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  1. =-=-=The Defenders of The Mountain=-=-= Kill a soldier and two will replace his place! Code: -Don't Kill Dwarves -Love Justice -Don't Aband Your Friends In A Fight. -Respect Your Leaders. -Obey Orders Ranks Recruit: The newest initate of The Defenders of The Mountain. Solider: A respected recruit. Captain: Able to lead a group of up to 3 soldiers (not icluding him) in a warclaim. General: Able to lead an army TO a war claim. Marshal: The leader of The Defenders of The Mountain. How To Join OOC: Minecraft name: Character name: Mcly Good at (PVP, Building, etc): Timezone: How Active Will you be (In Hours Per Day): Discord: IC: Gender: Race: Note: Elves will have to wear an helmet in order to hide their ears.
  2. The Language of Tiva The guiding hand of the woods (Credits to Phobs) “Tread lightly around the flowers, my sister--for we are lost without them” The Language of Tiva: A History The Language of Tiva is a craft founded under the gazes of the wild mali of the forests, of whom tread within the winding roads of their forests. The craft aimed to recognize meaning within each individual flowers, gradually forming a language as the flowers began to weave itself unto the daily life of the elves. The Language of Tiva was a craft that eventually became dedicated to aiding many of the other traditions found within the society of the elves. The language of Tiva gave meaning to the flowers, and gradually the flowers would be intertwined together to create a certain message for those able to comprehend it--whether it be through wreaths or petal lines. The Three Major Pillars of Tiva Offerings, Guidance, Identity http://theartofanimation.tumblr.com/post/94369990158/anie330 As the Language of Tiva gained more complexity throughout their life within the seeds, the language began to serve Three major pillars within the traditions of the elves. The language remained the same within these pillars, however their purpose altered. The First Pillar: The Aspects The Second Pillar: Guidance The Third Pillar: Identity
  3. The Bradách The Bradách are akin to the real world Celts, with an emphasis on the Welsh and Irish, although imagined as a late medieval/renaissance version of themselves in a fantasy setting. Due to this, their arms and armour are akin to the rest of the world’s and their capability at building is also improved, yet it keeps to the Celtic Roundhouse and Hillfort design. They put a heavy emphasis on a man or woman’s capability to fight and the respect they place on their Gods. Their economy is basic, offering nothing in abundance and with little expertise in any particular field, but this is made up by raids and labour of slaves. The goal of the Bradách culture is to create a space for those who enjoy the Celtic culture and want to experience it in a medieval/ fantasy environment. It is suitable for the PVP and RP minded as despite RP being at our hearts, many of the Bradáchs also serve in the Bradách-glass, which is a mercenary band, comprising of the most skilled warriors, wielding claymores, javelins and sparth-axes, whilst wearing hauberk, steel helms and their Clan colours in tartan clothing. Lore The story of the Bradách peoples started with the Daelish and the Pryderi, when some of the members of each group decided to make their own group and govern themselves. This group grew over time, soon becoming it’s own stable fold of peoples. As this group advanced through history, it’s people integrated it’s ideas and beliefs, which transformed over time with each passing generation. Eventually, the Cadeyrn family became the largest amongst the fold and for the first time of it’s existence, the group elected a Cadeyrn named Bendigeidfran Cadeyrn as their leader, claiming legacy from the Pryderi. From this election and his seat as leader, he took to creating their own set of rules and traditions, such as dropping the common form of inheritance, being Primogeniture succession, and instead deciding each leader, who was then named Rí, through an election of all the peoples. Effectively being a democracy, although each election only happens upon the Rí’s death. He also established the pantheon of their Gods, calling it the Bradách Pantheon. With this pantheon, he elected a man named Myrddin to become the Derwydd Rí, leader of the also formed Derwydd, who were also inspired by the Pryderi Druii, who were responsible for sacrifices, Religious events and keeping sacred Groves off-bound to foreigners, although not because they might cause damage, but because it is believed the Gods live in these sacred sights and can injure or kill those that wander. It is because of Bendigeidfran the Bradách peoples can claim their unique culture and is remembered in stories and tales to this day, also considered the Protector God of Clan Cadeyrn. Years later, the Cadeyrn Clan kept it’s seat in power, consistently proving it’s favour for battle, skill in combat and cunning in leadership. To this day, Caratawc Cadeyrn is the leader of the Bradách and hold many of the traits that his Clan are known for. Language Siaradbrách (The Bradách language is based on real world Welsh, whilst using Irish more commonly in naming places or things) Hello: Shwmae, helo Bye: Hwyl Thanks: Diolch Yes: Ydw No: Na Common Traits: Blonde or Light Brown hair - Most commonly amongst the Bradách, they will have blonde or light brown hair, although some might have differing colours due to the mixed heritage of many Bradách. Tall - Many of the Bradách are taller than the average man, many reaching 6’1 or taller, very few ever becoming shorter than is normal for most humans Muscular - Having strong, athletic muscles is very common, some having larger, burly muscles and very few having a less muscular physique than a trained soldier would possess. This is both due to their genes and life with an emphasis on combat. Deep and Confident Voices - Many Bradách have deep voices, but due to society often scorning the weak or timid, as well as because they are capable at fighting, the Bradách will speak words without worry of the reaction and they are rarely brought to a whisper, even if to keep something quiet. Highlanders - Practically all Bradách are Highlanders, although any race is accepted into the Clan, who sometimes stay and continue to sire children. Elves, specifically Dark Elves, are appreciated amongst the Bradách due to their extended lifespans, yet human-like strength and skill at forging weaponry. Society: As is already mentioned, the Bradách are governed by a Rí that is elected by all the Bradách and any race or gender is accepted to become one. Once a Rí has been decided, he will command all the power in the Kingdom, like any other King, even over the Derwydd Rí, but many are not eager to do so, incase they upset the Gods. The Derwydd Rí is responsible for all the religious events and responsibilities in the realm, usually the one to conduct sacrifices and the first to throw the spear in battle. The Derwydd are chosen by the Rí, who help him or her do his religious activities, but can also host various religious events and will usually attend certain events as a symbol of the Gods’ presence. Finally, there is the Brádan, who is chosen by the Rí as his secondhand man, as well as who he desires to be the next Rí, should he be absent, for whatever reason it might be. If a Rí dies but the Brádan still lives, it is most common for the Brádan to be elected. There is no-body officially called nobles in society, although there are sometimes specific families held to high regard, as well as certain peoples respected highly due to their deeds and/or favour from the Gods. The last notable group in society is the Bardds, who write songs, poems and all sorts of entertainment about people or stories. Due to the fact that people’s favours of the Gods, ability in combat and general greatness is so important in society, particularly since it is responsible for making people Rí, the Bardds are a highly respected people in society and they would all find shelter and food from the vast majority within a Bradách society. Behaviour: In terms of behaviour, most Bradách act the same as others in society, particularly Highland folk, although their emphasis on their multiple Gods is very pious, but stranger yet, they are very tolerant of other deities, believing that other Gods exist, such as the Creator, but believe other Gods protect others and that the ones in the Bradách Pantheon are the only Gods that speak for them. Due to this, the Bradách show respect for other Gods as if they were their own, as giving little respect might result in being brought ill fortune, or even being smitten down by the foreign deity. This respect for foreign Gods is all the stronger when in the territory of any Gods’, such as in Canonist cities or the forests of Druids. In these places, it is not uncommon for the Bradách to sacrifice animals or peoples to the local God, even if that God doesn’t typically receive sacrifices. The Bradách are also very comfortable around the dead and death, considering it a natural thing and that inflicting it on others is not un-natural. Due to this, many Bradách will kill someone when the typical person would spare their life. Most commonly the Bradách will cut off a dead body’s head so that their soul can escape their body and if it was their enemy, keep the head as a trophy. Festivities: Gŵylygaeaf - A winter festival during The Deep Cold in which large amounts of sacrifices are made to the Gods, specifically Myrddin, as it is believed the Other World and our world are brought the closest, causing many to accidently wander into the Other World by mistake, typically when wandering too far into the wilderness. Also during this time, it is believed the dead are more likely