with child, who also will never know the sight of their father. Daichia would meet his death not far outside Vira’ker. At the hands of Vinir Orothell, where the two engaged in combat. In an emotionally heated fight, words were exchanged, and blows were traded. But Daichia would fall to the younger ker. Dying silently, with no words. Death was silent History would not remember dead men And Daichia would lay lifeless on the ground. In his final moments, he was joyful. For truly, he believed he’d prove his father wrong and end the debate that was never settled.
  9. Kompaniya Moskoviya ☦ Founded 2nd of The Deep Cold, 1717 Introduction: The Kompaniya Moskoviya was formed and founded in the Year 1717 by the Romanovich Family and is currently lead by two of its Head-Founders Dragoslav Romanovich and Konstantin Romanovich. The Kompaniya Moskoviya was formed to set a defense upon all Raev people and their values with in Arcas. Ranks: Komandir The Komandir is the official Leader with in the Company. They hold absolute authority and their word is always final. Their job is to conduct trainings, handle contracts, distribute pay, and keep morale up. Leytenant The Leytenant(s) come in sets of two. They are the second highest rank with in the Company. They are the aide-de-camp. Leytenant(s) are responsible for logistics of the company, recruiting, boosting morale, and helping the Komandir. Serzhant Strong folk who have proven themselves on the field of battle and veterans of the company. Good role models for the Soldaty. They help the Leytenant(s) with recruiting, keeping Soldaty in line, holding the line. Soldat The rank of Soldat is one worn with pride. They know how to follow commands, they hold the lines as the bulk of the Company’s troops, and come from all sorts of backgrounds. Some of the Soldaty are experienced warriors and some or not, but all train to better themselves in the art of combat. [!] Soldaty of Kompaniya Muskoviya in a skirmish against enemies c. 1716 Application RP Name: RP Age: RP Race: RP Ethnicity (Raevir, Haenseti, etc.): Previous military experience: Reason for joining: OOC: IGN: Discord: (or msg Fishy#5175 on Discord for info!) ☦
  10. 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?? :’)):
  11. 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.
  12. 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!
  13. Ailyn Matiu Age: 20 Race: Human Gender: Female Sexuality: Whoever catches her eye, catches her eye. Current Residence: Homeless Relationship Status: Technically married Social Status: Friendly neighborhood hobo Physical Appearance Height: 5’7 Weight: 167 Physique: Muscular but still keeps her feminine shape Hair Color: Dark daaarrk brown Scars: One large scar from her neck to her cheek Hygiene: She can never seem to wash the smell of salt off of her. Constantly dirty from her travels. Voice: She can’t help but talk like a sailor. Personality Likes: Freedom, exploring, meeting new people. Dislikes: Not being able to do whatever she wants Strengths: Physical strength, survival knowledge Weaknesses: She just can’t seem to pick up on social cues Fears: Commitment Values: Freedom Possesions Wardrobe: Gods forbid she ever venture north or she’d freeze to death. Jewelry: She wears a string of beautiful shells, pearls, scales, and teeth on her hip. Has an earring with an old seagull feather attached. Always carries: Her old rusty trusty fishing rod. Her leather satchel that has all her essentials like a change of clothes and random things she’s found.
  14. 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.
