Jump to content

Search the Community

Showing results for tags 'Lore'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Forums

  • News and Server Information
    • News
    • Rules
    • Information & Guides
    • Vote!
  • Arcas
    • Roleplay
    • Lore
    • Guilds, Trades, & Bounties
    • Events
  • Community Central
  • Applications, Reports, Support & Feedback
  • Staff
  • Applications & Guides
  • Remove Nexus Reboot™'s Remove Nexus Forums
  • Halfling Club's Discussions
  • Halfling Club's Memes
  • BetterRPItems Texturing Club's BetterRPItems General

Forms

  • Contact Form
  • Moderation Application
  • Event Team Actor Application
  • Event Team Builder Application
  • Application Team Member Application
  • Lore Moderator Application
  • Lore Master Application
  • Wiki Team Application
  • Media Team Application
  • World Development Team Application
  • Appeal
  • Guidelines Violation Appeal
  • Forum Warning Appeal
  • Student Application
  • Self-Teaching Application
  • Teacher Application
  • Creature/Entity Application
  • MArt Application
  • Staff Blacklist Appeal
  • Conflict Blacklist Appeal
  • Magic Blacklist Appeal
  • Warclaim Submission Form
  • Heist Submission Form
  • Nation Status Application
  • Dependent Charter Application
  • Charter Application
  • Player Report
  • Magic Report
  • Staff Report

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Email


Location


Interests


Character Name


Character Race

Found 138 results

  1. The cake sword is a cake that when used to attack someone will kill the person being attacked by turning them into a cake (you cannot loot the person for all their items turn into cake) and the attacker must have a glove on or they will turn into cake. The role to survive the cake sword is role a 17+ out of 20. The cake sword is able to, is it has consumed 100 people (and there is moderator approval) turn a 10 by 10 area into cake.
  2. GNOME LORE Origin/History Within the old Aegis village of Greenshire, there lived a small community of halflings who were unable to find or properly inhabit Dunwood. These halflings were like any other, loving booze and pipeweed, living in small holes in the ground, and all-around being merry. They traded with their neighbors and lived a peaceful life not unlike their Dunwood brethren. However, dark things were coming to Aegis. As the Undead started to move in from the North, Greenshire was hit hard by the Undead forces without any knights or Ascended to protect them (Unlike Dunwood, Greenshire was not an Orenian vassal). The halflings of Greenshire just barely survived by digging into the soil and hiding from the Undead, hoping that they wouldn’t be sniffed out. Only the small and cowardly halflings survived, with the rest of their kin being slain. When it was time for the Descendants to leave Aegis for Asulon, Greenshire’s population consisted of nothing but a few pipsqueaks and runts smaller than the average halfling. They were persecuted in every settlement they tried to live in, and had no luck rejoining with their old halfling kin. Thus, the runty folks from Greenshire stayed small and weak, never able to gain a proper footing in their new Asulon home. Eventually, the folks from Greenshire stopped being recognized as halflings and became known as “Gnomes” due to their small size. They lived in and around halfling villages or in solitary holes in the ground far away from others. Some gnomes managed to learn skills and live inside of human and elven cities, yet most gnomes did naught but live in holes eating worms and mushrooms, for they had no skills to speak of. As time passed on, the gnomes took on different characteristics and cultures. Those who moved to the cities and took on some sort of craft became well known for their deft, small fingers capable of producing fine works; sometimes they were even able to learn magic or even ascend to some level of authority! Those who still lived in holes in the ground were less cultured, sticking to their mushroom-eating, hole-digging ways. These ‘Forest Gnomes’ became well known for stealing crops from farmers and living in bizarre settlements of holes, mushrooms, tree stumps or fallen logs, and the occasional hut made from pebbles or stones. Description Gnomes stand at around 1’6’’ to 2’ tall. They mentally and physically mature around the age of 20 (compared to the halflings’ 32), although “mental maturity” isn’t something that even gnome adults are known for. Much like the halflings, gnomes have a higher chance to have Heterochromia Iridium (2 eyes are different colors) and usually have curly hair. Their feet are usually left bare, letting onlookers marvel at the hair that covers them. Their hair can be any color, although black hair is much rarer than other colors. Culture(s) Civilized Gnomes Civilized Gnomes are gnomes that have moved into a Descendant city and work some sort of profession there. They speak the language, follow the culture, and participate in the politics of whatever city they are in (only if they are allowed to, of course). Known for being addled in the head and quick with their fingers, gnomes are eccentric figures whenever they’re found inside of a city, drawing lots of attention with their crafts and size. From alchemy to blacksmithing, these gnomes will do whatever it takes to put food on their miniature tables. When a gnome learns magic, they are usually considered to be a Civilized Gnome, since learning magic requires the gnome to interact with non-gnomish society. These gnomish mages are the craziest gnomes of all, coming up with the wackiest of schemes and practicing their magic with reckless abandon. Forest Gnomes Forest Gnomes have not moved into a city, either living alone or with a small community of other Forest Gnomes. These Gnomes wear basic clothing made from scraps, rags, or leaves. Their diet consists of nuts, berries, and mushrooms found near their homes, occasionally through small-scale farming. Their accent is thick and hard to interpret, although it’s clear that they are speaking some form of Common. Their interactions with outsiders consists of burglary runs, crop theft, and the occasional scuffle that the Forest Gnomes are bound to lose. Forest Gnomes have a strange affinity with squirrels, often keeping them as pets or using them to collect acorns. These befriended squirrels are allowed to roam free, coming back to the Forest Gnomes of their own free will. The exact methods used by the Forest Gnomes to befriend squirrels is not well known. Some think that Forest Gnomes can talk with squirrels, but such claims are probably false. Forest Gnome Housing ~A rather Gnome-like home underneath a tree in Brandybrook~ ~A Gnomish burrow in Mellsburry! (techncally a Kobold home, but it’s exactly what a Gnome hole would look like)~ ~An example of a Forest Gnome settlement built into giant mushrooms~ Redlines Forest Gnomes Forest Gnomes, while able to befriend squirrels, cannot talk with said squirrels no matter how hard they try. Befriended squirrels will not fight for Forest Gnomes under any circumstances. They may help with theft, but won’t fight when commanded to. Cannot befriend more than 3 squirrels at a time. Cannot be taller than 2 feet. Cannot be smaller than 1 foot 6 inches. Civilized Gnomes Civilized Gnomes who learn magic do not gain any bonuses for being a Gnome. Civilized Gnomes, while better at the finer details of crafts due to their small hands, are not any better at the rest of craftsmanship. Cannot be taller than 2 feet. Cannot be smaller than 1 foot 6 inches. Purpose For Forest Gnomes, their purpose is to be used in player-run events where said Gnomes try to burgle or steal crops from farmers. As a result of this, I’m open to Forest Gnomes being an event-only race if the Story Team wills it so long as regular players can use them in events too. For Civilized Gnomes, their purpose is to allow people to play as Gnomish tinkers, wizards, craftsmen, etc. if they wish. I do not expect many people to play as Civilized Gnomes, and thus I’m open to Civilized Gnomes being a CA-only race if the Story Team wills it. (EDIT) IMPORTANT NOTICE: Players just making a Gnome character or using Gnomes in events in order to spam people with the “You’ve Been GNOMED” meme will probably be banned for poor roleplay and toxicity. Don’t say I didn’t warn you. This is serious lore, not a dumb meme you can use to troll your friends.
  3. “Though the night has darkened, and the forge has long since chilled, I do not despair Though sorrow has been wrought, and struggle lie ahead, I shan’t ever falter For as long as stars still adorn the sky above, and the rock does not give way beneath my feet The Line of Gotrek will endure, as we always have.” MUSIC The Starbreakers Kazamar Kornazkarumm Named from the title of their progenitor Gotrek ‘the Starbreaker’ the Starbreakers are an Elder Clan of Cavern Dwarves known for their history as some of the greatest smiths and scholars in Dwarven history. Distinguished by their skin color (or lack of) of light grey, their darker hair colors, and eye colors ranging from amber and brown, to sky, or steel blue. Beyond this all Starbreakers are of the same blood, as adoption is forbidden except in very specific circumstances. Over the centuries they have thus developed a strong focus on family values, this is a defining trait of their clan which is shared by almost all their number. Though they are all well read, personalities vary widely, from wizened, kind, and understanding, to the more ambitious and volatile of their number. Despite this highly polarized nature, they are more often than not unified due to their close-knit traditions, and will stubbornly defend their kinsmen over all other loyalties. They are prideful of their long history, and credit their clan’s founder with the invention both Runesmithing(a talent unfortunately lost to the clan, many years ago) and golemancy, which is still in practice. It is these deeds, and many others that the Starbreakers hold great value in, leading to particularly noteworthy ancestors in their clan’s history being venerated almost to the level of Paragonhood, at least by members of said clan. A smithing family first and foremost, it is of little surprise that Starbreakers who have been raised according to traditional doctrine, follow Yemekar with a borderline fanatical devotion, given his nature as the smithing-God and father of the Brathmordakin. Other popular Gods (though never venerated above the Forgefather) are Anbella, whose role a mother and protector of children earns her great praise from the Kornazkarumm, and Ogradhad who is also commonly prayed to by the more scholarly members of the Clan, as greedily seeking knowledge is a common trait among them. Gotrek, the first of their number is also worshipped more often than not, and is seen as everything a modern Starbreaker should aspire to be. Wayward Starbreakers(those not necessarily raised within the clan) tend not to follow such a zealous practice, but even they respect the Progenitor and Forgefather above all others. Customs and traits Ashen skin A trait common to many Cave Dwarves, but most of all the Starbreakers, is their skin color being of similar shade to the stone in which they reside. The exact color can vary from a dark, almost coal gray, to a lighter, ‘colorless’ gray or somewhere between. This does not act as dark skin among surface dwellers, and in fact often acts in exactly opposite a manner. Starbreaker skin can best be described as the lack of a pigment, and though a tolerance can be built up over time, it is not unusual for Starbreakers to suffer a form of photosensitivity referred to as ‘sun-sickness’. This is not extreme in any regard, and in most cases is simply poorer eyesight above ground as well as itchy, or burned skin in direct sunlight. The cure for this is simple, wear a cloak, as it is never wise to leave home without one regardless. Dark hair Though not an absolute by any means, the dominant genes of a Starbreaker often surface in the form of hair color, even with Dwarves of other Elder Clans, a Starbreaker’s hair tends to be of darker shades, specifically black, with a coal-like color being the most common variant. Starbreakers of the past were occasionally born with brown hair, however the family branch known for this has long since died out. Height and build As Cave Dwarves, it should be known that the Starbreakers are not the tallest folk. While Mountain Dwarves can reach up to heights of 5’1, a Starbreaker has never been recorded of going over 4’6. However their build is hardly as lacking. Do not let their height fool you, the Kornazkarumm are often just as hardy, and just as physically tough as their more surface-inclined kin. It is not unusual for them to spend many hours in the forge, and just as many in armor in an attempt to familiarize themselves with it. As such, it is common (though not always) for Starbreakers to be of athletic builds, as such a driven folk are not as prone to feasting as other Dwarves. Stoneblood and Ironblood Terms coined by Jorvin Starbreaker after the trial and execution of Torkan Silverfinger, the phrases ‘Stoneblood’ and ‘Ironblood’ refer to the two dominant schools of modern Starbreakers. The stoneblood, or amber-eyed Starbreakers take after Kazraden, who all modern clan members are descended from, whereas Ironblood or blue-eyed Starbreakers, take traits more akin to those of Kalmania, wife of Kazraden who was according to legend, born a member of Clan Ironborn. Stonebloods will often be of leveler heads, and more keen to diplomacy and neutrality then they would be to wage war, whereas Ironbloods will often take a more direct solution if offered, and though they are not any less wiser than the rest of their clan, they tend prone to outbursts of anger, as well as gravitating towards grimmer personalities. This does not mean Ironblooded Starbreakers are inherently untrustworthy and in fact, if their ambitious and aggressive nature are kept wisely in check, they can grow to be quite competent leaders. Stonebloods, in stark contrast, are quicker friends and more forgiving foes, as utterly destroying an enemy, and destruction outright should only be done when all other means are exhausted. It is these individuals, who think before they act, that prove to be great golemancers, and men of knowledge. Family values It is of no surprise that Clan Starbreaker, being a blood clan with such an focus upon it, remains a close-knit family. Loyalty to one’s clan should supercede that even to one’s kingdom, and be second only to one’s Gods. Betrayal of the clan is a most grievous sin that will result in immediate expulsion, and disowning. Secondly, a Starbreaker is to remain as steadfast and respectable as possible in public, lest shame be brought upon the Clan, any action which possesses even the potential to dishonor the clan’s name should not be acted upon, and it is expected for a Starbreaker to put the interests of family above that of their own. Secrecy While not an official tradition of any sort, the Starbreakers are often to focus inwards, sooner settling disputes between themselves than in any sort of court. This is also in no small part out of fear for the Clan’s name, as one can only imagine the damage that would be wrought upon their honor should their dirty laundry be aired in public, not to mention how improper it is. Almost ironically however, it is because of this, conjoined with the Clan’s controversial history that has led them to be viewed as suspicious to outsiders, a distrust which is mutual in many regards, as the Clan’s inner workings are not oft to be shared with outsiders. Neutrality Starbreaker neutrality is a fickle thing and one should not take at face value. To be ‘neutral’ as a Starbreaker is not to sit upon the sidelines, and let the world tick by without your intervention, but instead to raise oneself above petty games and politics, to not throw the first punch, for when you strike let it be only for a righteous cause, and may you strike with all your mustered fury. A Starbreaker’s voice is not to be bought and sold like cattle, but instead offered when wisened council is required. Even still, should the Dwarven realms be threatened, let the sons of Gotrek be the first to raise their arms as it is Yemekar’s will that Urguan’s folk be protected, and the underrealm they reside in defended, to the last drop of blood. However, should kin-strife once more take hold of the Dwarves, it would be better to await it’s end than sully one’s blade with Dwarven blood. Should a tyrant arise however, once more may the Kornazkarumm be spurred into action. Clan Prayer Eng: Yemekar guide my hammer, in battle as in the forge. If I fight, let it be for a cause that is just, and if I fall in battle, and death steals my soul, may the stars forever shine over Gotrek’s line. Dwe: Yemekar akhoral thas ord, nir Krazdran as nir da kadrel. Kolun tha Krazdran don it mer yoth yir yol-mer reeth nar thorok. Kolun kavir agolam thas dwedohin, dar da kor morred vekaan. Clan Trials Trial of Blood The first and most important of the trials, it is performed either ceremonially a year after the birth of the Starbreaker in question, or for the more wayward sons of Gotrek, immediately after they are brought to the clan hall. This trial’s purpose is to determine ‘worth of blood’ and to ensure the person in question possesses blood from Gotrek the Starbreaker, a requirement. The ritual is performed by slicing open the young Starbreaker’s hand with a runic dagger, should the blade glow brightly, they are immediately inducted into the clan. If it does not glow, then the person in question has failed the ‘blood test’ and is barred entry from Clan Starbreaker. Trial of Creation Occurring as a ‘coming of age’ ceremony, when a Dwedki grows into an adult (anywhere between the ages of 16-20) the trial consists of using the particular talent and knowledge of the beardling in question to create an item of value. While this does not necessarily pertain to forgework, it is encouraged to be so, in keeping with clan customs and traditions. Trial of Knowledge After the creation trial has been completed, it is wise for a Starbreaker to immediately begin working on the next, as it will often take several years to complete. The Starbreakers pride themselves as ‘the few and the wise’ and to ensure this remains the case, work must be done to instill them with both the want and desire to learn more. The budding Starbreaker will scour the lands, seeking to retrieve a single book containing knowledge of great value, be it magical, historical, or other. Should no such book be found, they must take it upon themselves to write it. Be it recording a legend passed down over the campfire for centuries, or writing down an alchemist’s greatest recipe. When such a book has been found, it is to be brought to the Clan Lord, and it’s quality judged, should it pass, the trial is completed, and the individual has but one step left. Trial of Courage Having proved themselves wisened, and dedicated to their craft, the Starbreaker has but one trial left, a final grand tribute to Yemekar, the Father-God of the Dwarves. It is all well and good to bring new creations into this world, but equally crucial to protect what has already been made, as such the Trial of Courage is simple. Be it in the field of battle, or otherwise, save the life of one who has not lived theirs to its fullest. When the deed has been done, the individual has proven themselves capable in the utmost regard. Each trial is performed with the intent of bringing the Starbreaker closer to their progenitor and by extension, their Ancestral God Yemekar. Industriousness, perseverance, wisdom, and the iron-clad determination to do what must be done for the betterment of the family, and Dwarves as a whole. These are the virtues that make a Starbreaker what they are. History Elder Histories: Aegis-late Atlas Modern History: Late Atlas-Current Family Chronicle To those of you who have read through all that, I applaud you, and now that we are at the end, I am sure you are curious to learn more, perhaps you are even wayward children of Gotrek yourselves? If you’d like to find out, below are some notable Starbreakers you might wish to speak to, and more importantly, an application. Thank you for reading, Narvak oz Kornazkarrum! Please note this post isn’t (completely) done, normal members, and artifacts will be listed at a later date. Clan Lord/Father Titles used interchangeably, ‘Lord’ being preferred when the Starbreaker in question themselves are not a father Jorvin Starbreaker (DixieDemolisher) Seo#0650 Clan Elders Kazrin Starbreaker (DrHope) Stromnikar Starbreaker (Dungrimm) Crevin Starbreaker (Mavromino) Dangren Starbreaker (Dtrik) Application Name: Username: Character’s age: Biography: Skin: (If you do not possess one, don’t worry! We can fix you up) Ancestry: (If you don’t know who your character is related to, that’s fine! We’ll figure it out Discord:
  4. The Ironguts The Ironguts are the longest living clan amongst the Dwedmar, being true Cave Dwarves at heart. Since the reign of Urguan, many Ironguts have held influential and vital roles, including Kings, Lords, and some even among the Order of Ascended. With these positions, the Ironguts have helped shape the world we see now. Through the forging of great weapons,the spelunking of cavernous ruins, and delving deep into the arcane, the Ironguts have been highly regarded among the Dwedmar. Ancient History of the Clan Modern History of the Clan Clan Government and Laws > The majority of decisions are made by the Clan Father, who solely holds the responsibility to lead the Clan. The Clan Father, chosen by a majority vote by the Elders of the clan, should represent the beliefs of the Clan. It is very rare, if ever, that a Clan Father is removed by the Elders. His word is the final say in matters > Elders of the Clan are elected by the Clan members themselves by popular vote. Elders are responsible for leading the clan members in place of the Clan Father is he cannot be there. > Elders are to reflect the Clan tenets directly onto the Clan members and beardlings. They also handle the initiation and teaching of magic to beardlings in the Clan. Clan Culture Forging of Weapons A tradition where those with the skills to use the Forge will often forge personal weapons. These weapons are a symbol of the Clansman's style of fighting and often have a symbol of the creator upon them somewhere, identifying them as that specific person. Many famous weapons are under possession of the clan, for example the famed blade of Dwain I Irongut, Mourgil, which is now in the hands of Balek Irongut. Beard Braiding Just having a simple beard is not enough for the Ironguts. The Clansmen can often be seen with braids in their beards. These can be as simple as forking the beard in two or as complex as weaving it into an intricate braid, some even weaving in gems, or adding rings of metal. The clan members grow their beards long and are careful not to burn them in the forge or get torn in battle. Magic Ironguts are known users of magic,and the only Dwarven Clan capable of learning Void Magic. Any member of the clan has the right to learn magic, so long as the member can follow the Clan rules. Those inclined to learn should first speak with an Elder in order to begin training. All apprentices are expected to be patient during the process of learning, as it is not a simple one. Magic is considered a sacred tradition within the Ironguts. Clan Crest The Ironguts often adorn a crest composed of a mug of ale and a sword to show that it was sent from an Irongut. We take pride in being Ironguts and won’t hesitate if we get a chance to show it! Clan Banners The Ironguts have always used their banners to mark their homes and Clan halls in the past. The banner is composed of our Clan crest and our Clan colors, silver and blue Clan Diplomacy Clan Ireheart: Friendly Clan Grandaxe: Friendly Clan Doomforge: Neutral Clan Frostbeard: Hostile Clan Irongrinder: Neutral Clan Goldhand: Neutral Clan Treebeard: Neutral Clan Starbreaker: Neutral Clan Silvervein: Friendly Clan Hammerforged: Neutral Records of the Ironguts ((Family Tree: https://www.familyecho.com/?p=JBMRI&c=3rihhyqbxa&f=118731965149584681)) Clan Father: Dimlin Irongut (Beamon4) Clan Elders: Bolgnir Irongut(Tide1) Dwain II Irongut (Hiebe) Balek Irongut(Hobolympic) Clan Members: Tharggus Irongut (Tharggus) Balek Irongut (Hobolympic) Yeulf Irongut (IronGroot) Dorin Irongut (DarthArkous) Bolgnir Irongut (Tidemanno) Alfy Irongut(littleyoshy) Sharr Irongut (lordbobby123) Grandour Irongut(SaltyStormJakob) Ulhor Irongut(BlackDwarvenFire) Yor Irongut(punni_boi) Robin Irongut(Pilantos311) Beardlings: Hall of the Deceased: Deceased: Thordon Irongut ((Jordan1921)) Thrym Sliverfist ((NoobCrafert14)) Nurrak Irongut ((Destroyer_Bravo)) Kara Irongut ((skippyoak)) Gamil Irongut ((Unknown)) Belin Irongut ((Skinner541)) Isabelle Irongut ((Unknown)) Whurgar Irongut ((Owl_7)) Theor Irongut ((Blob9000)) Balin Irongut ((darkjames)) Thak Irongut ((GavinTheViking)) Ore'zy Irongut ((lawlmansayshi)) Fariken Irongut((30326)) Rehki Irongut ((bov61)) Smalltoe Irongut ((Musboris)) Nozagen Irongut ((Bov61)) Lilum Irongut ((KarmaDelta)) Chase Irongut((Dtrik)) Goroth Irongut((30326)) Dun Irongut ((blackhawk77g)) Skippy Irongut (skippy369) Honored Dead: Hiebe Irongut ((Hiebe)) Belin Irongut ((Skinner541)) Darius Irongut ((Blackhawk77g)) Phelrin Irongut ((ChAnKoEr)) Susan Irongut ((ABoyNamedSue)) Algrim Irongut ((Isemburt)) Draco Irongut ((RP)) Dwain Irongut ((RP)) Grungron Irongut(James27049) Missing (Previous list purged): Beardling Yurvo (MonkeyFaceGamer) Thorgrim Irongut (irDusk) Kilgrim Irongut (Kilgrim_) Gauldrim Irongut ((Redbench)) Banished: Mili Irongut ((Leland22)) Grimloth Irongut ((jakesimonson)) Tortek Silverfist ((Axmaynard)) Bofauk Irongut ((lawlmansayshi)) Duregar Irongut ((ww2buff99) Sili Irongut ((Leland22)) Aengoth Irongut ((Aengoth)) Uldar Irongut ((Tirenas)) Clan Tenets In-character 1. Respect your elders. Respect those who are older than you. You represent our clan and your actions, good or bad, affect us all. 2. Loyalty to your clan above all else. 3. Help your clansmen when you can. Don't abandon each other in fights, however hard it might be. Out-of-character 1. Your Irongut character should be your main character. 2. If you're an Irongut and you betray the clan, your character, if killed by an Irongut, is perma-dead. 3. Separate RP from OOC, we’re all friends here. Proving of the Lineage (Application) (Copy the below and paste to use) [ MC Name: ] What is your name? Where do you live? What are your primary skills? Short biography (5+ sentences): How are you related to the Irongut Clan? (See family tree, don't create your own father or mother unless you PM the Clan Father): Do you swear loyalty to the Irongut Clan?: OOC Do you agree to follow all the rules of the Irongut Clan? Discord ID? (optional, you can also send it through PM if required)
  5. CATHALON RISING (or How Helton Hadrian Brought Down the Republic) 12th of Owyn’s Light, 1724 Twas the 9th of Owyn’s Light when the Seventeenth Assembly was called. Delegates from around Ves attended within the Great Hall of the Prince’s Palace, and to many, it would have simply been another normal assembly meeting. However, this would not be the case, for it would be a monumental day in the history of the assembly. Helton Hadrian arose, calling forth a quorum amongst the delegates only to realize that four seats had been left vacant from departures to the demon-hive that was Llyria. And so, like the assemblies before it, a raffle was conducted. Only six came forth, offering their honorably-acquired gains to purchase tickets. The raffle was conducted, and so four new assemblymen rose to take the place of those who abandoned the Republic. GOD bless Caleb Crider, Jayce Lancefeld, Caius Rhodes, and Robert Rovin. Only one issue was brought forth to the assembly that day, a petition - a plea - issued by the Prince Regent Helton Hadrian Helvets. He sought order. “There have been tea ceremonies in Ba'as more able in government than this worthless pit of gossip.” Simon of Bass remarking on the state of the Serene Republic of Ves, 1724. “Within the past year alone, our Republic has fallen victim to all manner of vice and debauchery. The Beets began their insurrection, decimating the defenses of our Golden City. Were that not enough, our most Serene Prince, Ide Haraccus has abandoned his post, fleeing to Llyria whilst our people were stricken with the ratman menace!” The assembly frowned - not because of the honorable Prince Regent - but instead due to the feeling of betrayal. The rowdy assemblymen who had dedicated their lives to Ves’s Military boo’d, cursing the name and the deeds of corruption. In the crowd, one could hear Assemblyman Rovin shout “Drain the Swamp!” Helton, ultimately, continued. “I ask you, of the assembly, is this what our people deserve? In the past few years he was the second Prince to abandon Ves. Are we to hold ourselves as servants to this craven and that, over and over again?” He paused for some time, allowing the assembly to digest what was being said. “I will tell you all of where I, as Prince-Procurate, have been since Ide abandoned the Republic! I was in the streets, fighting alongside the Caer Bann as the Beets sought to usurp our Republic! I fought and bled alongside the people of Ves as the ratmen besieged us from within our very walls!” Those who were patriotic boomed at this, for they knew that the Prince did not simply talk the talk but instead walked the walk. The Regent had bled for his people, more than could be said for the previous heads of state. “Praise Helvets!” could be heard from the plethora of assemblymen, with claps and unruly cheers echoing throughout the hall. “And I will tell you, my assembly, that we have won! The Beets have fled the realm, the ratmen lay broken and defeated! All while our supposed Prince has hid himself away in Llyria.” “Helvets, Helvets, Helvets!” repeated those with patriotic fervor, becoming inspired by the speech. “What I ask you now is the gravest of all favors. The PRINCE has FAILED. The REPUBLIC has FAILED. I ask you, the ASSEMBLY, to JOIN with me and reorganize Ves into THE FIRST DUCHY OF CATHALON!” Helvets exclaimed. His voice rang through the room, being heard by all. A pause was evident, for not even a rat’s squeak could be heard in the dead silence of the chamber. Helvets inhaled, concluding “For a safe and secure society…” Those present knew; as did the populace, that Helvets was correct. There was need for change, and so, the hall was called to a vote. An overwhelming majority was reached, Seven patriotic men voted in Favor of the Duchy, No one dared object, and only Three Abstained. Thus, with a Two-Thirds Majority, the motion was passed, and so, the Republic was reorganized into the Grand Duchy of Cathalon. “CATHALON INVICTA!” “I love Democracy...” said Helvets with a beautiful, elegant smile. And all bar those who slithered in grass knew from this day forward Ves would be on the incline, rather than the decline.
  6. Finri: The Lost Race Of The Ocean. The History: According to the legends scrawled by walls underwater, when the four brothers ruled every corner of the earth, there was one more sibling that the first man and woman could not bare to tell their children; the helpless case of their last child, Newx. He was an elf-like creature with blue skin, four arms, webbed fingers, three eyes, and an eel-like body. His voice was nothing more than high pitched squeals. His behavior was like an animal. But his intelligence was stunning, able to solve puzzles in a matter of seconds. The first man and woman had to sacrifice their child to the sea, for they quickly learned that Newx could not survive on land. Down into the depths did he thrive, his high pitch squeals allowing him to communicate with dolphins and other forms of submerged life. He would be the one to rule not the earth, but it’s vast oceans. It was then did he have four heirs. Gi who governed the Trenches, Mol who protected the Reefs, Bow who guarded the Emptiness, and Wiklo who reigned the Shores. These were the four realms of the ocean, these were the four daughters of Newx, these were the first Finri tribes. Gi—who thrived between earth, water, and darkness—was the inventor of sea lanterns and the discoverer of prismarine. From chunks of these crystals, grains of sand, and blue lava from submerged volcanoes, did she forge the new light source for her sisters. Mol on the other hand, discovered how to herd yummy cod and plant food. The dolphins her father befriended taught her how to hunt. The tropical fish showed her how to farm kelp, sea grass, and coral. And through their knowledge did Mol learn how to tame pufferfish, breeding them to become later on, guardians. Bow traveled alone through invisible currents that were only touched by venturing fish and migrating turtles. Their corpses lend her scute armor and the materials needed to help Gi forge tridents. Wiklo lurked near the shores, learning from the salmon leaving rivers about magic and how to wield it. She taught these arts to her sisters, who used the ability to gain greater technology, like the conduit. Then came an secret abysmal war. Almost each tribe has invented a new form of magic and had the instinct to claim their territory. Gi invented Umbra Phasing, to manipulate and transform into shadow. Mol made a type of magic known as Siren Callings, allowing her children to enslave sailors and wreak their ships. And Bow discovered Taint Marking, to claim an environment with runes that control the area. After the death of the four daughters, in the final battle, Gi’s descendants casted a spell that transformed all Finir into shadow, stripping themselves into nothing but bone, dead before the world even knew they existed. The only thing that remains of them now are their ruins, their guardians, their technologies, and their corpuses littering the sea. OOC Explanation: Basically, there was a hidden race that once lived in the sea but went extinct thanks to an abysmal war. This war is currently unknown in the roleplay lore, the only thing that is known is their extinction. This race called the Finir built ocean monuments, discovered prismarine, breed sea animals, and used lost magics. Their curse was their animal like behaviors and their blessing were their extreme intelligence. Purpose: The purpose of this lore is used to explain the reasoning for the existence of ocean monuments, guardians, wrecked ships, and other sea-based items. If this lore is accepted, it could also be used to explain new forms of magic--as seen above--I am planning on sharing. I hope this contributes to the wonderful RPG community we have! Spoilers: · https://wikia.lordofthecraft.net/index.php?title=Ancient_History
  7. Name of the creature: Jabbernak (Optional) Link to a picture of the creature + name of the artist: https://i.stack.imgur.com/1MTgW.jpg Is this creature tamable and if so, how: The process of taming a Jabbernak takes years, and cannot be shortened. If a Jabbernak is born to Jabbernak parents, it is too late to be tamed. A Jabbernak can only be tamed by stealing one of it’s eggs and bringing it to somewhere that is warm enough to continue the gestation period, a particularly difficult task when the female Jabbernak is almost always at the den. When born, the Jabbernak will not be violent or dangerous, however is blind and requires a lot of attention. It may try to climb something and fall, causing it to be injured or killed. It also requires a very large amount of food, enough that it’s Jabbernaks parents would often get themselves killed in the process of trying to attain enough. If it survives this stage, it will reach it’s teenage years at the age of 6. This is when it is a threat, as more testosterone and hormones are flowing through the beast and it develops it’s instinct to kill and hunt. The Orcish parent will need to regularly over-power it in playfights (Which will result in a real fight is the Orc isn’t capable of wrestling the Jabbernak), and take it on hunts and similar events to keep it occupied and expend it’s energy and frustration. All the while, the Orc must make solid attempts at reminding the Jabbernak who is the Alpha, and who is responsible for feeding it. These years, however dangerous and difficult, last the shortest at 3 years. After this, it is considered an adult and if trained properly, will bare no threat to it’s master. It will have control over it’s hormones and testosterone and will abide it’s Alpha in any situation. This is when it may be used to carry cargo, transport other Orcs or used in combat as it were since the days of Aegis. Breeding Jabbernak is another difficult affair. It requires two Jabbernaks who have been tamed and must spend a long period of time together. Hunting and living together must be an activity done for at least a year, and they must both be fed properly and live healthily. When they choose to mate cannot be pin-pointed, however it is always at night with no-one around. It’s a quick affair once done, but the Male will become much more aggressive and territorial after it’s mate is pregnant. Even the Jabbernak’s master will have to be very careful when entering it’s domain during the 6 month gestation period. Once the egg is laid, no-one can enter the den. The master would be attacked and killed if attempting to enter. However, if the egg is hatched and claims the two Jabbernaks as it’s parents, it will be a wild Jabbernak and will thus be impossible to tame after that. The egg must be stolen from the den and hatched to be tameable. The parents will remain hostile until the normal period of time has passed that would be required for it to hatch. After that, they will become their normal selves, and will not recognise the Jabbernak child as their own. Can you use this in combat: Yes Habitats - Check all that apply: Desert Savannah Summary of the creature: Large and powerful lizards, native to the deserts and savannahs of many lands. They are extremely aggressive, only being tamed and bred by the similarly violent race of Orcs. Their use has been dated back to Aegis, famously in the Clan Wars between Clan Rax and Dom. Many different Clans have tamed these beasts, but some have even bred them for specific tasks that each Clan requires Jabbernak can also look different to others depending on the region they have evolved in. Jabbernaks in the Mesa often look more lithe and aquatic, due to the greater abundance of streams, water and also allowing more ease in climbing. Some breed them for transporting goods and Orcs. Some others use them for battle. However, the act of taming and breeding is extremely difficult for even the famously adept beast taming Orcs. Few are chosen to learn the skill. Most Jabbernak have twice the body-length of a horse (not including tail), aswell as height. Their skin is tough and thick, similar to any other species of lizard. Jabbernaks, however, are well used to and evolved for fighting. The Muruk’Thaguzg, a 9 foot tall bear, have been an age-long rival of this species, and it shows. Jabbernak boast a very large mouth with many large carnivorous teeth, designed for ripping out large chunks of flesh and inflicting deep cuts into it’s target. Their claws are also very long and hooked, made for aiding to climb across rocks. They cannot scale vertically, however, but still boast great climbing ability. Finally, their tales are as long as their bodies and are usually used to balance themselves during difficult climbing or even in combat to club opponents and daze them or keep them back. Characteristics of the creature: As stated, the Jabbernak is a highly aggressive and dangerous beast. In the wild, it is very likely to chase down any foe it sees and attempt to kill. Only the largest of beasts would make a Jabbernak flee. Jabbernaks are carnivorous, and take down large prey on their own or accompanied by it’s family. When born, the Jabbernak is as large as a Human child of 10 years, and quickly grow to the size of a large dog in it’s 6th year, when it is considered a teenager. At this point, and if fed properly, it will rapidly grow over the course of 3 years, reaching twice the length of a typical horse on the 3rd year, and double it’s height. When an adult, the Jabbernak immedietaly seeks a mate. Whilst size and strength is an important factor in which female Jabbernak chooses which Male Jabbernak, the male will regularly provide offerings of food and displays of it’s kills in an act of courtship. The Muruk’Thaguzg being a typical offering, since it is their main rival. (Optional) Origins of the creature: Dating back to the land of Aegis, the Orcs belonging to many of the different Clans hunted and killed the large beasts in a form or sport and show of prowess. Their relative ease to find made them perfect for such a task, however their hyper aggressiveness and lethality dissuaded many Orcs from trying to tame these beasts. However, at an un-marked point in history, they began to be tamed by multiple Clans. In particular, Clan Rax made extensive use of them in battles. Many Orc would hold Clan Rax the true tamers of the beast, however the knowledge spread to Clans such as Gorkil. An excerpt from Gorkil lore; “The Rax Clan, led by Warlord Tythor, had a heated rivalry against the Dom Clan, led by Warlord Or’ta, that would eventually erupt into a full blown war. After a surprise attack launched by Or’ta against the Rax, Lur, and Phol Clan left many dead in the span of a few days all throughout the desert, the Rax Clan retaliated and called to arms not just all its brothers, but for Clans to come and fight with them. This conflict, which would come to be known as either the Rax-Dom War or the Clan Wars, would both unite and divide the Orcish race. Clans and villages began to choose sides and align themselves with either the Rax Clan or the Dom Clan, and years of violent fighting followed.” From this conflict is where the Rax Clan first employed their Jabbernaks in a full battle. Excerpt from Gorkil lore ; “Wargoth Veruk’Gorkil led a campaign in the northwest, annexing many of the smaller clans that aligned with the Raxes. The forces eventually closed in on Nomad Plains, where the first major battle of the Clan Wars would be held. At the Battle of Nomad Plains, Veruk personally led five hundred Gorkils, riding the fastest war boars the clan could muster, to eliminate the twelve hundred jabbernaks Tythor had brought to the battle. The group quickly broke through and began to wreak havoc on the enemy forces, decimating the cavalry and nearly routing the enemy. And as the Gorkils decimated the cavalry, the Dom shamans sent lightning crashing down from the skies, made fires erupt out of nowhere right in the middle of Rax forces. While the Rax forces were able to hold their ground for some time, it eventually proved to be too much, and they had to make a hasty retreat. By the end of the battle, the twelve hundred jabbernaks Tythor had brought to the battle was reduced to a hundred and fifty, while Veruk’s regiment had only lost thirty war boars, and even fewer Gorkils.” Strengths/Weaknesses Strength and Size – The most noticeable and useful aspect of the Jabbernak is it’s strength and size. Most commonly used in transportation of goods, slaves and Orcs across their territories, their aggressive nature can be kept to a minimum by a proper trainer, and will thus be used in a variety of tasks. Combat Ability – Used by some Clans who make particular focus on combat, the Jabbernak can be a worth-while investment for a Clan to be used in battle. Large and sporting multiple weapons for killing, the Jabbernak helps make up the lack of numbers Orc armies suffer from, due to their necessity to consume massive amounts of food. Thick, Lizard-like Hide – Like other lizards, it’s skin is tough and scaly, protecting it from the vast majority of sharp rocks. Due to it’s size, it’s hide is thick, and thus capable of resisting cuts from wolves, normal bears and cuts from any human sized weapon. However, piercing weapons like spears would be able to bypass more of it’s hide. Aggression – No matter the skill of it’s trainer, a Jabbernak shall forever possess extreme amounts of testosterone and years of hard-wired instinct to kill. The master of a Jabbernak will have to constantly be very well aware of what is happening around his beast, and what his beast is doing in return. An overly confident Orc that approaches to quickly from a hard to see angle towards the Jabbernak would be in real danger of getting viciously and quickly attacked. Slaves and none-Orcs to the territories are on the highest of kill counts to tamed Jabbernaks, as they are the most unfamiliar sights and smells to the beast, thus making them all the more on-edge. Extremely Hungry – Any large animal, even a horse, requires