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Found 38 results

  1. [✗] Draiko

    hello i really want to join this server i am a nice guy and i like roleplay's and love lord of the rings i hope you accept me and i wish you a great new year
  2. Senntisten Mayoral Elections, 1646 Issued and confirmed by his majesty, Frederick Pius Horen-Marna, 10th of Malin's Welcome, 1646. As the Sky-Daemon bubble’s burst nears, so does Marna’s need for a larger civilian government. The City of Senntisten is large, and the government of Marna cannot micromanage it in the coming conflicts. Marna is an army disguised as a nation, meaning that once the coming wars begin, the national government will become focused on warfare rather than domestic governance. Thus, it is imperative that those who aspire a larger role within the Government, or an opportunity to partake in it, provide their name for candidacy in the coming Senntisten mayoral elections. If one wishes to become the Mayor of Senntisten, they will be granted the ability to manage the stewards, tax codes, building regulations, etc. The mayor will be entrusted with the civil duty of governing the Capital in the name of his Majesty, Frederick Pius and that of the Church, for Senntisten remains the holy city. Thus, the major factions that the Mayor will be interacting with will include that of the civilian populace, local businesses, the Order of Saint Lucien, and his Majesty’s Marnan Free Company of Civilian Soldiers. If one wishes to aid in the constructing of a proper civilian populace, they are most welcome. Requirements for becoming a candidate for the upcoming mayoral elections (which will take place on the Bicentennial of the founding of the Order of Saint Lucien) are as followed: One must be a Human. One must be a Canonist. One must be a citizen of Marna. One must own property within Marna. One must not have a criminal record within Marna. Mayoral Candidate Form Name: Religion: Nationality (Marnan, Renatian, etc.): Property Holdings (the property you own): Age: Race: Gender: Experience: God With Us, His Majesty, Frederick Pius of Marna, Apostolic King of Marna, Rhodesia and Waldenia, Duke of Senntisten and Defender of Rhodesia and the Faith, Brother of Saint Lucien
  3. TOURNEY OF THE BICENTENNIAL In memory of the BLESSED Jack Rovin [JANUARY 20th, 11am PST, 2pm EST] All are welcomed [bar the Hostile factions] to attend the Tourney of the Bicentennial under white truce in order to honor the founding of the Order of Saint Lucien and its first Grand Master peacefully. In the year 1447, His Holiness High Pontiff Lucien II was saved by the Vandorian Order when he was attacked by a dread knight in New Abresi and was hired by the Church to defend it and spread GOD’s word across the realm of the descendants. Food and drinks will be catered by the Estermont Inn. The tournament will be hosted by His Holiness Clement III, His Majesty King Frederick Pius and Grand Master Rakim and will be divided into two events: one on one melee and five on five melee. The Order of Saint Lucien will provide protection at the tournament so no lollygagging. One on One Melee Fighters (up to forty maximum) will be allowed to fight in the one on one melee in an elimination exhibition until only one fighter remains. The winner will be granted the title ‘Champion of the Bicentennial’ and will be given half a crate of iron cuboids (32 iron blocks), 250 minas and a specially smithed blade capable of harming the undead. Five on Five Melee Factions are encouraged to enter in their best five fighters to participate in the five on five melee. The winning five will be granted the title “Defenders of Ard Krallackh” and will be given a crate of iron cuboids (64 iron blocks), 100 minas each and specially smithed blades capable of harming the undead. ((All of those wishing to participate in the Five on Five Melee should contact Shady_Tales/Bad Guy Shady. A wait list will be made for the one on one melee and any absentees will be replaced based off priority on the wait list.)) SIGN UP SHEET FOR THE ONE v ONE MELEE Name: Age: Nationality/Faction: Race: Title:
  4. MILITUM DECRETIUM MARNA Mandates for the Armies of the Apostolic Kingdom of Marna Field Marshal Marcus Arminius Rovin FIRST ORDER Establishment of Force Requirements All settlements and castles shall be required to equip and upkeep a levy during times of warfare. Free settlements and barons shall be required to muster and equip a levy of no less than one-hundred able-bodied men. Counties shall be required to muster and equip a levy of no less than one-hundred and fifty able-bodied men, and no less than fifty men per settlement or barony within the county. Duchies shall be required to muster and equip a levy of no less than two-hundred men, but shall provide a minimum of one-hundred men per county within the duchy. All forces shall be comprised of able-bodied men of no younger than fourteen years. Each man shall be able to bare arms and hold in formation for no less than two hours and be capable of maintaining a day’s march. To maintain the First Order, the Grand Marshal shall conduct Martial Review over the forces. On every even year, the forces of the realm shall be individually checked to ensure arms, armour, and other logistical measures are adequately set and kept within the land. Failure to pass inspection shall result in the penalization of prestige and put forth risk of rank, title, and privilege. SECOND ORDER Establishment of Lesser Positions and Authority Marshal of the Apostolic Kingdom The title of Marshal is established as the highest authority and honor bestowed upon those who show their strategic and tactical brilliance and understanding of warfare at an awesome level. Those entitled with this honor shall have the added responsibility of leading the soldiers of the realm into battle. The only figures who shall trump their authority will be the King and his Field Marshal, respectively. Symbolizing their status as elite generals, Marshals of the Apostolic Kingdom shall be bestowed onto them a special baton of burgundy-laced ivory. Only with this baton shall the Marshal exert their power and status, and to lose to the hands of the enemy will be regarded as a great dishonor. Brigadier of the Marnan Free Company The rank of Brigadier shall be created to be bestowed upon the leader of His Majesty’s Marnan Free Company— an organization of citizen-soldiers who are raised during times of war and great trouble. The Brigadier shall have the responsibility to maintain his citizen-soldiers, ensuring their training, equipment, and esprit de corps remain at optimal levels. With this, the Brigadier shall have direct authority over the operations and conduct of the Free Company. Symbolizing his authority, the Brigadier of the Marnan Free Company shall receive an engraved iron baton. With this baton, he shall be able to raise the Free Company during the peacetime without the orders of the King. To lose the baton to the hands of the enemy will be regarded as a great dishonor. Colonel The rank of Colonel shall be established as the fourth tier of royal high command, under that of the Field Marshal, his Marshals, and the Brigadier of the Free Company. Colonel is the rank given by the Office of the Field Marshal to three categories of commanders: the leaders of vassal levies, the leaders of vassal retinues, and the leaders of independent military organizations. Colonels only have authority over their respective fighters, save the instance which makes them the highest authority in an area of combat. To mark their status, Colonels shall be bestowed upon them a golden badge of bearing the King’s seal. The cross on the seal shall be painted red. It is with this badge that Colonels may seek audience with the Field Marshal or cross into the Crownlands with an entourage. THIRD ORDER On the Establishment of Military Guilds and Organizations The establishment of militant guilds and organizations within the Apostolic Kingdom of Marna shall fall under two categories of classification: those who have permanent residence in the Kingdom as a result of obtaining the Royal Military Writ of Establishment, chartering their headquarters within the borders, and those who have obtained the Royal Military Writ of Tolerance, granting only the means for a guildhouse or place of business. Royal Military Writs of Establishment shall be awarded to militant organizations who wish to reside in the Crownlands. In exchange for oaths of fealty, these organizations may establish a headquarters and recruit from the freemen in the land. For organizational purposes, their leaders shall be referred to by the Royal Administration as colonels. Those with such a writ shall be required to provide their entire force to the realm during wartime, but shall be free to embark on mercantile efforts during the peacetime. Such organizations shall be inspected during every odd year by the Field Marshal. Royal Military Writs of Tolerance shall be awarded to militant organizations with origins outside of the Apostolic Kingdom of Marna. These organizations shall have the ability to conduct business within the borders and operate a guildhouse, but will have no rights to recruitment or be included in the hierarchy of Marnantine forces. FOURTH ORDER On Issuing Letters of Marque and Reprisal In order to maintain flexible and covert operations over the enemies of the Apostolic Kingdom, the establishment of Royal Letters of Marque and Reprisal shall be immediate. For a set bounty, the Apostolic Kingdom shall issue a letter of marque to a militant organization so they may carry out the terms of the bounty beyond the territory of the Kingdom. Letters of Marque shall allow the holder to seize and repossess all goods captured from enemy forces during the completion of a bounty. Bounties shall be negotiated between the King or Office of the Field Marshal with the letter petitioner. Letters of Marque shall be granted for three-year terms. Failure to complete the bounty shall result in an issued fine at one-hundred and fifty percent the value of the bounty. Letters of Marque, and subsequently holders of the letters, shall not attack allies of the Apostolic Kingdom while in its service. God With Us, His Majesty, Frederick Pius of Marna, Apostolic King of Marna, Rhodesia and Waldenia, Duke of Senntisten and Defender of Rhodesia and the Faith, Brother of Saint Lucien His Excellency, Marcus Arminius Rovin, Field Marshal of the Apostolic Kingdom of Marna, Brother of Saint Lucien
  5. His Majesty's Royal Marnan Kingsguard Issued and confirmed by his Royal Majesty, Frederick Pius of Marna, 10th of the First Seed, 1646 The Royal Marnan Kingsguard (RMK) is the elite secular fighting force within the Apostolic Kingdom of Marna. The membership of the Kingsguard consists of the most dedicated and loyal knights within Marna, meaning its members are expected to be highly proficient in combat, reliable shields or top level resource acquirers. The duties of the Royal Marnan Kingsguard, naturally, include the guarding of the Royal Family and the palace of Ard’Arrav. Similarly, those in the Royal Marnan Kingsguard act as the King’s personal combat unit, meaning that the Kingsguard are tasked solely, or in junction with the Marnan Free Company, to undertake military action upon foreign or domestic enemies. UNIFORM Each member of the Kingsguard is equipped with a full set of darkened platemail, an underlying gambeson, and a Waldenian style combat helmet. Upon their breastplate rests the Gold and Crimson badge of Marna, which allows members of the Kingsguard to showcase their dedication to home and country as well as to provide easy identification for those who might see them. The design of the Kingsguard uniform is intended to provide the sense of unity, intimidation, facelessness, and prowess within the Kingdom of Marna. It should be noted, however, that some members of the Kingsguard are permitted to customize their uniform to how they see fit only with the permission of the King himself. Variants of the Kingsguard Uniform
  6. HIS MAJESTY'S ROYAL MARNAN FREE COMPANY Issued and confirmed by his Royal Majesty, Frederick Pius of Marna, 10th of the First Seed, 1646 His Majesty’s Royal Marnan Free Company (Freikorps in Waldenian) strives to act as the primary secular force of the king, with duties consisting of enforcing Royal authority across the realm in the name of GOD and King. His Majesty’s Royal Marnan Free Company is also a citizen army, which implies that soldiers within it, bar the officers, are volunteers who wish to make their home country a better place and often hold civilian roles outside of military life. Furthermore, due to the fact that this remains a Free Company, and thus the Company has no conscripts. As such, those who enlist within his Majesty’s Royal Marnan Free Company will receive numerous benefits, which include and are not limited to: A free, tax-free home within the capital city of Senntisten. Mining rights to the Marnan national mine. Farming rights to the Marnan national carrot and wheat farms. Ability to enforce local laws throughout Royal jurisdiction. Access to San Marnantine State Penitentiary Ability to don the armor of the Marnan Free Company with pride. Ability to gain prowess amongst the local lords and acquire land within the Apostolic Kingdom of Marna. If one performs especially well within his Majesty’s Marnan Free Company, those who are aspiring may be promoted to serve within his Majesty’s Kingsguard. Those who serve as a member in the Kingsguard gain access to the Royal Palace and a tower within the confines of the structure. https://www.lordofthecraft.net/forums/topic/169572-the-royal-marnan-kingsguard/ UNIFORM Each volunteer in the Free Company, is upon entry presented with a full set of armor, paid by the State. It’s the piece of equipment a volunteer will be taught how to use, clean and perform maintenance on. It is after all the only piece of armor a man of the company will be given, for free. The Armor and clothing worn underneath, is pitch black and red to allow the citizenry to more easily locate a man of the Free Company. Furthermore, the soldiers of the Marnan free company hold red and yellow badges, the colors of Marna. The dark toned uniforms also also offers some tactical advantage, as it makes one harder to see during night time. Variants of the Free Company Uniform RANKS BRIGADIER - The Brigadier is the appointed commander of the Free Company and holds immediate authority over its operations. He will appoint captains as needed to oversee specific areas of the Company and established geographical sectors, and will approve of all decorations and rank advancements. CAPTAIN - Captains within his Majesty’s