  15. Treaty of Guise, 1715 A Conditional Military Alliance Between the Holy Orenian Empire and the Princedom of Fenn May the Creator Bless Our Efforts TREATY OF ALLIANCE The Most Serene Grand Prince of Fenn, Aelthir II Tundrak, and the Godsent Holy Orenian Emperor, to wit, His Imperial Majesty Joseph I Marna, having this day concluded a Treaty of amity and goodwill, for the reciprocal advantage of their Subjects and Citizens have thought it necessary to take into consideration the means of strengthening those engagements and of rendering them useful to the safety and tranquility of the two parties, particularly in the case of dealing with the rogue State of Haelun’or and the Pertinaxi pretenders and their resentment towards such connections and good correspondence between strong, sovereign realms; his Majesty Aelthir II Tundrak and His Imperial Majesty Joseph I Marna have resolved to join their Councils and efforts against the enterprises of their common Enemies, after the most mature Deliberation through their respective Plenipotentiaries, concluded and determined on the following articles. ARTICLE I During the continuance of the present War between the State of Haelunor and their Pertinaxi allies against the Princedom of Fenn and the federated sovereignties under the Holy Orenian Emperor, his Majesty Aelthir II Tundrak and his Imperial Majesty Joseph I Marna shall make it a common cause, and aid eachother mutually with their good Offices, their Counsels, and their forces, according to the exigence of Conjunctures as becomes good and faithful Allies. ARTICLE II The two contracting Parties shall each on its own Part, and in the manner it may judge most proper, make all the efforts in its Power, against their common Enemy, in order to attain the end proposed— to annihilate the State of Haelun’or and the Pertinaxi pretenders, and their bandit army. ARTICLE III Neither of the two Parties shall conclude either Truce or Peace with the State of Haelun’or or the Pertinaxi rebels without the formal consent of the other; and they mutually engage not to lay down their arms until the security of either state be assured safe from the grasps of the State of Haelun’or and the Pertainxi rebels. ARTICLE IV The contracting Parties declare, that being resolved to fulfil each on its own Part the clauses and conditions of the present Treaty of alliance, according to its own power and circumstances, there shall be no after claim of compensation on one side of the other whatever may be the event of the War. ARTICLE V The most serene Grand Prince of Fenn and the Holy Orenian Emperor agree to invite or admit other Powers who may have received injuries from the State of Haelun’or and the Pertinaxi pretenders to make common cause with them, and to accede to the present alliance, under such conditions as shall be freely agreed to and settled between all the Parties. ARTICLE VI The present Treaty shall be ratified on both sides and the Ratifications shall be exchanged in the space of six months, or sooner if possible. In faith whereof the respective Plenipotentiaries, to wit: on the part of the Grand Prince of Fenn, Crown Prince Aelthos Tundrak, and on the part of the Holy Orenian Emperor, Baron Henri de Guise, Imperial High Marshal, have signed the above Articles in the Common language, declaring Nevertheless that the present treaty was originally composed and concluded in the common language, and they have hereunto affixed their Seals. Done at Guise, this second day of Malin’s Welcome, one thousand seven hundred and fifteen. Joseph I Marna, Holy Orenian Emperor, Fidei Defensor Henri, Baron of Guise, Imperial High Marshal Aelthir II Tundrak, Grand Prince of Fenn Aelthos Tundrak, Crown Prince of Fenn
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  17. Gods and Men ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ((Link to Roleplay Forum--- Gods and Men Basics In Gods and Men, you take the form of one of the gods, fighting and creating, learning and forgetting, possessing kings and nobles, and the most important, fighting and working together with the other gods. There are two ways of winning: 1: Creating a pantheon Afraid you might not be able to win? Want to play it safe? Well then, my friend, you've chosen the right path! In order to create a pantheon, you and your allies must be the sole remaining gods. If all enemies are defeated, you and your other gods rule the world, and over the races of the world. 