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  1. [!]Nowak Clansmen coming ashore in Aevos. Slawa kindred! I stand before you today not as a mere man, but as a herald of a grand vision, a vision of unity, strength, and purpose. The Nowak are not just another group seeking members. We are a family bound by honor, driven by a shared dream, and fueled by the flames of passion that burn within each of us! Why join the Nowak, you may ask? Allow me to illuminate your path with the light of truth. First and foremost, within our clan, you will find a sanctuary, a place where your skills, your talents, and your ambitions are not just welcomed but celebrated. Whether you are a simple farmer, skilled tradesmen, a mighty warrior, or even an aspiring scholar, Nowak is a place for you! Nowak is not just a clan; it is a brotherhood, a sisterhood, a bond that transcends bloodlines and backgrounds. Within our clan, you will find camaraderie, friendship, and the unbreakable bonds that tie us together as one. Nowak stands for something greater than ourselves. We are not just warriors; we are Protectors. We are not just craftsmen; we are Builders. We are not just individuals; we are a Community. Together, we strive to make our mark on history, to leave a legacy that will be remembered for generations to come. But above all else, what sets Nowak apart is our unwavering commitment to honor, integrity, and justice. In a world plagued by chaos and uncertainty, our clan stands as a beacon of hope, a bastion of righteousness in a sea of darkness. So I ask you, lost kindred, will you join us? Will you stand with us, shoulder to shoulder, as we march towards a future filled with promise and possibility? Will you become a part of something greater than yourself, a part of the legend that is Nowak? The choice is yours, but know this: the doors of our clan are always open to those who seek to join us on this noble quest. Together, we shall forge a new destiny, a destiny worthy of song and story. While not all among us strictly adhere to our traditional ways, the Nowak clan predominantly traces its lineage back to the Lechian roots, with a rich tapestry of other cultural influences woven in. Unlike the renowned Jazlovieckis of Aaun, who staunchly uphold orthodox practices, the Nowak clan embraces a more rustic lifestyle, evident in both our manners and daily life . https://www.lordofthecraft.net/forums/topic/207482-culture-lechian/ Within our clan, there exists a fascinating diversity of belief systems. While many openly worship GOD, others hold a secret reverence for the Old Gods , ancient deities whose whispers are still heard in the wind. Despite these differing beliefs, our clan stands united, offering acceptance and respect to all who walk our path. In the realm of faith, as in all aspects of life, the Nowak clan embraces diversity and inclusivity. We believe that our strength lies in our ability to celebrate our differences, finding unity in our shared values and goals. So, whether you find solace in the light of GOD or the mysteries of old, know that there is a place for you here, among the Nowak clan. While few in numbers, the Nowak make up for it with their deeds. Head of the Clan, Secret Pagan [Pork__] B. 2nd of Horen’s Calling, 1932 Currently living between his bakery in Aaun and the Companion campsite in Norland, Jan is often seen on the road with a friendly smile upon his stached face. Can be found at Conkerhove 3 outside Whitespire Youngest Nowak, Nornian Wannabe [Buggerts] B. 7th of Owyn’s Flame, 1949 Young enough to be Jan’s daughter, Aldona was brought over to Aevos as a child under the care of her brother. Raised in the companion band, the young lady has picked up their ways and is often found herding her animals in the Norlandic countryside. Twin of Boryslaw [Unplayed] B. 16th of Tobias’s Triumph, 1944 One of the Nowak twins, not much is known about Stanislaw besides his love of fishing. [Skin will be commissioned once player is found, as we want the player to be welcome to pick their own image] Twin of Stanislaw [Unplayed] B. 16th of Tobias’s Triumph, 1944 The other Nowak twin, known for his brash actions and his love of Jan’s cooking. [Skin will be commissioned once player is found, as we want the player to be welcome to pick their own image] OOC: Hello friends it is Jan! I write because the clan is looking for new blood, both outside the clan and within! Exciting new things are coming to both the clan and the Lechian people in the next coming weeks and I hope to spread it far and wide with new friends and family. Don’t hesitate to join no matter your race, as we hope to form a communtiy of all types of players! Send a bird to Jan Nowak II [Pork__] or Join the Discord if you are interested! Nowak Discord