Royal Marnan Free Company serve as administrative officers within the ranking structure. Captains are responsible primarily for taking charge of planning missions in geographical sectors, as well as organizing and maintaining the soldiers placed directly under their authority. PENITENTIARY WARDEN - The Warden of St. Marnantine State Penitentiary is often the most prominent Captain within the free company. The Warden manages the penitentiary prisoners, records and its reception. SERJEANT - Serjeants within his Majesty’s Royal Marnan Free Company act as non-commissioned officers, consisting of individuals who have aspired to the military lifestyle more so than that of the Corporals. Thus, Serjeants are to be well-trained executors of missions organized by Captains. Likewise, if a Captain is felled in combat, Serjeants will often take over to command the field. CORPORAL - Corporals within his Majesty’s Royal Marnan Free Company are members who are inherently more pacifistic in nature. As such, Corporals have completed a tour of service and normally partake in municipal duties, such as stewarding, baking, etc. Corporals, albeit above that of volunteers, hold no commanding privileges in combat unless all other officers are incapacitated in some manner. CITIZEN-AT-ARMS - These are volunteers who have received sufficient training and have experienced some of the hardships of serving in the Free Company. While higher in seniority than the simple volunteers, a citizen-at-arms holds no sway over his subordinates. VOLUNTEER - Volunteers are civilians who have volunteered to fight for their nation. These individuals have not been beaten, and they have not been deemed fit to move up in the ranking structure. Volunteers will be taught how to defend themselves, additionally they will often perform labour, for example volunteers are those who take the largest part in constructing fortifications and outposts. AWARDS RUFUS’ EDGE - For the brave and faithful. Awarded for valour in the battlefield or for impeccable service during peace. The award itself is a spear head fashioned out of gold. CLIMBER’S PRIZE - For the agile. Awarded for those who are first over the walls of a besieged city. The award is a bricked tower decorated with turrets, fashioned out of silver. CLERGYMAN’S ENVY - For the pious soul. Awarded to the most prominent Canonist in service to the Free Company. The recipient must display immense Canonist values. The award itself is no physical object, rather a title, which is “Pius Felix” From High Imperial into common, it translates into “Pious and Blessed” DOVE’S COMPANION - For the mediator. Awarded to the bringer of peace. The recipient has successfully argued for peace between two or more people. The merit itself is a bronze olive branch COMMANDER’S GORGET - For the successful officer. Awarded to an officer who truly displays his abilities to command in the field or during peace. The physical award are two golden clasps formed in the image of dragons, breathing fire towards each other. The fire then interlocks locking the clasp in place. The clasp can be attached to a cloak or a belt. The dragon is a reminder of the officer’s service to the Horen line and the Kingdom of Marna. VENERABLE FATHER - For the veteran. This merit is awarded to the volunteer who has served in the Free Company for ten whole years and has no infractions to their name. The decoration is a wreath made of silver. It can be worn during military parades and public events, but not during duty. RED DRAGON - For the honorable. The Red Dragon award is one of the most prestigious awards, as it honors one with knighthood, derived from the old Imperial Order of the Red Dragon. Additionally the new knight is given a golden signet ring, with the Marna dragon etched into it. This is a merit only promoted to those who have shown courage in the field of battle and justice in peace Criteria for entry into His Majesty’s Marnan Free Company One must not be sworn to another vassal/nation. One must not own property in another vassal/nation’s territory. One must be of the minimum age of 16. One must be Human. One must be willing to fight for home and country at all times. One must agree to complete a tour of service of two years (two saint’s weeks). If one fails to uphold activity within that timespan, the benefits which they have been offered will be revoked. One must be either a Male or Female. Females will hold more municipal and medical roles whereas males will fight. If one identifies as neither, we refer to them as abominations and hang them. APPLICATION RP Name: Age: Race: Culture [Heartlander, Highlander, etc.]: Place of Residence: Prior Experience, if Applicable: Labor Skills [Woodworker, Miner, etc.]: OOC MC Name: Timezone: Discord:
  7. The Temple Report, 1644

    THE FOLLOWING IS A REPORT ISSUED BY BROTHER ROBERT, 1644 To all humble men of GOD those who descend from Horen, I implore you to read upon this report with both curiosity and a critical mind. The Order of Saint Lucien, as entrusted with the sacred vow of defending the faith, ventured out immediately following the address issued by the Dominion Prince, Prince Khaine Csarathaire, in search of a potential ancient Horenic temple. As such, the Order of Saint Lucien took special care to document the findings of those dispatched and mark the location of the location of the temple for those who wish to venture there for themselves. Furthermore, careful sketches were drafted to document what was seen, albeit color is removed due to the charcoal utilized. Sketches One and Two: The Interior of the Ruined Temple From within the temple, pews can be seen, alongside arches scaling either side. Upon the floor and walls lie the colors of House Horen, albeit faint. The floor appears to be overgrown. The conclusion reached by the Order is that this ruined structure was once, indeed, a church of some sort, most likely devoted to the faith pre-Canonism. Sketch Three: The Ruined Ceiling From within the temple, if one were to look up, they could notice elaborate arches. Steep in nature, this appears to be architecture consistent with that seen in previous continents, such as Anthos or Asulon, an ancient construction technique indeed. The conclusion reached by the Order is that these series of arches once supported the roof of the temple, as per usual, but are in fact older as they utilize construction techniques of past continents. Sketches Four and Five: The Exterior of the Ruined Temple From outside the temple, it becomes clear that there were once multiple structures on the premises. There are many arches, which could either imply multiple roofs or decoration. Likewise, there is a separate building branching off from the main temple which leads the Order to believe that it either acted as the residency of the clergy, a local lord, or acted as a storage facility. A pond is present just before the entrance into what the Order believes to be the church, alongside a platform of sorts. If one were to take careful note of the bottom sketch, one may note that there is a stone lip surrounding the frame of the temple alongside a hole where glass fragments and a mighty window might have once rested. The conclusion reached by the Order is that this site was once a spiritual compound for those of the Horenic tribe as the colors Purple and Black remain quite prevalent. Sketch 6: The Oddity Perhaps the most puzzling find in the entire complex remained what appeared to be a pile of ash in the center of the platform within the pond. Leading up to the pile was a black substance, alongside skulls. Within the pile, the contents were purely gray and black, leading the Order to believe it was indeed Ash. Multiple theories were proposed, such as the site being taken over by cultist organization for the purpose of sacrificing. Another suggested that it was the ilk of the Harrenites or Norlanders for their belief in fire. The most plausible theory, in my mind, arose from the Grand-Master himself where he suggested that this pile was in fact the remnants of a funeral pyre. The Grand-Master, having been an officially adopted member of the Horen family, knows of a tradition in which the corpses of Horens are burned traditionally. Thus, the conclusion reached by the Order was that this pile of ash was once the the ritual site for a Horen pyre, serving as the entry way into the seven skies for those of old. Once more, I implore all to analyze the findings of the Order of Saint Lucien and issue alternative theories, corrections, or support for the theories issued by the Order of Saint Lucien. Deus Magnus, Prestor Robert "BOB" Rovin, Grand Prior of the Order of Saint Lucien and Humble Member of the Synod of the Church of Canon
  8. The Night Watch

    The Night Watch ~+~ Guardians and Santegians themselves, sirca 1639. The Nights Watch are a new, developing branch of the Vertillian forces, who's task reside in the capital of the Santegian Nation. Join today and accept respect. Join today and be toasted by many to come in the future. Join today and be gifted with the finest of armour and weapons. For those who are unable to defend themselves, but seek the safety of a welcoming home, thoughtful nobles of Santegia formed a militia and gave it a name: "Guardia de La Noche", which stands for "The Night Guard". Founders of the regiment are Prince Demetrios, Arch Chancellor of Santegia and Lady Ceona, the first Captain of the Force. Together they worked on the formation of a force that can work under the light of both the sun and the moon. A force that welcomes any living being. A force that protects a Sanctuary. That is the Night Guard. Members of the Night Guard are in charge of the protection of the City. They are tasked with guard duty, patrols, merchandise and personnel transportation, and combat. They are equipped with whatever equipment is best suited to the individual among three categories: Infantry, Cavalry and Archery. At the same time, they are public workers, tasked with assisting the citizens. They must know the structure of the city to give directions, locations and popular attractions. They have access everywhere except a few restricted areas so that they operate quickly and effectively. Hierarchy Guardia de La Noche, Guardia Noche for short, take their orders from the Lord Marshal and the Officers of the Vertllian Regiment. Additionally, they can take orders from the Judicial body to arrest criminals and deal out punishments after a trial. All members swear loyalty to the current leader of the Vertillian regiment. But there is still a hierarchy to be followed, for the better distribution of work and prevention of crime. The ranks are divided into three sections: Officers, Enlisted and Specialized Ranks. ~+~ Two officers of San Adrian guard force. Officers The officers are tasked with leading the men into battle, handling promotions, leading squads, monitoring progress making sure the Guard force operates effectively. There are two ranks: The Captain and the Sergeant. Captain (Currently Vanderlise V. Rothchild) The Captain is the leader of the Guard force, holding the final word in every situation, unless the High Command steps in. He is a capable leader, gives out the promotions and organizes task groups to handle missions. He is also responsible for the equipment of the military and must make sure supplies and provisions are always plenty. There is only one Captain. Sergeants The Sergeants are the Captain’s assistants. They are capable squad leaders, leading men to missions, suggest promotions, monitor the progress of members and hand out jobs. They are capable of ordering any member of the Guard force. The number of Sergeants is determined by the number of Guards. Enlisted The enlisted members are the normal Guards of the military. Their jobs per individual vary, but all are responsible for guard duty, patrols, accomplishing missions and defending the city. There are four ranks: Recruit, Footman, Man At Arms and Master At Arms. Master At Arms These Guards are the Veterans of the Order, men who have tasted the hardships of battle and time and have endured through it all. This rank is given to experienced members of the Guard Force who lack the necessary skills to become an Officer. However, in the absence of one, they are perfectly capable of assuming command over groups. Man At Arms These men are the skilled soldiers of the Force, always the first to charge into the fray. They have been in the force for many years, handling various tasks with the trust they have gained over their tenure. The Man At Arms is often the last rank a soldier can achieve in times of peace. Footman These guards form the Bulk of the Force. They handle the majority of work around the city from gate duty, to patrols, to handling directions. They have spend time in the Guard Force, but by no means are they experienced. Recruit This is the rank given to the newest members of the guard. They are young and inexperienced, so they need to be molded into shape quickly. Thus, they are treated slightly harsher than footmen, to quickly become accustomed to the life in the Guard. However, that is only temporary. ~+~ Guardia de Noche at the Night Join the Guardia de Noche, a soldier, an elf, an uruk, a kharajyr or a usual citizen of Santegia, every man is needed! OOC: Sign down below if you wish to join, or contact the current leaders, Vanderlise (Crushems) or Arthur ( BeingDepressed ). 1
  9. The Night Guard