to rise and attack who ever it sees, or join in with the festivities. Planhadau - A festival held during the month of First Seed in which the planting of the first crops is celebrated and to gain favour from the Goddess Belisama, a large man made from wood, thatch, rope and twigs is constructed, the limbs, body and head hollow and wide enough to contain humans and animals. This is called a Wickerman, or Gwenyn, and is set alight. It is hoped this sacrifice will bring fertility to the soil and keep the crops healthy. Rhyfelwyr - This is a festival held on The Grand Harvest to celebrate the crops harvested, but also to give luck and blessings to the Bradách warriors that head out for war and/or raids they will hold. When they return with slaves and their victims harvest, some of the crops is buried in a large pit and the sacrifices have their throats slit open over the fresh soil, thanking the Gods for giving the rewards of their raid. Clothing: The clothing of the Bradáchs is practically the same as many other nations, although their clothing is decorated in a tartan pattern, typically combining blue and green, but other clan colours are also used. Many wear linen tunics in the summer, or in warmer climates, whilst in the cold, wearing cotton tunics with a woolen cloak over the top, extending down to the waist. The cloak is split down the middle, so the wearer can fold on or both sides over their shoulders when needing to use their hands, or unpin their cloak from their shoulders to fight. Their also usually wear cotton trousers or their tunics instead or as well could extend down to the knees. On their feet, leather and waterproof boots or normal shoes are worn. The hole design of the Bradách clothes is meant to make travel easy and walking through muddy terrain or rivers easy to do as you can simply raise your tunic and keep your feet dry in the water proof boots. Architecture: The build style of the Bradách is based on the real world Britons, using Roundhouses as the main type of housing, and making Hillforts for defence. The capital city of the Bradáchs is a large Hillfort, the walls holding dirt behind making trebuchets very inefficient at breaking through the walls, whilst leaving large amounts of space on the inside for everything needed. Religion: The Bradáchs are a Pagan people, worshipping multiple Gods in the name of different things. If somebody wants the blessings or favour of a particular God, doing something impressive, such as showing no fear in and great skill in battle, or defeating an Orc in a wrestling match, then dedicating the victory to a God, or sacrificing an animal or human to a God will put you in their favour. There are also events and festivals held to honour the Gods. The list and name of the Gods are; Mormaer - Goddess of all the deities. Goddess of Sacrifice and Fortune Belatucadros - God of War, Hunting and the Weather Belisama - Goddess of the Sea, Agriculture and Peace Sirona - Goddess of Fertility, Health and Love Myrddin - God of Knowledge, Wisdom, Planning and Magic. Also the God of the Undead. (Each Clan has 1 God/dess that reflects their values); Cadeyrn’s God - Bendigeidfran - The Giant God of Kings, Resolve and Decisiveness. Military: The military of the Bradáchs is best described as warbands, in which the people will choose someone they trust and if that person has enough followers, they will head out in their warband and conduct raids. These warbands however all answer to the Rí, who himself may have a warband, and usually has the largest. The Rí can call the warbands into his own to create a Fyddin, or army. Since the Bradáchs do not have a standing army, nor professional one, each member is expected supply himself with arms and armour, but may be given what is necessary by somebody else. What is most typical amongst farmers to supply themselves with is gambeson, some owning iron helmets of varying kinds, although all must have at least a spear and roundshield. The seasoned warriors typical own a gambeson and hauberk (short or long sleeved), with a steel helmet. They arm themselves with a shield and spear, but some might choose an especially long spear, with the shield slung on their back, or perhaps using a sparth-axe, or Dane axe. The elite warriors, who are often the members of the Bradáchglass, wear long sleeved hauberks that reach the knees with steel helmets and leather or maille gloves. As weapons, their own a shield (Kite or round), and spear, but it is also very common for them to own a claymore and sparth axe, as well as sometimes even a sword of varying kinds. What is not necessary, but very common amongst all the warriors, except the Bradáchglass, is a bow. Some using longbows, such as the hunters or more dedicated soldiers. Cavalry isn’t too common, but when deployed, they are almost always skirmishing units, throwing javelins and harassing the enemy, or attacking straying opponents so that heavy infantry, such as the Bradáchglass can move in and mop them aside. Military Tactics - The Rí is expected to be a skilled military tactician as the Warriors are in return expected to risk their lives for sakes of glory, loot and path to the Other World. Army Composition - Typically, armies are comprised mostly of skilled warriors, due to the emphasis the Bradách place on combat, but some farmers and such do not have the time to train, although these make up for much less of the army. There are also the elite Bradáchglass, who make up for about a quarter of the army. Archers and slingers are usually taken up by the untrained farmers, but some skilled warriors might choose these weapons. The skilled typically choose the Longbow and get deep in the mix of battle, peeking through gaps and letting a powerful arrow loose into the enemy line, sometimes bursting open maille or dazing men struck in the helm. Cavalry makes up a very small number, also taken up by the skilled, but usually the richer ones, but the Bradáchglass sometimes put their retainers on horseback and arm them with a few javelins. Preparation for Battle - For the Bradách, there is as much emphasis put on the lead-up to battle as during it. Raiding parties will seat out to harass, kill and sabotage enemy scouts, firewood parties and whatnot. This is an area the Bradách are particularly skilled at, most especially in wooden terrain. They will also poison water supplies or gather in large numbers and feign the army’s advance by scaring birds into large sudden flights into the air, as well as blowing horns and beating drums as though to represent the horns blown before battle or drums beaten to keep order on the march. Also, the Bradách will take great expense scouting their terrain, as well as setting their Derwydd to read the skies for the coming weather. Using these, the Bradách will modify their plans to best suit them. Tactics During a Battle - When two armies have met, the skilled warriors will form a long, relatively thin line and charge, hurling their javelins when close enough and dependant on the enemy’s response, as well as other factors like terrain, who has the higher ground and such, they might continue the charge and slam into the enemy, the first row responsible for defending, the second for delivering blows with their spears. If a charge is not advantageous, they will suddenly stop and quickly form a shield wall, then sometimes making a slow advancing into spear range, or waiting for the enemy’s response, all the while remaining silent. During this stalemate, the slingers and bowmen will pear threw the gaps and periodically fire, as a means to goad their opponent into an attacking. During this time, the cavalry might begin flanking the enemy, hurling their javelins, but usually they have too many missile troops, or superior cavalry. If so, they will constantly try to provoke the cavalry into movement, outside of their missile troop’s range and then hurl their javelins when in range. This will repeat until they run out of javelins or the cavalry make an overly determined charge, in which the skirmishing cavalry will suddenly turn and attack their enemy back, the farmers with their spears running into the melee to finish the cavalry with their spears, which is almost invariably the case, due to the advantage spears offers against cavalry. Then, these men will either attack the enemy missile troops or flank the enemy infantry. The cavalry, if still alive, will do the same and use up any remaining javelins they might have. The Bradáchglass - Mercenary and Elite Band - The Bradáchglass are a unique and new addition to the group of warriors amongst the Bradách. These men are funded by the Rí, or sometimes themselves, so that they can afford their equipment, as well as the time they spend from their potential occupations to become elite and highly trained soldiers. These men are usually raiding and plundering, but the Rí may give them permission to seek or accept mercenary contracts from other Lords. Thanks to @Dewper and @OneGhoulyBoi for giving me permission to claim inheritance from both of their cultures. Here's a link to their cultures; Dewper's https://www.lordofthecraft.net/forums/topic/163587-daelish-culture/ GhoulyBoi's https://www.lordofthecraft.net/forums/topic/164652-culture-the-pryderi/
  4. *A small book can be found, inside of it a small poem* She looks down in her arms, a small child is asleep. she stares into her eye, a smile on her face . She starts to sway her child slowly as she lets out a sigh. Her eyes don't leave the child's eyes, she can believe that she brought this baby girl into the world. in the back of her mind is shadow of fear, but when she looks into her daughter's eye she cant help but smile. the thoughts of fear and hate dispels from her world. In the night when she hear the cries, she remember the child's eye and smiles.