  2. ᛥᛜᛝᛜ RODNOVERY ᛜᛝᛜᛥ (RODZIMOWIERSTWO) ᛜᛝᛜ ᛜᛝᛜ Rodnovery is a polytheistic religion practised by Proto-Lechians, with a focus on the worship of many gods and, above all - nature. The Old Gods were worshipped hundreds and perhaps even thousands of years before the Lechitic rulers converted to Canonism. Followers of this ancient religion believed that the Allfather Triglav created man from clay in the likeness of his sons Perun, Svarog, Jarilo and Weles, and by giving human beings life, he was calling them on a lifelong mission to worship him and the other deities, so that on the day of their death they would wake up in Navia, where the living are not permitted to enter. Proto-Lechians gathered in forests, mountains, in the fields or on the beaches of the seas to worship their Gods and and offer them sacrifices. The offerings made on the altars varied, and depended on the deity worshipped at the time. It could have been grain, it could have been fruit, animals, handcrafted items or sometimes infidels. Rodnovery became so ingrained in the culture and minds of the ancient Lechians that it took long years of cruel conversion by foreign missionaries to eradicate this religion from their land. However, no one said it was gone permanently... ᛜᛝᛜ MAJOR DEITIES ᛜᛝᛜ ᛜ TRIGLAV ᛜ Triglav - The Allfather Symbol - The Ancient Oak Association - Nature and living creatures Triglav is the creator of the human race and of all living creatures. In Lechitic beliefs, omnipresent, omniscient and omnipotent - he oversees the balance of good and evil. The greatest of the pantheon of deities, as his love for the world gave birth to four sons - Perun the god of lightning and war, Svarog the god of craftsmen and blacksmiths, Jarilo god of the harvest and fertility and Weles the god of the underworld and the night. In honouring him, Lechians often decorate the outspread oak trees with beautiful ribbons, paint them in different colours and dance when they light bonfires around them. ᛜ PERUN ᛜ Perun - The god of lightnings Symbol - Lightning Association - Thunder, war, honourable death Perun is the eldest son of Triglav and the most powerful of the brothers. Lord of lightning and war, he is the patron of warriors. Lechians believe that Perun does not take material form, although he manifests himself in the form of a sudden thunderstorm. Being struck by lightning is the greatest insult as it is believed to be a sign of great sin and expulsion from Navia. Popular among pagan Lechians was the legend of an artefact given by Perun into the hands of the faithful - his axe. A weapon of magical power that helped the early Lechians to conquer their lands, but which was lost in unknown circumstances. It was prophesied that the person who would recover the sacred axe would lead the Lechitian tribes (Lechians, Tschechs and Ruthians) to conquer the world known to them. To worship him, Lechians made obelisks and boulders with runes around them around which offerings were made (if it was a boulder, animal sacrifices were usually made on the given boulder). ᛜ SVAROG ᛜ Svarog - The god of blacksmiths and craftsmen Symbol - Fire, hammer, anvil Association - Work, fires, weapons Svarog is the second son of the all-father, and the most benevolent towards hard-working people. The cult of Svarog was most often manifested among blacksmiths, shoemakers, weavers, coopers, carpenters, etc. His altar was usually the hearth in a forge where the faithful burned herbs and figurines with his likeness made in his honour. Less frequently, there were stone tables behind which a statue of Svarog stood and on which craftsmen's wares - swords, armour, shields, bows, clothing and the like - were laid. This god, according to folklore stories, takes the form of a simple man who has a habit of spending time together with working people - in a forge or other workplace. Because of this myth, Lechitic craftsmen are very open to strangers so as not to offend their patron with their behaviour. ᛜ JARILO ᛜ Jarilo - The god of harvest and fertility Symbol - Wheat, flowers Association - Wind blowing in the field, good weather Jarilo is the penultimate son of Triglav and at the same time the patron of fields, harvests and fertility. In some legends, also a deity of good fortune and luck. Like his brother Perun, he does not manifest himself in material form, although his presence is signalled by a breath of warm wind while working in the fields. His blessing gives women fertility and farmers a rich and healthy harvest. He is worshiped in summer and spring when the work in the field is in progress. Its altar is the ground in which gifts - usually flowers, bunches of grain or even food - are buried. His cult was most prevalent in the lowland areas of Lechia. ᛜ WELES ᛜ Weles - The god of the underworld, life after death and magic Symbol - Bear cub, obsidian, moon Association - Magic, supernatural phenomena Triglav's youngest son is Weles, god of the underworld, life after death and magic. He oversees the passage of human souls from the world of the living to Navia where they will live eternal lives. Revered by the high priests who laid bodies to rest and court magicians (if any were present). His cult was not practised by ordinary people because his presence could only be felt after death as it was he who weighed people's sins and decided whether they would experience the honour of entering the land of eternal life. He only made contact with the human world through educated magicians whom he deemed worthy of hearing his voice. One of the greatest creatures of ancient Lechia was the Great Lechian Bear, to which the figure of Weles was somehow ascribed - powerful but also rarely seen. ᛜ MORANA ᛜ Morana - The goddess of winter and death Symbol - Snowflake, white swan Association - Winter, blizzard The only goddess in the main pantheon of gods. Probably derived from other local beliefs, as her figure is not associated with any