    The Night Guard ~+~ Guardians and Santegians themselves, sirca 1639. The Nights Watch are a new, developing branch of the Vertillian forces, who's task reside in the capital of the Santegian Nation. Join today and accept respect. Join today and be toasted by many to come in the future. Join today and be gifted with the finest of armour and weapons. For those who are unable to defend themselves, but seek the safety of a welcoming home, thoughtful nobles of Santegia formed a militia and gave it a name: "Guardia de La Noche", which stands for "The Night Guard". Founders of the regiment are Prince Demetrios, Arch Chancellor of Santegia and Lady Ceona, the first Captain of the Force. Together they worked on the formation of a force that can work under the light of both the sun and the moon. A force that welcomes any living being. A force that protects a Sanctuary. That is the Night Guard. Members of the Night Guard are in charge of the protection of the City. They are tasked with guard duty, patrols, merchandise and personnel transportation, and combat. They are equipped with whatever equipment is best suited to the individual among three categories: Infantry, Cavalry and Archery. At the same time, they are public workers, tasked with assisting the citizens. They must know the structure of the city to give directions, locations and popular attractions. They have access everywhere except a few restricted areas so that they operate quickly and effectively. Hierarchy Guardia de La Noche, Guardia Noche for short, take their orders from the Lord Marshal and the Officers of the Vertllian Regiment. Additionally, they can take orders from the Judicial body to arrest criminals and deal out punishments after a trial. All members swear loyalty to the current leader of the Vertillian regiment. But there is still a hierarchy to be followed, for the better distribution of work and prevention of crime. The ranks are divided into three sections: Officers, Enlisted and Specialized Ranks. ~+~ Two officers of San Adrian guard force. Officers The officers are tasked with leading the men into battle, handling promotions, leading squads, monitoring progress making sure the Guard force operates effectively. There are two ranks: The Captain and the Sergeant. Captain (Currently Vanderlise V. Rothchild) The Captain is the leader of the Guard force, holding the final word in every situation, unless the High Command steps in. He is a capable leader, gives out the promotions and organizes task groups to handle missions. He is also responsible for the equipment of the military and must make sure supplies and provisions are always plenty. There is only one Captain. Sergeants The Sergeants are the Captain’s assistants. They are capable squad leaders, leading men to missions, suggest promotions, monitor the progress of members and hand out jobs. They are capable of ordering any member of the Guard force. The number of Sergeants is determined by the number of Guards. Enlisted The enlisted members are the normal Guards of the military. Their jobs per individual vary, but all are responsible for guard duty, patrols, accomplishing missions and defending the city. There are four ranks: Recruit, Footman, Man At Arms and Master At Arms. Master At Arms These Guards are the Veterans of the Order, men who have tasted the hardships of battle and time and have endured through it all. This rank is given to experienced members of the Guard Force who lack the necessary skills to become an Officer. However, in the absence of one, they are perfectly capable of assuming command over groups. Man At Arms These men are the skilled soldiers of the Force, always the first to charge into the fray. They have been in the force for many years, handling various tasks with the trust they have gained over their tenure. The Man At Arms is often the last rank a soldier can achieve in times of peace. Footman These guards form the Bulk of the Force. They handle the majority of work around the city from gate duty, to patrols, to handling directions. They have spend time in the Guard Force, but by no means are they experienced. Recruit This is the rank given to the newest members of the guard. They are young and inexperienced, so they need to be molded into shape quickly. Thus, they are treated slightly harsher than footmen, to quickly become accustomed to the life in the Guard. However, that is only temporary. ~+~ Guardia de Noche at the Night Join the Guardia de Noche, a soldier, an elf, an uruk, a kharajyr or a usual citizen of Santegia, every man is needed! OOC: Sign down below if you wish to join, or contact the current leaders, Vanderlise (Crushems) or Arthur ( BeingDepressed ). 1
  10. SENNTISTEN Capital of the Apostolic-Kingdom of Marna “If you can’t handle me at my Fairest, you can’t handle me at my Rarest” - King Frederick Pius, 17th of the Grand Harvest, 1641 Constructed in the 1642nd Year of Existence, under the reign of His Majesty Frederick Pius I, King of Marna. Senntisten, is the current capital of the Apostolic Kingdom of Marna, the Kingdom itself having formed from the loyalist remnants of the Sixth Empire. Constructed in the summer of 1642, the City sits atop the twin peaks of Arrav and Kreuzspitze, and stands as a testament to mankind’s domination of the region. From the city flows the majestic Piscatoris, a fast-moving river whose remarkable purity is depended upon by the agricultural communities of the Marnantine Valley. Location Directions: Traverse the highway south out of the Cloud Temple through Velth’s Gate and past the Fairgrounds, paying close attention to the road signs along the way; after two intersections, proceed past the Whispering Crossroads and Traveler’s Respite, leaving behind one more marked intersection. The river that runs directly southward will be your guide, and the gateway to the Kingdom of Marna will be found at the first intersection on its western bank. Landmarks Ard’Arrav Ard’Arrav, a name derived from Chivayspeak meaning Mountain of Heroes, serves as the palatial fortress of House Horen of Marna and the seat of governance for the entirety of the Kingdom. The terrace upon which the palace sits is flanked by two guardian statues representing both the glory of the dragon and its ferocity. The Adamantine Cathedral Built to be the premiere place of worship of all the Canonist world, the monolithic Cathedral of Saint Lucien serves as a reminder of the supremacy of GOD in this world and as a home for the Order of Saint Lucien. Designed primarily by Prestor Robert “BOB” Rovin and that of Holy Ser Balian; truly, it is a temple designed for the holy, by the holy. The Estermont Inn One might find shelter for a night in Senntisten at the Estermont Inn on 4th Godfrey Avenue. Its proprietor, Eadmund Estermont, offers rooms for rent and even houses for willing tenants. As for refreshment, the Inn’s cellar offers vintages anywhere from locally supplied brews to Hanseatic meads. On occasion it is said wines from far off Aeldin are served. Senntisten City Hall The Senntisten City Hall serves as the foremost seat of governance for the local municipality. Here the Town Assembly meets to discuss and propose new laws relating to the City’s governance and decide the fate of municipal cases that are below the attention of the Royal Court. The Cloud District The Cloud District of Senntisten sits just below the palatial fortress of Ard’Arrav and is home to the City’s upper crust with housing granted by royal writ alone. Homes here can be purchased with either a fat pocket of golden shillings or that of a levy. San Marnantine State Penitentiary Perhaps the only place one would wish to stay away from in Senntisten is the San Marnantine State Penitentiary, managed by the Order of Saint Lucien. Those guilty of breaking a law that does not warrant death are sentenced to a certain amount of time in solitude. Konigsville Along the River Piscatoris lies the humble village of Konigsville. In the day, the hard working residents of Konigsville can be seen plucking wheat with a smile and singing a tune. At night, one may hear a plethora of visceral laughs from within the village, a testament to the resident’s clown-like behavior and general jolliness. Notable Officials His Royal Majesty, Frederick Pius I, Apostolic King of Marna Her Royal Majesty, Henrietta Louise, Queen of Marna His Excellency, Thomas Frederick, Seneschal of Marna His Excellency, Marcus von Aesterwald, Marshal of Marna His Excellency, Aran Talraen, High Steward of Marna His Excellency, Gils von Konigsberg, Mayor of Konigsville His Excellency, Holy Ser Rakim Yar, Grandmaster of the Order of Saint Lucien Housing/Purchasing/Taxation Housing in Senntisten typically costs a standard 100 minas for a two story home and no taxation, for taxation is inherently theft. To purchase a house contact a Steward, such as Aran Talraen [LithiumSedai] or Thomas Frederick [Rhodesian_]. Alternatively, different rates for property exist in the village of Konigsville, thus one may find a cheaper deal alongside Gils von Konigsberg [Fleeperini] or that of Prenkus [Turrenitus].
  11. A working map of Asulon?!?

    https://drive.google.com/open?id=1wA2BcdWkzoCjkwBG8c3K_MDZ5pYxMaw1 This map has been given to my by @Fyrste, he unintentionally saved much of Asulon onto a singleplayer world when he only meant to save Branborough, the halfling village. Here's the coords of places in the download: https://imgur.com/a/ZFisY
  12. PEACE AMONG THE FAITHFUL; 9th of the Amber Cold, 1640 Issued and confirmed by Grandmaster Robert “BOB” Rovin, Grand Master of the Order of Saint Lucien and Battle-Bishop of Metz on behalf of his Holiness, Everard IV. To all of good Canonist faith, I believe, with great piety in my heart, that this conflict has dwindled to a resolute conclusion. The Church of Canon, in conjunction with the Kingdom of Santegia, hath enacted peace between their people. Time and time again blood has been shed amongst our lands. In the West, the true enemies lay in the barbaric Norlandic pagans, whom have begun to crumble in defense. Truly, GOD guides our Crusade in these dark times as a beacon, for prior to its enactment, the World truly was engulfed in Iblees’ ilk. Ante Bellum, I traveled the world as part of my sacred duty as a Monk of the Canonist Faith. I hath seen the sin which pollutes the sod of this realm. I have stated such many a time, but it is imperative that I apply emphasis. I have seen Norlandic Red Priests worship red-hued trinkets, whilst desecrating sacred temples to GOD and his chosen Prophets. I have seen Norlandic fire-dancers butcher elderly, feeble men for the sake of a chuckle and for what lies within their cobweb laden pockets. I have seen Red-Faith priests encourage nudity within their lands, which pollute the minds of children and propagate lust. Most disgustingly, however, I have seen those of the Red Faith reject the exalted Horen, and spit upon the legacy of the prophets and that of GOD in favor of an actual fairy tale so that they may hold zero responsibilities morally. As Predicted, however, humanity is slowly, yet surely, returning to the embrace of our Creator as we, as a whole, have returned to a quest of piety rather than that of worldly greed. I had stated such in my private thesis to his Holiness, in which I argued that the reason humanity and its sons continue to be conquered, separated and fight one another is due to a desire for worldly titles rather than that of GOD’s grace. Thus, the path forward must be that which embraces pious values, and not a thirst for power like that of the red-faith worshiping sons. Thus, in accordance with his Holiness, I am prompted to offer solidified terms to the King of Santegia and his cohort should they desire peace, for it is ultimately virtuous before GOD to extend an olive branch of mercy to the faithful if they so desire. The terms are as follows: The Kingdom of Santegia The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall agree to pledge its fighters against the ilk of the Red Faith and other malicious heathens, which includes the state Norland and the Undead. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall sanction the safe return of the clergy to its capital and future capitals. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall renounce all condemnations against the Order of St. Lucien and the High Pontiff. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall erect a new and mighty Cathedral within its capital, and potential future capitals. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall permit the Order of Saint Lucien and fellow Crusaders to remain in Santegia uncontested for One Saint’s Month, with clear codes of conduct and guidelines, to ensure that the treaty is upheld and enforced. The Kingdom of Santegia, in order to establish a reunification with the Church of Canon, shall permit the secession of faithful vassals who have lost faith in the Santegian government prior to this treaty, for one Saint’s day. As to not promote further chaos and anarchy in the region, however, those who decide to secede must be distributed equally (shall be decided further following the tallying of potential secessionists) between either Renatus, Haense or Marna to ensure that Norlandic roots do not spring up in said territories. Furthermore, if the Kingdom of Santegia can convince these vassals to return to their fold, such will not be challenged by the three aforementioned states should they decide to reunite with Santegia. The Order of Saint Lucien and the Church of Canon The Order of Saint Lucien, in order to show their will of good faith, shall agree to pledge their aid against the Norlandic attacks on the Capital and/or any settlements under the Kingdom of Santegia The Order of Saint Lucien, in order to show their will of good faith, shall submit a formal apology to House Palaiologos and House de Savin for the loss of the late Duke Demetrios Palaiologos. The Order of Saint Lucien, in order to show their will of good faith, swears to uphold the ‘Floral of Rights and Privileges’ of the Kingdom of Santegia, while operating within its borders. The Church of the Canon, in order to establish a reunification with the Kingdom of Santegia, shall revoke all condemnations on the Kingdom of Santegia and its King. Deus Magnus, His Holiness EVERARD IV, High Pontiff of the Church of the Canon, Archbishop of Fernandus, Visigia, Jorenus, Aleksandria, Lotharum, and Erochland, Prince-Bishop of Metz, St. Thomas, Savoy, Mont St. Humbert, Johannesburg, Esheveurd, Luciensport, Huss, and Dibley, Abbot of Laureh’lin, and Hariam, Bishop of Godfreo, Versace, Mardon, and Carace, Minister-General of the Humbertines, Successor of the High Priesthood of the Church, Keeper of the Canon, Missionary to Aeldin, High Servant to the Exalted's Testaments, Humble Servant of the Faithful and Vicar of God Brother Robert “Bob” Rovin, Grandmaster of the Poor Fellow Soldiers of Horen and Saint Lucien of Savoie, Bishop of Metz and humble member of the Canonist Synod His Majesty, Frederick Pius of Marna, Apostolic King of Marna, the Westerlands, Baron of Senntisten and Defender of Rhodesia and the Faith, Brother of Saint Lucien His Majesty, Canonius I Horen, King of Renatus His Majesty the King Otto II of Hanseti and Ruska, Grand Hetman of the Army, Prince of Dules, Lahy, Sorbesborg and Slesvik, Regent of Pruvia, Grand Duke of Vanderfell, Duke of Akovia, Krajia and Aldersburg, Margrave of Rothswald and Adria, Count of Karikhov, Baranya, Kavat, Karovia, Torun, and Kaunas, Viscount of Alamar, Baron of Vsenk, Valwyk, Rostig, Esenstadt and Kralta, Lord of the Westfolk, Protector of the Highlanders, etcetera. His Majesty, Leoiarizaltzu Salbatzaile de Savin, King of Santegia and Haria, Prince of Evreux, Duke of Savinia, Eastbourne, Eruthos and Cascadia, Marqués of Seville and Ponzan, Count of Veldin, Castell, Moncloa, Riga, Westmark, Wett and Eastmark, Lord of Biscay, Grand Knight of the Order of the Veldin, Sovereign of the Order of Eminence and the Order of the Golden Steed.