  5. https://www.youtube.com/watch?v=yj_wyw6Xrq4&ab_channel=AdrianvonZiegler The Kingdom of Caer Conaithe & of Y Tuath Cadeyrn "They are tall in stature, with rippling muscles under clear white skin, they look like wood demons" Physically the Bradáchs are terrifying in appearance, with deep sounding voices. They frequently exaggerate with the aim of extolling themselves. They are boasters and threateners and given to bombastic self-dramatisation, and yet they are quick of mind and with good natural ability for learning" Lore of the Bradách The Bradách peoples are a mix of Northern raiders and a unique culture. Choosing to live either on islands or hillforts, preferring proximity to the sea and living most of their life as farmers and fishermen, some worshipping the Bradách Pantheon. Despite their usually typical occupations, they put a large emphasis on Warfare, Raiding and Combat, which is how Bradáchs gain popularity and fame within their societies. Their unique culture is also carried into their government, which is ruled by a Rí, also called King. Also, there is a Derwydd Rí, also called Druid King, who is in-charge of all things to do with the Gods. These are two of the most powerful peoples in the government, but there is also the Bradán, who is the heir to the Rí, but not necessarily his son or family. What is most unique about the Bradách is their emphasis on the community and it's say. The Rí is chosen by the people's choice, most commonly the most battle-tested and intelligent chosen, which is the same for the Derwydd Rí, although that title is chosen by the other Derwydd. Finally, the Derwydd are the Druids, who are responsible for up-holding the will of the Gods by hosting the rituals, sacrifices and all else considered holy. For someone to become a Druid, the Derwydd Rí may decide if someone may become one, which is usually based on their intelligence and commitment to the Gods. The Bradách Pantheon Since the Bradách people are Pagan, they follow multiple Gods and Goddesses; Mormaer - Goddess of all the deities. Goddess of Sacrifice and Fortune Belatucadros - God of War, Hunting and the Weather Belisama - Goddess of the Sea, Agriculture and Peace Sirona - Goddess of Fertility, Health, Love and the Sun Myrddin - God of Knowledge, Wisdom, Planning and Magic. Also the God of the Undead. The Bradách also have Gods for their own Clans. Currently, Cadeyrn is the only Clan; Tuath Cadeyrn's God - Bendigeidfran - The Giant God of Kings, Resolve and Decisiveness. Application OOC Username: Discord Username: Knowledge on the IRL Celts IC Name: Age: Skills: Experience in Combat (RP and PVP): (If you want to contact us, or just organise some sort of RP or meeting, message either me with the username: TheNanMan2000, or the Tánaishte with the username: HareBear_. We welcome all sorts of RP, including raids on our land or generally anything that may be fun and good character developement)
  6. ESTERMONT REAL ESTATE WE BRING THE HOUSING YOU DESERVE RENT PROCEDURE We of Estermont Real Estate charge rent upon our tenants, this is beneficial to our tenants as selling owned property is not needed to move. It serves well those who have little money to spare, it shall also be noted money is not returned should one move before saints weeks end. CITY RENT Senntisten Marna - 15 Per Saints Week HOUSING IN SENNTISTEN - MARNA Birds Eye View Godfrey Avenue 2 [Sold] Godfrey Avenue 5 Godfrey Avenue 6 Pictorus Square 1 [Sold] Pictorus Square 2 [Sold] Rovin Way 6 [Sold] ESTATE LAW & REGULATIONS Man or woman is not to harm the exterior of the rented structure. Rent must be paid prior to moving in, then paid at the start of each saints week after. Rent must be paid in timely fashion otherwise one may be evicted. To cause trouble for local authority is met with immediate eviction. To rent real estate you agree to the terms above. Contact Eadmund Estermont to Rent [Message Julius55]
  7. Vailon Hel’Spire ---<General Information>--- Name: Vailon Hel’spire Gender: Female Race: Dark Elf Age: 21 Other Names: Vail, Valior, Titles: None ---<Personal Information>--- Birth date: ??? Birth Place: Somewhere outside of San’Torr Likes: Alcohol, Friends, Lich’s, Racial Equality Dislikes: Racistem, betrayal ---<Mental Information>--- Languages: Common Tongue Alignment: Lawful Chaotic Hoppies: ---<Social Information>--- Emotional Stability: Mostly very stable can take almost everything you throw at her, that’s a almost though. Sense of Humor: Very sarcastic, Sometimes dark. Reputation: N/A ---<OOC Information>--- Goals: I wish too Vailon have a very intense rivalry with her sister. Also sometime be turned into a Lich, Pale Knight, or a Golem and lead a undead legion. Very odd and hard goal but it’s a bit different then my usual personas . Username: Apolleyen Skype: Rivside Talrift
  8. Name: Aleksandr Baunnman Meaning Behind The Name: Baunnman means ‘Common’ or ‘Farm Worker’ given to him once he joined the Haense Royal Army. Other Names: N/A Titles: Bannerman, Guard. He doesn’t carry an title that is overly notable nor noble. Age: 15 Summers. Race: Human- Born around the lands of Kingdom of Haense. Gender: Male Sexuality: Heterosexual Current Residence: Alban Relationship Status: Single Social Status: Pleasant Physical Appearance: Height: 5’11 Weight: 145 Pounds Eye Color: Brown Skin Color: Pale Shape of Face: Square Faced Build of Body: His body is bulky with muscle from doing labor throughout his life, however he seems to usually have a notable decrease in build and weight during the winter months, gaining weight back once the warmer months return. Hair Color: Dirty blonde. Hair Style: Unkempt, Long. Complexion: His face has hints and spots of freckles. Is Seen By Others As: Likely unnoticeable. Lowborn. Scars: None at the moment. Voice: TBA Personality: Likes: +Honour +Truth +Service +Farmland and Mountains +Horses Dislikes: +Dishonest folk +Snakes +Rats Strengths: Aleksandr’s strengths is his low birth gives him a sense of simply being decent to most folk. However, his life filled often with labor to help his family survive also gave him a raw strength and due to all the strife of peasants, give him a general able to keep moving past the hardship. He also lacks all political knowledge taking quite a bit of paranoid thought and goals out of his mind, which in turn makes him much happier with what he does have, with little desire to move past it. Weaknesses: He hasn’t gotten any form of an education which means he cannot read or write in the common tongue. Fears: +Beasts of Wive Tales. +God +Fire +Winter- Fears not being able to survive it. Values: +Truth and Honesty. +Honour and Duty +Courage +Faith Education: None. Languages: Common General Attitude: Positive, if not neutral on most things- Often waiting to be ordered. Religious Inclination: God- Canonist. General Intelligence: Simple Man. General Sociability: Very Sociability when approached, not one to approach anyone himself. Alignment: Neutral Good. Short Term Goals: +Settle Long Term Goals: +Serve Possessions: Wardrobe: -An set of Royal Haense Levy uniform. -Painfully simple brown doublet and pants, nothing overly notable. Jewelry: -(Badly) carved ram’s head wooden necklace around his neck. Pets/Animals: Currently none, but Aleksandr dreams of having the chance to own a horse. Owned Homes: None. Carried Inventory: Simple one-handed axe and a shield on his back. Sometimes some form of pole-arm for patrol. General Inventory: Mostly just his necklace and an usually empty coin purse. General Wealth: Makes enough to survive, that's all he desires.
  9. Mylder’s Gale Mylder’s Gale | An Overview A collection of Bounty Hunter’s and Sellswords joined together to complete larger jobs and higher paying jobs. It also includes free housing, food, and drinks and jobs offered not even mentioning the rewards offered through other forms of ranking. Currently Mylder’s Gale has been around one year, and has been planned for a little over two. For those looking for work of any kind, or seek to offer some form of job to the Guild, they can send a bird to one of the three Founders. Leadership and Ranks Mylder’s Gale currently functions on a small set of rules, formed by the three Leaders, who are known as the Founders. The leaders are usually very respected among the members, although orders can often be shrugged off without much consequence. Unless agreed otherwise by the majority of the Guild, members of the guild may act on their own accord. Whether this is fighting in a battle without taking coin, or simply ignoring the request of a Founder or other guild member, they will not be removed from the guild. However, if they do an action and claim the guild will also take part in said action (I.e. Joining a side of a war and claiming the entire guild will fight on that side without speaking to the Founders first) they will be punished accordingly by one of the Founders. Ranks are earned from training and the completion of bounties or other paid services. Usually offered by the Founders themselves. The ranks, those currently in each rank, and brief descriptions of the rank, are listed here: Founder Acal Synalli Initiate Recruit Mabidar Code of Conduct and Punishments If there are no specific rules for an action, it is recommended that you seek one of the Founders. If said rule would be beneficial to the guild it will be written down and updated. I. Do not Steal from your Guild mates. Whether this is an item, claimed job, or anything else. First time offense, the member will return the goods or rewards and issued a verbal warning. Second offense will demote the member. Third offense will result in removal from the Mylder’s Gale. II.Do not slay or harm a guild member, unless it was an accident during sparring. If a guild member is attacked outside of a sparring match, depending on severity the member may be demoted or removed from the Guild. Murder will result in immediate removal, unless in an act of self defense. III.Do not engage in the kidnapping of an innocent, this is one of the few job that will result in immediate denial. If caught, the member will be immediately removed. A Founder must consult the other two leaders if they wish to create another rule/amend the current ones. Any Members may request a change, although it may not come to pass. OOC Note
  10. The Black Orchid Society We are a group of like minded individuals who wish to undergo the life long stretch for knowledge in the arts of alchemy and Magic. Delving into the light and dark sides of such nature which is life. Our society is built up with a structure of Individuals who act independently from other guilds and factions of the Realms. The Black Orchid Society manages payment to those who contribute to the creation of different recipes of chemical substances and the distribution. As you might have heard that the Black Orchid Society is located all across the realm and wish to expand its foothold within the Realms We are currently unofficially settled around Adelburg's countryside yet we have not gone public just yet Ranks: Overseer: An Individual who have vast knowledge of Alchemy and magic. They hold lectures on alchemy and help manage political and individual interactions on behalf of the Black Orchid Society, and are the Recruiters. There can only be one to two overseers at one time. Researcher: An individual who seeks to discover the arts and gain knowledge of Alchemy Holding a say in things which involve the Black Orchid Society in terms of Selling and purchasing and can act independently within the Black Orchids benefit of course Initiates: Recently brought into the Black Orchid Society They posses little to no say within the guilds decision making and will attend lectures and one on one lessons with an Overseer -=- Application -=- Mc name: Rp name: Gender: Age: Skype: Known magics: Biography (short story/link)
  11. As night befalls the lands of Axios, you'd notice a glimmer of red light flickering aggressively in the distance. As you get closer to the source the glimmer forms into a radiant light, nearly blinding you. After closing your eyes in response to the initial shock, you'd see a statue composed of red matter infront of you. A red hooded man would approach you as you gazed upon it and would proceed to lift his fingers, which were smothered in red blood, and press them against your head to make the shape of a bestial head with two, curved horns on each side of it. "You may now enter the Crimson Lord's sanctum." He said in a monotone voice. As you walked past the hooded man and into the cave you'd see various red paintings on the stone walls, bones littered across the ground, and the infernal smell of death. You'd also see various other red hooded individuals, some bowing before effigies similar to the statue you saw when you entered, and others standing inside pentagrams and yelling dark incantations. Eventually you'd arrive upon a bearded man that sat upon a gilded throne and donned a red vest and red pants, with a leather belt strapped around his torso. He rose from his throne and his piercing, red gaze connected with yours. "Welcome, disciple-initiate. Complete this and I will assess if you are worthy of being one of our lord's faithful." He said as he handed you a piece of red paper and a quil. He directed you to a small wooden desk to the side that had a vat of red ink sitting there. The contents of the paper were as follows: Name: Race: Objective (reason for joining the cult and what you wish to accomplish): Skills: Short biography (4-5 sentences): OOC: Do you affirm that you are joining this cult to further the quality and experience of Roleplay on LordofTheCraft, and not your own personal benefit? Any actions to the contrary of "yes" will result in a kick. Do you agree to participate in as many events as you can, and to inform the event leader(s) of when you cannot do so? Do you agree that you will follow the rules of LOTC and this group during your tenure in the guild? How did you ICly find out about this group? Were you told by another cultist/initiate/prospective, or did you meet me? Maintain a sense of maturity in your roleplay and avoid cliches, this is an organization that will cause all kinds of terror and horror, but mostly the unpredictable kinds. Your ban record and reasoning behind bans (if needed) Do you accept that a violation of any of the aforementioned provisions will result in your removal?