2: Becoming the Ultragod Yes, that is what I'm calling it. Not one for alliances? Greedy as can be? Well then, my friend, you've chosen the right path! In order to become the Ultragod, you must destroy the other gods, claiming the throne for you, the one true king! Sadly, there is more to it than fighting the others. The path of the gods is not an easy one. There is much micro-managing involved: You have to take care of your people, nurturing them and helping them as much as possible. The others will obviously try and stop you, but you must prevail! Cities will fall in glorious battles, and new ones shall rise through the hard work and labor. But, be weary, for the only thing keeping you a god is the peoples faith in you. If they do not worship you, you simply fade. If none cares for you, you have none left to help. It's game over. You lose. The others can try and send missionaries and priests to convert your populace, but you may do the same as well. Keep your people happy, and they worship you as the righteous god you are! Torture them, and they shall turn you into a demonic figure. Send prophets to increase faith in your populace, missionaries to destroy your enemies, and inquisitors to remove the plague of heresies! But, you will not take this path alone. On your explorations, you will discover the others, and what route you take depends solely on...well, you! You could introduce this new god to your people, showing him as a great and glorious figure, or cast him into the abyss, slandering his name as the face of chaos. If you do decide on an alliance, there is benefits, and there is consequences. The benefits are increased worship all around. With more people, the more faith you inherit. But the consequence to this is that you must share it. It is dangerous, but necessary for a pantheon. An equally powerful enemy wouldn't prove too powerful, right? Alternatively, you could also destroy this enemy. The benefits are obvious. You gain lands, riches, and get to keep the faith all to yourself. Plus, you could inherit his/her symbols. The rewards are great, but the risk you take is not one to take lightly. Although you could win, there is a possibility you could lose. Losing means you become a taboo figure, losing all your power and your kingdom. You become nothing more than the god of a deranged cult, therefore eliminating you from the game, or fading you. There is also corruption. Corruption in your kingdom grows in the governments you do not pay close attention to. Too much corruption, and the people may go so far to rebel! At first it starts as unhappiness and unrest, but grows and spreads as your people anger. Perhaps you've heard me speak of micromanaging, and you wonder how you, such as yourself, could possibly even begin. This is where possession and creation come in place. You may create a hero, and observe your kingdom from it's political powerhouse. Create a peasant and control your kingdom from its rotten underbelly. Either way, you must be able to observe your kingdom, and you must be able to regulate laws. You may wonder "What's stopping me from making it illegal to not worship me?" and I will tell you. Nothing. But, be warned, if the people feel controlled, they may begin to grow unhappy. And do you remember what happens to unhappy people? Rebellions. Mass suicide to prove points. Uprisings and plunderings. Do you really want that? If you didn't notice by now, I have yet to use the word "Humanity" because there can be more than one race. You may create any race, and show them your ways. The only thing keeping you apart is a slight application. I'm afraid we can't have everyone going around creating new races. The way this works is you can take one of your pre-existing races, and modify them to your hearts content. Then post the application here, and wait for acceptance. Now you might be wondering how I might handle all this by myself. Truth is, I can't. I can't make events for everyone at the same time. That's where the playerbase comes in. You can apply to be a Story Master and help struggling nations, destroy powerful ones, and help with all the minor stuff like judging a nations corruption levels, happiness, riches, food, and advancement rate. I will need at least 3 Story Masters before we start, and a few nations. There are 3 stages during this roleplay: 1: The Growth Age During this age you have just founded a shard, world, etc. and you create your first people. You begin to grow your nation, and help your people prosper from barbarians and savages, to villages and twons. 2: The Discovery Age During this age you begin to explore, and discover the other gods. You find competition and friends. Your people begin to become civilized, developing a culture now. 3: The Peoples Age During this age, your people are now mature and play a major role in your survival. You begin to fend off the others, and join with other factions. This is the longest age, and ends when someone/a group wins. Note: Although I explicitly speak of faith to destroy your enemies, you must realize you may also destroy the others by destroying their kingdoms and nations. With no people, they will not survive. Now that all that is covered, time for the applications: God App Name: Symbol (Water, plants, fire, etc): Race (Default human): Nation Name: Nation Symbol: Nation Terrain (Plains, desert, etc): Race App Name: Originating Race: Features (hair colors, etc): Skin Color: Story Master App Do you have a god?: What experience do you have with leadership?: Give me a minor event for a prospering powerful city: Give me an event for a weak, failing city: Why should I pick you?: Do you promise to not cause events to your own nation, if applicable?: Please note that anyone breaking the rules will be warned. If it happens again, they will be blacklisted and are stripped of their characters. 