  13. Marnans Never Die

    Marnans Never Die Issued and Confirmed by his Majesty, Frederick Pius Horen-Marna, 12th of the Amber Cold, 1639 To the denizens of Marna and Canonist Humanity as a whole, The great epoch of our time in a demesne of great uncertainty and upheaval, we find ourselves at the mercy of GOD and the salvation of His divine providence. Yet in this trial, we acknowledge that our true strength and power derives from Him, fostering within us the vigor of true might to overcome what has been lost. I, have myself, full and complete confidence that if all due diligence is invested in our commitment, that if nothing is left neglected, we shall truly regain the confidence in ourselves to defend our home, to ride out the plagues of war, and to outlive the pestilent pagan menaces that have for so long deprived us of truth and justice. At all costs, this is our mandate, good denizens. That is the resolve of this reign. That is the mission of the Church. That is the mission of GOD. The Apostolic Kingdom of Marna and the Dual Kingdom of Hanseti and Ruska, united together by sacramental union and faith in the Holy Canon, will defend to the ends and to the death their native soil and mobilize against heathenry wherever it flourishes, fighting together as kin inseparable with their utmost fortitude and strength. Furthermore, Marna pledges to aid the fellow Canonist state of Renatus in all of its military endeavours against the heathens, in siege and defense, for when united and determined, Humanity can never be uprooted from the sod which GOD hath provided unto us. Even though large tracts of the former Orenian Empire, as well as many other integral vassals have fallen or may fall to the grip of heathenous vice and ungodly ways, we shall not surrender nor fail. And even if, which I do not for a moment believe, this Kingdom or a large part of it were subjugated and starving, then our nation beyond, armed and guarded by the Apostolic Levy, would carry on the struggle, until, in GOD’s good time, the New World, with all its prospects and glory, steps forth to the rescue and the salvation of the lost. We shall not fall victim to petty worldly politics, for it corrupts the quality of the soul. We shall fight with growing confidence and growing strength in the field, for Owyn gives us strength. We shall fight no matter the cost, for no worldly resource is too valuable. We shall defend our homeland, for it is the earthly bond which sustains our families and people. We shall defend our Canonist brethren, for to turn a blind eye to atrocities and sacrilege is to be complicit. We shall never submit to heathenist-pagan ways, for all such beliefs denounce Horen as our prophet. We shall never surrender, for to buckle beneath worldly fears is to fall victim to the allure of Iblees. IN VERBUM DEI, Frederick Pius Horen-Marna, Apostolic King of Marna and Righteous Defender of Rhodesia
  14. What’s your Minecraft account name?: xX_Rosemary_Xx What timezone are you in?: Eastern US How old are you?: 13, oh boy am I lucky that I'm just the right age! XD Are you aware the content and interactions on this server may not be appropriate for children under the age of 13? (You must be at least 13 to be apply): Yes, I am aware of this. Have you read and agreed to the rules?: Indeed so, jolly chaps. What’s the rule you agree with the most?: "Cyberbullying, rule abuse, harassment, and other antagonistic behaviour will get you banned. Even if you break no rules, we reserve the right to prevent you from using our services." (Edit no.2) Cyberbullying, to me, is a horrid thing to do, mainly due to its ability to tear people's lives apart. Rule abuse, such as hacking, griefing or other such things is cruel, and the subject's punisher(s) should not hesitate to fully punish those who abuse the rules. Are there any rule(s) that confuse you or don’t make sense? (if so we can help clear it up!): "Unlocked chests may be taken from freely. Donation or shop chests cannot be stolen from." If this were true, what would the owner be able to do to your character? How did you find out about Lord of the Craft?: A little bird I call "Ajax" told me. He just registered today, as well.(Edit no.1) Ajax is a good man, and I recommend befriending him. Link(s) to past Whitelist Applications (If applicable): N/A Have you logged into the server yet? (You cannot be whitelisted without logging in at least once): Indeed I have. Character’s name: (what do you want your character to be called?) Sa'Durc Character’s sex: (male or female?) Male Character’s race: (you can find all the playable races here.) Kharajyr Character’s age: (upon application, your character must be 18 or older, and depending on the race, they can be over five hundred years old!) Biography (This is one of the most important sections of the application. Please take your time and make it a decent paragraph long. Read up on your character's race and be sure to add at least one accurate reference from the server lore): (where does your character come from?; where have they traveled to?; what year were they born in? et cetera.) A long, long while after the Khar had fled in terror from their home island after the devastating volcano eruption, Sa'Durc was brought to existence. Sa'Durc thrived within his clan, working his way through kittenhood into a young adult, age 19(Edit 2). Although he enjoyed the company of his kin, he longed for the knowledge to know what the outside world was like. And so, Sa'Durc set off, sitting on a rag-tag boat with a handful of comrades. As he dismounted the pitiful boat, he marveled at the giant trees of San Adrian. After spending nigh a week in this new territory, he had already had to fend off the occasional scraps of racism. As the words spoken began to gnaw at him, he began a new quest; to search for a place that was free of stereotypical racists. Personality Traits: (what are your character's quirks?; habits?; likes and dislikes?) Sa'Durc is kind,but he also dislikes racism to a point where he might as well be some sort of anti-racial group leader (And god knows how likeable they are!).He wishes only to become a warrior for a new kingdom, but also desires to explore the unexplored. If anything, he'd probably be better off just being a normal cat, for he seems to be more feline than human, which makes him more likely to attack livestock. Ambitions: (what does your character aspire to be?) A warrior and explorer. Strengths/Talents: (what is your character really, really good at?) Sa'Durc is extremely skillful in leather working, beating the living he** out of racists, and fishing, of course, for he is a cat. .Also, he is pristine at stalking, which would be unlikely for something his size, but he does his best. . Weaknesses/Inabilities: (what is a skill that your character needs to work on?) Sa'Durc does need to work on his temper, which would let loose in the situation of racism or meaningless fighting/banter, but try as he might, he shall work upon it. He also has a mouth breathing problem. Due to their unnatural creation, Sa'Durc is a bit touchy upon how he was "made", and if anyone mentioned it, he would most likely demand that they stop, or, in a threatening situation, falter.If they were to continue to tantalize him with it, it might end with a particularly gruesome scene.(Edit 2) Appearance: (what does your character look like?; how tall are they?; hair color?; scars?) Sa'Durc is a Kha'Tigrasi, which I sometimes call a "Tiger-Man", and has orange-and-cream fur, slit apart by bands of smoky black stripes. He is 6'3", and has large, emerald-green eyes that are good for stalking his "prey". . Skin: (please provide us a screenshot of your character’s skin; if you need help, see our screenshot guide here.)
  15. What’s your Minecraft account name?: LORD OF THE CRAFT SUCKS (IS MY USER) AND CHICKEN What timezone are you in?: Central European Time How old are you?: 13 Are you aware the content and interactions on this server may not be appropriate for children under the age of 13? (You won’t be denied for being under 13): Yes i am aware Have you read and agreed to the rules?: yes What’s the rule you agree with the most?: the no powergaming rule its not fun to roleplay when someone else desides if Your character dies Are there any rule(s) that confuse you or don’t make sense? (if so we can help clear it up!): No all the rules makes sense How did you find out about Lord of the Craft?: I was browsing through for a roleplay server and found this Link(s) to past Whitelist Applications (If applicable): this is my first Have you logged into the server yet?: Yes Definisions What is Roleplaying?: Roleplaying is when you act as another character that is not yourself What is metagaming?: Metagaming is when you use information that you got outside of roleplay in roleplay What is powergaming: Powergaming is when you deside what is going to happen to another character like this John slashes at Lucas cutting of his left arm In character info Character name: Ked'al Character’s sex: male Character’s race: Kharajyr Character’s age: 19 Biography: Ked'al was born in the Woods since his parents was a part of a small forest tribe that was disbanded not far after that left ked'al and his parents alone but they did it they survived on there own but when Ked'al was 10 his parents was going to hunt for Food but never came back after about a month Ked'al left The Place he grew up at and began seaching for a New Place to be when he found the elvern city of Acael where he was accepted and he lived there for about 7 years when he found out that he was going to find a Place in life he traveled far and even longer but at one point he sat him self Down in the City of Sutica and he stayed there for a while but then when he was 19 he began his grand Explorer quest. Personality Traits: Adventurous, Guarded, He remebers names very well, Ambitions: He wants to explore the Whole land of Axios, He wants to become a better Archer to honor his mother and father, Strengths/talents: He has a keen eye for farming, he Is extremely good in crafting, weaknesses/Inablilitys: He is super bad in archery but desiers to be better in the art, He is bad at staying in one Place for too long because of his eager to explore, Appearance: he is a medium tall kha'pantera With green eyes and a charm around his neck he has no scars and he black fur. Skin: screenshot under. From Blessthebread with my pick in the house
  16. Out-Of-Character Information: yes yes What’s the name of the Minecraft account you're applying for?: screaming_celt What's your MAIN Minecraft Account name?: Turrenitus yesyes Have you logged in asyes a wandering soul on the account you're applying for? (you have to): yes Do you agree to follow the server rules on your new account?: yes Do you understand you cannot have both of these accounts interacting with one another? This will result in a ban if you are caught!: yes yes Do you understand that if one account is bannedyes, so will be the other(s)?:yes How long have you been on LotC?: a good fat portion of axios How many accounts do you currently have white-listed (including main)?: 1 (think i applied for another but it is nuked and i have no access to it)
  17. *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/]
  18. ♛!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!
  19. Anadude's skins

    I'm back with my not so great skins, yay. PAYMENT: Outfits (no head) will be 600 mina whilst full skins will settle at 800 mina. I can also be bribed with nice rp items so lol. Previous works: LIST: 1. DustyDune 2. Reserved by z3m0s 3. Calabreeni 4. Areln FORM: Username: Outfit or Fullbody: Ref: Description: Proof Of Payment: (Optional) Item of bribery: (Optional) Cute birb: @Sug digs it.