  12. Di'tonteel Tribe The Di'tonteel, translated from Navajo: The Fighters. They are a currently very small group of indigenous humans and wood elves, that look like Native Americans, but call themselves the Tonteel, or Tellian. They are usually taller than most humans and elves, as well as 99% have a stronger build. But they are not the most intellectual group of people. They can only speak Navajo (the Native American language) or as they call it Taza. This page will be a basic rundown of their culture, language, and basic words. At the very bottom will be an application form for becoming one of the tribe. History: Not much is known of the Di'Tonteel people, their history is small to the naked eye but if you take it back centuries you will see it is vast and wonderful. Thousands of years back, there was a large tribe of men and women, ranging up to 40,000. But there was a civil war between this community. Desolating the original tribe into four different groups. The Di'Tonteel, The L'sha, The Fmaow and Finally the Dsarsa. As the years went by only one tribe of the four survived - the Di'Tonteel. However the numbers very little, they at least had some. As people began to modernize, these people did not, they had not evolved with the cities, instead, they retreated into the forests and wildlife as they could - living happily. Centuries went by and to this day they travel the forests - and sometimes set up a base camp outside of cities or towns - living life vastly and with great joy. Many scholars predict that the reason they were able to survive was from, 'cheating' in a way. The Di'Tonteel were the lucky ones of the four as they taken the land from the original tribe where there were mines of jewels and gems. This allowed them to maintain a large supply of food and purchase tents and hunting equipment from the 'westerners' TRADITIONS: NAMES: CURRENT LEADER: ... To join you must find a Tonteel. You must ask to speak to their Chief and they will decide if you're worthy. Or: *An information leaflet flies to you through a light breeze, on it is small yet still significant information on the Di'Tonteel people, telling you who their leader is and where you can find them* ((Where you should send the birds)) [!] You can send a letter to their Chief: - More to Be added -
  13. *Notices are posted around Axios* Come one, come all to the Moaning Maid Inn and Bar, where the drink flows and the music plays! Drink til your hearts content and make new freinds until you can't make anymore. We're located in Norland, not that far from the gate, come down and have some fun!
  14. -=The Herd=- Thunderous hooves, the sound of a horn bellowing into the distance. Reaching out for miles calling for the march of the Cervitaurs from the far stretches of the realms to group up and prepare for the great migration, to ensure that nature is protected. The Herd specialises in many things such as hunting and gathering, much like primitive humans, yet communing with nature, they are a group of Deer like humanoids which see the acts of Spiritualism and the way of life as holy in all things. “Life and death comes to all” - Alikar the Wise. This guild post is a work in progress and would be updated in the future Ranks Herd leader - Ascended_gene - Alikar Shaman: Jondead - Zylan Ranger: Lily - puppetJane , Hen'sur - beingdepressed Cervitaur: Newborn: All lore related to Cervitaurs can be found here: https://wikia.lordofthecraft.net/index.php?title=Cervitaurs Application: Mc name: Discord or skype: Have you put up a Creatures app yet, and if so link it: Rp name: age: Role(Rank) in which you would fill:
  15. Elberu’cinhir: Adherents of the Bronze Law The Ceasing Restrained First formally organized by Asthil Haumel for the defense of Lin’ame, the idea of the Ceasing Restrained (Restrained for short) has endured for nigh on a century now. Bronze Elves are hardly warriors in the traditional sense, they do not fight for wealth, fame or grandeur -- they fight for duty, sacrifice and to protect their heritage. This is exemplified in the Code of the Elberu’cinhir written by Haumel, which lays the foundations for the physical and philosophical ideals of the Ceasing Restrained. Code of Elberu’cinhir I. All the grief that Elvenkind has endured can be attributed to either compromising the safety of the home by letting in the depraved, or the lack of self-control exhibited on part of the Elves responsible for the safety of the city. To commit an insane act is to be insane, the Restrained must protect Elven folk from violence and insanity internally or externally at any cost. The enemy is vile. The enemy is deranged and irrational. II. A lack of self-control can be cured; you counter Turmoil with Restraint. The Beru’cinhir are the embodiment of Restraint, acting to preserve the decency of Elfkind while possessing immense self-control. All Elves should aspire to thwart Turmoil and act as the Beru’cinhir do. The enemy can be conquered. To win the war within is to instill resolve in allies and dread within the enemy. III. Conflict is an indulgement, service on the field is no excuse to lose your inner strength. Restrained must not shout while fighting, to shout is to dishonor your battle brothers. Conflict is hell and there is no place for Elves who worship hell. The enemy is insidious. To lose the war within is to be defeated by the enemy. Goal The first and foremost goal of the Elberu’cinhir is to convert Elves to the orthodoxy of the Bronze Law while striving to overthrow the corrupt and inept Dominion of Malin. The second is to safeguard the Aspectist creed from the infidels who’d seek to dismantle the faith and make the Dominion a state without a formally recognized religion. Hierarchy Annilir Incumbent: Kairn of Leyulin (Veist) The leader of the Restrained charged with keeping the Bronze Law and ridding the land of turmoil. Translation: “One who Directs”. Halerir Incumbent: Elwyn of Trost The most capable soldiers make fine officers for the Restrained. They oversee enforcement of the Bronze Law and guide the troops while also serving as guards to the Annilir. Translation: “One who is Oathed”. Beru’cinhir The backbone of the military is the soldiers, or the Beru’cinhir. There would be no military without them, the footmen. Oathed Beru’cinhir are recognized as formal members of the Restrained and are afforded great respect, renowned for their talent on the battlefield and their strict adherence to Bronze Law. Sil’enaer Soldiers who are not considered formal members of the Elberu’cinhir. They can be of any race. Translation: “Guest Sword”. Initiate The untested Mali who must still prove their virtue to the Halerir or Annilir. Prospective soldiers who are still being trained and given tasks by the upper echelons of the Restrained. Application Name: ((MCname)): ((Discord ID, this can be PMed to me alternatively)): Age: Are you an Elf? If not you will be considered a "Guest Sword": What skill do you possess in martial combat?: The Code of Elberu'cinhir is essential to understanding the role and responsibility of a Restrained. Have you read and familiarized yourself with them?: Sources: Mali'ito Elberun'tir Elberu'cinhir: "The Ceasing Restrained" Based on the works of PtahWithin and CosmicWhaleshark Reserved.