1. No PG/PE/MGing 2. Be nice and respectful 3. Do not or try not to base your religion around IRL religions 4. Keep numbers realistic. If we find you are unable to do so, a Story Master will be assigned to give you the numbers. 5. Have fun! 6. You must follow the age limits. First age, no talking with the other gods. This isolation is so you can develop you're cultures. Second age, minimal meetings are to be held. These are strangers to you. In the third age, we are not restricting any meetings. Talk as you like Feel free to leave any questions in the comments. This is, after all, OOC. All other OOC posts will be posted here. There will be a few more coming, so please make sure to check in or Follow the post. Accepted Gods Re’Moara Kazotar Mhoric Birrh Repaiup Qhul Ark Accepted Races Sentori Naevian Muintiri Arginians Ternesian Arkelon Story Master List Kaun The Elder Stephensj Map (Will be continuously updated) Gods and Men 5 Maps My Information as example: God App Name: Re’Moara Symbol (Water, plants, fire, etc): Rebirth, Rejuvenation Race (Default human): Sentori Nation Name: Reju’Vena Nation Symbol: A flowering plant Nation Terrain (Plains, desert, etc): Open plains with plateaus, lakes, and rivers with forested areas at the edges. A singular mountain near the center of the terrain. Race App Name: Sentori Originating Race: Human Features (hair colors, etc): Naturally dyed hair with flowing colors and patterns. Enhanced lifespans and enhance birthrate. Physically weaker, but large numbers. Skin Color: Tan skin, occasionally pale/albino. Seen as a blessing. God App Name: Ark Symbol (Water, plants, fire, etc): A Mirror Race (Default human): Arkelon Nation Name: The Arks Nation Symbol: A Pillar of Salt Nation Terrain (Plains, desert, etc): A mountain range island surrounded by forest. The terrain is hard and difficult to traverse, and difficult to survive. Race App Name: Arkelon Originating Race: Golem Features (hair colors, etc): Stoney figures with humanoid features. They have no hair or mouths. Their eyes are emerald. They speak telepathically. Skin Color: Pure white quartz.
  18. 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)
  19. World In Flames 1933 The Reboot! Prologue 12 years ago, the War to End all Wars officially concluded with the Treaty of Versailles. However its name was far from misleading. Its end only brought about more bloodshed than ever before. The great empires of Europe had been exhausted and depleted from the fighting, drained of much of their strength; Their public weary of war. Coupled with the extreme economic downturn of the 1920s, the world was plunged into chaos. In China, the disintegration had long preceded the conclusion of the Great War. Following the death of Yuan Shikai in 1916, the country was torn apart by competing warlords and political movements. In the north the Fengtian Clique makes massive gain, against both what remains of the central government, as well as Communist guerillas based in Taiyuan. In the south, the government loses ever more influence as the warlords of Guangxi, Fujian, and Jiangsu tighten their grip on the more industrial and developed region of the country. In The United States, extreme economic hardships brought on by the Great Depression bred radicalism and contempt for the government, this came to a head in October of 1930 when radical communist, syndicalist, and socialist rebels stormed the capital in Washington DC. Though the rebellion had little sustenance, it prompted a chain reaction that rippled through much of the industrial north and rustbelt. In a matter of months, the rebels had dealt devastating defeats to demoralized and disheartened federal troops. With faith in the federal government eroding rapidly, southern and west coast states systematically broke off from the failing government. Though on the verge of collapse, the rebel onslaught was eventually halted at the Mississippi and a stalemate set in. After roughly 2 years of fighting, a shaky peace sets in across the former United States. In Europe a new ideology rises across the former central powers. Sweden, after being robbed of honor and territory during the Great War is toppled, a fascist