  20. Out-Of-Character Information Account Name: BittaBoBittoBa Timezone: Central Age: 21 *I acknowledge that interactions on this server may not be appropriate for pre-13 year olds. *Yes I have read and agreed to the rules. Favorite rule: You can’t join in a fight mid combat, limits the confusion that combat RP often entails! Confused rules: I’m not sure what defaulting to mechanics combat means? Am I going to have to worry about being randomly o.o.c. KO’d by someone who thought’d be funny to kill someone minding their own business or happened to be AFK? How’d I hear: Molagballin and Mapleveins Have you logged into the server yet?: Yes Definitions What is roleplaying?: Taking up the visage of another person or character, and acting as them to emulate their personality or inventing an identity of your own. For example, Bob from accounting moonlights as Heliodor the Monk in his D&D live action roleplay group on the weekends. What is metagaming?: Using information from outside of the game/roleplay or gaining information disingenuously gained to further or foil roleplay for personal gain or reason. For example, Father Reinald is a staunch (but bigoted) cleric and he starts befriending Heliodor the Monk due to their religious convictions. Reinald’s player reads on Heliodor’s background that he’s secretly gay which would conflict with Reinald’s morals. Ergo the player decides to abruptly starts calling Heliodor blasphemous slurs despite the information being unknown to Reinald and nothing else to trigger it. What is power-emoting (powergaming)?: Performing actions in roleplays that are: absurd for the character to perform, offer no ‘wiggle room’ for the others to react to, dictate what other characters do, or just flat out make no sense in the situation. For example, one player decides that Heliodor will juggle Reinalds in the air with the lift of his finger and decides that he smacks him so hard with his staff that he flies into space and burns up in the sun into itty bitty pieces before Reinald has time to stand up. In-Character Information Character’s name: Calypso Sajnai (formerly “Ma’Kalip”) Character’s sex: Male Character’s race: Kharajyr; Kha'Pantera Kha’Cheetrah mixed Character’s age: 23 Biography: Calypso was born as Bo’Kalip to a humble herder of a village at the foot of a mountain monastery in a plain between the few breaks of jungle in Karakatua. His father did well with livestock and trade, but only as well as someone in an isolated village can. When a small plague hit, he couldn’t afford to keep both Kalip and his bokolos so he had to give Kalip to the monastery. When taken into the monastery, he was falling a bit behind the other monks and his teacher bestowed him the name Ma’Kalip as a play-on of the priestly title Ja-. His duties consisted of mainly of chores dealing with cleaning and animals, his most important being the coop keeping the messenger birds for communication. It was from constant letters that he got a small glimpse of the outside worlds which instilled wanderlust in him. Unfortunately, monks are generally poor. But fortunately, calypso had a plan. He would write several letters posing as an estranged viscount who was a distant relative to the recipient and ask for minas to help regain his title in promise to share regained wealth with him. The plan was working but since hoarding money and other personal possessions was frowned upon, Calypso decided to hide it in his teacher’s secret alcohol stash so he’d be at fault if he tried to out him. Calypso told him that he’d only want a portion of it to leave, and that the rest the teacher could do with as he pleased. One night Calypso snuck out with a pack of things and waited out till the morning so he could buy a Bokolo from his father. He went to where his childhood home once was, only to be greeted by a steward as his father was “Incredibly busy”. While Calypso grew up and became an adult, the world beneath the monastery changed unnoticed by him. Apparently his father had become the new Ra of the village when he was a monk. He bought a bird and went out. When asked for his name he wanted to say Bo’Kalip but didn’t have the heart and just went with Calypso. Now he’s currently just travelling by himself taking up wherever the wind takes him, he has a particular keenness to being a courier. Personality: Traits: +Mindful: Though it may not always be externally apparent, Calypso usually pays close attention to what's going on. Watching his posture, following the leader, and acknowledging details were a big part of his background. Additionally, this mindfulness has formed a sort of inherent reverence for things. Or at least on the outside, which allows him to fake it long enough to make for pleasant company. +/-Curious : It’s a cliche for cats to be a curious bunch but this manifested in Calypso from a young age. Some of his favorite hobbies was collecting bugs and odd finds which still remain today. Unfortunately, He always had his horizons set beyond his small village and it was inevitable that he would have left even before being kicked from his monastery. +/-Esthetic : The lighter side of Calypso’s vanity is while he is focused on his looks, he has an affinity for aesthetics in general. He often take’s great pride in decorating spaces. He even used to embroider the robes of fellow monks before his teacher made him stop. He feels aesthetics have a much more powerful effect on the psyche than others may believe, thus it is important think of them. -Vain : Even while practicing the strictures at the monastery, Calypso was always focused on his looks and getting caught over petty details. Some of the oft remembered phrases of his teacher were , “Ma’Kalip, why’sa yu waxing yu’s hair when yua needs ta be waxin de floor!” or early in the morning, he’d bang on his room and yell in his old age, “Ma’Kalip! Stoppa polishing yu’s wood, and startsa polishing dem vases! Before yu’s hand cramps!” Likes: Bathing Animals Seafood Dislikes: Confrontation Insects Unexpectedness Ambitions: Becoming an Author: Calypso is bit of a passive individual, so he is in a lack of grand ambitions. The one thing on his mind since leaving his home temple was the prospect of writing about his journey or even writing something smaller like a cookbook. Anything he could stick his name on to be known for. Talents: Playing Music: Due to his passiveness, Calypso figures he may never get around to writing some grand book to be known for. But he figured his travelling tales may at least be useful for inspiring songs. He has skill in the sitar and flute that he picked up from his time in the monastery. Stewardship: Monks in a monastery have to be self efficient and most of the chores in the temple fell to Calypso. As such, he has skills in tailoring, cooking, washing, and most house chores. One of his favorite hobbies is making his own scented soaps and perfumes for a nice clean bath. Animal Husbandry: When he was still living in his village, Calypso cared for animals. And when he lived in the monastery he took care of their birds and actually handled the messenger pigeons. One of his memories were of a pig named Bobbit who was huge and would always try to bite Calypso’s toes. Weaknesses: Skittish: In spite of all the images of brave collected souls that “monks” inspire, Calypso is far from that. He can actually become quite frightened, even if he tries his best to hide it. He also tends to handle stress poorly when things don’t follow the “plan” he set out in his head. Hypocritical: In truth, Calypso will preach about the virtues of following the way of Bayla when prompted. And while he does believe in them, he can sometimes act against these beliefs by pure fault. Most notably, he’ll be ready to gamble like a thief when he’s done drinking like a sailor. Passive: Monks are often disciplined into being passive as this helps them work as a whole and teaches them to respect the whims of their teachers. This has carried with Calypso into his adult life where he is very passive, often as an attempt to avoid conflict. It is sometimes very hard for him to say no. Appearance: This spot-covered Feline carries with him a slight build and silky skyblue clothing of light composite, which may be seen as immodest even by Kha standards. But they keep him cool, require little upkeep and he finds them quite fashionable. The shape of his head could be considered round for a Kharajyr, with a relatively short muzzle and a “buttoned” nose. He styled the dark fur on his head tofeather back and his eyes are bright piercing blue with slight dark rings around them that taper to the corners of his muzzle. And as for his muzzle, In contrast to his walnut and creme body, it is quite dark like his spots with an almost leathery looking texture. The only light spot here would be around his lips, where they are drawn to with a light beige color and coming to a point to his nose, giving him the appearance of a perpetual smirk. Skin:
  21. A Gift From The Skies: Muun’Trivazja Introduction: This lore piece has a companion! While you may be a rebel who doesn’t play by the rules, it would be best if you read The Moon and the Maker first. It details Metztli, and fleshes out the Daemon of Time further. This lore, A Gift From the Skies, goes into the mechanics of the magic gifted to followers of Metztli. While the magic will remain a predominantly Kharajyr-controlled magic, any who follow the path of the Moon-Mother are given the opportunity to learn it. Think of it like Runebinding, or Shamanism. Muun’Trivazja is the magic gifted to the priesthood of Metztli. The goddess granted her most devout limited control over her divine energy, Muun’. With this power, the priesthood has been capable of great feats, though they come at a cost. Blindness and premature aging are common amongst members of the priesthood as a result with meddling with divine powers. The original Sages, who first received Metztli’s blessing, wielded Muun’ similar to the casters of other orders. However, in their arrogance, they rose too high and spited the goddess. To humble them, Metztli cursed the order with the burden of the Moonpool, a well of divine energy where casters of the order must bathe to refill their stores of Muun’. Muun’Trivazja is composed of three faucets; Moonbinding, Moongazing and Cronoshaping. These arts must be taught individually, alongside how to store Muun’. As a practitioner of the art becomes more adept as storing Muun’, they become able to delve further and further into the other aspects of the magic. States of Muun’: There are two basic types of Muun’ utilized in casting, Waking and Sleeping. Sleeping Muun’ energy with no purpose. It is passive energy that the priests are able to store inside themselves and carry with them. However, Muun’ is not an energy natural to the priests and it will seek escape by any means possible. Priests are trained to hold the energy inside of them while they go about life, and once they can hold the energy without fear of leaking, they can begin to expand their capacity. A coalition of priests, traditionally known as a pride, is able to pool their Muun’ in order to accomplish greater feats of magic, with each priest fueling the spell from their own reserves. Once a priest activates the Muun’ inside them it becomes Waking Muun’. Waking Muun’ is the visible aspect of Muun’Trivazja. It is energy in action, power with a purpose. Once a priest casts a spell, a portion of their Sleeping Muun’ is transformed into Waking Muun’ and escapes from them, given a purpose. Muun’Trivazja: “The Moon-Mother granted us a chance at redemption. After the first of the Sages fled, taking their hearsay with them, Metztli gifted to the new Priesthood a power unmatched by any of the new land; The power to grind mountains to dust and see what cannot be seen. The power to fight against Absyyl and its servants. The power of the Moon, Muun’Trivazja. ~The Dead-Sky Scrolls | A New Order The first skill an acolyte of the priesthood learns is the art of storing Muun’. Due to the arrogance of their predecessors, priests of Metztli do not naturally regenerate their divine energy. They must instead fill their stores at Moonpools, wells of energy fueled by a portion of Metztli’s Daemonic energy. Attunement to the goddess simply grants a priest the ability to hold this energy inside themselves. Muun’Trivazja is the baseline progression for a practitioner of the magic Each art must be trained individually, but they are useless if a priest is unable to muster the energy to maintain them. Essentially, a priest cannot cast spells with energy they do not have, therefore they cannot increase their tier in one of the other arts without first attaining that tier in Muun’Trivazja. Moonbinding (Teltica): “They adorned themselves with the same blue stones that decorated the temple. It hung from necklaces, bracelets, they even pierced their ears and lips with the stuff. The things seem unstable though. I saw one of the earring-wearers slam into a wall, and lose half their face in the resulting explosion.” ~Tales of the Kharajyr Moonbinding is the art of charging a piece of specially prepared lapis-lazuli with Muun’, granting it mystical power. To begin, a Moonbinder must select a block of lapis, the holy stone of Metztli, and carve it to shape. The stone must then be engraved with images and prayers in Kharahatla. These help to focus the mind of the enchanter towards the task at hand. The stone is then filled with Muun’ from the crafter, a process known as Attuning. This transforms the lapis into a piece of Charged Lapis, giving the Muun’ inside of it a task to accomplish when it is activated. Once a Moonbound relic is Attuned, the Muun’ inside of it is Living and cannot be harnessed or redefined. The object may be refilled with Muun’ from another source, a priest may even allow the relic to draw from their own reserves of Sleeping energy instead of its own, but once it runs out, the Charged Lapis violently explodes, spraying shards of stone in all directions. The purpose of the stone is left up to the crafter, however seeing as the enchantment is fueled by Muun’, the relic is only able to accomplish a task that is possible with the magic in the first place. This means that a Moonbinder is unable