  16. “Artist Depiction of the Daemon of War” Art Credit: Paizo Publishing Argos, The Iron-Clad Daemon of War, Wrath and Conquest Titles: The Iron-Clad, Avatar of Conflict, Father of Battle, The Forgotten General Alignment: Lawful Evil Sigil: Flaming Sword Sacred Animal: The Ram The Sword of the Divine Before there was Argos, there was Azazel; The Daemon of Glory, a proud yet honorable warrior. His first mentions were during the Wars of Creation against the Void, slaying horror after horror with the zeal and dedication that few could match. Always wanting to earn the respect of his divine peers and best his rivals, he was mostly disliked by his peers. Some due to his arrogance and self-centered nature, and others due to his war-loving tenancies. Azazel was ignorant of their criticisms, surrounding himself with his servants and followers who only shout praises to his name. During his many battles with the Voidal abominations, that was when he was most well-received, where even the Aenguls would speak well of his fighting skills. The praise of his peers continued to please the Warrior Daemon genuinely. His confidence seemingly unending and ever growing, his vibrant speeches to his flashy fighting moves to the splendor that was his decorated armor. However, as other war heroes rose from the war against the void, leading to him desperately trying to upstage any would be rivals. More and more did this campaigns would cost him soldiers and almost his plane of existence. Eventually, on one faithful battle, he was outmaneuvered and overwhelmed. Having to call upon the other Aenguldaemons who were fighting against the void for help, this deeply hurt his pride as the others came and took the glory of this great battle. Slowly returning to his realm; The Bastion Realm of Argus. The Warrior Daemon focused on rebuilding his host and keeping in contact with his cults. Asking of them for praise and battles dedicated to his name, finding the Descendants to be amusing but in the end, nothing but insects to the Daemon. When he first heard of the Arch-aengul’s project of the Soulstream, he decided to help by sending some of his servants to reclaim the souls of honorable warriors. However, in truth, he used it to recruit those willing, and those who worshipped him into his legions. Over the years, he would regain his confidence, yet a growing doubt would haunt him. When the wars became few, and his involvement in the politics of the divine began to fade, slowly The Warrior Daemon became bitter. Where once he dedicated himself entirely to the honorable cause of the defense of Creation, he would sell his blade to the Aenguldaemons that needed seasoned warriors. The only cost would be their acknowledgment and chances of glory. Finding work in slaying the occasional threat, and working through his agents on the mortal plane to earn the love and adoration of the descendants. Doing this for countless years until he received a summons from an unlikely patron, from the returned Arch-daemon; Iblees. The Hubris of Glory Their meeting was brief, the distraught Warrior Daemon filled with doubt was quick to be persuaded to join in the wars to come. Iblees using his pride and desire to become relevant once more against him. Although The Warrior Daemon held no ill-will towards the mortals, Azazel was promised glory and fame eternal, no longer forgotten. When the war between Iblees and creation had begun, Azazel arrived at the first war council, meeting with the other of his kin who joined on Iblees’ side. Roles were given out; The Warrior Daemon wanted to be on the frontlines, fighting in the vanguard where Azazel could find the glory he sought. However, to his dismay, he was ordered to provide Auxiliary. Despite his many attempts to refute, Iblees dismissed him, telling him that he was not truly loyal to the cause and that he should have been thankful to be even allowed to be on the winning side of history. The Arch-Daemon’s words stabbed at Azazel’s pride like a dagger. He complied and agreed, but would not be pleased with his new role. Armed with his mighty greatsword; Vanquisher, Azazel slew through ranks of Descendants with ease. The Host under his command would fill the gaps in the lines, moving quickly to provide support. Many a time did The Warrior Daemon attempted to prove his worth, to earn his place on the Vanguard, and every attempt left with hollow answers. Despite the treatment, he served as loyally as possible, for despite the growing ill-repute of Iblees. Azazel holds his honor in high regard, refusing to go against the contract that was signed. However, the final straw would be broken, for during the arrival of the Aenguldaemon host to defeat Iblees. The front-lines demolished, and aid was needed, Azazel and his mighty host would arrive quickly, to fill the lines and try to relieve the battered undead legions. Despite his valiant efforts, slowly and gradually his forces were pushed back. Until he was on the defensive, in a final plea to Iblees, he requested aid. Otherwise, he would be outnumbered and overwhelmed. Iblees had given nothing but silence, leaving Azazel to die. This betrayal, shattered the spirit of Azazel, for the first time, he staged a retreat. Survival and spite were driving him to break the contract. During this, a few of his former rivals would surround his battered host and attempt to ambush him. With strikes fueled by rage and the experience of a thousand battles, Azazel barely managed to slay his attackers. Mortally wounded from the action, his forces were scattered, and he returned to Argus. Reborn from Iron Upon his return to his prized realm, he discovered that the wounds inflicted upon him were inflicted upon his realm as well. Slowly regrouping with the remains of his Cult and his Daemonic Host, when he left his physical form. The essence of Azazel was wounded and left weakened, his realm stabilizing him and keeping him from death. For the years following the end of the war, Azazel muted himself from his former brethren. With every next year, his essence was worsening, and his mood grew dark. His desperation grew as he tried to find a way to reverse his condition. Finding no answers in the voidal arts, he would begin to delve into some of the darker magics for the answer. The Warrior Daemon was bent on one purpose; Vengeance. His grim situation drove him to a fit of depravity as he slowly sent out his cults to kidnap practitioners of the Dark Arts, before interrogating them on the knowledge of Necromancy and Blood Magic. After many long attempts, a ritual was devised, calling upon his Daemons and cultists to draw blood in their deity’s name. Carving runes into a set of Daemonic Steel armor, runes of power decorated the intimidating set of plate mail. Once the ritual was complete, The Immortal essence of Azazel infused inside the prison of metal. From the dark powers mixed with his divine nature, he was reborn into the Daemon of War; Argos The Iron-Clad. Current Day Although much of his Cult remain in secret, the only unifying features; being the adherence to Argos’ warrior code and them being warriors of prominence. Due to his steady growth, he had begun to gain the notice of other Aenguldaemons, while many would remain neutral or find distaste in his actions, Argos would remain ever distant, preferring to focus on the growth of his influence and power. It is not certain if the other Aenguldaemons remember any knowledge of his former name and crimes, all that is certain is that in any major war or conflict, the servants of Argos will be there. The Codes of the Iron-Clad Over the years of foundation since the revival of the cult of Azazel, The Cult of Argos maintains a strict adherence to a set of moral codes. Even amongst the highest of his holy mages dare not break the law, for upon doing so. Marked them for death within the order, to be quickly hunted down and taught the lesson of betraying the Daemon of War. The Sword is the Answer to any Injustice Poison is for the weak. Ambush is for the Cowardly. Our foes only deserve the Slaughter. Harm not the Child, for they could become strong. Do not fight the defenseless, for there is no glory. Conquer Yourself, Conquer Weakness. Surrender is Defeat, and Defeat is death. Goal Argos once devoted his existence to becoming the greatest warrior in all of the Creator’s creation. Wanting to have his tales of glory and battle to ring forever and be sung in halls both divine and mortal. However, with his return, his pride had been shattered and his driven nature put to his new goal. Argos wants to slowly rid the physical world of the weak and the cowardly, to replace it with battle-hardened soldiers sworn to his cause. Should he succeed, he shall take his new army, and right all wrongs with force, no more treachery, no abominations of the void, Argos will never be forgotten again. Realm: The Bastion Realm of Argus Formally the creation of Azazel, a sea of Fortresses and mountains. However after his fateful return, the sky was filled with ash, the tall and proud bastions were reduced to ruin, and the landscape destroyed. Yet under Argos, many of the rubble has been rebuilt, and from the central Citadel, a massive forge built. Rivers of Lava fill the shattered chasms of Argus, now used to fuel the endless War machine that the Iron-Clad is preparing. The fallen faithful of Argos find themselves brought to the war-torn realm, the vigors of youth returned to them, and slowly find themselves involved in one of the many roving warbands made of their fellow worshippers. Few cities exist in Argus, with the most prominent one being the City of Bellator. Built around Argos’ citadel and often the first to be provided with the new weapons made by the Daemonic Smiths. Bellator and the other Fortress Cities are under the iron-fisted rule of Self-made Warlords, former Champions of his cause which brought Martial law to the areas under their sway. To prevent any of them from stagnation, by the demands of their Daemonic master, the Fortress Cities host a series of Realm-wide War Games. Striking each other down, causing the losing Warlords to fall for stronger ones to rise again. Shortly after they succumb to their wounds, they would be restored to ‘life’ to fight once more in the following years. Great fighting pits are commonplace in these Fortress cities, used as entertainment and to train for the battles to come. The strongest of the Warlords are invited to join Argos and his Daemonic war council, as they prepare and plot for their grand crusade. “One of the many War-torn Ruins in Argus.” Art Credit: Matchack Manifestations Likely many Aenguldaemons, Argos rarely ever truly manifests upon the mortal plane, ever since the mortal wounds he suffered during the Great War with Iblees, he had been wary to ever return fully to the mortal plane. Instead, he shows a glimpse of his form through visions and illusions. He universally appears as a giant of a humanoid figure clad in darkened plate-mail. The only opening in his battle-scarred armor, being the visor, revealing only a burning pyre. His voice a metallic roar, speaking harshly and straight to the point, whenever his presence is nearby, all weapons and armor begin to stir and shake as if seeking to strike out against a hidden foe. (Modified skin) Original Skin Credit: Gleeshers Following “A devoted Cultist of Argos, coming down upon his foe with a frenzy.” (Ignore the gun) Art Credit: mynameisbryon Adjective: Argosi Warriors, Mercenaries, Barbarians, Those consumed by Violence, these are the men and women who are called to worship Argos. The Iron-Clad had slowly built from the ashes of Azazel’s cult, a growing legion of various warbands and followers. These factions are organized in such a way, that they are almost entirely indistinguishable to Mercenary Companies. The leaders of these Warbands are often Holy Mages of the Daemon, who use their soldiers and self as instruments of the Iron-Clad’s Will. Despite the seemingly organized nature of his worship, conflict and infighting are rampant, as multiple different cults would often challenge each other, to test their strength and to purge the undesirable weakness that could exist in their ranks. There is no prayer or official holy text. They venerate Argos through dedicating their battles in his name. Every wrong made right grants The Iron-Clad power, every fight a sermon in