dictatorship taking its place. Italy, Hungary, and Germany are no exceptions either; as all three see rise in similar regimes. The Balkans too remain ever heated, as Austrian and Hungarian claims to the old empire remain ever prevalent and their bitter rivalry continues. The British isles are engulfed in chaos, similar to that of the United States as Ireland and Scotland declare separation from the Empire amidst extreme hardship. Their rebellions have proved relatively successful, the Irish have liberated all but a few ports, where only the might of the Royal Navy cements British influence. Scottish forces to have pushed past their own boundaries, dealing a series of surprising defeats to the British. In The Middle East tensions rise, an Egyptian revolt forces the British out of the suez and much of the province itself. The Empire in scrambles can do little at present to stop it. In Ottoman Arabia, the decaying Empire’s grip continues to loosen as independence, and Arabian nationalists threaten to boot the Turks from the region entirely. Chapter I: The Clouds Gather Going into the new year The British Empire: The pressure of economic hardships brought on by the Great Depression has pushed the long dominant British Empire to its edge. Even the vast wealth of the colonies cannot blunt the damage. The British Isles are where this is felt the hardest. Though recent economic trends show that the worst is behind them, the Scottish and Irish are still in stalwart rebellion! All while the average man suffers from hunger and unemployment. Despite all of this, British military might is no less formidable. With chaos in the Americas, the British are left as the sole and undisputed global naval power. Truly, Britannia rules the waves! On land, the British Army is still at its core a hardened and elite force, though it is overwhelmed with conscripts and volunteers in recent years.. Mechanization in the army is also rather lacking, and tanks are far and few between. The German Reich: With the ascension to Adolf Hitler to the Chancellorship, he has spent no time putting the suffering German economy to work. The unemployed are now sent to factories where ‘tractors’ and ‘convoys’ are pumped out on an industrial scale. Though the effects of the Depression are slowly being overturned, the country is far from where the leadership deems ‘ready’ The German Wehrmacht continues its massive expansion programs, despite the Treaty of Versailles. Though It is far from ready for any war, it shows promise. Interesting and new doctrine shows even more. The army also has new and interesting levels of mechanization, with new and advanced tank as well as armored personnel carriers debuting this year. Svenska Riket: The transition of power to the new fascist government in the previous years had been nearly bloodless. The people, ashamed of their countries performance in the previous war, and scorned by the treaty of Versailles, were in full support of the rhetoric spewed out by the new regime! Economic and military reforms had also seen the country nearly untouched by the Depression, making her the envy of her neighbors, and an ever tempting lure to other Scandinavians. Naval buildup and the modernization of Svierge-class battleships had also established the fledgling regime as a premier naval power in the Baltic, on par with or even exceeding the German Kriegsmarine. On the ground, the Swedish army had swelled far larger in size than any of her neighbors, though the military complex was in little position to support it. Hungary: The previous decades had not been kind to the Hungarians, a defeat in the Great War, and the dissolution of her Empire had left many scorn. Further more so as the Austrians continued to gobble up more and more of it in, first in Dalmatia and Bohemia, next in the establishment of a puppet regime in Slovakia. The Hungarians were sorely losing the race to re consolidate the Empire… Kingdom of Sicily: Fed up with the authoritarian nature of Mussolini’s rule, the Kingdom of Sicily finds herself in an interesting position. Her ground forces, though better trained and equipped at present will find themselves in trouble should a long protracted war set in, as the areas controlled currently lacks much of the capabilities to sustain the army. Sultanate of Egypt: The Sultanate currently sits in a period of prosperity, with the British firmly booted from the province, and control of the Suez established, the wealth of Egypt and commerce flows into the Sultan’s treasury. All of this and a population dedicated, even radical for their Sultan, a relatively modern and veteran army sculpts Egypt into a formidable enemy to anyone who might wish to oppose them. Empire of Japan: With the chaos in America, the Empire of the Rising Sun finds itself in a strong position. It’s greatest threat to East