other deity. Some accounts say that she is the wife of Weles, indicating the wicked nature of Triglav's youngest son. However, most of the faithful rejected her as a possible spouse of the god of the underworld. The lady of death and winter, she never makes contact with people although she manifests her presence in the form of dark silhouettes visible in snow blizzards, which bewilder people and lead them down the path of certain death. She is not worshipped, as she is mostly considered an evil deity. ᛜᛝᛜ MINOR DEITIES ᛜᛝᛜ ᛜ LESZY ᛜ Leszy - Nature warden Leszy is an ancient guardian of the forest, created by Triglav in the early years of the world. Placed in charge of protecting nature, he was to protect what was alive. He roams the earth's wildernesses and forests, lifting fallen trees and rescuing animals from poachers' snares. Seen either as a cloud of smoke or in material form - an erect creature with a body formed from numerous roots and a deer skull instead of a head. Classed as a friendly deity, although provoked can kill a person. ᛜ KLOBUK ᛜ Klobuk - Patron of the hearth Klobuk is one of the good spirits in Lechitic beliefs. He is said to protect the hearth, your house and all of its residents. Often appears as a black cock with red eyes, yet despite his scary appearance Klobuk is regarded as one of the most peaceful house spirits. It is believed that the first sign of Klobuk's protection is finding a singular black feather on your doorstep or on your windowsill in the early morning. ᛜ DOMOWNIK ᛜ Domownik - Household peacekeeper and patron of kids Domownik is a friend of children, as they are said to be the only ones who can see him as they see other people. Adults, on the other hand, can spot him in the corner of their eye, although when they turn away to look at him - he disappears. Caretaker of the house and surrounding areas. He is the children's guardian, watching over their safety and guarding them while they sleep, usually sitting next to the child's bed or cradle. He seems scary to some, yet he is kind by disposition - he cannot speak, but communicates with gestures. He entertains children by playing games with them or even wipes their tears when they cry. Children describe him as an undersized man, with a thick beard and soot-coloured hair and big hairy hands. ᛜ BIES ᛜ Bies - the embodiment of evil Bies is the epitome of all evil. Patron of nightmares and evil spirits sent into the world to oppress people. Depicted as a hairy beast with deer antlers, hooves on the hind legs and sharp claws on the front legs. His eyes shine bright yellow and his mouth displays rows of sharp teeth. According to the myths, Bies lives in a cavern beneath the earth into which he draws sinners, devouring their souls and by doing that - gaining strength.
  3. Deórhyrst/Deórhyrstas Culture TLDR The culture/religion is composed mostly of warriors, farmers, and merchants. All of whom are religious zealots with various cults being the most fervent in their faith to the gods. They lived in isolation until clan wars forced most into migrations toward current nations. The people are human supremacists with the most common demographics being Highlanders and Heartlanders. Farfolk members often only have a place among the faithful as converts, usually forced. The Deórhyrstas hate the other races due to religious values viewing them as the children of cowards or weaklings. History The Deórhyrstas are a foreign and hardy folk. In the far northern lands among the fjords they lived and fought amongst each other. There has never been a prominent kingdom before the Second Age when clan wars came to a head causing great migrations of weaker clans and exiles to the major continents including Almaris. General Values The average Deórhyrst are a deeply religious people. Zealotry is what keeps this religion alive in the hearts of its believers. No room for compromise is the common mindset for most believers when dealing with those outsiders who they call the Dwolla. All true men and women of the Deórhyrst abide by a short but strict code of honor with severe punishments guaranteed for breaking it. These virtues are called the Ambhetness and are taught to all boys and girls taught the Dómbóc. A people bred for war must show discipline to survive and and with clans often fighting for dominance an unspoken rule was adopted. All offensive wars or raids must end by the time of the first snows. The warbands always return to their hearths by the first day of winter with most choosing to return even earlier to reap the harvest of the fields. This practice has allowed for seasonal warfare and prevented their population from being turned into nothing but piles of dead on the battlefield. The Deórhyrstas are an extremely proud people who are proud to be human and see their fellow man as the pinnacle of creation. They are balance and the chosen of the creator, Bahri, and of his child Wyrd. It is the mission of this the Deórhyrstas to save mankind from other faiths by conversion or death. This view of supremacy leads many to look down on the other races for various reasons. Elves are seen as cowards and frail not fit to fight alongside the gods. Dwarves are greedy who should stay bellow the earth as to not offend the eyes of mankind. Orcs are often given respect for their proficiency in a fight, but their savage ways