to craft objects with enchantments that are impossible through Muun’Trivazja. Cronoshaping: “It is said the Sages of old could tear vast temples from the past. They would gather, a pride of priests circling the ruins, and begin their chant. The Moon-Mother’s gift would swirl around them until, block by block, the building would stand tall once more.” ~Upon the Altars of Old | Book II Cronoshaping is the most powerful of the priestly arts, as it allows a practitioner limited control over Metztli’s dominion, time. A Cronoshaper expels the Muun’ stored inside of them, and utilizes it to manipulate the way time flows in the area. The Muun’ manifests itself as a thick swirling fog, ranging from blue to a deep purple color. The mist itself is malleable, and may be shaped by a member of the priesthood into a number of forms. The most common are either domes or waves of Muun’ projected over the area the caster wishes to effect. Once an area is shrouded in a priest’s Muun’, they sever it from the natural flow of time and begin to move it in accordance to their will. While Cronoshaping allows the user to manipulate time, it still has its limits. Cronoshaping is incapable of effecting unwilling targets. This is because Cronoshaping depends on the priest being able to anticipate the actions within the section they have severed. If a Muun’Trivazja user attempts to Cronoshape a once-strong wall into a crumbling ruin, they are able to because they know that given time stone will inevitably fall to pieces. Once a variable enters into the equation, the Cronoshaper is unable to anticipate how they will move through the new flow of time. As a result, anything the variable interacts with will also become an unknown quantity in its own right. This accumulation of unknowns shatters the veil of Muun’, as the priest is no longer able to anticipate what happens along the timestream. This is known as a Variable Cascade, and will result in the spell shattering. Cronoshaping is also unable to rewind an object past the time of its creation. For example, a rusted sword could be rewound to a point where it was once usable, but it could not be taken past that point and turned into the raw iron that was used to forge the blade. A crumbling wall could be rewound to a point where it once stood proud, but could not be taken back to the mortar and stones used to build the wall. This is called the Law of Temporal Conservation. The magic, however, comes with a price. As a priest continues to manipulate time, they will grow hunched and wizened. Dipping into the flow of time will prematurely age a practitioner of the art. Cronoshapers tend to age half again as fast as is normal, leaving them weaker and frailer than they were. Moongazing: “Ja’Sutal burst into the palace, ranting and raving. He ran through the doors of the palace, yanking tapestries from walls and goblets from hands. The young priest screamed of things to come; An army of beasts, ships being sent out to sea, and watching over it all a great eye of fire. He was pronounced mad by the Sages, though now he is heralded as the first Moongazer.” ~Upon the Altars of Old | Book III Moongazing is the most respected art a member of the priesthood may master. When a priest turns their eyes towards the ebb and flow of time, they must learn to focus their Muun’ into a lense through which to see the world; Turning their eyes to the future or the past. When a Moongazer turns their eyes to the timestream they channel their Muun’ into a sort of lense, allowing them to see into various points in time. A Moongazer may turn their eyes to past events, but never past the point of Non-Remembering, where Ancient History meets the rest of time. No priest is able to pass that point, simply because their bodies cannot hold enough Muun’ to go that far back. A Moongazer is also unable to see events leading up to their death, attempting to do so shatters the vision as the mind is unable to comprehend its own death. When a priest Moongazes, their eyes light up with a radiant white light. They fall into a trance, seeing that which has been or will be. Gazing into the past is the simplest aspect of the art, requiring the least amount of Muun’ to maintain. As a priest turns their eyes to more recent events, the spell requires more and more Muun’ to maintain. Once a priest passes the present, the spell requires less Muun’ to maintain. Then as one passes the present and moves onto the future, the energy cost is lessened but the visions swiftly grow vague and imprecise. To begin, Moongazing the past is the simplest of arts. A priest simply focuses their Muun’, and turns their eyes to events long past. Gazing in this manner uses up the least amount of energy out of all the arts of Muun’Trivazja. A skilled practitioner is able to turn their eyes to events long past for hours at a time. One of the most respected aspects of Moongazing takes place while searching the past. Namecallers are Moongazers who have dedicated their life to seeking out the names and histories of those fallen from Ilhuicatl. When a Kharajyr dies on the Isles of Endless Night, their name and deeds are wiped from memory. However, their past remains, open for Moongazers to search through. Namecallers spend their lives searching through ancient tomes and Gazing the past, searching for the names and legacies of those forgotten by the rest. Seeing the future is an imprecise art at the best of times. Specifics are withheld in favor of omens and symbolism. Some say this is because the future in itself is unknowable, other say the goddess does it intentionally to keep her priests from knowing more than is good for them. Whatever the reason, seeing into the future will never give a direct answer. It will always be shrouded in uncertainty. Some visions may never come to pass in the first place, the future being an unknowable and ever-changing place. Moongazing the present is the most difficult art a priest can learn. To see the future, one requires a totem that holds a strong link to the object to be scryed. The more direct the link, the stronger the vision will be. Distance also affects the strength of the link. The further something is from the Moongazer, the more difficult it is to envision them. Long distances may be offset by a better link, blood or bone being the strongest, and vice versa. Moongazing does have its limits however. Gazing into the present will only show things directly linked to the totem, and nothing else. A stone from a castle wall will show only the castle, and not the inhabitants moving about inside. A bloodstain will reveal the bearer of the blood, but not their surroundings. Extended Moongazing comes at a price, the eyesight of the Gazer. Moongazer will gradually lose their sight as they continue to peer into events beyond their ken; Their irises fade until their eyes and their vision are completely and totally blank. The Stone of Metztli: “The Stone was found floating above the waters of the Temple. It was jagged and sharp, a blade that hung in the air above the sacred pool. The Kha’ were drawn to it, like moths to a flame. They felt the pull of the Moon-Mother upon them and they could not turn back.” ~Upon the Altars of Old | Book IV When the first Kharajyr fled from the crumbling Khalenwyr Empire, they landed on the new land to start anew. The remaining Sages, humbled by the creation of the Moonpools, were reluctant to spread their art further. They fled from the fledgeling Empire, vanishing from Kharajyr society into the deep jungles of Anthos. Their shame drove them from their people, taking their gift with them. Metztli watched as one by one, the Sages succumbed to the dangers of the land. Without pity, she watched as those who had dared rise beyond their station fell and crumbled to dust. Satisfied that her people had once more been turned from the path of Absyyl, she granted her people one final boon. She traveled once more to the Well of Moonlight and picked up the knife that lay at the shores of the great lake. She hurled the lapis knife, dark with the dried blood of the goddess into the glowing water. It sank, falling through the crack into the Mortal Realm and manifesting itself above the waters of the temple. So the Stone of Metztli, and the Athosian Moonpool came into being. The Stone of Metztli granted the Kharajyr the ability to forge a connection with the Moon-Mother. The wisest and most devout were chosen to become the first of the new Priesthood. Guided by the goddess, these Kharajyr were granted visions of a ceremony they were to undertake in order to forge a connection to the Well of Moonlight like the Sages of old. They were taught through visions how to store Muun’ from the new Moonpool and utilize their new abilities to their fullest extent. These new practicioners of Muun’Trivazja created the first centralized Priesthood of Metztli, the order that continues to this day. Should the stone shatter, it will eventually reform itself. The magic that sustains the stone is a form of temporal Moonbinding far beyond the ability of any priest; It allows the stone to reform in a random location once it is shattered, turning back the clock on its own demise. Several times throughout history the Stone has been broken, and the Priesthood has always been able to track it through Moongazing due to their internal link with the stone. The Ritual of Attunement is the process used to connect prospective priests to the Well of Moonlight. It is a lengthy process known only to the oldest of the Priesthood, and is their best kept secret. All that is known is that the Ritual requires the Stone of Metztli to be properly executed. It is not always successful, and those that fail are cast, raving and clawing at their eyes from the order. The Ritual of Disconnection is a similar practice used to shatter the bond between a priest and the Well. Knowledge of this process is even rarer than that of the Ritual of Attunement, and is often reserved to the head of the current Priesthood. Much like the Ritual of Attunement, it requires the presence of the Stone of Metztli, though not much is known beyond that.
  22. The Moon and the Maker: Kharajyr Mythos Metztli, the Moon-Mother: “Fruits of life do beg my pardon, / roaming astray my endless garden. / My will sees metal turn to rust, / And men grow tall from all but dust. / Find me not in book or tome, / For I am the breath and life of home. / Forge noble beasts and kings that reign, / I do this time and time again.” ~Visions of Nightfall | The Second Prophecy Metztli is the goddess and creator of the Kharajyr. Old tales speak of her spiriting away children in the dead of night, with only the stars to witness, to bring to an island paradise of her own making. There she fused the children body and soul with the ocelots of the island through many twisted, magic-riddled experiments. Casting the husks of her failures into the sea, Metztli toiled on until one night the fruits of her labors were rewarded. Upon the beaches of the island stood an ocelot in human guise, his fur white as freshly fallen snow. The first of the Kharajyr was born, Tla’Jhaan, he of the purest form. Metztli was filled with the maternal need to protect her creation, to nurture him in a cold and unforgiving world. She had created the pinnacle of perfection, and sought to replicate her accomplishment, but could never achieve the level of beauty imbued in the first. Nevertheless, she continued to fill the island with other, lesser copies of her creation until the day came where they were able to sustain themselves. She then left, departing the island to leave her children to thrive on their own. Though the Kharajyr had no knowledge of the horror behind their creation, they continued to live on their island paradise, presuming they were always there and always would be. They had no inkling that a divine power had created them, and their worship was nonexistent. To the ancient tribes, survival was all that mattered. Metztli, feeling neglected by the very things she had birthed, decided to become once more entwined in the lives of her children. She returned to the Kha’, gifting their sages and priests with signs and visions, hoping they would unravel the secret of their own creation. Absyyl, the Enemy: “Absyyl, the name of the Sun. It would come; taking the form of a great wolf, black as soot with a single burning eye. Absyyl, the Enemy, who wishes for nothing more than the end of all of Metztli’s creation. Absyyl, who would burn the land to cinders in with his wrath against the Moon-Mother.” ~The Black Prophecy | Book I Absyyl is the enemy of all in the Kharajyr faith. Even speaking its name is a grave crime against the Priesthood. Often referred to as simply the Enemy, Absyyl represents all that is unholy and profane in to the Kha’. It is often portrayed as a wolf, a single burning eye set in the middle of its forehead. In later times, servants of the sun are depicted wearing red robes, and often appear to lead the Kha’ astray. Kharajyr mythology holds to the belief that Abyssl is the sun, the antithesis of all that is holy in Kha’ culture. Legend tells that after Metztli unleashed her creation onto the land, Abyssl grew furious with jealousy. He turned his wrath upon Metztli’s children, shining down harsh and unforgiving as he sought to destroy all that his rival has wrought. However, in his fury, Abyssl shone too bright, and could only light half of the night sky. The other half was left for Metztli, and is from where she looks down upon her creation. The Isle of Endless Night, Ilhuicatl: “Tales have long been told of Ilhuicatl. It goes by many names, the Isle of Endless Night, the Mountain of the Mist, the Palace of Moonlight, but only the Kharajyr know it by its first name; Home.” ~Ja’Kussak | The Nature of Death When the creation of the Kharajyr was complete, Metztli left them to develop a civilization of their own upon the shores of an unnamed island. There they lived, until a terrible crime was committed by one of their own. Patricide, when Tla’Xerdun killed his father and took leadership over his crumbling empire. This crime could not go unpunished, and in her fury, Metztli brought ruin to the island, prompting the Kharajyr to sail west to new lands. However, Metztli had made a mistake