Asian supremacy in turmoil. The civil war in China presenting many opportunities for Imperial expansion. At present, the Empire is undisputed in its prevalence over the continent, how it will use this influence and power remains to be seen. The extreme independence and autonomy of the various branches of the Japanese Armed Forces is both a strength and a weakness. On one hand, it allows them to take the initiative and enact crucial reforms, on the other, the divisions also lead to inter branch rivalry and the hoarding of valuable war material from the other. Norway: After its victories in the Great War, and the acquisition of land lost to the Swedish ages ago, the country had entered a period of relative stagnation. The Great Depression had hit the country with a blunted blade, and thus the fallout was not nearly as devastating as it was elsewhere. However, the Norwegian armed forces were far from up to date, mostly stagnant from the Great War. Despite all this, the splendour of victory remained, and faith in the current regime and ruling party was better than ever! Austria: Unlike her Hungarian counterpart, the Austrians had been experiencing a series of successes in the previous years. First the industrial and mineral rich areas of Bohemia were captured, then the Dalmatian coast. In recent news, the establishment of a puppet-regime in Slovakia has pushed Austria one step closer to reuniting the Empire. Austria’s armed forces at present are fairly modern and fairly mechanized, despite their small size. They boast premier tank forces designed and maintained by Skoda works, based in Bohemia. However Austria’s small population heavily restricts the size of her armed forces, and could be seen as one of her biggest shortcomings. Zhili Clique Composed of some of the largest and best equipped sections of the former Beiyang army, the Zhili Clique holds its iron grip on Beijing and the surrounding areas. Support from western business and corporations also helps to pay the bills and arm the men. However this does not alleviate them from their current crisis. The staunch anti-communist, anti-Japanese power finds itself surrounded on most sides. The Fengtian army bearing down from the north, the People’s Liberation Army ever ready in the west, and the shadow of the Japanese looming over it all. United Syndicates of America Since the start of the Revolution nearly 3 years ago, the United Syndicates have been in an almost constant state of war. The deadly conflict against the Federal government had left thousands dead, cities scorched, and infrastructure in ruins. Apart from the east coast and New England, the heartlands of the new nation, much of the Rustbelt and great lake states were in ruins. Furthermore, loyalist guerrillas and insurgents still operated within these states, making the Syndicates hold on them shaky at best. On land, the Syndicate’s military is the largest in north america, however that does not speak much for its quality. The army is largely composed of poorly trained, conscript-esc troops equipped with outdated weaponry and led by questionably experienced officers. At sea, the nation’s navy is one of the biggest, after commandeering much of the Federal Atlantic squadron, though it suffers from the same problems as the army.
  20. 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):
  21. Da Nazty Zkulkaz Throughout Krugmar, messengers covertly spread word of a new, budding group. Covertly would be an understatement, the snaga couriers specifically approaching Krugmar-affiliated goblins and them alone, the slaves not even being allowed to read what is on the paper. Should they read what is on the paper, they are executed. The bodies of such curious snagas clog the shores of Krugmar. : ((OOC: This is knowledge ONLY KRUGMAR GOBLINS HAVE. If your character knows this information, then you are metagaming. So please, hold your ‘The orcs are at it again, better stay off the road’ comments.)) General Information Da Nazty Zkulkaz is a private group of goblins unaffiliated with the official Krugmar Military. Instead, they are a company of covert ops/guerilla warfare specialists willing to work for the highest bidder, unless the current diplomatic situation of the War Nation would forbid them from doing so. They are known to utilize three primary tactics -Ranged Warfare -Stealth -Ambush tactics Let those honorable goblins among you not be dissuaded, for even among the Nazty Zkulkaz there is honor. Read further if you are interested. Tactics Although it is common knowledge that the Nazty Zkulkaz utilise stealth, ranged warfare, and ambush tactics, the specifics of these tactics are a well guarded secret. Those that are inducted are sworn to secrecy before being told the strategy of the band. Thus, only those who are members or those for whom it is far too late