ample amounts of food to sustain their large bodies. Nothing can be said the same for the Jabbernak. Where it takes 1 Orc trainer to tame a Jabbernak, it takes a group to keep one alive and fed. Clanless Orcs practically never tame a Jabbernak, and only the large Clans tend be able to donate enough food to the beast’s master to keep it going. Such an animal is as much a burden as it is a benefit to the nation. Poor Eyesight – Due to the many sandstorms of the desert, the out-stretching masses of land and ability to kill most of it’s prey with shear power, the eyes of a Jabbernak have not evolved greatly for quality of vision, or to have large peripheral vision. The outer layer of the eye is covered in an almost gel-like substance with a thick see-through layer, causing sand that might blow into it’s face during sandstorms to not damage the eye and instead be washed off as it would blink. This layer, however, makes it’s long distance eyesight poor, and it is mostly only able to see the shape and basic details of an object, such as colour and larger items like weaponry. As a predator, it is also rarely under any need to keep it’s eyes on it’s surroundings, as only very few beasts could kill the Jabbernak, and fewer would go through such effort. Thus, it’s eyesight is much more forwards-directional than a human’s. Cold Blooded – Being a lizard, the Jabbernak is cold blooded. It relies on the habitant it resides within to grant it warmth, helping to reduce the amount of food it requires compared to similarly large, warm-blooded beasts. However, this also means it cannot venture into cold climates like tall mountains or snow-ridden lands without suffering greatly and soon after dying. Simple Minded – The Jabbernak has deeply ingrained instincts, but does not rely on it’s cognative abilities nearly as often as animals like wolves. It simply sees prey, moves along a relatively hidden path towards it and then runs after the prey, hoping it is fast enough. In combat, it’s instincts drives it’s movements, but is thus unlikely to behave differently from any other of it’s species. It would attack a wall of spears the exact same as it would a cow venturing too far into the savannah. The Jabbernak is very reliant on it’s rider when in combat to stop it from making poor choices. Red Lines An Orc who tries taming a Jabbernak without atleast 5 people willing to help aid him keep the Jabbernak fed will have his Jabbernak die of starvation, or revolt against it’s master after 2 weeks. An Orc MUST learn how to tame a Jabbernak legitimately via visiting a Spirit who has the knowledge and will impart it upon him, or by learning from an Orc who already knows how to do so legitimately. (Orcs who knew the old way of taming and breeding a Jabbernak still have the new knowledge of Jabbernak taming, so as long as they RP the method accordingly) Riding around a Jabbernak as a common mount is a very dangerous affair for everyone not used to being around the beast. The owner of the Jabbernak MUST RP the dangers and results of people not used to the beast and acting incorrectly around the beast. If your Jabbernak dies in RP it is dead forever. Cloud Monks don’t give don’t care about giant lizards. For someone to own a Jabbernak, they must possess an extremely high level of physical ability, akin to that of an Orc. Any who do not will not receive the necessary respect and servitude required of a Jabbernak and thus become it’s prey (Druids have the ability to keep their Jabbernak well enough tempered around them self, so do no apply to this rule) Shamans with the appropriate blessing and Druids may tame Jabbernaks with more ease than others, where it applies in accordance their magic. Availability: Common - Anyone can RP finding this creature.
  8. Note: I’m aware that ghosts are already a playable CA race, but I’m offering a rewrite to their currently outdated lore and tried to give as much detail as possible to every part of it to avoid confusion and give people a better idea on how to RP as one. And no, it’s not a complete rewrite, and more of a cleanup/fix to their lore, where a lot of parts have been heavily edited, some parts added and other parts nerfed to make ghosts more balanced, and so on. Through the lands of Arcas, there are incorporeal beings that haunt locations or people. While most of the time they are translucent, some take colored glows of blue and red, while others simply appear like remains of their former living selves, except in shades of gray. They are called Ghosts, mostly unable to directly interact with the world around them, keeping the same personality as they’ve had in their past life, each one seeking to continue living their lives in this new world of theirs. It all depends on whether or not they’re willing to accept themselves as one of those new creatures, or falling into a pit of darkness for being what they currently are now, those miserable creatures will eventually have to choose a side. What Ghosts Are There are several different stages of ghost, all of which “evolve” from a base ghost. All ghosts are copied images of souls of dead characters left behind to wander the mortal plain. Ghosts are most often created when a person dies unnaturally or dies without being baptized into a religion. Either way, for whatever reason, a mirror image of their soul is left behind. Some ghosts may find comfort and move on eventually while others never will. Some ghosts choose not to move on, preferring to stay on the mortal plane. Even though they are mirror images of a soul, they are still individuals with individual consciousnesses. Can they be PKed? Nope, ghosts definitely cannot get PKed unless consent is given, just like the other creatures. They demanifest when ‘killed’, and eventually drift back to their haunt Also, another way to get rid of a ghost would be to wrap the item they have possessed in gold, and as long as the gold hasn’t been removed, the ghost will be stuck inside. Note that when this is done, it’s essentially captive RP, so it will be following the rules of when someone is taken captive, and with enough time the ghost can get out of the object unless they decide to stay. As usual, they lose the memories of how they demanifested and the events leading to that due to having to follow the rules. Evolution of Ghosts Level 1 - Haunt A haunt is depicted as a black and white ghost with blank, white eyes, no pupils or irises to be seen. And during that time, they don’t realize they are dead, so the ghost continues to ‘live’ as if nothing happened in the first place, going back to their daily tasks, trying to talk to people they usually talk to and essentially trying to implement themselves back into the normal mortal world. Though, due to their nature, the are unable to be seen or sensed during that time, and in turn end up being ignored by mortals. They exist in a sort of delusional haze that is half reality and half constructed of their memories. For example, even though a haunt can’t physically interact with the world, such as lifting objects and so on, an ex-soldier ghost might believe they are still one, and that they actually are holding weapons and interacting with the world at that. Though, in time, haunts may begin to break through those delusions that they’re believing and see more the real one, if things they encounter don’t fit in with the delusion. For example, if we go back to the ex-soldier, he’d be totally ignored during training hours and be left alone with no partner, and end up making him feel confused and upset, and begin manifesting in a way mortals can sense, such as noises, sounds and visible entities. They may manifest as strange sounds, voices, or visible entities. Often, they will try to interact with the people they sense around them. However, since the Haunts still believe they are alive, it is difficult to speak to them. They will often speak in delusional and deeply confused ways. Their voices are often distorted and vague. They will often refuse to accept the idea that they are dead. They will interpret most new information within the framework of their delusion. For instance, the soldier will believe that no one likes him anymore and feel more of an outcast, instead that he’s just dead and no one can sense him anymore. During that time, Haunts begin to manifest their powers, but in a really slow and weak way. They may create sounds, or appear visible from time to time, though that’s about all they can do so far, due to them not being aware of their death, and the sounds or visible entities they manifest as are mainly accidental, not something the ghost actually thinks about doing, due to them being unaware of themselves being actually a ghost and instead just a mortal. Because of their weak to nonexistent powers, a Haunt’s ghostly aura has no effects, as it hasn’t manifested yet. If a haunt manages to realize that they are dead through stable proof that can’t be countered in any way, the haunt will then move on to the next phase. Level 2 - Revenant Now, this is when the ghost is actually aware of themselves and their current state, and the time where their powers actually begin to manifest, existing as a spirit within the mortal realm. By now, their irises and pupils are visible, though keeping the white/black colours, and all shades in between. Due to their nature as a ghost, and now that their delusions are finally broken, they’ll finally realize that they actually can’t feel touch, or smell anything at that. What made the haunts believe was the smell of pie their mother just cooked in the morning for a wonderful breakfast can’t be smelled anymore now that they don’t have any delusions to help them re-create the smell in their mind every morning. Besides that, they also aren’t able to taste anything, obviously. That pie is definitely a no-no for them, only thing they can do from now on is watch other people eat it instead. A newly awakened Revenant will have trouble remembering people’s faces, which sometimes leads to them mistaking people that they meet for someone they had a connection with before they died. And because of all of that, many Revenants may fall into depression or feel miserable due to the lack of those sensations, along with not being able to directly interact with the world on a physical level, such as being able to grab a piece of pie and lift it up. As their powers begin to manifest, a ghost will begin to do the usual ghostly thing, such as shifting between invisible and invisible, shapeshifting, shrieking, making noises such as of a creature or basic instruments and so on, and even floating. However, these powers are extremely difficult to master and may take some years as a Revenant to fully master. Though, as a revenant, their powers are naturally weaker than the next stage of ghosts, as they are still manifesting them, and in turn will be harder for them to use those powers. For example, a spectre who could easily fade in and out of visibility, for a mere revenant it would take longer to do. As for the ghostly aura, as soon as the Revenant’s powers begin to manifest, so will it too, the aura itself being completely dependant on the ghost’s power. Its effects include sadness, itchiness and a chilly sensation at first, but the longer a mortal sticks around the ghost, the stronger the effects become up to a point completely dependant to the ghost’s powers, as sadness could eventually turn into depression and back luck, chill into a freezing sensation and so on. Naturally, a ghost can feed that aura’s powers to strengthen it, or even decrease the aura’s powers, but both of those actions result in the ghost having to sacrifice their own ectoplasm over time for this. A revenant, obviously, still can’t interact with the physical world the same way a mortal can, but they have different way to do things. For example, they can now begin to use telekinesis, up to Tier 3, where a revenant will begin to be able to lift a small object with some effort after enough training. Make sure to check the Telekinesis guide for help about how to use Telekinesis, since there is no difference between a mortal using that and a ghost, besides the fact that a ghost’s eyes don’t change colour and instead when they want to use telekinesis, they instead focus on the object, and it begins shaking in the first emote, then can begin floating in the second emote. As expected, every mortal has the laws of physics deeply ingrained in their minds, and so a newly awakened Revenant will have no access to ghostly powers and will still react to things as if it were a physical entity, even if they cannot touch or be touched by anything, which is why a revenant can’t shapeshift or begin floating unless they stop following those laws, which is hard to do, and takes a lot of time. Now, once a revenant has manifested their powers, gave everything enough time to be a typical ghost, now comes up for the next part; Level 3. Ghosts in Level 3 are divided between Spectres and Poltergeists, where the former is blue-coloured, latter being red, each with their own differences that will be mentioned later. If a revenant accepts themselves for who they have become now, they will be moving on to become a Spectre, and if not, and instead react to it in a horrible way such as with a lot of anger and/or hate, they end up turning into Poltergeists. Level 3 - Spectres and Poltergeists If the Revenant reacts negatively to their death and cannot be calmed down, they may turn into a Poltergeist. Poltergeists are ghosts consumed by anger and hate. They can be identified by their strong red color, ashy appearance, or completely black eyes. Poltergeists have mastered the ability to force their will onto physical people and objects. They will often throw things, destroy objects, scratch or harm people, or wail or make frightening noises, and are also able to physically touch flesh, living things, such as being able to grab someone, pull them around, choke the living essence out of people and so on. Due to their nature, Poltergeists are more drawn to the chaotic sides, and usually begin to haunt people, terrorize them with their powers and cause chaos all around. Though, that isn’t the case for all Poltergeists since ghosts retain the same personality they had from their past life, and instead be just more leaning towards the chaotic side from their nature. A Poltergeist doesn’t always have to be terrorizing people. If the Revenant can be calmed or gracefully accepts their new deceased state, they may become a spectre. Spectres are identified by their luminous blue color. Spectres are benevolent or at least neutral ghosts and are mostly harmless. They’ve mastered the ability to float, turn visible or invisible, and change appearance, but they typically do not use these abilities to frighten or disturb anyone. Spectres are less of the harmful side of ghosts, and more of the trickster type, or so to say, and can still be malevolent or playful. They definitely still can haunt and terrorize people like a Poltergeist would be more inclined to in order to feed from people’s emotions, which is no unfamiliar thing to them, but can also draw out different emotions, such as happiness, or even sadness and depression without having to drag out the fear. Where a Poltergeist will for example terrorize someone, traumatize them for life and feed out of the strong emotions they get out of, a Spectre can do the same, bar being able to physically touch the mortal, but can also use their powers for comedic value. Ever heard of a ghostly penguin with halfling feet that can breakdance? Ghosts don't have to fit neatly in either box, though. Whether they are poltergeists or spectres, are still individuals and will retain their living personalities even into their third evolution. Because the core of a poltergeist is anger and the core of a spectre is peace, the two level 3 ghost types often find each other repellent and try to avoid contact with each other if possible. They do not usually fight one another - simply avoid each other. However, this is not a hard and fast rule. Because ghosts are still all individuals, sometimes individual poltergeists and spectres may not hate each other, and can even interact with each other. For example, a deceased mother and daughter, the mother ending up being a spectre and the daughter a poltergeist, and while still retaining their same personalities and memories from their past life, nothing’s stopping them from still loving each other like they did back then as a family, even due to their differences as ghosts. Ghost's Characteristics Ghosts of all colors have a strong aversion to both bright light and magegold. If a house is afflicted by an unwanted ghost, the spirit can be driven out with either of those objects. Most ghosts, however, are fairly harmless. Since they can be chased out by magegold or light, it is often not worth it to call upon a holy being or shaman. The ascended, for example, have been known to deal with the undead, and can be very capable of dealing with them if a ghost is powerful enough to need one. Though, they could always be dealt with by just any person, as long as they have the gold to protect themselves and to drive them away. Ghosts aren’t killers, so driving them away is definitely possible without having to worry too much. Haunts and Spectres are often not actively malicious. Revenants can be malicious, but not always. Poltergeists are usually the ones that require exorcism, as they are the most actively malicious and actively perform harmful deeds. Most ghosts stick to a single place or person when they haunt. Most ghosts will haunt the places and people they remember from their lives before they died. Sometimes, a ghost will haunt an object and move where the object moves. A lot of ghosts do not usually congregate in groups and don't typically have government systems, even though that is completely possible due to ghosts being able to retain their past life’s personality. While ghosts can interact with one another, they are mostly inclined to be solitary. When they do congregate in groups, it is usually because something awful has happened. Ghosts are usually created when people die violently or unnaturally. If a large number of people die at once, under certain circumstances, they may form up into an Apparition. In which case, they become extremely dangerous. However, this occurs under specific and unusual circumstances and does not always happen. The garden variety ghost can be an annoyance, especially if malevolent, but they are usually solitary and usually easy enough to vanquish. Since they are often attached to specific people, places, or objects, a simple solution to a ghost problem may be just to move away from the place/thing/person the ghost is haunting. Ghost Powers How Gold and Aurum work on Ghosts Ghost Red Lines: -They cannot learn any type of magic besides their own ghostly magic and Telekinesis, which comes naturally and grows up to T3 at most. -Ghosts cannot RP what they mechanically can’t do. Emoting your ghost phasing through a door then getting the owner to unlock it for you is not a possibility. -Ghosts cannot physically interact with the world the same way a mortal does. Only a Poltergeist is able to move objects around and grab living things without the need to use telekinesis. -It takes ingame years for a ghost to move on from Revenant to Level 3, they will have to manifest their powers and either accept themselves as a ghost or react with anger. -Haunts do not have access to ghost powers besides visibility/invisibility and noises, and even those are accidental and not thought about consciously. Anything beyond that is a no-no since they aren’t aware of their death. -They cannot pass through gold barriers, unless they have possessed something that protects them from it on the way through. -A spectre cannot move objects and grab living beings physically like a poltergeist can, and instead have access to 1 emote invisibility, which every other type of ghost can not. -A spectre cannot turn into a poltergeist, or vice-versa. Once a decision has been made, the ghost cannot change anymore and will require you to make a whole new ghost if you’d like to have one of the other type. Purpose: Same purpose as current ghosts, but this rewrite is mainly because their lore is pretty outdated and was back when holy beings and shamans were plentiful, and people were more equipped to dealing with ghosts. Hopefully this will change that and make it fit more with what is currently going on. Citation:
  9. The Athalian people are modest individuals who have flourished throughout the years with their teachings based on naturalism and preservation of the natural balance within the ecosystem. They represent not as much strength but instead presenting to others the creative and gentle way of life they have refined upon the tidal cliffs for themselves. As such most of Athalia’s buildings and structures are created with the usage of plants and other natural materials, causing the citizens to carefully maintain the vegetation to further allow the growth of the city and flora itself. The process of conserving such a unique culture is not something easily obtained, the people of Athalia are known to avoid conflict at any cost, as an alternative, they bring new citizens to their safe harbor with their innovations for peace. History The Athalian people have a deep-rooted history alongside with other cultures and religions, unlike many settlements, the cultural dispersion of Athalia is a rather leveled out one with a majority of elves and humans dwelling within the settlement but also a fair amount of orcs and other races having influenced the lifestyle within the kingdom. There have been many unique laws set into effect which prevent racism between the races and individuals inside the settlement, as such the relaxed ambiance of the city attracts more people to its wondrous existence. Granting all of this, the people of Athalian have been around for many realms though only now they have decided to become familiar with their neighboring settlements, while the objective of nonaggression that they strived to acquire would only be something they obtained presently. During the beginning of these ancient realms, various geographical environments allowed civilizations to form and utilize the area, one being a militarized group made mostly of humans and the other being an advanced architectural group of elven ancestors. These two settlements gathered their strong hatred for each other due to a dispute between borders and natural materials that became scarce in certain areas of the lands. After some time of conflict and bloodshed, the elven settlement presented a treaty that would allow them to share the given land and all peace may be restored. The humans had a different approach when attempting to deal with the situation; sneaking into the elven settlement and slaughtering few members. While this would have provoked the elven people, they only continued to show kindness and peace until a formal treaty was given and looked over once more. After the conflict had passed and the treaty was agreed upon, only then did both settlements and cultures unite and completed the balance they both sought out. Peace is more than the absence of war, people learned that after the troubles had ended that to live with love is the only way to achieve true peace. When they began these teachings of guiding your actions by a love that is not tainted with self-serving motives and does not cause harm to the balance, you will find the paradise your soul craves. These words enlightened the people of both settlements as the unity showed true tolerance to people unlike them. This idea of neutrality is what brought peace to Athalia, currently allowing them to form alliances with their neighboring settlers and different cultures, religion, and race. The current period of Arcas is one of pure conflict and war between the races, something that would be known throughout the rest of history as did the other wars. The mainlands of Arcas continued to pose more dangerous each moment, bandits taking their chances to ransack people moving along the road, armies of each nation attacking anyone who seems to be an enemy, natural disasters, and so much more. With the Isles of Korvassa growing and becoming much more advanced, people began to seek safety and somewhere of peace away from the wartorn mainlands. Those people formed the new city of Athalia, hailing near the coastal lining of the isles and surrounded by its magnificent vegetation. Religion Originating from their druidic and elvish influence the state religion of Athalia is Aspectism, yet, most other religious forms are accepted within the kingdom. As such people can freely worship most religions and be part of the kingdom without having any trouble with the laws of Athalia or other citizens. Excluded from such rules are religions which are overly aggressive towards other forms of beliefs or which break the balance itself, such as Necromantic beliefs in demonology and worshipping of dark beings. Due to the strong influence of Aspectism many rituals, often those tied to nature and the seasons, are practiced within the walls of Athalia, often resulting in colorful and rather entertaining festivals. Military and Warfare Known as the Silverwood Guards the military force of Athalia is known to be lead by a singular leader, which is often being assisted by a council of other fighters. The leader and council members can be of any gender, as all members of the guard force can be, allowing both men and women to partake in the defense of Athalia. Often wearing silver-colored armor each individual is also known to hold a leather-version of their armor to act within the deserted lands to the north without being cooked alive. Normally guards are being trained in swordsmanship, yet, over the years the focus changed to a more refined usage of spears and tridents to carry out their work, which is often said to originate from their location near the sea and the easier usage of such in their daily work near the waters. Often said weaponry is made out of Ferrum, yet, Aurum weapons are also known to be used by the guard force. However, while Athalia may hold a guard force of their own they are barely found in battles against other kingdoms and nations, due to their alliances with said nations. Most commonly their alliances are created to maintain peace and order on the Isles of Korvassa, allowing the settlements on the isles to flourish and grow. Politics Currently, the kingdom of Athalia is ruled by a monarchy and a formed council of ministers that conduct different aspects of the settlement. Each of the Ministers directs their own Ministry which work on their assignments. The function of the Athalian government is based on trust and agreement, while meetings are held almost every few elven weeks. The Ministry Of Magical Affairs often is in charge of the documentation and granting of permits for casting legal magic. They have been trained in various ways to be able to counter and capture any criminal and or rogue mages that wish to bring harm down to the kingdom. They are to accept only trusted individuals that do not have any criminal record or other foreign issues that could cause problems for the ministry. The Ministry Of Internal Affairs is in charge of the stewartry and enforcing taxes upon the citizens and owners of homes, shops, et cetera. They are usually seen helping newcomers gain citizenship and homes within the kingdom, while they collect taxes and make sure that no one avoids paying. The Ministry Of Militaristic and Defensive Affairs documents new recruits for the Silverwood Guards and keeps the kingdom's defenses intact. The Minster tends to do more paperwork as the lower ranks conduct more training regiments, et cetera. The ministry was formed at the beginning of the formation of the settlement as it was to protect the monarch and citizens from harm's way and or any conflict that was presented to Athalia. The Ministry Of Diplomatic Affairs is one of the most important aspects of the kingdom, used to form alliances between different nations and settlements while keeping good ties with them. The recruitment of different diplomats with good foreign affairs and skills when staying within different kingdoms to bring Athalia’s necessities first. The Ministry Of Healthcare and Welfare has been created to keep good health conditions throughout the kingdom and to give out legal medical permits to whoever wishes to use their medical knowledge for assisting the kingdom in times of needs. The Ministry Of Educational Affairs was created to allow young citizens to study and learn about the world outside of Athalia, as such the Ministry is holding school classes for interested people, teaching them about religions, magic, history and even different languages. Marriage and Divorce Unlike most nations or states, marriages and divorces are a lot easier to get through, mostly due to the simple fact that any minister is allowed to divorce a couple. Yet, marriages still need to be approved by the spiritual leader of Athalia, while any priest is allowed to perform them, making it fairly easy to get married or divorced. At the same time, same-sex-relationships and poly-relationships are also allowed within Athalia, meaning that a person can have multiple partners, living in a form of family. They aren’t allowed to marry, yet, are seen equally to married couples, creating the feeling of safety within everyone. Infrastructure Athalia’s architecture is mostly influenced by the naturalism and elven aspects of their culture, as most buildings maintain the thick vegetation of flora that spreads throughout the kingdom. Most of the buildings don’t cause harm to the natural terrain and geography of Athalia but actually utilizes it in order to create a unique ecosystem between the citizens and nature itself. They have refined and formed various designs for the structures of the city, while also being adaptable enough to construct their city upon the tidal cliffs of the northern end of Korvassa. Vines and leaves often intertwine with the stone patterns of their roads and foundations of the buildings, natural streams of water flowing down the hillsides as to aid the watering of the nearby land, allowing new flora to grow and to bloom. While the city is closely tied to nature, ancient forests of thick and old trees are scattered across the lands outside of the walls, allowing the natural ecosystem to flourish as intended. Economy The economy of Athalia is based around numerous trade agreements with other nations and settlements which reside within neighboring lands. The kingdom of Athalia usually trades natural materials such as spices, herbs, and medicines of varying rarity. Athalian merchants are often found within nations and settlements which are allied to Athalia and don’t pose a threat to the individuals, such as Sutica, Urugan, and a few others. While Athalia is known for these herbal and natural based materials and products for trade, there was often insufficient earnings to be made, causing the people of Athalia to adapt. Through the creation of new wares and new products to sell, thanks to the integration of new cultures and citizens into Athalia itself, the economy is flourishing once again. Magic Magic is well-known within Athalia and is most often seen as something respectable and something one needs to work for to obtain it. As such, most forms of magic are legalized and allowed to be used within the walls of Athalia, including voidal forms, deific forms, and forms which don’t fall under the Dark Arts. While this is the case, Druidism is the most prominent one and is often seen as the most liked and preferred form of magic within the lands of Athalia, either due to the fact that nature is constantly surrounding a person, as it is part of the city itself, or due to the fertile soil that the citizens walk upon. However, while magic is popular and mostly legalized, the Dark Arts are still seen as dangerous and impure, forbidding such mages the entry to the city as a whole.
  10. ~*~♣~*~The Treebeard Clan~*~♣~*~ ~♣~History~♣~ The Clan of The Elder Tree or more commonly known as the Treebeard Clan gets its name from Gloin, Urguan’s seventh son which unlike his brothers chose his name from one of his interest instead of naming it after one of his deeds or talents. Gloin Treebeard heard the call from nature and turned his strong connection with nature and his strong faith in Anbella into the seed of this Elder Clan. He took his clan and settled in the woodlands resulting in the subrace now known as forest dwarfs. After living in the forests for a time, many Treebeards returned to the mountains finding themselves unfit to live in the forests in wooden huts and cottages. Whilst many ended up back home in the mountains, the remaining Treebeards left for the elven forests where they settled peacefully in wooden huts and villages above the surface and on top the trees. After living there for a time, some Treebeards found themselves influenced by the elves resulting in some taking to the Aspects the elven religion and even fewer becoming druids. After hundreds of years living in the forests, the Treebeards became scattered across the woodlands of the world, resulting in the clan becoming mixed with other sub-races and giving rise to mix breeds with the name Treebeard. With many Treebeards becoming mixed, it was rare to find a pure blooded Treebeard. As the Treebeards kept to their forests they became disconnected from the world and dwarven politics, and slowly as time passed they dwindled and disappeared, some hiding in their forests while others ventured into the far reaches of the world. Treebeards came and went as they thought their stone kin needed them, in their darkest times a Treebeard would often come back into the Dwarven Kingdoms spread the word of Anbella and return to the forest. Atlas During the time of Atlas the Treebeards emerged once again within the lands of the Kingdom of Agnarum founded a small shrine to Anbella under the guidance of Ozneat Treebeard who brought back the clan itself under a more religious influence casting out the ideas of druidism and brought pro Anbella, leading to the the Treebeards adopting a lifestyle of peace and silence isolated upon the mountain tops of the Kingdom of Agnarum. The clan would then join up with there other Forest Dwarf kin known as the Cottonwoods with this unification the Village of Hefrumm was formed where the Treebeards stayed and oversaw the activities of there younger kin and guide them through their religious inquiries. Arcas The Treebeards have been living side by side with the Cottonwoods since their arrival into the new continent of Arcas in the new Village of Hefrumm, the community is growing and the members that had chosen to remain in the forest are begining to come back to by the side of their kinsman. ~♣~Culture~♣~ The Treebeards have not been known in the past for their skills in the combative arts or the ability to sell wares from here to there, this clan is known for trying to get the most out of life, living happily and making sure their tankards are always full. The ways of the Treebeards show that they are known for the great respect and compassion they show for one another, always ready to lend one another a helping hand. Although they will never forget their ancient history with their mountain-dwelling cousins, the Treebeards will still show them respect and will attempt to be as helpful as possible. Throughout history, many Treebeards have been masterful lumberjacks, farmers, woodworkers, bards and are especially known for their brewing skills. Treebeards are also known to kick their legs up by the lake while casting out a rod or sitting with their pipes by the fire at night to tell a story to all of those who want to hear. It’s been known for some members of this clan to seek the knowledge given by the Order of the Druids, given their close relationship with nature. ~♣~Religion~♣~ Treebeards are well known for their faith in the Brathmordakin their understanding of Anbella’s teachings is unmatched and their love for seeking out more of her knowledge the elders and scholars are tasked with this. Their presence in the clergy is well noticed given their love to spread the dwarven beliefs, teaching all those interested in learning about the Brathmordakin and each individual god. The Religious practice of the Treebeards is heavily based around The Brathmordakin, most importantly the Hearth Mother Anbella. Of times of old the Treebeards once followed the religion of the Aspects and of The Brathmordakin however, since the new reformation of the Treebeards they have only accepted the worship of The Brathmordakin, considering the Aspects followed by the Druids to be representations of Anbella instead of being separate deities altogether. ~♣~Clan Sygil~♣~ The Elder Tree ~♣~Patron Goddess~♣~ Anbella, The Hearth Mother ~♣~Military~♣~ As of recent years under the new influence of Ozneat Treebeard the Treebeards have become more understanding of the conflicts around them always choosing the path of neutrality rather than causing attacks upon other clans however, this doesn't make the Treebeards weak there military strength relies on one talented tactician who leads the clan into defensive battle if needed against other clans of dwarves. The Treebeards will always remain neutral until attacked which is when they surprise most clans in there effectiveness and mindset. ~♣~Appearance~♣~ The Appearance of any Treebeard is the same as all Forest Dwarves. Ranging of heights of 4,0 - 5,0ft weighing at 150 - 250lbs. Their hair and beards would be ranging from dark browns to dark gingers. The Treebeards often have fairly large noses and their skin tone ranges between that of a tanned human to an earthy brown. Their eyes are usually colored by shades of different variants of green Most Treebeards are actually quite slim compared to their mountain-dwelling cousins. The reason may range from naturally a faster metabolism to a generally increased amount of exercise. Treebeards often dress as adventurers and wear whatever they see fit or comfortable. Those that follow the path of Druidism often take to robes. However, they mostly wearing clothing of green and browns. ~♣~Leadership~♣~ The leadership of the Treebeards is very similar than other Forest Dwarf clans where they have one to rule them all, the name for this are as followed, High Elder, Clan Father, and Clan Chief all meaning the same thing to the Treebeards. The Treebeards are also governed by the Chief and the elders appointed by the chief in every matter of which is needed to discuss. ~♣~Existing Members~♣~ Clan Chief Thorin Treebeard (SoulReapingWolf) Clan Elders Ozneat Treebeard (Crim_Crim) Dutesli Treebeard (Hearth_Mother) Clan Members Kildrak Treebeard (Disturbo) Beardlings Horren “Rosebush” Treebeard (VermytheWurmy) Flynn Treebeard (Loshdesem) Hakhaestr Treebeard (ESTatomic) Aodhan Treebeard (PINKYPYRO) Missing Garrion Treebeard (goblinguy17) Grojak Treebeard (Armakak) Logguc Treebeard (Nitroflak) Dlunâr Treebeard (HedgegogHugger) Konin Treebeard (wewe_wewe) Selsi Treebeard (Rhuyne)
  11. Drazhai ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ __________________________________________________ Appearance: The Drazhai is a large quadrupedal lizard which has a long tail which it can use for defense by lashing it out at any attacker. It also bears large claws that assist in its natural ability to conquer difficult terrain, along with the help of its tail. They weigh upwards of 1500 lbs and are around 15 ft long; head to tail. At full height, they are 6 ft tall, and at their lowest; 4.5 ft tall. The Drazhai’s natural scale color is tan or reddish. Taming: The Drazhai are relatively easy to tame, but the hard part is searching for them in the sands of the desert. The way to tame them is by bringing them large amounts of cactus for them to feed off of, and letting it see that you mean it no harm, soon enough after a few interactions with the same Drazhai it will befriend you. Another way of taming the Drazhai, is to sneak into its nest and steal the eggs right from under their noses. Then you will need to care for the egg until it hatches; keeping it warm and begin stockpiling cactus juice for them to feed upon after hatching. The Drazhai babies must be fed cactus juice to feed them, for their body is not developed enough where they can eat it raw. If you already have a female Drazhai then the hatchlings can be fed it’s milk. Behavior: The Drazhai is a peaceful and affectionate creature, they are herbivores who mainly consume cactus. They can achieve this because of their leathery mouth and tongue, which also has no nerve receptors in it, so the spines of the cactus’ are ineffective against them. The Drazhai also have two stomachs to aid in the digestion of the cactus they preferably eat. They are also not easily scared by other creatures, but will rather hide or run from a predator, since they are intelligent enough to realize that they aren't the best at fighting. In their natural habitat of the desert, they sleep under the sands to avoid being hunted in the night by predators. Traits: The Drazhai have a long tail which they can use in defense of itself as well as a spit it sprays from its mouth which can blind its attacker while the Drazhai flees from the predator. It also has a second eyelid which can lower over its normal eye to help it see predators in the dark, letting it have a chance to escape before the predator has a chance to catch wind of it. This second eyelid gives it a lesser version of thermal vision. Although, the heat vision blurs its sight, letting it see blobs of heat in any direction it looks. Breeding and Aging: The Drazhai can live up to 15 years in the wild due to predators and possibly up to 50 years in captivity. The Drazhai grows to its full size after the age of 5 years, and it can begin to search for a mate after that 5 year mark. When the Drazhai mates, it takes the female around 7 months for gestation, and lays 2-3 eggs which hatch 3 months later into a baby Drazhai. For the eggs to hatch, they need the extreme heat of the desert for them to hatch; so they can grow properly. History: The Drazhai was originally discovered by the Weeagh clan in their exploration of the desert. They were named thus by Gruzg’Weeagh and Yahzi’Weeagh while they were out looking for alchemical ingredients. Once they spotted the creature, they watched it for a time, as it ate cactus and moved on to another bunch of cactus. Feeling as they were the first to discover this creature, they named it the Drazhai for its appearance of a dragon and partially because Yahzi was writing in the sand and mixed the name idea with his name. So the creature came to be the Drazhai. _____________________________________________________________ Red Lines: Can be used for defense but not an outright attack, unless an ET forces the Drazhai to using ET magic The Drazhai’s eggs must be hatched in the desert The spit loses its effect after 5 emotes, and cannot kill it’s target The Drazhai can carry a maximum of two people at a time (Written with the help of DarkElfs)
  12. [!] *Posters are placed all over Elven Realms among pillars and trees rests what seems to be a gilded paper, at least the ink would seem so* Courts of Mirasul We have rested long in our desert home of Korvassa, now nearly a year we send you all greetings, a formal announcement of our existence and gifts in the form of opportunity from our Gilded realm, we welcome all Elves whom seek not closed gates, nor weak defenses to come share in the peaceful desert walls of Mirasul. Mirasul Denounces the weak and idle rule of Kings We instead embrace a place where all might be nobles and lords based on what you can provide, not a culture of blood but one of gilded halls and strong warriors. For beauty, perfection is best born out of those most willing to seek it out. The glorious ambition of those who desire more. More than servitude to a lord, more than a humble lot in life as a civilian we offer that which only Mirasul has. A chance to grow, to become something more than a warrior in the battles of men, or a peaceful recluse of the hidden realms seeking to hide the glory of Elves from those undeserving of its glory. The grand road below Aegrothond now beckons you to our land; for Wealth, for power, for the true grace of Mali to be recognized under the glorious sun. [!] A stamp clearly made of wax and ink with some metallic mixture of gold hue rests below Mirasul seeks warriors, craftsmen, glory seekers of different creeds Mali, rest not in idle shackles servitude and weak leaders Glory to the Golden Realm of Mirasul (OOC) https://discord.gg/Hc7Mvwk For those interested in making a Mali’Mira(Sun Elf) or simply wishing to carry an existing character over or show interest please contact us through our discord.