in her anger. The purging of the Khalenwyr Empire had left hundreds dead, and due to her tampering, their spirits were cursed to walk the mortal plain forever, deprived of the rest they so desperately wished for. Metztli was wracked with grief over the destruction she had wrought, and tried to set things right. She pulled the shattered pieces of the island from the depths of the ocean and, using them as a template, recreated the isle in her own realm. She then gathered up the souls of the Kharajyr, shunned from any other afterlife, and gave them a place by her side in this new life, Ilhuicatl. The Isles of Endless Night are the closest thing Kharajyr religion has to an afterlife. The islands are told to be a peaceful place, with white beaches and shaded jungles. The entirety of the island is shrouded in mist, for there is no sky above Ilhuicatl. The only light comes from the Kharajyr themselves, who shine with a pale silver radiance. Those who live on the isles often form small villages deep in the jungles of the land. Several have reported visiting the Isle of Endless Night. There are places in this land where the barrier between Ilhuicatl and the Mortal Realm is thin, and in those places travelers are able to pass through the veil. Gates to Metztli’s realm appears mundane, a dark cave or a spring deep in the jungle. They lie their head down for a rest by the spring, or follow a light deep within the cave, to emerge in the Isle of Endless Night. These ventures cannot last long, however. If a mortal is to fall while exploring Ilhuicatl, they will awaken where they entered. Great beasts stalk the land, shadowy figures that lurk in the darkest jungles and the deepest lakes. Some sources of Kha’ lore tell that these beasts were created by Metztli to test her people even in the afterlife. Others say they are servents of Absyyl intruding upon the realm. Whatever their origin, any Kha’ that finds itself in Ilhuicatl is bound to encounter one of the beasts. The Night of Temoatlahuilli: “There is but one thing the Priesthood fears. The Night When the Moon Dies, Temoatlhuilli, for when Muuna’ leaves the sky, the souls of the fallen take up her battle. We do not fear for our lives, for they are in good hands, but for the lives of those who are lost in the battle. There are worse things beyond death, I fear…” ~The Dead-Sky Scrolls | Islands in the Darkness Though there is peace to be found in the afterlife, there is also danger in living with the Moon-Mother. Once a lunar cycle, the moon vanishes from the sky; Metztli leaves the Kharajyr for a night to rest and replenish her strength. In her absence, the Kharajyr of Ilhuicatl are tasked with continuing her eternal struggle against the Enemy, Abyssl. This is known as the Night of Temoatlahuilli, or the Night of the Fading Moon. Temoatlahuilli is an especially holy night to the Kharajyr. It is a night of fear and mourning, for many spirits fall in the battle against the Enemy. When the soul of a Kharajyr dies in Ilhuicatl, they are forgotten. There is nothing else beyond the Isle of Endless Night, and so their name is wiped from memory. It is Abyssl’s greatest victory over Metztli, to wipe one of her creation from the earth, so ceremonies are headed by the Priesthood to lend strength to the Kharajyr of Ilhuicatl. The Well of Moonlight, Metztli’s Intervention: “Ja’Sahra knew nothing more after her vision. She was enraptured by the light that struck the Moonpool, and her eyes lit a radiant white. Her voice deepened, and she spoke, “Follow Rameethar. Raise boats and set to sea like those long dead once did. Flee this land, do not listen to Gazardiel, for he is of the Sun and a servant of the Enemy.” ~Ja’Sahra | The Guidance of the Goddess After the creation of Ilhuicatl, Metztli turned her gaze back to her children. She was shocked to discover that in her absence, tragedy has fallen upon her people. The Kharajyr Empire was falling apart at the seams as a plague swept through her people. The disease resisted all that the Kharajyr attempted to treat it. It spread like wildfire, a curse from the Enemy most likely, as it spread only amongst Metztli’s children. There was nothing they could do to combat the plague, so the goddess took it upon herself to fix her children's troubles once more. Metztli roamed Ilhuicatl for many cycles, searching for a place to begin her new creation. Eventually she found what she sought, a shallow lake deep in the mountains. She stood at the edge of the water, and raised a knife of stone to her hand. In one swift motion, Metztli cut her hand open, and spilled her blood into the pool. The waters began to glow, infused with the blood of a divine. The lake took on a fraction of Metztli’s holy energy, the same energy that has created the Kha’, and gave her a window through which to see her children. As Metztli shed her blood into the waters, a fraction of her power was lost. That power is housed in the swirling waters of her occulus, and remains inaccessible to her. After realizing she could not reclaim what she has sown, Metztli taught the oldest and wisest of her creation how to harness the energy produced by the Well. This is how the first practicioners of Muun’Trivazja came to learn the art. They were taught by the goddess herself through dreams and visions. This creation became know as the Well of Moonlight to the denizens of Ilhuicatl, and is the lense through which Metztli sees the world and the echo of her voice in times of trouble. Through this creation, Metztli is able to reach into the minds of her children and speak through them without fear of becoming mortal. These interactions between Daemon and Mortal are, however, unnatural. The messages are vague and cryptic, and never last long. Meaning is distorted, and much of the communication is left for faith to interpret. The First Moonpool: “The priesthood grew fat and corrupt, gorged like carrion on the Moon-Mothers gift. They became points of worship themselves, as Kharajyr turned to them for guidance instead of looking to Metztli. The Moon-Mother knew something had to be done, lest her people close their eyes and block their ears to their creator once more…” ~The Dead-Sky Scrolls | The First Priesthood As the first of her Sages learned to control the power of the Well, Metztli set them to cure the plague that had decimated her people. The priests did so with ease, using their new powers as easily as they would their own limbs. This caused Metztli to worry. She saw her Sages rising, becoming points of worship themselves. The people looked up to them instead of to her, and they grew arrogant with their new powers. So Metztli walked once more among the Isle, gathering with her a great crowd of Kharajyr. They walked to the peak of the mountain, and Metztli turned their eyes to the Well: “See how my children have turned from me. They have grown complacent and arrogant, gorged from feasting on my gift. I have been shunned by my creation before, I will not allow it to happen again!” Metztli roared out her anger, a cry that shook the Isle. She picked up the stone knife, still dark with her blood, and hurled it deep into the waters. The torrent of energy that had once flowed from the Well to the Sages was severed. Metztli turned once more to the gathered Kha’ and spoke: “I will leave the watching to you, wisest of the wise. No longer will the priesthood draw their gifts directly from my creation; They have lost that honor. Instead they will draw from their own bodies, using only what they can hold. No longer will they forget me, for when their stores run dry, they must come crawling back to my temple.” And with that, Metztli reached through the Well and touched the waters in Her temple. They began to glow, a dim reflection of the Well. A bond was created, not between Metztli and her children, but between the Well and the water. From then on, priests would draw from these Moonpools, and would never again forget their creator and the gift she had given them.
  23. So guys, after getting some inspiration from another thread but that was in trading, I've decided to make this thread. Basically what happens here is people who need Khababs played can post here. Kind of like a recruitment thread except for needed Kha. The people who need Khababs can either post in the comments or send me a PM and put it on the main thread for more publicity! Here's the format: RP Name: Age: Gender: Subrace of Kha: Family: Description/Skin: Although other things can be added if the person in need of child wants to add them. Anyway, I will get my request right here! PM me on Skype or over forums if you wish to play her! Or just comment down below! RP Name: Ahnia Kaphiri Age: 32 Subrace: Kha'Pantera Family: Joor Kaphiri (Father, close to eachother), Nani Kaphiri (Mother, also close), Soji Kaphiri (Twin sister), Oliver (Grandfather), J'Dul Kaphiri (Half-Brother, haven't met), Karyssmov Faroe/Kaphiri (Adopted brother, haven't met). Description: Bright green eyes, Build is up to player, height is up to player, everything else is also up to player. She was more of a father's girl, and when Joor died she was very upset. She was born in Aethermoor, during Vailor. While they were evacuating she was still a small child, 3 at the most. After that they spent most of their lives hiding from the 'Bad Kha'. At the age of 14 their mother had disappeared, Joor was devastated. He stayed out late at night and searched for jobs, trying his best to put food on the table. 2 years later she re-appeared, and after an argument the two got back together. Almost 20 years later, Joor dies. From then on her own adventure starts (Up to the player what she did). Skin: http://www.planetminecraft.com/skin/request---khapantera-3/
  24. Kharajyr Migrant

    Khajiit Stolen painting of generic Kharajyr ((credit: google, deviantart and some russian)) Name: Khajiit Age: Forgotten Gender: Male Race: Kharajyr Status: Alive Birth: Unkown Description Height: 5’9’’ Weight: 180 lbs Body Type: Mesomorph Eyes: Blue Hair: Short Dreadlocks Skin: Kha’Tigrasi Fur Health: Average Personality: Passive, Patient Inventory: Questionable items from around Axios, unusual trash and common garbage. Further Details: A poor soul trying to survive a cruel world full of discrimination and violence. Life Style Alignment: True Neutral Alliance/Nation/Home: Homeless Job/Class: Wandering Merchant Title(s): None Profession(s): Trader Special Skill(s): Good prices Flaw(s): Many
  25. The Kharajyr Faith

    The Kharajyr Faith The Kharajyr Faith is monotheistic faith that worships one divine entity, a goddess, above all other. Their patron has carried many names throughout the years, be it Muuna, Mother Moon, or any number of similar titles, but in the end, the Kha’s faith goes to the Daemon of Time, Metztli. The Kharajyr Faith has always existed at the crux of Kharajyr society, the only exception being during the reign of Tla’Jhaan when the priesthood went all but extinct. The worship of Metztli was forbidden by royal decree, though many kept the faith in secret, congregating in underground churches or holding worship within their own homes. However, Jhaan enforced his decree with an iron fist and any that were discovered were swiftly executed. The ban of religion was ended when Xerdun, the child of Tla’Jhaan and next in line for succession, assassinated his father and took to repairing the scattered fragments of the empire, beginning with the revival of the Priesthood. Aside from this shadow over the Kha’s history, the worship of Metztli has always been the central focus within the Kharajyr society. Though most Kha’ understand the base concept of their faith, there are those that live in accordance to the will of Metztli. The Priesthood and the Sages are responsible for teaching and upholding the faith throughout SoulKha and normal Kha alike. Who is The Goddess? Metztli is always referred to as a goddess, not a god. She is seen as a female figure and is believed to have a path set for all Kharajyr, including SoulKha and ApeKha. She resides upon in the night sky, while she may take many forms she takes the form of the moon. This is due to the fact if one were to see her true form they would end up tearing their eyes from their sockets due to her divine beauty. There have been many documented occurrences throughout the Kharajyr’s history where instead of blessing her priests with a vision, she spoke to them herselves. One of the most famous occurrences for those still alive from past eras was in Karak’Tuum. There was a dilemma. Natayshi was troubled, she felt an odd disturbance around the small village. She sought guidance in moongazing but she received the opposite. Instead of a vision, a white portal opened and through it stepped a white furred Kharajyr, though this was not of Tla’Morthawls kin or himself, it was a stranger. He spoke to the group and told them not to leave the Fringe, for Rameethar had already left. The kharajyr did not wish to listen to this odd message, instead wishing to leave now more than ever. There was much confusion until the Sage and priests moongazed with a somewhat large group of kharajyr, Metztli has blessed them with a sight of the future. The future was ice and snow, death. Though Ja’Sahra was took up above the moonpool, floating with a blue light surrounding her, Metztli spoke through Ja’Sahra and conveyed a message to the gathered. https://www.lordofthecraft.net/forums/topic/114259-the-pillar-that-shone-from-karaktuum/ https://www.lordofthecraft.net/forums/topic/114276-the-guidance-of-the-goddess/ Creation Metztli is rumoured to have a bountiful amount of powers, very strong powers. In many Kharajyr stories she did create the kharajyr first. To begin with the first things she created were the sea and islands, the island that the Empire of Karakatua would settle upon, along with other places. After this she created the first white kharajyr known as the Tlatlanni, as a perfect vision for what the kharajyr should act and be like. A role model. She then created her other children, similar to the first but different, the pantera, the cheetrah, the tigrasi and the leparda. They were lead by Metztli’s first and chosen, the Tlatlanni. Her third creation were the ocelots, rumour has it they were created in order to guide