his name. While complete worship is not required to join these cults, their loyalty to the Codes of Argos and desire to further his goals is the only requirement. Within the numbers of Argosi Warbands, each of them slowly develop their own cultures. From minor changes to the usual religious uniform to extreme cases of cannibalistic rituals, believing that it would grant them the victim's strength. It is not uncommon for Dark Mages to find themselves serving such Warbands due to The Iron-Clad's neutrality of Dark Arts. This behavior causes some Cults to reinforce their mortal warriors with the undead. In the old days of Azazel, his faithful would garb themselves in bronze armor, decorated with feathers and trophies of the glories of past victories. However, in the current day, they clad themselves head to toe in darkened plate, taking the appearance of Argos himself. Those gifted with magic, take it a step further and create enchanted helms that produce an illusionary fiery visor and metallic voice so they can fully emulate their Master. Patrons Vindicta The Avenger; Patron of Ironic Justice “There is no shadow too dark. Her haze will find thee. Her justice will not be restrained, The Fires of justice will never be quenched." Art Credit: Aerenwyn The Patron of Ironic Justice arrives when a sincerely horrible injustice kills a descendant. She can see such hatred fills their heart in their last moments. They find in the darkness by an armored woman, her cold eyes filled with a calculating rage. She comes with an offer, to become an instrument of their justice, to the right the wrongs brought to them. The only price, being their eternal soul joining the cause of Argos. Should they accept the bargain, The Avenger restores them to life. However, the form they take is a monstrous being. Some believe that the Avenger was initially been a young and loving mother who had their lives destroyed before their eyes. After the death of her husband and child, her grief and hatred earned her the attention of Argos. Taking his offer for justice, she was given magical boons to turn her into a force of nature. Once she finished the deed, Argos came back to complete the transaction. He wanted a tool, a servant to spread his influence. Teaching her how to bestow the same ‘gifts’ to others, she roams near the edge of the Soulstream, looking upon the fresh deceased to grant her Master’s Justice, drawn to vengeful souls like a moth to light. Manifestations: The Eternal Legion The Legionnaires of Argos are a rare group of mortals granted boons by the Iron-Clad, often making up the elite or leading cults of Argos themselves. Acting as the closest thing resembling Holy Mages to Argos, they are combatants who draw upon their divine connection to empower their weapons and wreak vengeance upon the many foes to Argos. The magic they wield only used to improve their physical prowess as warriors and the connection, slowly destroying their bodies from the violent energies. (This will be greatly expanded upon in a separate lore post, however, should it be denied, the Argos lore will remain.) OOC Notes: Influenced by: -Ares from Greek Mythology -Gorum from Pathfinder’s Golorion Campaign Setting -Tempus from D&D’s Forgotten Realms Campaign Setting -Khorne from Warhammer Fantasy/40,000 I wrote this lore because I felt there was no Aenguldaemon dedicated to War, although there are multiple Aenguldaemons that are waging war and have war-like qualities. I wanted to write an Aenguldaemon for straight up war, for groups of warriors and mercenaries to worship. However, after taking advice from Aelesh, I expanded on the concept and added in Vengeance. Allowing a more concrete and ambitious goal for Argos to have. Also, I wanted to write an Aenguldaemon that creates ideas for events, such as groups of mercenary companies dedicated to him being hired to attack a settlement, an individual or group of people seeking protection and refuge from a vengeful being created by his Patron; Vindicta. Should an ET or other staff member have questions about how they would react in certain situations, or need help in developing an event line, I do not bite and would love to help anyone incorporate this Aenguldaemon in their events. As for players wanting to create cults of him, I plan on already doing that, and if you wish for any information or want to join, I’m always open to talking. Lore References: https://www.lordofthecraft.net/forums/topic/97770-the-aengudaemon-lore/ https://www.lordofthecraft.net/forums/topic/121438-iblees-daemon/ https://www.lordofthecraft.net/forums/topic/139713-the-planes-of-existence-world-lore/ Written by JordanXlord/LordCommander Lore Advice and Help from: @Master Sage Delaselva @The Fire Mind @Order's Disciple
  17. ♛!Horses for Sale!♛ Best horses in the realm now being sold (350%+), Fast horses, high jumpers, and resistant ones! Prices going from One Thousand minas to ten thousand!! You won't get horses this good from enywhere else!! Contact Vinic or Luke Dunamis For one (W4saki/Lucas84775) OOC: Best Horses in game for sale just pm W4saki Price goes depending on how good the speed and jump combined are. Just pm me with what stats you want your horse and i'll give a price!
  18. Steel Company; 2-11 Follower Of The Son "And you will know my name is THE LORD when I lay my vengeance upon thee." Zanira Almasi turns away, feeling a chill run through her. Grand Master Lion sits back down. The room returning to normal lighting. Flushed with passion from reciting the monotheistic Church-verse. He composes himself. Balling his fist towards her with a promise, "She will not kill you... Without my permission." Zanira freezes up once more unable to speak. She glances back to him briefly. A look of fear on her face; she is open and honest in that. The Lion breaks the silence, "IF you intend to poison and destroy my brothers and sisters. You will not be spared. At my behest, you will be harvested like a crop." Zanira instantly retorts, "Why would I harm anyone?" Lion responds, "The reasons, I cannot see. However, I believe none are exempt from being perverted to evil. That which is all around us. Waiting to decay our minds if given the slightest chance. Best to see through the visages of other people. Look at the truth of their actions. Do not be blinded by the propaganda they herald." The two sit in silence. Lion considers how he himself may be spewing propaganda. He counters his virtuous rhetoric with a self-countering point. "Today I killed a man." Zanira quietly responds in a matter-of-fact way, "You did." He continues, "And tomorrow I will save a man. I couldn't say if I've killed more men or saved more men. Yet my intention remains the same. Stick to my code." She retorts, "Doing good doesn't outweigh wrongdoings." Lion considers this as well. Answering in a train-of-thought that will eventually get to the point, "You saw me show evil. A contained force of death and aggression. Locked away by the order of my good willpower. The universe will do unto me as I've done unto it. Doing good and evil deeds do weigh. They weigh on our souls. I could choose to be evil and pick you up. Slam you into that wall. Thrusting your skull back and forth till there was nothing left to crush upon the cobble. Or I could choose to be good. Remaining seated. Offering you the tools to articulate your freedom of expression, your medical pursuits. Good and bad DO have weight." Zanira weighs that herself. Telling Lion, "Those actions don't erase past actions." The Grandmaster nods, "Tis true. We all must live with our pasts. Hopefully letting those actions and experiences appoint you to create your moral code. In your own words: I choose to be good as much as I can, but I'm not perfect. Even when I asked you for your honest opinion about where I stood on the morality spectrum, you responded; neutral. Weighted. Balanced. You are right in saying actions do not erase past actions. Yet, we can only choose how we make future actions. Will you feed the evil inside you; corruption or will you feed the good inside you; virtue. These choices are entirely up to you. Good or evil. You decide every time." He lets that settle in. Zanira remains in thought for some time, Lion takes the formative moment and adds, "My view might just be darker than yours, but it's not hard to objectively see our intentions align. The only difference between you and I is my choice to pick up a warhammer and your choice to pick up a medical satchel. War and peace both seek the same end." Zanira rubs her hands down her face, silent. Her eyes slip shut. The scene fades out as she continues to discuss his company, "Orym doesn't want me to associate with your company, you know." (It’s been a while, but I think I’ve found a place to call home in Axios. A company of heroes, scoundrels, scholars and swordsmen. Together, we’ll be great. Let this serve as the first episode in a series of non-chronological tales surrounding actual In-Game RP surrounding the master guild, 2-11.) Date: The Amber Cold, 1630.
  19. Those Small People You’ve all seen them. Probably. Those insufferable little whine boxes that run around cities, screeching at the top of their lungs. You likely look at them and turn the other cheek, hoping they don’t come your way until someone comes along with a heart of pure gold to pluck them off the streets. It happens every day. Were you someone not familiar with LoTC, you’d probably think I was talking about some sort of monster or a ghost. But no, I’m talking about children. Now it’s all coming back to you, the Vietnam flashbacks of packs of roaming orphans with edgy backstories, the adults stuck in the bodies of 5-10 year olds, and even the people willing to drop everything in order to pluck a random kid off the street that they met that day to take into their home. For me, I have visions of elvish families with 15 kids. We’ve all had bad experiences with child characters. It’s very difficult to act out the role of a child without coming off as an insufferable little ragamuffin. But with the right pushes, a few changes, and a metric tonne of elbow grease, we can make child characters into something better. Something not to cringe at. But how can we? Children as People “Writing from the viewpoint of the child does not give us the right to make of our characters what we wish children were – but to consider them as they are.” - Anonymous As this anonymous person said, consider them as they are. And what are they? They’re simply people, just the same as you or me. The only difference between an adult and a child is that the child has only just been brought into the world. Thus, you must follow the same rules for character development as you do with an adult character. The key here is perspective. I like to think that an adult would make very similar decisions to a child if they knew only what a child knew. We base our choices and live off of what we know, our experiences. A child is just emerging to the world, they lack experiences to guide them. Ideally, adults should be able to guide them through until they’ve created these experiences themselves. In other cases, a child without a guide is like a lost lamb. They make erratic choices, spun still from what they know. They’ll be lost, frustrated even. Do not mistake ignorance for stupidity, mind you. As people, we are still ignorant of many things that still await us, but we’re not stupid (By our own standards at least). Nor are children. It is important to roleplay your character’s level of understanding properly because if you don’t, it can lead to unnecessarily dumb characters (Unless that is your character’s trait, but that applies to any character, child or not child.) Children are Cement “Children are like wet cement. Whatever falls on them makes an impression.” - Dr. Haim Ginott The mind of a child, as Dr. Haim puts it, is much like wet cement or clay. It’s very easy to leave a lasting impression once it’s been impacted by the outside world. And after such, it’s very hard to reverse the impact, or rather to smooth out the clay, especially if it’s been left alone long enough to dry. In order to make your child characters come to life, they must act like cement. How can you bring this into your roleplay? Well, your character needs to be easily molded as well, taking in every experience that happens to them. Everything holds great sway in a child’s