will ever know just how the Nazty Zkulkaz operate. Join, and you may discover. Ranks Unlike the majority of this nation, we do not bloat our ranks with pointless titles. Instead, there are simply 3 titles within our group. Boss- The leader of the group, currently held by Snikkit. Although they make the rules and decisions for the band, every decision they make can be overruled if the 2 Nobs can agree on it. These position can be klomped for, but only by Nobs. Nobs- As above, they are both those who rule in the Boss’s stead, but they also are able to overrule his decisions should they be able to agree. They are also there to keep order among the Skulkers. This position can also be klomped for, but there can only be 2 at maximum. This is subject to change. Skulkers- The rank and file of the band. That is all. Honor Code Despite the fact that we use tactics our larger brothers might call dishonorable, that does not mean that we are. Honor is a matter left up to an individual or a group, and thus we have drawn an Honor Code so that the falsehood that we lack honor utterly may be dispelled. -Do not abandon your brothers. Just because we use tactics revolving around stealth and speed of foot, does not mean we can abandon our allies. -Do not steal from your fellow Orc. Stealing from pink-skins is perfectly fine, as it furthers the cause of the nation. -Do not lie. Lying is dishonorable. Silence does not count, however. -Disputes among brothers that cannot be solved with logic should be solved via a physical or mental contest. Might makes right, but might is not just in the muscle and the bone. It may reside in the spirit or the brain. -Never go back on a pact. This falls under lying, but should be added for emphasis. A contract is sacred. Application to Join RP Name: Age:: Combat Experience: Useful Skills: OOC: Username: Discord:
  22. The Green Cloaks Talks fill the taverns all over Arcas of a new group of folk wandering the roads, tales of heroism and bravery, the likes of which have not been heard of yet in this realm. They tell of men and women who had all come together to fight back against the bandit oppressors, those who go by the name of Green Cloak. Est. on the 15th of Snow’s Maiden, The Green Cloaks are a Guild of vigilantes united under one banner from all nations and creeds to defend each other and those who can't defend themselves from the bandit threat. They range anywhere from common-folk to soldiers, and there are many roles inside of the group that can be filled in order to better suit the guild. What does the guild do? The primary focus of the guild is to focus on defending folk from bandits. This will range far and wide, between Patrolling roads, reinforcing cities who are being raided, rescuing slaves, and much more. They will also partake in much more mundane tasks, such as scouting and patrolling cities, guarding common trade routes, and protecting folk from evils that may plague the land, such as undead and the like. As a member of the Green Cloaks, you'll be expected to attend training and mock raids. even though we do not get paid necessarily, all donations, all bandits loot, is split between the Green cloaks, with the organization taking a small share for supplies Ranks and Positions There are several ranks among the Green Cloaks, and as you work with the Guild you can go higher up in the ranks High Ranger The High Ranger is the leader of the Green Cloaks, and represents them in public matters. Though the elders of the guild may veto something if he goes out of line, the High Ranger’s word is law Green Cloak Elder The Elders of the Green Cloaks are those who have proven on multiple occasions to be trustworthy. They are the longest standing members of the guild, and have shown utmost loyalty to the cause. Green Cloak These are the soldiers of the force. Known by their signature green cloaks, these men are those who patrol the streets, participate in rescue raids, and garrison defensive raids Home-bound These people are folk who, although cannot help in the military aspect of the Green Coats, aid the Green Cloaks with information, monetarily, and with supplies. These are some of the most valued of all of us, for they are the lifeblood of the Green Cloaks. The Laws of the vigilant We do not kill, rob, or injure the innocent, they are those we wish to protect We do not enslave or torture those we capture, they are sent to the kingdoms for proper trial We never leave someone behind, we must stay together, or we will perish We accept donations, but we do not expect them. We do what we do for those who can't. We help those in need, no matter what the risk We are here for the common folk, and we will protect them from any oppressors, no matter from what side the oppression comes We do not take sides in wars, we are not mercenaries, we are vigilantes. We do what the law cant, we bring justice to the realms where none exist. But we do not break the laws to do so unless absolutely necessary. In order to join the Green Cloaks you must fill and reply with the application below Role play Name: Race: Age: IC Reason for applying OOC Username: Discord Tag (Example#1111): Timezone: After applying, you will receive a message on discord (in RP this would be a letter under your bed one night) of a location to meet the High Ranger in order to have a interview