her children. Her fourth creation was the animals, crops and wildlife that the kharajyr would hunt and pride themselves upon. This would provide them food to survive and wood to construct their empire from. Her fifth creation was the Ordium, a prison for her traitors and abominations that had plagued our race, once protected by the children of time, which used time to their advantage which in turn killed them. Her final creation were the apes, or non-kha. The non-kha were believed to be created in order to test the Kharajyr and as their trial of devotion and faith in their holy mother. Though not all were. There is a belief that there are some non-kha that are referred to as SoulKha. SoulKha are believed to be the soul of a kharajyr entrapped within a non-kharajyr form. They should have the mentality, culture and religious views as any normal kharajyr would, they are treated the same. The belief states that the SoulKha were originally destined to be a true child of Metztli, their soul traveling down to the body that they would grow up in and serve the mother in. But Absyyl, the sun, had managed to entrap this wandering soul in the body of the non-kha in hopes to bring about conflict. Heaven and Hell Heaven and Hell are not concepts that the kharajyr understand or believe in. They do not believe in an afterlife as many others would. The Kharajyr believe that upon death they go to join their holy mother Metztli, in the skies. It is believed that upon death the souls of the Kharajyr head skywards and form the entourage of Metztli, to accompany her through the universe for eternity as a star. It is also the belief that if the kharajyr or SoulKha has done wrong or betrayed Metztli then when their soul reaches her, that is when they will pay for their sins. The Sun The sun is acknowledged to be the one who permits the plants and crops to grow but that does not excuse it for what it truly is. Metztli is the one true deity for the kharajyr, the goddess. Though according to many past extracts, Metztli had a brother. Her brother takes the form of the sun, a blinding light in the sky that burns the ground it watches. His name is Absyyl, the kharajyr acknowledge his existence but not that he is anything of godly power. He is the one true enemy of the believers of Metztli, anything that happens that is bad is believed to be inflicted by Absyyl, things like the dark arts, Iblees, Setherien and dark cults. They are believed to be his evil servents sent down by him to inflict pain, death and suffering onto his sister's children. In times like this it is vital that the children of Metztli band together with the non-kha to defeat the enemy together. The worship of the sun is strictly prohibited. The Sage Natayshi knew of the Sun back when Gazardiel told the kharajyr not to leave Thales in Karak’Tuum, but not a lot about him. He was revealed in the Black Prophecy, foresaw by Natyashi also. https://www.lordofthecraft.net/forums/topic/115563-light-the-torches-the-black-prophecy-part-i/ https://www.lordofthecraft.net/forums/topic/117341-of-eyes-and-gods-the-black-prophecy-part-i-i-i/ Religious Authority Figures In the Kharajyr Faith that are a multitude of authority figures, some do not have much authority but others do. The top person with authority would be The High Sage. The High Sage is Natayshi, while she may be missing at the moment it is believed she has had a calling for a higher purpose from the goddess. When it is time Metztli will guide her back to us. The person below the High Sage would be the Varkolu, the person in charge of running the Priesthood, adviser to the Tlatlanni and sits upon the council of Aelkos to help govern Metztli’s children and other things. Below them would be the average priest, they do not hold much authority but are seen as Metztli’s chosen preachers, they are to spread the word of Metztli and convert others. They hold authority to hold rituals and ceremonies, they can also hold lessons for those kha who wish to attend. There would be another position but this equals the same authority as an average priest. This would be the Sages. The Sages are elder kha who have often mastered Muun’Trivazja with a whole lot of history behind them. They are often seen as very wise and knowledgeable, though sometimes they can come across as quite odd for some make speak in riddles or with a mysterious tone, which at the time may seem irrelevant. But this is mostly due to their old age, most Sages have often aged past 200. The current Sages would be Mukar and Raska and of course the High Sage Natayshi. The past Varkolu's were, Natayshi, Lorei, Sahra, Mukar and Zar. All have had their mark upon Kharajyr society and ensured their survival, be it through advising the tlatlanni, predicting and prophecising disasters, ensuring muun'trivazja is alive and all sorts that contributes to Kharajyr society. The Teachings The teaching of the Priesthood are the principles of The Way of Bayla. They teach this to the younger generations and the uneducated. They would often hold mass-teaching sessions to all Kharajyr who wish to attend them. This could include the teaching below or onto a wide variety of things. This could include Va’Khajria language, history of our race and the realms previously fallen or ancient Kharajyr recipes. All would be taught to the children of Metztli and anybody who wished to learn. Loving all things (Unless you’re Mukar): It is love: to love yourself and the world around you, to love your creator and mother and child and spouse, the grass and the trees and the sky and the waves. To love and appreciate this entire world and every living thing upon it, and understand that all of it is your home and all of its inhabitants are your friends, that is Cana’hedo. It is to see the fallen and pray for them, to see the wounded and aid them, to see the sick and cure them. To see the frail of mind and console them or to guide he who has little faith and ensure him everything will be alright, that is Cana’hedo. Helping the lost: The love and care towards others brings the entire world that much closer together, and should that bond continue unbroken you will stand immune to even the greatest darkness. Where joy thrives, however, there will always be the poor unfortunate souls of the world who wish misfortune and harm upon others, and it is always important to reach out to bring these individuals - so clouded in their own troubles - back into the light. There as some truly blinded to the way of things, and will grow angry at your attempts to help them. Do not relent, and you will deliver them from self destruction. Keeping the peace: Then there are those who are violent and would seek to harm you or the ones you love, do not let them. Do not be fooled, for the word Peace does not mean passive, and it is of paramount importance that the peace is kept as much as possible, and that injuries are prevented. When someone hails sorcery or arrows upon you, raise up a shieldwall and protect your home from punctures and scorching. When someone comes at you with a sharp blade, pick up something dense and blunt and knock them out. If the opportunity presents itself, disarm them and restrain them. Your objective is to strike them with a non-lethal force, and to ensure those around you are safe from harm. Respecting the body: As much as you must care for others, you must also look after yourself. Your own body is sacred, beautiful and natural, and he well rested and fed shall have the fortitude to weather any storm. The body is the vessel that guards the soul, and thus he who does not eat nor look after himself will be considered astray from the path. So eat, feed yourself and feed those around you, feed until you cannot no longer but do not display greed when others show need. He who hoists a weight of grandeur is one who has proven their dedication to the body. The purpose of mortality is to grow and evolve, physically, mentally and emotionally and he who would hinder this is true of sin. Do not disfigure one another, and do not look down upon the disfigured, for their suffering at the hands of a soul who is lost is suffering enough. Instead look down upon he who would disfigure another, or he who has disfigured himself, for they are lost and do respect the body. Revering the mind. Argued by some as your entire or at the very least prime existence, revering the mind is fundamental to achieving Cana’hedo. Contributing to the growth of your mind can range anywhere from expanding your pool of knowledge through lengthy study to nurturing your mind, allowing it the ease that rest provides. So look to broaden your horizon: travel the world, the land and the seas, like every moment may be your last; for when you are admitted to the stars that will be an opportunity missed. Share your tales with friend and foe, educate and entertain. Make them laugh, make them think, allow them to appreciate the lore of the world. Better yet show them, show them the waves crashing against the rocks, the wolves that hunt the doe, or the ticking clockwork of a cutting edge invention. To revere the mind is to help it grow continuously, and to open your deep wealth of knowledge for all to learn from. He who is wise walks the path of Bayla. Worshipping the great: The past, present and future are all forged by sinner and apostle alike, yet to commemorate the sins of the weak is to further perpetuate and verify their deeds and that is a sin in itself. Only through the remembrance of the greatest figures to ever contribute to the progression and caretaking of our world will we open up avenues for similar epics. It is said that he who follows the path will ascend in the afterlife to join the stars, but it is he who has acted as a pillar of his virtues that will shine at the forefront. Like the Goddess Metztli and her divine heralds, these bright stars and any who follows the path of Bayla true will be loved as they too were divine. So adhere to history, embody bravery and valor, wake with honor and wisdom, and settle only for peace. Dangers of the squids: Squids are the servants of the evil lord Absyll, acting as his eyes and ears as he waits for his chance to destroy Metztli and her children. Muun’Trivazja Muun’Trivajza is the magic granted to priests and priestesses that serve in the name of Metztli. This magic is bestowed upon them by the Daemon Metztli in order for them to better carry out their duties at the holy grounds, aid the realm and show their devotion and worship to the goddess herself. This magic is more commonly referred to as Moon Magic, but its actual name works just as well. This is because the Kharajyr notice Metztli as the Moon goddess, and believe that this power coming to them comes from the moon. The magic focuses on three aspects, Chronomancy, Moonbinding and Moongazing. Prophecies Prophecies and visions are often obtained by the Priests and Priestesses of Metztli, they are believed to be messages from Metztli herself. Sometimes they give a glimpse of the future, warnings perhaps. In other instances they convey a worded message, or sometimes Metztli speaks through a Kharajyr instead. They are normally very unrevealing and shrouded in mystery, the majority of the prophecies or visions gifted to the Priests or Priestesses of Metztli are vague and confusing. There meaning unknown at the time, prophecies and visions must be heeded for they are the word of Metztli herself. https://www.lordofthecraft.net/forums/topic/114259-the-pillar-that-shone-from-karaktuum/ https://www.lordofthecraft.net/forums/topic/114276-the-guidance-of-the-goddess/ https://www.lordofthecraft.net/forums/topic/146784-evergrowing-futures/ https://www.lordofthecraft.net/forums/topic/144311-visions-of-nightfall-iii/ https://www.lordofthecraft.net/forums/topic/120621-foresight/ https://www.lordofthecraft.net/forums/topic/115563-light-the-torches-the-black-prophecy-part-i/ https://www.lordofthecraft.net/forums/topic/117341-of-eyes-and-gods-the-black-prophecy-part-i-i-i/ https://www.lordofthecraft.net/forums/topic/121872-the-lonely-soul/ https://www.lordofthecraft.net/forums/topic/97948-visions-at-twilight/ Prayer To worship the goddess one must pray to her, worship her. Traditionally when the Kharajyr Society went in times where a temple was simply not possible, an altar would be created in the place where they had settled. This would be used for the various rituals that involve sacrificing for the goddess, though those have severely been reduced. Instead when the people are without a temple they often have small statues within their rooms or homes. The statue is normally painted in a lapis blue, a clear statue of the moon. Before it lays a blue mat, that they sit on in order to fully attach themselves to their deity. The Kharajyr often mutter personal prayers to their moon goddess, for guidance, for unity and many other things. There is no set prayer in order to worship Metztli, it is believed that a true child of Metztli will be able to form their own without reading word for word of a scroll. Though there is normally a set transcript for the priests when conducting various rituals, though some are improvised such as the Ritual of Binding, which equals to marriage of two Kharajyr before their holy mother. Temples The temples of Metztli are usually positioned within the center of a kharajyr settlement, in it is normally priest homes or study areas, a teaching hall, a moonpool and aged relics. This is a place of utmost worship to the goddess, in the temple they are closer than possible anywhere else. The goddess is listening to their prayers and rituals to appease her, she hears the troubles of her children and acts upon them. This is normally where the priests congregate and learn the art of Muun’Trivazja. The temples are known for their intricate designs and craftsmanship, it is truly a sight to behold. Though sometimes temples are not possible, so the kharajyr must suffice for an altar and shrine instead. Please note that this is NOT lore. This is simply IC belief, this is in no way lore this is just our religion. We believe everything said here is correct no matter what it is lore-wise. Such as Metztli being a daemon, we deny that as theres been no proof, I don't know how others know but we simply deny it due to our religion.