mind, that’s often why children seem to blow things out of proportion. To them, the smallest tasks can seem daunting, and events in our lives that seem small and insignificant mean the world to them. Pay close attention to whatever happens to your characters, and get creative! As the creator, pick and choose what your character really takes in, and don’t be afraid to have your character be taken down a path different from the one you chose. After all, cement is usually made to be a foundation to build from. Hey, Hearts of Gold! People very severely underestimate the attention you need to give a child. They need to be taken care of most of the hours of the day and raised to be a decent member of society. At least that’s how it usually is supposed to be. In the real world, people often take years to decide if they need a child. They’re a massive physical, mental, and economic toll to any family. This holds even more true in a medieval society, where the world is much harsher and colder to the weak. Which is why it physically pains me when people just go around and pick up orphans off the streets to bring them into their homes. It usually takes months of preparation and planning before you even think about adoption, and even more time before you actually do. Bringing in 5 random ass urchins into your home is a really unrealistic move. But that’s just my opinion. Do’s and Dont’s; Tips and Tricks Find someone who needs a child character played, or ask someone to make their parents. Please, just do it. At this point, we could make a nation with the sheer number of little orphans running around. Something I’ve learned from the time I’ve spent with many of my little cousins. Children are honest, painfully so. If they don’t like you, you’ll know it. Everyone else will too. Children pay little attention to courtesy and they won’t sugar coat anything they say until they’re taught otherwise. Naive and stupid are not interchangeable. You can be smart, without having experienced enough to make a proper judgment. And you can be stupid, but have experienced a lot. They are two entirely separate concepts. Dialogue: You’re going to make mistakes here. The key is to find a nice balance between making your character speak maturely, and not mature enough. Do your research here, see how some authors approach writing children, pay attention to how they use their words. Make sure you DEVELOP. Most of the development in our lives happens when we’re children, make that apparent in your roleplay. Show the cogs of the mind turning in your characters heads, it will only ever add to the experience. Write out those connections they’re making. Have fun with it! Experiment! Make mistakes, learn. You’ll only get better over time ^^
  20. Flawed Flaws “Perfection has one grave defect: it is apt to be dull.” – W. Somerset Maugham To have defects is to be completely, essentially, wholly human. Everyone has them, good guys, bad guys, in between guys. It’s what gives us our humanity. And when you’re creating a character, no matter how powerful, benevolent, evil, or normal, they must have flaws. They help add depth, humanity, and conflict to our characters, so we can relate to them better. The perfect character, as Maugham states, is dull, boring to be around. This is no different in roleplay. Without imperfections, your character can be annoying, irritating, even frustrating . So how do you avoid this problem? You give your characters flaws, that’s how. But not just any flaw. It needs to be something deep seeded in the character. They can make or break a character. Most weaknesses are just superficial failings, or bad habits. Sure, in small doses, these can bring a lot of detail to your character, but they are no substitute for a true character flaw. So what sets apart the good flaws from the bad flaws? A Good Flaw... Is a deep seeded emotional or physical defect Adds depth Gives us, the players, empathy towards them. Impedes the persona in their goals The Origin of Our Flaws We are shaped by the moments of our lives. Our infancy, our childhood, our teenage years, our adulthood. Every moment of our lives, the world is changing around us, and so to do we change. And so must our characters. Can you think of an event in your life that really changed the way that you think about the world? Maybe you had to move away, meet all new friends. Or perhaps you were fired from a job. These large events shape who we are. And your character shouldn’t be any different. Think of a character’s backstory like a seed, or the roots of a tree. They’re the foundation for the rest of their lives. It is here that your character’s faults should originate. The Anatomy of a Backstory Flaw The key to creating a good backstory flaw is to understand where the flaws meet the character. Let’s take a look at an example. “Jane Doe’s family was mugged when she was a child. In the process, her mother was injured by the thief.” So, has the flaw developed yet? No. That is merely a character event. It’s an action that either the character does or something that acts upon the character. Flaws are not developed in actions, but in your character’s reaction. You, as the creator, have the ability to decide how you want your character to react to any given situation. With every situation, there are many different ways your character can react. Let’s take a look back at that example, but this time, we can add our character’s reaction. “Jane Doe’s family was mugged when she was a child. In the process, her mother was injured by the thief. Jane Doe believed she caused the problem, and blamed herself. Around the house, her parents noticed she started to put herself down more.” Can you identify the character flaw that Jane Doe’s backstory has revealed? She’s grown self-depreciative. It didn’t exist before the mugging, nor during. It developed afterwards, when the persona has had time to develop with her reaction. These backstory flaws should coincide with how the character is played, and be present throughout their whole lives. This creates conflict, and gives the character an obstacle to overcome. Perhaps they try and overcome their failings, and succeed, or try, only to fail and grow more flaws. Let the consequences that the flaws bring echo throughout the character’s story. Let’s take our previous example, and see what way Jane Doe’s flaw could get in the way of her life. “Jane Doe, now grown up, has decided to join the guard force. She is strong, and a good fighter, but never can seem to summon the courage to make decisions due to her self doubt and depreciation, and she is never able to progress through the ranks.” So our Jane Doe is stuck in a cycle of not being able to progress in life. She has hit a wall caused by her backstory flaw. How is that a good thing? Well, because of this wall, we now have a conflict for the character to overcome. In RP, conflicts like these are great because it provides the character with a goal to work towards. Jane Doe doesn’t want to be stuck where she is forever, but first, she needs to get past her self-depreciation. This creates roleplay for yourself and the other plays to participate in. She may ask people for advice, she may struggle. It helps strengthen the relationships with other characters in the world around Jane Doe. The Great Responsibility of the Villain “Villains often move the story along, while the heroes react to the villain, so the villain becomes the engine of the story.” – Michael Scott Villains could be the heroes of LoTC. But they aren’t, not yet at least. A lot of villains i’ve seen on the server are villains for personal gain, or for simply the sake of being evil. However, in the story of Lord of the Craft, villains should be held to a higher standard than most players because, as Michael Scott said, the villains are the engines of our story. Their characters should be more complex, with deeper flaws that can create roleplay for all sides of any encounter, in order to drive the personal character development of other characters in the world. What makes a villain? Is it a curly mustached man who turns around in a chair whilst petting his cat, only to reveal his diabolical plan to us as we’re tied down? Not really, no. Villains can take a multitude of forms. It can be a villain that presents himself as such, though that sort of thing is usually frowned upon. A villain is anyone that tries to impede your character's goals. In Jane Doe’s story, her villain could be an officer that won’t give her the chance to prove herself, or even a fellow guardsman that keeps sabotaging her attempts to take the lead. My point is that villains range from people you know in your everyday life, to the most terrifying antagonist. Everyone, hero or villain or average joe, has flaws. Villains are Normal characters with flaws that impede themselves in their goals, and may likely harm others in the process. Normal characters with flaws that impede other characters in their goals. Real people with wants, needs, desires, and motives. They can win, lose, live, die. They are simply people. The hero of their own story. Villains should not be Wholly Evil Characters (Save that for the Antagonist) “Minas or die!” 5 4 3 2 1 Go! People that only commit villainous acts for the sole purpose of ooc gain. The Problem with Polar Traits “Good-Bad” flaws or more properly known as Polar Traits are traits that become negative when they are acted to the extreme. However, the problem I often see is that people like to use these solely instead of other flaws, simply because it sounds better when describing them. And because of this fear of making your character undesirable, people often fail to play the trait up enough to make it an unmistakable flaw. For example, you may say that your character is “Organized”, but what needs to happen is to take that trait and ramp it up straight past organized, through control freak, and make them downright manipulative. And no, “too selfless” or being “too kind” are not flaws. The more extreme these polar traits are, the more interesting the character. Instead of selfless, your character is at the point where they’re patronizing or condescending, extending their help to anyone and everyone, regardless of if they don’t need it. Instead of kind, they’re blissful, and can’t even differentiate between good people and bad people. When roleplayed properly, these polar traits can provide an immense amount of depth. However, they can be very difficult to portray. Flaws Don’t Last Forever*Some Restrictions Apply* “We all change when you think about it. We’re all different people all through our lives, and that’s okay, that’s good, you’ve gotta keep moving, so long as you remember all the people that you used to be.” – The Doctor The Doctor couldn’t have put it any better with this one. We, as people, constantly change throughout our lives. We change with the people that come and go, with the big events in our lives. Personas must reflect such. But how? Look to your character’s flaws. They don’t have to last forever because, as your character works through certain things, they learn, they change (constantly). This is called character development. Thus, you’re allowed to take flaws away from your characters, so long as they earn it, through some struggle or event, when the chance is presented for your character to make a choice. Sure there will be some internal conflict, but they might be able to push past the flaws that they hold. It’s moments like these that make characters so interesting to play. Let’s look back at our Jane Doe example; “During a battle, Jane Doe’s commanding officer is gravely injured. With no one to lead the group, they have grown disorganized. However, in his last moments, Jane Doe’s officer gives her some inspiring words, and asks her to try and pull the group together.” Here we have the opportunity and motive for growth, where your character is presented with the ability to move past their flaw. In our example, Jane is held back by her lack of confidence and her self depreciation.But because of her officer’s words, she has the confidence she needs to pull the group together. She just has to take the initiative. Now this is a vague example, but you get the picture. In the event, there is something to push Jane forwards to make her move past her flaws. And afterwards, she is a changed person. We’re no different than characters.