  23. I’m looking for players to RP as my brothers or sisters, or perhaps close friends that just arrived with me by boat to arcas. We have already a written culture set up, just need people to be onboard with me to do it, let me know if you are interested or want more info Dallren#3257 aswell as a link to the culture here
  24. World In Flames 1933 The Reboot! Prologue 12 years ago, the War to End all Wars officially concluded with the Treaty of Versailles. However its name was far from misleading. Its end only brought about more bloodshed than ever before. The great empires of Europe had been exhausted and depleted from the fighting, drained of much of their strength; Their public weary of war. Coupled with the extreme economic downturn of the 1920s, the world was plunged into chaos. In China, the disintegration had long preceded the conclusion of the Great War. Following the death of Yuan Shikai in 1916, the country was torn apart by competing warlords and political movements. In the north the Fengtian Clique makes massive gains, against both what remains of the central government, as well as Communist guerrillas based in Taiyuan. In the south, the government loses ever more influence as the warlords of Guangxi, Fujian, and Jiangsu tighten their grip on the more industrial and developed regions of the country. In The United States, extreme economic hardships brought on by the Great Depression bred radicalism and contempt for the government, this came to a head in October of 1930 when radical communist, syndicalist, and socialist rebels stormed the capital in Washington DC. Though the rebellion had little sustenance, it prompted a chain reaction that rippled through much of the industrial north and rustbelt states. In a matter of months, the rebels had dealt devastating defeats to demoralized and disheartened federal troops. With faith in the federal government eroding rapidly, southern and west coast states systematically broke off from the failing government. Though on the verge of collapse, the rebel onslaught was eventually halted at the Mississippi and a stalemate set in. After roughly 2 years of fighting, a shaky peace sets in across the former United States. In Europe a new ideology rises across the former central powers. Sweden, after being robbed of honor and territory during the Great War is toppled, a fascist dictatorship taking its place. Italy, Hungary, and Germany are no exceptions either; as all three see a rise in similar regimes. The Balkans too remain ever heated, as Austrian and Hungarian claims to the old empire remain ever prevalent and their bitter rivalry continues. The British isles are engulfed in chaos, similar to that of the United States as Ireland and Scotland declare separation from the Empire amidst extreme hardship. Their rebellions have proved relatively successful, the Irish have liberated all but a few ports, where only the might of the Royal Navy cements British influence. Scottish forces to have pushed past their own boundaries, dealing a series of surprising defeats to the British. On the Italian peninsula, the Rise of Mussolini and his fascist rule is not unopposed, in late 1932 rebels seize control of southern Italy, Sicily, and Sardinia proclaiming a new Kingdom of Sicily. In The Middle East tensions rise, an Egyptian revolt forces the British out of the Suez and much of the province itself. The Empire in scrambles can do little at present to stop it. In Ottoman Arabia, the decaying Empire’s grip continues to loosen as independence, and Arabian nationalists threaten to boot the Turks from the region entirely. Major & Interesting nations Europe British Empire (taken) German Reich (taken) Military Russia France (taken) Austria (taken) Hungary Sweden Italy Kingdom of Sicily Asia Empire of Japan Fengtian Clique People’s Liberation Army Chinese Nationalist Government Guangxi Warlords Fujian Warlords Jiangsu Warlords Middle East Ottoman Empire Sultanate of Egypt North America United States of America Communist States of America Confederate States of America (taken) Pacific States of America Central American Republic Application Discord Name; Country of choice; Head of State; Government type; Suggestions/Feedback/Questions; Join the Discord Server Here → https://discord.gg/pSd78x
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