and failure to live up to the same codes makes them still impure. Gendered Values In most clans a Deórhyrst boy learns to wield a sword by age nine, and to fight in a pike wall by fifteen. He is taught from the moment he can understand language the importance of the Ambehtness, the code for men. There is great attention put on men and warriors to die by the sword with honor. A wound in the back is a disgrace, and it is seen as dying a cowardly death because you were not facing your opponent or were unable to recognize your true opponents. This train of thought leaves many kings in disgrace and is an easy way for clans to take over another, for oddly enough there is no dishonor in using or being an assassin. The Ambehtness Valor Save the foeman by blade and blood Fidelity Stray not from love Family Like any nation a family needs a leader Brotherhood Confide in a shield brother and no other Cunning Listen long and speak short and last Death Meet the sword with a braced chest Faith Trust in Wyrd for she wills all The girls are often taught to use a shield by age twelve, so that they may learn to defend the homes of their future husbands whilst he is away in the Summer seeking fame and riches with the warbands. Particularly combat gifted girls are taught to fight like the boys, and in rare cases permitted to fight with the warbands. As said though this is rare for most clans, and it often requires the clan leader’s direct permission. Female lead clans may be an exception to this rule, but they too are rare with only a few being ever known to exist. The Dómbóc Fidelity After marriage no longer can eyes wander Family No family can exist missing a nurturer Hospitality The fires of a home must be welcoming and defended Cunning Sleight-of-hand will deliver gentle hands success Faith Trust in Wyrd she wills all Marriage For common folk marriage is a one made of choice and freedom. The ceremony is not long but the celebration can last months depending on the individual's wealth. The ceremony itself is rather simple. The man gives his bride a shield to represent her position as the defender of their hearth while he is away. The bride in return gives her husband a sword as a mark of his responsibility to seek glory so that their children might learn to do the same. All of this happens before the highest ranking members of the clans involved along with the High King if one has risen to power. Now these happy and beautiful marriages of choice are only for the common folk. Clan leaders often hoard their sons and daughters as gifts to offer other clans to make peace or forge new alliances. It is not an unusual story to hear of spouses killing each other out of hatred and clan rivalries beginning anew. Day to Day and Clothing On the surface the Deórhyrstas are like many other people. They gather in town centers and trade markets to talk and share news. They dress for the weather of their settlement or where they are traveling to. Folks tend to their crafts be it trading, farming or or some form of a craft. All have a role to play in their society and the folk work hard to fill that role. Men often dawn tunics dyed with the clan colors and embroidered collars, and on their legs they where solid colored kilt or pants. The wealthier men may choose to replace tunics with a brigandine so that they may walk around proudly as fighters. A leather circlet or a fur hat are other accessories to the male ensemble. All men are expected to grow beards to show their masculinity. It is not uncommon for men who can’t grow facial hair to be disrespected or even forced to follow the Dómbóc instead. Women wear vibrant dresses with their hair grown out long. Jewelry is the mark of a rich woman, and a feather circlet is worn to show the ladies availability. A white feather shows she is available for marriage, while a black feather says she is married. This practice has made courting much more streamlined, and also helps to protect both men and women. Architecture The primary building material is wood. The only exceptions being the homes of certain cults, like a Cult of Tyw chapter houses, and any walls a clan may have put up being made of stone. The roofs of common folk are often thatched roofs to help keep home insulated. Great Halls are the home of clan leaders and kings. They are long houses with elaborate entrances often with intricate carvings displaying great battles. Inside there is room for a fire pit and seating for the clan. Animals statues take the place of banners as the most common way to show what household owns the land. Practices like this are what makes it more difficult to crush the fighting spirit of a clan. A more difficult task it is to remove a statue than a banner and claim that place as your own. View of the Creator, Bahri, and the Gods (Quick note here, all these gods will seem familiar to those who read the lore. That's because they are them just renamed by the Deórhyrst. Same characters different name and interpretations.) The Creator Bahri They believe in the creator like many other faiths however they just don’t see him as anything more than the first. Their reverence of him is passive. They only offer small little trinkets as offerings to him as more of a respect rather than a true form of worship. Instead they worship the Primordial Gods Donnar, Vili, Wyrd, and a host of the Wælcyrge