  13. After a long time away, with little communication passed from the Under-King, Fimlin returns with his mind set on one thing; It is time for him to pass on the torch. With that, Fimlin emerged in the Kal’Varoth square to give one final speech as Under-King. <=-=> “I ‘ave ruled over this nation fer quite ah long toime, and as ah’ve assured ye all, the day fer me to lay this crown to rest ‘as come. Bu’ before ah do so, ah few last words to speak.” Fimlin coughs and clears his throat before beginning to speak once again. “We ‘ave come a long way since weh first started in Kal’Azgaryum, an’ fer some of ye even Kal’Bogrin. Almost everythin ‘as changed since t’en, but at ‘eart ah believe we are still the same Kingdom, an’ none of wot we’ve accomplished would ‘ave come to pass without it. We should all look back an’ see wot we ‘ave actualleh accomplished since the early days.” We’ve united dwedkind, ah ‘ard task, an’ one that ‘as perhaps changed our nation the most bu’ also the most essential pillar of it. Agnarum, an’ the Under-Realm were founded to provoide unity to ah divided dwedmar, an’ we ‘ave successfully achieved this goal. It is immeasurably important tha’ no matter wot our differences an’ conflicts may be, tha’ the dwedmar stick it out together, because tha’ is w’ere dwedmar belong; together. We’ve built an expansive capitol to be teh center of our nation an’ home fer the dwedmar. Wit’ ah great amount of toime, effort, foine dwarven craftsdwedship an’ labour we built a true dwarven capitol. Kal’Varoth en all its gloreh will beh ah legacy of the dwedmar fer centuries ter come. Weh’ve written an enacted the Articles of Urguan V2 as our guidebook fer running the nation, an’ fer enforcin’ the law o’ ter land. We’ve stayed away from two major world conflicts, bot’ tha’ would ‘ave onleh brought misereh an’ distract our proud nation from itself. We ‘ave also forged friendships an’ mutualleh beneficial neutral relationships wit’ other nations, whoile remaining focused on ourselves. Weh’ve allowed guilds to rise up again, where years before t’ey would falter and flatten before bein’ started. Under our fallen friend, Bjor Cottonwood teh Forest Dwarves became more than an afterthought in the legaceh of Urguan’s sons. Under his leadership the Hefrumm have flourished, an’ fer teh first toime ever the Forest Dwed ‘ave made t’eir own mark on dwedkind’s ‘istory. Weh’ve welcomed new friends an’ said goodbye to others, all teh whoile the Spirit o’ the Dwedmar ‘as been kept broight, an’ fer tha’ ah am proud.” <=-=> Fimlin would give a slight pause before continuing his speech. <=-=> “Now as the reigning King fer nearleh seven stone months, ah will impart ye some wisdom, an’ methods o’ moine own.” Whenever ah’ve faced ah decision, ah’ve understood tha’ it is important to keep the dwedmar enfranchised wit’ t’eir nation. As dwed are loyal an’ stubborn somethin is wrong if all tha’ is said ‘bout how the nation is bein’ ran is negative. Fer tha’ reason ah ‘ave always compromised an’ figured out ah middle ground tha’ teh entoire council could agree to. Ah never pulled technicalities er majoriteh on me decisions, because ah believed it necessary fer me to ‘ave everehone be able to atleas’ respect the decision made. The Dwedmar must stay united, whenever given the chance ah strove to bring dwed back to Urguan, because as long as oi’ve lived togetherness ‘as been the central pillar of the Dwedmar. Ahm proud to ‘ave reigned over all the sons of Urguan, an’ that despoite our differences weh ‘ave come back towards the uniteh weh once ‘ad. If the Dwedmar are nothin’ else, they should be together, our kingdom, our clans, our proide are minor compared to our people as a whole, an’ t’ey should not get in the way of bein’ together. Nae matter wot ‘as been goin’ on up at the surface, durin’ me reign ah’ve stayed focused on our Under-Realm. Our position in past world conflicts ‘as lead us down sad paths, the dwedmar are nae pawns of international conflicts. Weh are a proud nation, an’ the onleh wars we foight amongst the Children of Yemekar should be our own. Against the Undead, an’ aneh Harbingers of evil we however must be willin’ to make sacrifoices to keep t’ese forces at bay, wotever it takes. Ah foinal piece o’ wisdom ah’ll give ye, is one ah’ve onleh learned more recentleh. The Grand Kingdom of Urguan is dead, weh carry on Urguan’s legaceh wit’ the Under-Realm, but nae the Grand Kingdom’s. The Under-Realm is ‘ere to provoide freedom of creativiteh an’ choice to the Dwedmar, an’ that must be upheld. Nae longer should we route an’ railroad dwed down our own pre-designated paths bu’ instead keep the nation as boundless as teh world.” <=-=> Fimlin clears his throat for the last leg of his speech. <=-=> Ah am grateful, an proud of everehthin that weh’ve done. Ahm glad to ‘ave served my tenure as King, an’ as quite possibleh the longest reigning King too. Ah’ve put ah great amount o’ commitment an’ effort into t’is nation an’ ah look forward to see’n it continued on. Ah dunnae expect anehone after me to be loike meself, bu’ ah do ‘ope that wot ah’ve done, an’ wot ah’ve got to say is nae forgotten, because ah’ve never forgotten wot others ‘ave done and said, ah kept it in memoreh, an’ used it to guide this nation best ah could. Ah promise ye will all see meh around, less often, but ah will be there when yer need me. Remember me, because ah remember all of ye.” With that, the former Under-King of the Under-Realm of Urguan Fimlin Grandaxe stepped down, and made his way past the crowd. <=-=>
  14. Due to popular demand, I’ve decided to open a skin shop to showcase all my skins for any buyers. Prices: Dress/nohead: 400 Armor/nohead: 800 Dress/withhead: 600 Armor/withhead: 1200 examples: Fill out application: IGName: User: Refrences: What you want: Special notes: Tips?? :’)):
  15. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
  16. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  17. The Secrets of Carbarum The Gem Metal An ancient Vihai during the times of Larihei, adorning a full set of Carbarum Armor, with an axe in tow. Carbarum By far the most rare and mystical metal to be obtained by the hands of mortal men. A metal with such a reputation for its strength that speaking its very name echoes power. It shimmers and shines like diamond, its surface sleek and smooth, but strength comparable to that of scales from a true Dragon. It is almost crystal like in appearance, one of the reasons it has been commonly confused with diamond, while diamond being one of the things that tend to make the metal impure. Its beauty far exceeds any gem or ware made of other metal. Found far beneath the earth and in places where the earth touches the sky, it is no wonder that it’s hard to find, for only the most treacherous places seem to hold this awe-inspiring material. Alas, its reputation may have had its leaps and bounds, but the art of forging Carbarum has been lost to the ages, only the most ancient of Dwarven and Elven smiths knowing of its processes. Carbarum is not diamond, it is similar, but not the same. Carbarum is found only in the deepest depths of the earth and the highest peaks of mountains. Pure and Impure Pure A metal unlike every other, it surpasses all when most pure. One of the few ways known to merely bend this metal after it has been refined and forged, is by the strength of a Greater Drake, able to bend Carbarum Swords with their forearms and claws. However, its main downside is the weight of such weaponry and armor. In equal amounts, Pure Carbarum will always be at least twice the weight of Steel. If you tap Pure Carbarum lightly with a steel file or with something, you will hear a ring similar to that of silver chimes in the wind, soft on the ear. With enough force, it is even said that a man on horse-back could have his sword shatter to pieces if he struck a blade of Carbarum, though that would be a rare occurrence, and unlikely without the aid of tremendous speed. Impure Though still containing remnants of the beauty Carbarum has, it is still impure and lacks the full radiance of the legendary metal. Its weight still being roughly the same as that of Pure Carbarum, its strength is greatly diminished but in an odd way. You may take a Carbarum Axe that is made of Impure Carbarum and hack into a tree and it will remain still as effective as Pure Carbarum, but giving too hard of a tap onto something harder, such as a metal, and it will shatter like exploding glass! You can tell if Carbarum is impure, simply by lightly tapping on the metal with a steel file, or something similar. You shall hear a very soft, high pitched ring emanate from the metal, this is what causes it to shatter. The impurities in the metal cause vibrations so intense that the Carbarum quite literally shakes itself into shattering into tiny sharp shards, almost like glass! So it is important to know that Carbarum Tools remain effective if they are not struck against things that would cause the metal to resonate at such a high frequency! Iron and anything of similar or greater hardness will cause the Carbarum to resonate at such a high frequency that it will shatter! Forged In Flames This part of the post won’t be fluffy or RP friendly at all, it will be purely informational and filled with OOC. This will be the full process of Carbarum Forging! Including mining/gathering, smelting, the hammer, forging, and sharpening. Mining & Gathering Carbarum mining is a very dangerous task when you set out to do it. Any action done wrong could quite easily end in your death, so be careful! You must completely mine around the ore and not actually into it. Mining into Carbarum while it is an ore, so while it is impure, will cause it to shatter violently, releasing sharp shards of Carbarum in all directions and something else of much more concern, dust. Mere dust of Carbarum when inhaled could easily cause death. The dust particles not only potentially choking the inhaler, but also leaving thousands of tiny cuts and pieces of dust embedded in the throat and lungs. A mask is not required but highly suggested in case of an accident! Smelting and refining Nothing like melting iron or gold down in a forge, Carbarum requires special treatment for it to be done fully. First off, Drachalite and Boomsteel must be harvested for this task and ground into fine dust. This, combined with the use of Alchemist’s Fire and a forge capable of intense heat for extended periods of time will allow the smith to melt the metal. The Drachalite and Boomsteel dust being thrown into the forge with a vial of Alchemist’s Fire will purge the ore of most of its impurities, creating a large amount of slag at the surface of the molten material. After removing the slag from your crucible, you should then pour the metal into a mold, allowing it to solidify but still be malleable. With large, two-handed steel hammers, multiple men should beat on the ingot, fold it, and continue to beat on it. This should be done several times over to deliver a product that gleams a light-blue when completely free of impurities, it will be a darker hue, similar to teal when impure. You will notice when the product is nearing becoming a pure material not only from its color, but because your steel hammers are also likely to start denting themselves on the metal at this point. Note, Smelting step can be completely done with Draconic Fire if you’re able to get your hands on such. The Hammer Carbarum is not so easily forged with your everyday steel ball-pin hammer, you must use one of Carbarum, but how do you acquire a Carbarum Hammer without being able to forge the metal. Simple really, you use a Bluesteel hammer, the second best thing. You may have to reforge your Bluesteel hammer a few times as it will dent itself on striking the heated Carbarum. Otherwise, once you have made what appears to be a rather acceptable appearing Carbarum Hammer, use that one to make another Carbarum Hammer, the final one being neigh perfect for creating Carbarum of the highest quality. Forging It may take hours to fully forge Carbarum to its appropriate shape and strength, so a lot of manpower and endurance is needed for the task. This should also be done in one session because if the product cools off without being properly forged, it will warp and deform, ruining whatever you may have worked on. Even though the metal may be fiercely hot, you should know that it is still quite hard to forge even when so soft, a lot of strength required in blows to shape the metal. Any edges you wish to make should be done as thinly as possible because you will not get a second chance to simply reforge a sword so that it is thinner along its edge. Sharpening The only way to sharpen Carbarum is with a grindstone or whetstone made of Boomsteel, Ferrum, and Diamond ground into dust, with the Ferrum and Boomsteel being 90% of the stone is made of, half and half, while diamond dust is the 10%. This combination of materials allows for strength, hardness, and a bit of heat to warm the metal. Some Extra Red Lines! 1. You will need LT approval to forge Carbarum and require IRP knowledge on how it is done, currently, no one knows, so good luck finding out! 2. You will need LT signed Carbarum Ore to even start the process of forging Carbarum. 3. The knowledge of Carbarum Smithing can be self-taught or passed on via teaching if you able to actually acquire Carbarum and experiment on it. 4. Carbarum Weapons/Tools may be represented with Diamond Weapons and Tools, but of course with only the stats of iron! Carbarum Armor will require iron armor to be LT signed and represent such, and a skin!
  18. (Iblees disguised as a man attempts to fool Krug with riches and luxury) THE HISTORY OF ORC Instances of Orcish history across the major realms of Aegis to Arcas DAWN OF AEGIS (BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees acid skin and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug and Grahla birth children named Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his axe into his brother’s skull. CLAN WAR (CW) 1 CW: The Orc Clans came about when the Children of Krug began having children and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Greatfathers, and there were two who possessed the most appeal; The Great Warrior Tythor, slayer of the Kar'ak Scorpion, and The Great Shaman Or'ta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Or’ta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: After slaughtering through the numbers of Clan Lur, the clans of Krugmar are revealed the dark shamanism utilized by the Dark Shamans of Clan Dom. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus led many victories over the Dominus Clan and in one fateful battle, the High Shaman Or'ta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Or'ta was killed and the Dominus Clan was eliminated, many joining Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. AEGIS (1305 -1349) 1CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 2 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 3 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 4 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 5 13XX - An Orc named Petri bought a home in Kel’og but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 6 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 7 13XX - Or’ta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 8 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 9 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 10 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 11 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 12 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 13 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 14 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 15 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 16 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 17 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 18 1336 - The Wandering Wizard falls defending against a horde of Undead 19 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 20 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 21 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414) 1 1351 - As the orcs ventured to Asulon with the other mortal races, the orcs saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454) 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. ATHERA (1470 -1513) 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570) 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalitio, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - After the clans showed dissatisfaction for their newly elected Rex, Snoop’Azog is defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642) 1 1571 - Vailor falls into destruction while the Orcs sail through the Spirit Realm into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying.. And with that, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the absolutely devastating war they had fought. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persist for years afterwards. 26 1620 - The Shamanic Fellowship, a shamanic order like Angathgul (yet nowhere near as separate from the Krugmar), is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. ATLAS (1643 -1705) 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil ARCAS (1705 - Present) 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk.