  21. Brotherhood of the Golden Lion The Brotherhood of the Golden Lion is a group of individuals marked as Xan’s Chosen- the Paladins. They all share in a goal divinely appointed by Xan and the Creator - to preSirve the Order against Chaos, and to defend the Descendants against Chaos. Each Paladin is gifted with the Boon of Xan, the Mists. The Mists, however, show themselves in different ways based upon the preference of the Paladin. These two ways are known as the Vindicators and the Wrymstalkers. Vindicators, Xan’s warriors, use their Mists for predominantly melee combat. Wrymstalkers, on the other hand, shape the Mists for the benefit of ranged combat. No matter the path, the Paladins Sirve as a united Brotherhood stalwart against Chaos. Let it be known to all who hold enmity with our Xan, the Aengul of Order and Guardianship, that the Paladin’s of Xan are active in carrying out our divinely-appointed mission within the Descendant’s realm. To any of support this divine mission, let it be known you shall have the support of the Brotherhood in all your efforts to purge the taint that blights our lands. The Maker and his chosen Divine will it, and so it shall be done! Information Application To those who wish to stand with us, we of Xan welcome you with open arms. Though it is no minor thing to pledge yourself thusly, know that all are afforded the tasks, it is only upon your willpower that you persevere. Seek out those Masters mentioned, or send a bird to the High Paladin with your name, gender, age, and a little about why you wish to commit yourself to this holy path. Name: (( MCName: )) ((Discord/Skype: )) Race: (( Timezone: )) Write a little about why it is you wish to serve the Aengul of Order: ((Lore Links)) Paladin Guide: https://www.lordofthecraft.net/forums/topic/163916-updated-paladin-guide/ Xan, Aengul of Order, Lord of Guardianship, Patron of the Brotherhood of the Golden Lion: https://www.lordofthecraft.net/forums/topic/150744-xan-the-herald-of-order-aengul/ Revival of Xan: https://www.lordofthecraft.net/forums/topic/150737-the-revival-of-xan/ Asura’s Demise: https://www.lordofthecraft.net/forums/topic/145789-a-gods-descent-the-capturing-of-asura/ Magic Lore: https://www.lordofthecraft.net/forums/topic/150981-%E2%9C%93-the-herald-of-order-the-mists-of-xan-re-write/ Sunspear Lore: https://www.lordofthecraft.net/forums/topic/147954-mists-of-xan-hunters-of-dragonkin/ Limbs of Light: https://www.lordofthecraft.net/forums/topic/139493-mists-of-xan-addition-limbs-of-light/#comment-1317532 The Effects of Disconnection: https://www.lordofthecraft.net/forums/topic/135576-the-effects-of-disconnection/
  22. *Posters hung in back alleys and slums* The Stormskull Thieves Guild The Stormskull thieves are a small group of pickpocket heisters that want to work in unison to make the most of their professional ability. Join me and we'll steal from the dirty rich that prod and fester the cities with their high-value coats and glistening earrings. We will soon have an operation base - hidden to the normal eye, here we will meet and discuss our next moves. Join us now for a chance to prove yourself more than a dirty pick-pocket, join us and prove yourself to be a smart pick-pocket. If you decide to join - we will meet and I will decide if you are fit to join the Stormskulls. (Reply with) Recruitment Form: IGN: IRP NAME: ROLE: [Pickpocket/Organiser/Heister/Alloftheabove/]
  23. The Wildlings Sorry, but this page is no longer being used. See the lore on the wiki for an up-to-date version! https://wikia.lordofthecraft.net/index.php?title=Wildlings
  24. If you are reading this then you are probably sorting out my possessions, meaning that I am most likely dead. In case of this event, I have written down some of the things I would like you to know. Holy Ser Luminous Rothgard- I love you so much, Grandfather, for you were always there to support me- through thick and thin. I remember when I was younger we'd read together in the small church and my memories with you will never fade. You taught me to be strong and you helped make me the person that I am today, someone who I hope you're proud of. You brought joy to my life and there was never a moment that I wasn't happy to see you. You were always there for me and there was never a moment when you wouldn't stand up for me. I want to thank you for this. Alexander Rothgard- Whenever I've been in trouble you've always been there for me, you've cared for my well being and I am so glad that you were my uncle. I will miss you greatly and hope that at some point I managed to help you as you always helped me. I haven't seen you in a long time but you still mean so much to me and I hope you get to read this and know about how you've helped me. Frida Rosalyn- it's been really nice to finally get to know you, my cousin. You remind me of your aunt and my step-mother, Frida, in that you are loyal and compassionate. After all you've been through, I admire you for keeping those traits and hope that you will never lose them. You're stronger than you know and I know you'll find this strength and accomplish many great things. My love for you is great and I want you to be happy that you brought light to my life, not that it was taken away from me. Marie Bruselton- my friend, you've always stuck by me and from sharing the house together I realise how nice it is to always be able to confide in you and how easier it is to talk you is one of the many things I love about you. You were a great friend to me and I hope you know how happy you made me. You have a strong personality and you can't always say the right things at the right time but you mean we'll all the time and you seem to radiate warmth and kindness. Steffen- You've been there for me since I was a little girl, we'd play with all my animals and you brought joy to my life. As I got older, you taught me about medicine which has proved to help significantly through my life so I have to thank you for this. You're the most annoying person I have ever met and yet I love you all the same. The jokes we had together kept me smiling and for that I am grateful. Marcus- You have been with me since I was young and I know that I can trust you with anything. Although we didn't talk much after what happened to Mordskov, I still always knew that I could rely on you if anythin got tough and that thought alone filled me with much warmth. I will miss seeing you after I'm gone but I'm just glad that I got to know the incredible person you are. Ser Tepah Goldhand of Orvar You're constantly by my side and always willing to help if anything goes wrong or anyone wants to hurt me. You've always been so sweet to me (not to mention fluffy!) and that is something which makes me love you so much. I want to thank you for all those times when I've needed someone by my side and you've been there. I can only hope that I've been there for you when you've needed someone. Kharea Goldhand- I have watched you grow up and you truly are incredible. You are so brave and strong, something which I admire about you. You have gone through hardships but you never changed from the strong and caring Kharea that I've always known you as. I want you to know how much I'll miss you and how thankful I am to have you in my life. Remember to fight for what you believe in and that I will love you despite no longer being with you. Gaern Briar- you have been a great friend to me and given me advice which proved to be insightful and helpful but at the same time you can easily take a joke and our conversations are always enjoyable. Since I first moved to my new home you have always been so generous and kind towards me and this made me feel so welcomed there, adding to my happiness. Dael'ran- We've known each other for a while now so I value our friendship. You showed me magic which I was always in awe of and it always cheered me up. You were also very easy to talk to so I valued our time spent together. I hope your magic progresses even more and that you will find constant happiness. I'm surprised you never got annoyed by me but that's part of what makes you so incredible- you're patience and understanding. Gil- You have always been such a good friend to me and we often used to just sit down and talk for ages. You were always willing to help me whatever the problem was and I realise how lucky I was to have you as a friend. I am glad to have known you and I want to thank you for everything you have done to help me. Ser Maxwell Reeves- I will miss you greatly. We are quite similar in many ways- not always being able keep our mouths shut when necessary, for example but I suppose the is why get on so well. Because we understand each other. We can joke around, insult each other even but without causing any upset which is refreshing and one of the reasons I enjoy your company. Cam- You've been such a good friend to me and I hope you'll always be content. I always looked forward to when we'd meet up and I hope you valued our time together as much as I did. You're not afraid to speak out for what you believe in and I respect you so much for this and hope you'll never lose this quality. Mudi- You have recently become a new friend but I enjoy spending time with you. You are very kind and I'm glad that I was able to know you, regardless of how limited that time is. A friend like you can be hard to come by but I was lucky enough to meet you. You have always been so considerate and kind when you're with people, myself included, which is a great quality to have. Ser Duncan Lefay- you've been with me when things were tough and helped me when my life was at risk. My only regret is not being able to save you also but then again, you've always been so strong that maybe you don't need saving. I know what you've been through is tough but you'll make it through it. I wish I could be here to help you do it but I want you to know how much you've done for me and that I believe in you. Lilach- I have known for so long and we have always got on so well. You are always so interesting to talk to with all your incredible tales and inventions. I admired your intelligence, you could invent things which I would never have even thought of and it made my encounters with you even more enjoyable. Renna- I'm not sure if you'd class me as a friend but I have always considered you mine. We've known each other for a while and we're not as close as I wish we were but our time together has always been enjoyable. You're incredibly intelligent and I wish you the very best for the future. Thank you to all the people I have met over my journey that have brought me joy, my life hasn't been easy- from such a young age I've had to deal with suffering- but you gave me something to live for. I hope that I brought you some form of happiness and that I was someone you were glad to know. Even if I haven't mentioned you here and you've shown me kindness, I still value you greatly and I hope you know how much I will miss you and how grateful I am. I don't want you to go after my killers but then again, who's stopping you? I can't. I'm dead. Any of your deaths because of you trying to get revenge on what has happened to me would bring such sadness to me and I want to die knowing you are safe and that you will be able to live and move on from my death. My love for you will never die. -Alvina Rothgard
  25. [!] Posters of a simple yet oddly important item be put up all around massive cities stating it was up for trade. [!] I'm going be simple I've gotten two offers so far only one appealing so far. So here I am offering it to the others so state any item they may trade that be even value to this relic. https://gyazo.com/640d97d240474224c91e8f081d244d6a [!] Simple item description and sketch be done to show off the item up for trade [!] Not accepting minas for this only relics or items of about the same worth of this item. -Signed~Bolon-
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