  19. Dear players, Moderators, Admins, and all other teams. Recently, there has been talk of shelving the creatures called Striga, the vampire equivalent in LOTC. I object to this shelving for several reasons which will be listed. Already, many creatures have been “nuked”. And a lot of these creatures were creatures of evil. The biggest problem that we have now is banditing which becomes boring after constantly being downed on the road by bandits. Bandits themselves irp are not bad, yet everyone is resorting to banditing now. If we had more of these creatures such as Striga, it would add more color to the rp. When I first joined LOTC, I was a character by the name of Alkheim Guillén. After a week of RPing, I discovered an undead sect. This itself was extremely exciting to me. I had discovered creatures who practiced dark arts and I had my character strive to battle them. It inspire different much thought and a lot of rp. Rather than just fleeing like bandits had done, they took a stand as undead and fought. It added so much to the rp we had and just was so fun. If we keep these creatures in, the rp will be even better for the community, especially the new players. These evil creatures truly add something into the lore of LOTC. It offers creatures, played by players, that have no mortal morals. They are inhuman humanoids that groups can band together to fight. It does not divide us like normal human and elven evil does. For when someone decides for their character to turn evil, they still allows some goodness in the character, but monsters leave that all behind and truly add something evil to fight against in LOTC. Look what the Vaeyl order did in Atlas. Because of them, all the nations of Atlas fought together to exterminate them, bringing such enjoyable rp into the whole of Atlas. Another objection is that, these creatures are just fun to play anyways. To be the tyrannical Vampire with not even a smidge of goodness who does not fight for money, but just for pure power, or revenge, is fun sometimes, IRP that is. Turning people to your minions is also enjoyable. Instilling fear in the nations of the RP land can be awesome for both the player and the nations. These are only some of the cons of shelving a lot of monsters. And I know why it is done. Chaotic creatures are often played by chaotic people, meaning disorganization and rule breaking. But with revision, proper revision, it can be done properly and still be enjoyable. I beseech the Players day LOTC to join me in securing the monsters of Arcas to exist as playable races, not creatures of history that has passed. PS. +1 this if you like it. Plus, with every shelving of a creature just allows more and more creatures to be erased from LOTC
  20. https://www.youtube.com/watch?v=ytQ5CYE1VZw Hûn’Zna Lore extension and Addition “Martial Arts are codified systems and traditions of combat. The term is derived from Latin and means “Arts of Mars” The Roman God of War…” (Thank you _Jandy_ for allowing me to expand and update the original, amazing Hun’Zna lore-piece you made) History of Hun’Zna Orcs’ bodies are evolved, conditioned and bred for combat. An Orc’s worth is determined by his ability to fight, and their society has been built upon a Warrior culture. To an Orc, strength, size and determination are the key traits for a Warrior, although to the members of Clan Gorkil, skill and prowess counters all. Ugluk, Gorkil’s third born son and famed for his skill as a Warrior stands as the bastion of all combat-orientated Clansmen, and it was under him that Hun’Zna was born. Ugluk, although physically dominant in his own right, was not as big as his father, Gorkil, and certainly not Rax, but he didn’t have the brains of his brother, Angbad, and didn’t have the savinness of his other brother, Azog. As such, he took up the role of a Warrior. Thanks to his physical traits, he stood out from the other Orcs, but he would never take the lime-light from Rax. Unwilling to settle for being looked over, he sought out the Shamans until one suggested a Spirit that may help. Vulka, the Spirit of Siegecraft, Strategy and Warfare had a lesser in her realm who had not yet been discovered. Maukumgoth, the Spirit of Martial Arts and Combat, had hoped that an Orc would travel to his realm for a long time. Ugluk did not have to spend long communing with the Farseer before Maukumgoth reached out and contacted them. With that connection, the Farseer took Ugluk to his realm. Perhaps they had expected a wartorn land, a battlefield or cold and dark room filled with heavily scarred and fearsome Orcs, although instead they found some of the weakest races from their own world. Elves, Humans, even Halflings, but not an Orc in sight. His realm was peaceful and serene. Ugluk feared he had been tricked, but he had no choice but to continue forward, walking through a peaceful garden and arriving in a large hall with a padded floor, punching bags, training equipment and four people sat down on a large mat. One was an Elf, a Human, another a halfling, but the 4th, at the centre and behind them, was a large Orc. Moving forward, as soon as he stepped on the mat, the Human rushed at him. Before Ugluk could take up a stance, the Human shot forward onto his front knee, slid his rear foot forward and his shoulder collided into him, wrapping his arms around his legs and lifting him into the air before slamming him off the mat with a double-leg takedown. The Human then immediately moved back, sat down and the Elf looked over Ugluk sternly. Letting out a grumble, Ugluk moved forward, back on the mat for the Elf to then rush forward. Ugluk this time knew what to expect, and lowered his hands to receive the takedown, but instead the Elf feinted a takedown, then quickly sprang up with an over-hand right, connected with his jaw, then landing a left uppercut and finished off with a leap in the air, kicking his right leg back and firing his right fist forward, colliding with his face in a superman punch. Ugluk, yet again, fell back off the mat and onto the floor. Angered, and a bloodlust beginning to boil, rushed forward. The halfling then moved forward. Ugluk stopped in his tracks and braced, not knowing what to expect, however the Halfling surprisingly laid on his back right in front of him. After a moment, Ugluk moved forward and sent his fist for the Halfling’s face, only to be halted by a foot on his hip, then another foot slamming into his ankle, sliding his foot back and causing him to fall to 1 knee. Before he could pull back his arm, the Halfing wrapped his arm around it, then pressed his foot besides his collapsed knee and throwing him heavily over that foot with a leg against the side of his chest on the other side, flipping him over with a scissor sweep. Falling on his side, Ugluk tried to stand, although before he got up very far he felt a yank on his arm and a leg swing over and pin against his chest, then another slide over his lower chest. Struggling, he’d slowly stumble up to his feet, however the halfling hung from his arm and began to pull back and push his hips forward. Ugluk didn’t have time to slam him to the ground before his elbow fuzed with pain as the joint was about to pop out, and he tapped quickly. The halfling immediately let go and returned to the trio. Filled with anger and shame, he looked to the Orc with a lowered head, obviously not willing to fight another skilled fighter, but this time equal in strength, speed and endurance. About to leave, considering himself unworthy, the Orc spoke “Lat’z azh’zt lezzon ov humility iz komplete. Return tomorruw agh wi zhall begin teachin’”. Ugluk said nothing else as he thought about what to do. But it didn’t take long for him to decide he would study this art until he met the grave. Introduction Hun’Zna is the method and style of combat taught within Clan Gorkil, passed down by it’s original master, Ugluk the Third born of Gorkil. It’s use can be used by any type of fighter or race, from Halfling to Olog, with specific areas of the martial art being especially effective for certain fighters. The utmost amount of focus is placed on pure efficiency and constant improvement. Tradition has no place inside the art, and it’s masters are expected to constantly fight and challenge other masters, including those from other nations with other styles. Before a fighter becomes a teacher they make a vow on Ugluk and Maukumgoth to demonstrate any technique in live sparring if doubted, and to never refuse a challenge from another martial art. A practitioner of Hun’Zna must hold proficiency in every form of unarmed combat and from there they may choose which to focus on. Grading A practitioner will wear a Burzol’Nak, a hemp rope, on a specific area of their body to roughly display their proficiency. Where the rope is tied is dependant on if they display the most aptitude in either Mauk, tied to the waist, Grush, the upper arm, or Glim, below the knee. In the same order, Grappling, Striking and Wrestling. The rope changes in colour as the practitioner’s aptitude increases, going in order as follows (IRL time): Grey - 1 week minimum Orange - 2 weeks minimum Brown - 1 month minimum Green - 2 months minimum Black - 3 months minimum Blue - 4 months minimum Red - 6 months minimum (IRL practitioning of MMA, or a martial art that covers all the 3 forms can skip the practitioner into an appropriate colour) The Three Forms Mauk’Zna - Grappling The method of fighting whilst on the ground, transitioning into superior positions, sweeping your target to put them on their back or latching onto them and then submitting with strikes or a submission. Grush’Zna - Striking The method of fighting with your limbs to strike the opponent in any way, such as knees, elbows, punches and kicks. The practitioner may also make use of light wrestling and clinches to supplement their strikes. Glim’Zna - Wrestling The method of fighting in which the practitioner takes the opponent to the ground and defends takedowns in any way they can, such as tripping, picking up and slamming, hip-tosses, tackles and dragging. This form is considered extremely important in order for the fighter to dictate where they want to take the fight, either to the ground or staying standing. Joining a Gym For an Orc to join a gym of Hun’Zna, called the Tail-dâr by practitioners, an Orc must seek a blue or red Burzol’Nak combatant and join their teachings. Sometimes an aspiring fighter will have to complete a task, or a trial. Other times they are simply taught, with the process itself of learning the art as a trial. Either way, those capable of teaching are most often public knowledge, and their gyms often being somewhere seen by many. Codes of the Art Hun’Zna is praised and held with honour amongst those who study it. Seen as a direct, tangable blessing from Maukumgoth, learning it’s way is as cherished as Shamanism and all it’s forms. As such, before someone undergoes their lessons, they must swear an oath; Code of the Initiate: I swear, (name), to follow the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my body be a vessel of his knowledge, and my instinct directed by his teachings. All challengers who wish to test my form shall not leave the arena unbloodied, nor shall my techniques remain untested with full veracity. (Taken by those about to receive their first lesson) Code of the Fighter: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art remain effective, and the lessons I learn shape my for my future self. My ego shall remain dulled by my humble defeat against my masters. Challengers have fell to my skill, and myself have fallen to my own flaws. (Taken by those after receiving the brown Burzol’Nak) Code of the Master: I swear, (name), to continue the path of Maukumgoth in learning the art of Hun’Zna with honour and integrity. May my art be passed on with honest intention and in praise to our ultimate master. In teaching this art, I acknowledge my still present flaws, and strive to find solution with passing on my knowledge. May those who benefit from my experience in turn grant me new perspective and challenge. (Taken by those after receiving the blue Burzol’Nak)
  21. The Gorkil Warboar “Big zkah’n gitz wiv der originz goin’ bakk zinze dah dayz ov Gorkil!” History Hailing from the days of Gorkil and his sons, and likely even Krug, the Warboars travelled with Clan Gorkil throughout time. Their unity to the Clan being a symbolic, almost Spiritualistic connection and process of trust and companionship. Ever since the beginning, Warboars being used as cavalry have been a essential and famous hallmark of Gorkil warfare. Whilst the Gorkil Berserkers would wield zweihanders, Kriegsmessers or Poleaxes in a fit of bloodlust, swathing and scything apart the enemy with untouchable speed and agility, the Warboars would pierce the rear end of the enemy in wedge formation, driving the riders deep into the collapsed and terrified foe, to then leap off and then lose themselves in a fit of frenzy, now being fully succumbed to rage and actions dictated by years worth of muscle memory. Physiology Growing from 5 to 6 feet, and usually weighing around 500-800lbs, and some even bred to be as tall as a typical Paint Horse, Warboars have thick, dense and explosive muscles and light bones, allowing them to suddenly sprint forward in a burst of speed and charge down almost any foe , far quicker than a normal horse, and faster than even a Lur wolf. Their tusks grow long and sharp like scythes, with two sets growing on both sides in many cases. Their skulls are thick, allowing them to withstand impact from their charges, and their necks are tall and strong, evolved from their days of digging up roots from the ground. Finally, the Gorkil Warboars are famous for having mud-red fur, whilst also being thick and wiry, allowing them to withstand the moderate cold, and protect them from the sun. Mental Characteristics Typically skittish and temperamental, a Warboar is likely to either charge or flee in an instant upon seeing someone in the wild. A mechanism commonly used for charging, and subsequently goring, any who would dare approach them .Their brains are hard-wired to be the first to react, and their bodies have evolved to be the quickest animal on the plains. For a tamed Warboar, the instinct to flee can be dulled and dampened when bred right, and the right training can make almost any Warboar instantly charge upon command, or when trained to recognise certain foe. The pure reaction time of a Warboar, and the speed at which it accelerates on a foe is usually enough to finish someone off out-right, and afterwards, the Warboar is likely to begin eating it’s target’s corpse. Although a brutal and smelly beast, once an Orc has tamed a Warboar, it will immediately form a strong bond with its owner, and if it is the alpha in it’s farrow, the entire farrow themselves may adopt that Orc as their leader. Similarly to Orcs, Warboars breed from the strongest. The alpha Boar gains most of the mates, whilst the lowest in the chain tend to get bullied, and often cast out from the farrow. A harsh behaviour, but when a single female Boar, a sow, can give birth to as many as 12 Warboars in one pregnancy, and sometimes give birth to yet another dozen in the same year, Warboars find themselves to be their worst enemy, and as such, there’s little point in allowing the runts and weaklings to eat from the food-source when they serve no use and only worsen the gene-pool. Diet Warboars famously have a voracious appetite, and will feast off of anything edible. Roots in the ground, and animals they are able to kill are a common part of their diet, although an Orc may feed his farrow with the left-overs of feasts and the un-usable parts of his kills. Even Humans, Elves and whitewashed Orcs are on the menu. Warboar Armor The Gorkil smithmaster, usually the oldest and wisest devout of Azog in the clan, can be commissioned to make Gorkil Warboar Armor for the boars of especially notable individuals, such as the Wargoth. Since the beast is exceptionally large, it can typically be a long endeavour, but the result will be worth it. To prove a boar worthy of its armor, the boar needs to pass a series of tests that measure speed, endurance, and strength, for only the strongest boars can carry the heavy armor.
  22. The Armitage Institute, Reborn The Researchers And Innovators For A Better Tomorrow, A Better Future The Catalog (Menu) -Story & Background -Research & Studies -Ranks & Roles -What We Seek (Goals/Expectations/Requirements) -Payment & Punishment -Application Story & Background ~2nd of Snow's Maiden, 1708~ On this day, a person named Kuvira Percy has given him/herself a new title unheard by the world, “CEO”. And with the kind help and funding of a steward of Adria and Olbrecht Von Denhardt along with the X-CEO’s self entrusted title and honor, has established a new guild with the name of “The Armitage Institute”. An institute where biological warfare, viruses, mutational modification and medicine shall be explored to their full potential and used for the better good against all evil that delves and hides in the Realms Of Arcas. With that resolve, he/she started his short journey that soon came to his/her end. ~Unknown~ Facts were hidden,were lost, or perhaps washed away by time that is unforgiving. But on this day the founding members who are truly royal to the Institute has their heart broken, even shattered to pieces and grind to dust as they knew, their X-CEO no longer walked the same plane as them. The only things remained behind that is known by the members are the remains of the original “The Armitage Institute” and his/her resolve to explore all that is considered unknown,dangerous and unacceptable by other beings for the greater good, a better life for all descendants in Arcas, and to be the first one to make change. ~15th of The First Seed, 1715~ After much discussions and meetings held by the remaining members, an Executive (a rank in the Institute) with the alias, E. M. Bow-Blackmaer steps up and takes the role as CEO. As a new CEO is born, The Armitage Institute is officially back and hopes to lead everyone that believes in the Institute to one of the many possible futures that lies ahead. Along with that, changes have been made to see to The Armitage Institute’s better development and contribution to the realm of Arcas. Research & Studies There will be 3 branches of research & studies, based on the three adjectives, “Unacceptable”,”Dangerous” and “Unknown” that can be chosen from upon joining the Institute. If you want to focus on a more specific sub-branch, please do so after you’ve been enlisted into the Institute and consult the head researchers of each respective field, Executives who bears responsibility for said branch or straight to the CEO if you have evidence that prove you will be better off focusing on that particular sub-branch instead of the whole. A person can only be enlisted into 2 branches by most, unless deemed qualified by the CEO or half of the Executive members. ~Botany, The Unacceptable~ The study that revolves around plants. Members in this branch will learn and record characteristics, growth condition and etc of both known and unknown plants that exist in the realm of Arcas so we have more knowledge about plants that can be used in the near future. ~Zoology, The Dangerous~ The study that revolves around animals. Members of this branch are required to observe and gain information about all animals that exist in the realm whether they’re known or not because there is a chance that animals evolve and have different behaviour as they’ve moved from one realm to another. ~Geology, The Unknown~ The study that revolves around minerals. Members from this branch shall research and explore the underworld, consisting of underground ravines, caves and many more to record and make a list of ores and rocks found in their respective areas and zones. ~More To Come~ Ranks & Roles The ranks system that is implemented in the Institute are very simple as they are based on each individual’s level of access which are number coded. Starting from Level 1, which is the lowest until Level 3, the highest a person can obtain at the moment.This is said so because only the Leader of the Institute owns a Level 4 Access. ~Chief Executive Officer (CEO)~ Level 4, The only individual with near absolute power over the Institute, he/she will be the one in control of the main flow of the Institute’s development. This individual will oversee all Executives and make sure they’re doing their jobs efficiently and accurately, also the one that decides who can take the role of Executive that will aid and advice him on managing the Institute. ~Executives~ Level 3, Members who have contributed a lot to the Institute, they report directly to the CEO and are able overthrow him/reject his decisions when needed during the elven monthly meeting. They will voice the CEO’s desires and notices and enforces all contractors and researchers to follow the flow of development that the CEO has set. ~Diplomats~ Level 3, They are a group of members that are trusted by both the CEO and half of the active Executives. Anyone who hold this role should be proud of themselves as they’re entrusted with all the information that the Institute hold. Their job is to ensure friendly diplomatic relationship with all nations, whether it is big or small and tries to seek cooperation and help from all other guilds that also strive to maintain Arcas’ safety and peace. They are also tasked with keeping the Institute funded with money and materials so research and experiments can go smoothly. ~Enforcers~ Level 2.5, Skilled fighters that are royal to the Institute. These members will be expected to give up their all, including their own lifes (But not their treasured ones) especially when they’re ordered to eliminate abnormalities that can threaten the peace of the realm or traitors that got their hands on dangerous assets. They are also tasked to protect the VIPs (Very Important Poeple) from harm’s way and are in charge of the Institute’s security and military force. ~Contractors~ Level 2.5, They are the hands of the Institute, they are entrusted with the making and maintainance of devices, equipment and instruments that are needed for experiments and research. Their other jobs includes but not limited to expanding the laboratory, making sure all security measures are always in order, repairing and upgrading the gears used by the Institute’s security or military force. ~Guards/Militants~ Level 2, Swords and shields of the Institute. They are the only personnel excluding Enforces that are entrusted with weapons in the Institute. The guards are needed to be always be on guard to stop raiders from invading the Institute, maintain order and discipline aswell as prevent traitors and test subjects from escaping out of the Institute building. Whereas militants are required to show themselves when called upon to eliminate threats that show themselves in the realm and cooperate with other guilds with elimination and/or capture of hazardous mystical beasts. ~Researchers~ Level 2, The smarts of the Institute. They have devoted themselves into research and analysis of what they’re tasked with, according to their branch or higher ups’ wishes and orders. Making sure that we have the most up to date information on everything they have gathered over the time. They’re also in charge of what courses the teacher will teach to the newly recruited and or students that wish to learn more about a particular subject. ~Teachers~ Level 1.5, Members who are tasked with enlisting students into the Institute. They will also teach the students they have under them knowledge that is approved by the researchers,Executives and CEO. They will also take responsibility for the group of students that learn under his/her wing and report any findings on behalf of their students. ~Students~ Level 1, Those who are newly recruited or seek to learn knowledge about their particular branches. These members will be divided into small groups and put under experienced teachers’ wing. They will slowly but surely build their foundation here and know more about the Institute as they decide if they would want to leave with their obtained knowledge or countinue to serve the Institute. What We Seek (Goals/Expectation/Requirements) ~From All Individual Members (Students)~ One, to always follow your higher up’s orders and execute them as commanded. Two, to always treasure the knowledge learned and use them for good. ~From All Research Groups (Teachers)~ One, to guide the students under their wing through the whole basic course diligently. Two, invite and recruit potential students and members that are interested in our studies. ~From All Fields of Studies (Researchers)~ One, to provide the teachers and their higher up the most recent reports on the information they’ve gathered. Two, to confirm that their research bears fruit and none of them is leaked out to those who shouldn’t get their hands on it. ~From All Enforcers/Guards/Militants~ One, to be ready to sacrifice everything in possession to eliminate threats and traitors that would bring harm to the realm. Two, to stay on alert and physically fit at all times so they can execute their task efficiently. ~From All Executives/Diplomats~ One, to always think of the realm and the Institute’s benefit before oneself to avoid badly made decisions. Two, to give everyone a good impression of the Institute and make good relationship with all nations and guilds. Payment & Punishments ~Coming Soon, Haven’t Been Decided~ Application Roleplay Name: Race: Age: Desired role(s): Desired study(ies): Reason for enlistment: Do you swear to live up to the Institute’s expectation: OOC Username: Age (Optional): Discord Tag (Example#1996):
  23. Gorkil Battle Strategy “Few Urukz iz born true Warriurz, but meneh bekum zo through trainin’ agh forze ov Diziplin” - Wargoth Mûrak’Gorkil “Ang Gijaak-Ishi” Introduction to the Philosophy on Warfare ‘Iron in Blood’ The oldest currently existing Clan, and one fully committed to waging warfare in the truest form. Gorkil, who the Clan is named after and son of Krug, was arguably the greatest military general to exist, and his sons all came to represent War in each form. Angbad, a brilliant Military General. Azog, one of the greatest Blacksmiths to exist, and Ugluk, a great and powerful Warrior. Where a Braduk may wage war using their size and overwhelming bloodlust. A Raguk may make the finest suit of armour and send hordes into the enemy, and a Lur may fight from the sidelines with archers, skirmishers and Wolves used as anti-Cavalry. A Gorkil embraces all the greatest aspects, and hones them into the ultimate fighting force. The elite Veterans, usually in their 2nd Century or older, and their minds and bodies completely adapted for battle. Their muscle-memory is by now pure instinct. Each step taken in a fight has been hard-wired for countless years, and even in Bloodlust their Muscle-memory is impeccable. Fighting with skill, grace and pure efficiency, a Gorkil Elite is THE greatest warrior on the planet. Ranks Amongst the Army Da Durbûrz The Mighty; As already mentioned, these are the elite of the elite. No other fighting force could match their skill in combat, and their mastery of Warfare. Not only are The Mighty extremely fine-tuned for combat, but they fully understand the codes and rules of Warfare. Each has researched and studied past battles. Understand the physics and uses of certain armours and weaponry, and how to use the Bloodlust in an effective form. It is from these Uruks that Clan Gorkil has gained it’s reputation of being berserkers. The Mighty are equipped with some of the greatest arms and armour that you can obtain. Although not Bloodsteel, the armour of The Mighty looks very similar to Human plate-armour. It’s purely efficient, designed to withstand blows from all weaponry, and each piece of metal forged and fixed has a reason. Whether to deflect lateral blows, protect gaps or offer more choices of inflicting damage on the opponent by fixing a metal spike on their helm or elbow. This unit is either mounted on Warboars, or on-foot, tasked with cutting through a specific area in the enemy formation to get to their general. The Mighty are responsible for slaying their leader, or swathing a hole through the enemy’s line to break it’s formation and overwhelm them. Da Krampûrz The Loyal; After years in the field and fulfillment of countless tasks and deeds, an Uruk is promoted in this retinue. For many, this is as far as an Uruk can hope to achieve, and for even more, it is the greatest honour they will achieve. To survive enough battles and be skillful enough to reach here means an Uruk has near enough mastered combat, and understand warfare through their own experiences. Usually, this unit will ride Warboars, however special circumstance may require them to serve as a infantry unit, often serving as the Wargoth’s personal bodyguard. When mounted on their Warboars, they wield multiple Pilum, a Polearm of their choice, and a side-arm of their choice. Reaching out furthest on the battlefield, and tasked with the most crucial aspects of the battle, which may be taking down the enemy’s cavalry or harassing their general. When they have finished their tasks, they will be given the order to form a wedge and slam into the rear or back of the enemy and leap off when penetrated deep into the formation, losing themselves in a fury of arching and body-hurling strikes and blows of their weaponry and limbs. However, the fury inflicted in the ranks isn’t from lack of skill. Instead, each blow is delivered with exceptional technique and forth-rightness. Only, it is empowered with Bloodlust, and thus almost unbeatable. Da Ânghâsh The Anvils; Making up the majority of the army, The Anvils are the soldiers who have fought for a few years and learnt how to fight well, whilst taking moderate control over their bloodlust. The role of The Anvils is dependant on the battle, however they typically line up in a wall, wielding a large shield and a long spear, similar to a Spartan Dori. However, suitably long to their own physical strength. These talls bastions act as a meat-grinder to the enemy. Only the great beasts such as mammoths could pose a threat of penetrating the line, however, with spears as long as an Anvil’s, the Phalanx is capable of having 3 rows of men fighting at once. The front, second and third, holding the spears over the rows infront of them and striking, thus meaning no matter how close the enemy may get to the shields, they are always being struck by a spear, and the 400 pounds of muscle behind that spear. For an enemy to fight a foe larger than them, heavier than them, around a 100 years of fighting experience and good quality armour is the nightmare of any foe. Da Shaatii The Spears; The new recruits of the army, given a set of Pilum, spear, shield and one-handed axe, these Uruks have the least combat experience, and thus tend to have little control over their bloodlust. As such, they are used at the start and before a battle as skirmishers. Running back and forth to try and antagonize a charge from the enemy, or simply inflict casualties upon them using their Pilum. Such ranged warfare allows these men to work up a bit of a bloodlust, without losing themselves in a melee and harming their own kin. Also, from here, they get used to the battlefield without dying at a young, unexperienced age. During the collision of the main army and the enemy’s, they are on the flanks. Still skirmishing and responding to commander and general’s commands. Sometimes they are most useful hurling their Pilum into the sides of enemies committed to combat, whilst other-times the Warboars will have pinned down the enemy cavalry, in which case The Spears charge the enemy cavalry and assist the Warboar riders in finishing off the cavalry. In dire situations, The Spears can fill-in the main Phalanx, however, such a choice can easily result in many deaths of the inexperienced fighters, and their uncontrolled bloodlust often makes them take stupid choices and die. The goal is to keep The Spears alive, and allow these recruits to mature into Anvils. Pre-Battle Although the true out-come of a battle tends to be decided on the battlefield, preparation and tactics used before any combat takes place is vital. It can decide which army is properly fed, which army has proper sleep and which army suffers from poor morale and skirmishing casualties. The main body of a Gorkil army is situated apon a hill, the slope of a mountain or, if no-higher ground is available, in a large open clearing of woodland, or beside a lake/river. The camp is to be set in a location hard to encroach upon without being seen, and to give a environmental advantage if the enemy manage to attack un-seen. Warbands are formed, comprised of a mixed group of experienced soldiers, to both make sure they all have someone experienced to give out commands, and to teach the Shaatii what to do. The warbands are assigned different tasks. Some to collect firewood, or others to roam the woods for scouts, search for their resource collectors and some to encroach upon the enemy camp mounted on warboars and harass them with pilum. Scouts are also sent out, sometimes mounted on a Warboar, other times dismounted to remain more concealed. If in enemy terrain, or near their border, raiding parties are sent out in warboars to perform lightning raids, setting fire to buildings and slaughtering their populus. Should they have resources or equipment, such as wagons and food, and enemy forces aren’t close, the raiding parties seize what they can to bring back for the army. However, if the village of town being raided lays their weapons away and submits, they are spared and allowed to keep all they own, aside from their weaponry. Such a tactic is employed to persuade the enemy to surrender instead of fight, causing the enemy general to consider going on the offensive, or risk losing his lands and his people out of their fear of being killed. The last tactic employed before a battle is sending spies, disguised as envoys, to the enemy. These envoys are often slaves, however Orcs, or specifically Goblins, can be sent in their place to deliver many different demands. These demands are usually preposterous, such as demanding all their lands to be submitted, however the goal isn’t to get an agreement, rather to allow these envoys to see the enemy’s fortifications, the morale of their troops and any other valuable information, and due to the general rule of not attacking envoys, these spies are rarely put at risk of being killed. Battle Strategy and Tactics As is now obvious, a Gorkil army is diverse and adapted for the majority of military engagements, with a focus on methodical planning and countering of enemy tactics to create victory. Although each battle will be different depending on the terrain and circumstance, certain rules and tactics are usually always enforced. Formation: At the front of the army the Spears stand with Pilum and shield, spread out in a line as long as the enemy’s front-row and spaced out to best reduce casualties from enemy missile units. Their aim is to hurl pilum into the enemy and cause casualties, render shields inoperable and, hopefully, instigate an advance from the irritated enemy. Behind them are the Anvils with shield and spear, lined up in a loose shield-wall to protect from missiles, although not so tight as to make moving over terrain difficult and slow. Only once they are close to the enemy to they squeeze together and interlock shields to create the phalanx with three rows of attacking spears. Often the un-engaged Orcs behind will raise their shields to create a canopy to defend against arrows. If the enemy do not engage, the Phalanx slowy moves forward in unison until their front row of spears are able to attack. The goal of the Anvils is not to inflict mass casualties or break apart their formation, but rather to remain defensive, never stepping out of formation to land a blow or overreaching with their arms and risking injury. They simply stand their ground and deliver stabs at enemy troops who make steps forward or over extend with their arms. With the enemy now pinned down, The Spears stand on the flanks with new bundles of pilum and a spear, their goal to harass the enemy flanks and prevent their own flanking maneuvers. Beside them are then The Loyal, either dismounted or on their warboars waiting for command from the general. If the enemy have fielded cavalry and they are moved far away enough from the enemy missile units, The Loyal (If on Warboars) will charge the cavalry, hurling pilum and harassing them, instigating an attack or risk losing their men and horses before they have even fought. The Loyal will try and pull the cavalry back to their army’s flanks, and then engage in melee, so that The Spears can then charge the pinned-down cavalry and begin slaughtering them with their spears. Once the enemy cavalry is defeated, The Loyal move to the rear of the enemy to look for where the formation is thinnest, or begin slaughtering their missile units. When they eventually have finished off the missile units, they form a wedge and charge into the rear of the weakest line in the enemy formation, leaping off once at a halt and beginning to cut and tear apart the line. Finally, stood behind The Anvils are The Mighty, with their general and waiting for the enemy line to falter and show weakness. Then they move forward towards the general, either moving around the army or cutting directly through the enemy formation in order to get to him. With a tired foe, this unit of highly armoured and incredibly well trained Orcs is near impossible to with-hold, and thus The Mighty begin slaughtering and tearing, their goal to finish the General and deliver the final blow to the enemy force to cause a mass-route. When the enemy are routed, the Spears and The Loyal follow after their routed men, aiming to kill the most valuables troops first. Before they are then too out-stretched from the main army, they pull back. The Loyal and Spears are then sent out to scout the area, whilst the rest of the army begin looting the battlefield and loading the goods on carts and wagons. Enemy defeated and loot plundered, they bring it all back to the camp to be counted and distributed evenly. Post-Battle When the main force of the enemy’s army is defeated, the Gorkil army makes a methodical advance through their territory, arriving at each village and town with warbands of men to secure loyalty, or slaughter the resistant. The goal is to make sure the populus is tamed, and do not cause trouble when the army moves even further in the enemy lands. Along the main-road men are ordered to construct wooden forts on hills and strategic areas. These forts are not only made for defence, but to look out for enemy armies, defend the roads to protect the supply-lines and to impose dominance over the locals to remind them who is here. It is very rare for a Gorkil army to advance quickly through enemy lands, since quick advances make for easy ambushes and over-extension of the army. Only when a Gorkil army does not plan on settling the land do they advance quicker, but even then they still construct temporary forts, although the difference is that in this instance they will burn and pillage everything they come across, rather than tame the populus.
  24. Greater Mani Malikki, Prince of Apes Image by Vance Kovacs. “The winds howl in anger. The heavens weep for the fallen. For fourteen Moons this temple has been my only sanctuary, yet how long until they too flood? How long until we are all lost!? When mothers and fathers butcher sons and daughters! Without a means to enter or leave the capital, our rations will run out! What then? Never in my lifetime did I think to question the Divine King, but I fear for my peers. If we all surrender to the jungle, not another soul will suffer.” -Final accounts of a Fei-Zhu scholar It was in ages past that the Daemon of Time claimed a single monkey in the Jungles of Asul as her pawn, bestowing sentience on par with that of a Descendent. Under the name Hou-Shen, the Monkey King, he would erect the first and greatest empire of the Hou-zi. Imparting the gifts of their Goddess between every simian that swang from the trees...at the costs of favor with their former Wild Gods. Yet the tolls of this afront would reach a tipping point when the Prince of Apes, Malikki, gave an ultimatum. So it was that an event recollected by only the eldest Hou-zi historians came to be known: The Siege of Jing-Taiyun. Shortly after the construction of Jing-Taiyun, bodiless voices filled the ears of its citizens. “Discard your rags. Abandon these dens of stone which pervert the land. Embrace your nature or suffer the consequences.” An instinctual uprising resonated through peasant and noble alike, all save for Hou-Shen. He stood from his throne and declared that he would sooner die than live the life of a savage beast, forbidding his citizens from forsaking their sacred kingdom. Initially, life resumed as normal for the fledgling state and complacency returned to its denizens. But when the calm before the storm gave way, Malikki’s wrath was a typhoon. For a harrowing twenty-nine days and twenty-nine nights the clouds never parted. The rains flooded the streets while entire buildings were swallowed down into the earth. Those that ventured into the jungle were never seen again, and many others were driven feral, none more so than the Hei-Zhu. As the jungle reclaimed the city’s outskirts, the howling of apes grew louder as the hopes of the populace only diminished. Yet on the 30th night, when the full-moon managed to breach the clouds, fate let Hou-Shen fell Malikki then and there. Abruptly bringing the siege to an end. The Arboreal Giant is known in numerous Hou-zi fables as a most controversial figure. Followers of Shenjiao, the faith of Hou-Shen, portray him as a vindictive demon. An embodiment of a primitive past that condemns the rigors their people have endured. Over time, this notion would be contested by those who revere the Mani as an Ancient God. A guardian who shaped their first ancestor from the mud, twigs, and moss of their native jungles. Today these people remain in hiding, eagerly praying for his day of rebirth so that all worldly strife wrought by the Doombringer might be undone. As Chieftain of the Great Apes, Malikki resembles an orangutan of tremendous stature with a wildly unkempt coat of hair. Prone to hide his shrewd and authoritative nature beneath a convincingly easygoing guise, do not mistake his empathy for weakness. Jeopardizing the Mani’s troop is to surely incite the definition of guerrilla warfare, where his aptitude to lead and strategize reign prominently. The Gigantopithecus is prone to using fallen trees as an instrument to bludgeon his opponents, whereas those worthy of his favor are gifted a branch bestowed with his blessing. When the demigod fell, it was from one such tree that Hou-Shen fit his famed polearm “Yuan-Dāo,” or the Moon Blade. Forging its blade from the purest moonlight with a glow that never dims. Ceruvil, Prince of Bovines Source found here. “Claims attest to tremors occurring throughout the day. The cowhands had become increasingly agitated over the weeks and were thought to be mistreating the cattle. Later that evening, witnesses saw a dust storm on the horizon. Several of them swear it had piercing red eyes, calling it an apparition of devils. Devil or not, after it crossed paths with the ranch, not a picket was left standing. Every worker lay dead with the animals nowhere to be found.” -One of many ranch tragedy reports across the continent of Aeldin Descendentkind has forgotten when the first farmers corralled those of Ceruvil. Whether cattle were first domesticated for milk, meat, labor or otherwise. Save for the Prince of Bovines, who to this day is said to resent mortals for robbing his kin of their right to roam. For generations in wake of his vengeance, calamity has followed. A force of nature that has brought civilizations throughout the ages to their knees, typically in times of tyranny and strife. The Chieftain of Bulls goes by many names across numerous cultures, having amassed a broad influence. Historically he has been worshipped in ritual and emblazoned on a coat of arms. Holymen have attributed his wrath to that of GOD, orcish warlords would invoke his name unto foes, nomadic elven tribes have even perceived him as a harbinger of the end times. The peoples of entire clans have lived and died believing that he and his harem will ferry them across the stars and into the realm of the afterlife. For the only parallel between these societies is their unified fear of his notorious stampedes. Despite bringing dread and distress to most visited by the Champion of Horns, there exist pastoralists worthy of his respect. Rarer still are those handpicked by the Wild God to oversee one of his sons, born to someday lead a herd of their own. These chosen few dedicate their lives to the well being of the herd, often becoming druids in their own right. Other followers of the Aspects will often pay him homage during times of tyranny or enslavement. Given a penchant for bringing oppressive peoples to heel, it is perhaps this coincidence that has earned the Mani's title: Patron of Freedom. Lesser Mani Silissa, Princess of Bees Image by VladBacescu. “If this message is ever found, know that my name is Josef Walter. Our ship ran aground during a roaring storm, and now we're stranded on the coast of an uncharted landmass. Aside from several abandoned shipwreck sites, our chances of finding other people look bleak. Just pristine forests and meadows as far as the eye can see. Some of the crew swear they saw a massive beehive beyond the western ridge, so we plan to pack up and investigate in the morning. If we’re lucky we’ll find others stuck on this rock. Please, should I never make it back home, tell Helena Walter that her boy always loved her.” -A message in a bottle, but one of many under almost identical circumstances The Queen of the Hive fervently toils to ensure the longevity of her brood, deep inside a hidden labyrinth of honeycombs known only as the Buzzing Citadel. It’s within the safety of her domain that she holds total dominion over her children. Being able to amass swarms of bees throughout the known realm, very few descendants are ever inclined to make an enemy of the Matriarch. Superstitious individuals believe that all queens are subject to her blessing, while other theories speculate she only shows kindness to those capable of leading. Some rural communities still celebrate her during the early spring, donning bright flowers and dancing jovially through the streets. History recalls that attempts to tame and yield the profits of Silissa’s brood always ended in failure and agonizing death. A perpetual cycle that would continue to persist until two travelers chose to make a change. One was a young druid of Old Malinor, the other a traveling Farfolk gypsy. Equipped with quick-wits and moxie to match, they would manage to locate the Buzzing Citadel and approach the Queen with a proposition. A proposal of their lives for the chance to quell her rage, which was as infamously relentless as it was iconic. Yet, disregarding ample chances to murder the two outright, the curious Mani allowed them to try under strict terms. Ready to slaughter both at the first signs of foul play. Thus in a ceremony of precision and dexterous movements, they danced before her, employing beautiful flowers from places unknown. Lasting from dawn ‘til dusk, they performed, chanted, and lit incense that soothed every one of the hive’s denizens. For the first time since the Hivemind had taken her mantle, she felt inner peace. A feat that would earn both travelers her royal highnesses favor. When asked for the gift to harvest honey, she would in-turn ask for the company of the elf in exchange. So it was that the druid would dance every day up to his last, while the gypsy went on to pass the knowledge of beekeeping to generation after generation of descendants. All the while, victims to their furious swarms would dwindle to the negligent, brash, and gravely unfortunate. Although the gypsy is widely believed to have lived a prosperous life, some think the druid still dances somewhere within the depths of the citadel. Sworn to do so eternally lest the vows are undone. Plenty of explorers have searched for the Matron’s fabled hive only to return bitter and despondent. Easily enticed by rumors of a royal jelly that can cure all sickness, locating the Buzzing Citadel has been the bane of countless adventurers over the centuries, despite itself being larger than entire cities. Since becoming Matriarch, Silissa’s growth has been a constant that requires continual expansion throughout her immeasurable domain. Workers in the hundreds of thousands must tirelessly tend to the necessities of their ever-growing broodmother, while even more search for sources of nectar. This provides a perpetual cycle that gets bigger with each subsequent winter. Ray’voray, Prince of Ratites Image by Ravenari. “I shalt usher youth from the shadows of the nest. I shalt help youth to forage and fend for themselves. I shalt give youth time to grow strong. Henceforth, I know nary greed, gluttony, nor sloth. Now and forever I serve to nurture strength and wisdom, a champion of the fathers before me. My life I pledge to the Elder’s will, upon the blood of my blood, every wife, daughter, and son.” -Vows of Fatherhood of a forgotten Farfolk people Often overshadowed by his airborne brethren, those knowledgeable of Ray’voray know him for his humble devotion. Praised as a figure of fatherhood, the lengths that the Prince of Ratites has pursued to maintain this are vast and bloody. Over time his beautiful black feathers have gone gray with age, while their ruby and sapphire streaks have all but washed away. Due to this, he is often regarded as the “Elder of the Outback.” Yet this old buzzard still stands as an ardent defender of his flock, swift to neutralize potential threats. His spite for the mortal races runs so deep that those brash enough to incur his ire could forsake all they love and even their most distant relatives. The scarred, one-eyed avian having discarded his last shreds of sympathy for their ilk long ago. Superstition suggests that the Elder's flock fell from grace, leading to the loss of their wings as penance. Other accounts mention a gamble during perilous times, abandoning the skies in favor of the ground. Whatever the truth might entail, the inability to fly came with evident consequences. When the earliest Descendants roamed the realm aimlessly, and farms were yet to become commonplace, many foragers targeted the larger eggs of the ratites. Emus, rheas, and cassowaries alike making for easy meals, taking out the nesting males and reaping the respective eggs. Those affected by the gluttony of people only grew over the course of time, until the Mani could bear it no longer. Yet his retribution to keep the poachers in check had come at a time too late, the damage already done. Their parental genocide meant fewer females could find mates, marking the beginning of their decline across the realm. Ray'voray watched the determination of poachers develop with each less nest to pilfer, much to his abhorrence. Eggs were nigh sacred to the Flightless Father, as were the obligations of every parent. Although innumerable offenders would be torn asunder by his talons, for every one that fell, another two took their place. Unless drastic measures were taken, the ratites would fall victim to the same zealous growth that had killed off so many other species. So what does the demigod do: eliminate threats before they’ve done the deed. Regardless of innocence or guilt, whether they’re just an apprentice or a distant relative, any noteworthy association would prompt the Mani to take action. Alas, this countermeasure would come to an end after a nearly fatal injury left him permanently handicapped. Forced to recuperate, he and his flock would abandon their native ranges to stave total extinction. Despite the disappearance of the Elder’s blessed born, the Moa, ratite populations would recover over the course of time. The plight of their patriarch but a byproduct of an age where people paid little heed to what they slaughtered. Èyr, Princess of Anglerfish Source found here. “I don't care what you think, nothin’ normal can describe the damn horrors I saw! The night was dark, the ocean even darker, yet out of the blue it started glowin’ like a thing possessed. Soon enough the corpses started floatin’ up, but no! Not fish, not people, feckin’ MONSTERS! All of them! Sea devils and dragons, hydra and sirens; other things with teeth linin’ their tentacles, jellies with a bulgin’ eye, giant snakes tha’ were all mouth and no face. Swear the sea must’ve gotten drunk and puked the lot out- uck. Then the ones still alive started to shriek and flail. The water churnin’ with their entrails and various limbs, rage and hatred boilin’ ‘em waves like somethin’ outta hell. They went for me! ME- and my vessel before I knew it! They was gonna tip the boat and take me with ‘em for feck sake. So I threw the fish overboard, I beat ‘ere tendrils back, I fell ta my knees screamin’ and pleading for it ta stahp... Then everythin’ goes quiet. I look over the bulkhead and the brine is still red and rank with death...but calm. Empty. A shadow underwater shrinking away with the last bits o’ light.” -Recounting of a Terrified Fisherman, inspiring countless high sea stories thereafter Far below the ocean waves in a domain starved of sunlight, an unassuming glow prowls the abyss. Creatures who’ve laid eyes upon it fall under her spell, becoming sustenance to be devoured by rows of jagged teeth. While whispers on land tell of the Maiden of Maws guiding seafarers through their darkest hour, the reality is that anyone remotely capable of encountering her wouldn’t live to tell of it. Whereas most Mani are known to be reclusive, the Jewel of the Deep Sea isn’t known to interact with any of the surface races. While sources do exist among the odd haggard seaman, it’s a given that knowledge about her is all but abysmal. Just as the Matron of Anglerfish prefers to lurk in the dark, so too is she content to remain invisible to any and all mortals. As a chosen of the Aspect of Culling, Èyr makes it her mission to eradicate the wretched sea monsters that threaten to overrun her domain. No nemesis does the Mani loath more than the Old God of the Sea, Dresdrasil, the progenitor of all manner of alien leviathans. Being keenly aware that direct confrontation with the former Daemon of Abundance would be her undoing, however, has instead opted to keep the numbers of her spawn in check. This thirst for blood causing her to cross paths with those directly descended from the daemon, such as Kavous the Warlord and Thetis the Siren Princess. Ongoing to this day, the forces of culling and abundance clash without a reasonable means to an end. Cold like the abyssal trenches and equipped with a voice as cutting as her teeth, the Wild God remains apathetic to matters not concerning her fold. It comes to no surprise that this incessant conflict has left her with many grievous wounds and little time to recover them. For that reason, male anglers always standby to merge over their matron’s injuries through a method of parabiosis, latching on by the teeth in order to supplant lost fluids or the organs required for bodily function. Truly a grotesque parasitic dress that keeps her appetite in high demand, eager to slaughter prey and consume them even sooner. Know her name is an ill-omen to hear, and an even worse one to find yourself begging for mercy. Kadal, The Prince of Lizards Image by Akiman. ”At dawn, the men depart to face the Tyrant of Scales at the forest’s heart. Those that return will return as warriors, ready for every danger this land has to offer. The Elders of Cannavin tell nothing of his origin, only that his supremacy was chosen at the hour of Reckoning. For every beast beneath these great boughs recognize his rule, as do the Lesser Lords allow their liege to prowl unopposed. Most would flee in terror at first glimpse of the tyrant, however, that is not our way. That is not the way of Kadal, nor the seeds of Orrarante. It is our sworn duty to honor our Lost Lord. -Oracle Adria, 1st of The Deep Cold, 1589” -Translated Texts of an Elven City, located in the Great Library of The Haven Islands Kadal, a name once indicative to numerous nomadic Mali’ame seeds, has all but vanished completely. The Prince of Lizards was once venerated for his faultless resolve to overcome any challenge. Few remain today that still remember their esteemed patron of tenacity, let alone his countless tales of triumph. He who had faced hordes of war, who butchered rampaging titans and repelled the tides of calamity that once endangered his kind. Others reputed him as a herald of death, indeed a most befitting title for those who warrant his ire. Yet Kadal also demonstrated an affinity for his followers. The Lord of Scales, much to the disparity of most Wild Gods, not minding the company of Descendents proven of their own worth. During ancient times, the demigod led his kindred cold-bloods across the realm to settle where the Sun shined brightest. Navigating the dangers of entire jungles, canyons, savannas, deserts, and even the wide open ocean. Each time a few of his kind would remain in their newfound surroundings, and each time the Prince would impart skills necessary to survive, all before leaving them to their fate. Those that were strong and resourceful would live on to bear future generations, gradually evolving both physically and functionally. Many becoming integral to their existing domains, while others still forged for lands to claim. And so the Mani watched from afar with tinges of pride, satisfied that one among them would someday rival his own success. However, weathering eras of conflict and contemplation, at last, gave way to a revelation: his kin would never stand at the top. How could he have been so foolish? Those under the Greater Mani had always overshadowed his fold as intended, either outcompeting or hunting them instead. What point did his prowess serve if it couldn’t usher the same for his scaled children? Thereafter, the Lord of Scales withdrew himself from nigh all realmly affair, and slowly he was forgotten amidst the sands of time. None have known of Kadal’s fate for hundreds of years. Druids eager to invoke his presence fall on deaf ears, while other Mani answer with abstruse riddles. Efforts to locate the Wild God have proven fruitless, known by neither lizard nor inhabitant of the Fae. Rumors about the Lost Lord remain dubious at best, ranging from claims that he was stripped of influence to being captured by a malevolent force. The only legacy of Kadal that remains is, in fact, his fervent teachings. Upheld by his former disciples and taught to the generations that followed them. To this day those Mali’ame devote themselves to becoming masters of their domain while surpassing weakness at all cost. Knowing full well that they’ll have the opportunity to appease their absent patron when the time comes. Special thanks to everyone who helped give critique!
  25. Overview For some time these Druidic Gifts have had no clarified limits to their capabilities, which for the most part hasn’t been abused. In light of a few incidents and the generally lacking guidance for lower-tier users of these Gifts, a few of us volunteered to help write a clarification. Our general aims were to firstly establish sensible upper caps to the range of Blight Healing, and to the enhancement of herbs offered by Herblore, then to outline where each tier sat within those boundaries. Several TA holders were involved in this process, and it was then brought to a majority of the Druid community for thoughts and suggestions. The feedback was mostly positive, so here we are. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Blight Healing Ranges The following ranges are given as a maximum. Performing Blight Healing at the max range of your tier is enough to physically exhaust you and will likely result in blacking out and other symptoms of extreme exhaustion, requiring extensive rest. Radius and area are used as an example, but a creative user could guide mists in a number of ways. T1: 4 metres/blocks; 8x8 area T2: 8 metres/blocks; 16x16 area T3: 12 metres/blocks; 24x24 area T4: 16 metres/blocks; 32x32 area T5: 20 metres/blocks; 40x40 area Additionally, corruption cannot be cleansed until T3 and must be taught, as it requires more complex manipulation of Blight Healing energies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Herblore Ranges This also assumes someone is using this Gift to its maximum potential, rather than making a lesser enhancement. It’s difficult to conceptualise the huge variety of effects into numerical values, thus the following examples are provided to indicate the capabilities of each tier. T1: Effect receives a minor boost, barely noticeable. High chance of failure. Enhancement lasts 1 irl hour. T2: Effect receives a minor improvement, which is noticeable. Slight reduction in chance to fail in familiar herbs. Enhancement lasts 2 irl days. T3: Effect is moderately improved. Failure very unlikely in familiar herbs, unfamiliar herbs less so. Enhancement lasts 1 irl week. T4: Effect is markedly improved. Chance to fail is almost entirely muted. Enhancement lasts 1 irl month. T5: Effect is improved to the greatest one could reasonably expect. Enhancement lasts virtually indefinitely. Remember that if a herb is processed immediately after enhancement, the resulting remedy, poison etc., keeps the alteration until it has expired. When an irl week is a year, solutions, potions etc. will expire unless kept in adequate conditions. Use your common sense, expiration dates shouldn’t be necessary. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Increasing potency The spores of a blistering toad mushroom cause corrosion of the throat and airways by default. In this example, it’s assumed that the intensity of the spores is the target of enhancement. These are what one would expect to occur should someone inhale the enhanced spores: T1: Painful to breathe T2: Infrequent coughing, in addition to pain T3: Severe pain, which provokes coughing fits T4: Coughing fits sufficient enough that the victim is likely to vomit and will struggle to breathe T5: The soft tissues of the throat and airways melt painfully, likely leading to asphyxia Crouching feather may be smoked or brewed into a tea, which calms and clears the mind. Assume in this example, that the herb is infused into hot water as a tea, that by default its effects last for 2 iRP hours, and that the duration of its effects were the area enhanced using Herblore. T1: Effects last for 2 and a half iRP hours T2: Effects last for 3 iRP hours T3: Effects last for 5 iRP hours T4: Effects last for 6 iRP hours T5: Effects last for 8 iRP hours Habgobsnit is a grass which can be dried, ground and smoked for a clarity high, or pressed for its numbing juices. In this example, assume the potency of the clarity high has been enhanced with Herblore and that by default, the high begins about ten minutes after smoking. T1: The minor loss of potency from the drying process is mitigated T2: Moderate anxieties are assuaged, cognitive processes un-hindered by minor stressors T3: Clarity is such that the user feels more aware of themselves T4: The high comes on more quickly T5: Severe anxieties are soothed with a smaller quantity. Marked calmness in stressful situations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Decreasing potency Remember that lessening the quality/effect of a herb is more difficult, more draining and is less efficient than increasing potency. Night sap is a golden sap, which induces sensations of calm, relaxation, safety and sleepiness. It’s sometimes used as a sleep aid, though it causes splitting headaches or even paralysis upon waking. It’s also highly addictive, so in this example assume it is the addictive quality which is being lowered with Herblore. T1: Minor decrease in the chance for addiction. Users still highly likely to become addicted T2: Further decrease in chance for addiction, the addiction is still akin to that of opiates T3: ‘Moderately’ addictive. Addiction is more like that of nicotine, meaning some will escape it T4: Those who become addicted will experience less severe withdrawal T5: Addiction has reduced to the level of alcohol. This does not mean that it is no longer addictive, but that the majority of people are able to use it without developing an immediate addiction. Repeated use will still pose a risk Flash fruit is an orange-like fruit with yellow streaks upon the skin, which can be consumed to quench thirst. The flesh of the fruit however, will numb the throat. In this example, it’s this numbing quality which is being reduced with Herblore. T1: Eating small amounts of the flesh will not immediately numb the throat. There is still some loss of sensation T2: About a quarter of an orange-sized fruit can be consumed with only some numbing taking place T3: The majority of an orange-sized fruit can be eaten, before the throat becomes entirely numb T4: Eating the whole fruit is now possible, though will leave moderate numbing in the throat T5: Upon eating a whole orange-sized fruit, the numbing effect is much less severe and retention of feeling is possible Yarrow can be used to enhance the medicinal effects of other herbs, but alone it can reduce blood pressure and inflammation. A side-effect is that it can lead to fainting and dizziness from low blood-pressure, so in this example assume it’s this blood-pressure reducing quality which is targeted by Herblore. T1: Fainting is slightly less common in strong doses and overdosing. Dizziness may cause nausea T2: In concentrated doses, fainting is most common in those of a fragile constitution. Most users are likely to experience nauseating dizziness instead T3: Fainting is much less likely, even when overdosing. Dizziness is still uncomfortable. Has a decreased ability to lower blood pressure, thus much less useful in treating high blood pressure if one were to use it T4: Fainting is acutely found in overdoses with those already weakened. Dizziness is much less nauseating, allowing for fairly normal day-to-day functioning T5: Fainting is highly unlikely unless extremely concentrated doses are consumed. Dizziness is reduced enough that someone could continue daily life largely uninhabited, but combat or casting would still suffer some. At this point, the ability to treat high blood pressure is largely muted, requiring a healer to obtain a fresh sample of yarrow ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Credits A_Keefy and Archipelego as our lovely LT points of contact, also making some good criticisms and suggestions. Darksoundwave, ThatGuy_777, ShadowedOblivion and Eranikus for their writing assistance and scrutiny. Wytchlings for providing feedback. The Druid Community for some encouraging feedback.
×
×
  • Create New...