and Mares. It is these gods that have sway over their lives while Bahri, their name for the creator, is dead and gone. No more can he offer them blessing. Unlike Bahri the living gods still have sway over mortal fates. Primordial Gods Wyrd Wyrd is the pale skinned Goddess believed to deliver death to mortals on the day Wyrd has deemed. If she offers you an honorable death in battle you are raised to join the Einherjar. There the Deórhyrst dead are to fight with her brother Donnar at the breaches of Irminsul against the Eotan. It is she who inherited the whole of creation and breathed life into mortals. It is for this reason that she alone decides the day they are returned to her. Donnar Donnar is the mighty one who fights back the void where it breaks through Irminsul, the Great Oak that protects creation from the chaos of the Void. It is through his effort creation is safeguarded making him a well loved deity among the Deórhyrstas. No cult has shown to worship him, but is possible all Deórhyrst men who seek a good death are worshippers of him. (Artwork from Games Workshop: Warhammer Fantasy) Villi Villi is the most loved god for her gentle nature. She is the sweet and kind sister of Donnar and Wyrd. She was the one who helped their father Bahri in his creations and stokes the fires of Muspelheim at the start of each morning giving light to all creation until she goes to bed again, and only the light from embers of Muspelheim shimmer off Wyrd's pale skin. She smiles down at creation watching with such delight. The Wælcyrge and Mares Frouwa Frouwa is a collector and shepherd of the dead who present themselves to her. It is with these mortal dead that she wages a war on her rival Surtr as a way to comfort them, for a Deórhyrst there is no greater comfort than a battlefield, except maybe a mug of ale. Ever on they wage war in the heavens with one another after Surtr’s attempt to conquer the mortal realm. As for the dead who do not wish to join her she escorts to them to Wyrd who then may send the souls to Donnar. Tyw Tyw is a zealous crusader who seeks to purify the mortal realm of all corruptions. His view on the subject of said corruption is not a forgiving one. He and his followers seek to exterminate the faithless, the craven, the undead, and worshippers of Surtr. He calls for the removal of the the unnatural, the unneeded, and the unsafe. Tyw appears as a radiant Silver Stag in stories, and it is for this reason his followers often bear a stag as a symbol of their mission. Hveðrungr Hveðrungr is reclusive and rarely deals with mortals. His nature to hide his motives inspired the Deórhyrstas to do the same. They do not often openly lie, but this does not mean they won’t hide the truth with silence or listen through a cracked door. It is this that they owe to the sequestered Wælcyrge. Vindlér Vindlér is another defender of mortals like Tyw, but he does not demand the faith of his followers in prayer, offerings or zealotry. Instead he demands they lead their lives according to his rules of order and vigilance. Many take head of his model and choose to act as missionaries for the faith. Fænir Fænir is another reclusive god mostly due to his shame of being tricked by Surtr, but his pursuit of knowledge has inspired the Deórhyrstas to follow and seek knowledge in its rawest forms. He is hailed as a god of the scholarly pursuits. Very little is known about him, but the one thing known for sure is that it is he who made the dragons and also the one who locked them away. Surtr Worship of this Mare is strictly forbidden. Worshippers are hunted with extreme prejudice and the promise of a slow death. No mercy is awarded to the craven that worship the deity that sought destruction and enslavement of the mortal races. He is the pinnacle of evil and his followers and presence are treated as such. An Overview of the Cults of the Gods For most Deórhyrst their faith plays a prominent role in their life, but even the average man who is zealot by most other standards doesn't compare to any of the cults who give themselves over to the divine to completely embody the will of a god of their choice. The cults are fervent defenders of the faith. Others who have ascribed to anything other than the Deórhyrstas should not speak their faith. A regular Deórhyrst is hard enough to convert. A cultist will likely attack on the spot without warning or feign understanding to plot against you. Cult of Wyrd The Deórhyrstas revere one main deity above all others, Wyrd. In their eyes it is she who inherited all of creation from the creator, Bahri. She is the god of death, poetry, and lords. Despite being the chief god she commands the smallest host of monks who devote themselves to her teachings. The Cult of Wyrd, also known as Wyrd’s Ravens, are known to offer willing or unwilling human sacrifices to her to provide the blood that flows in the river Gjøll. The sacrifices happen every twelve years at the beginning of Spring. The sacrifice is hung from a tree and stuck like a pig. They are then left hanging to bleed into a special trough that represents the river of blood. The cult is secretive and an ominous entity among the clans. Members can be spotted clad in black cloaks with silver chains around their waist. Common folk are wise to avoid eye contact with the Ravens. No lord or king of the Deórhyrstas has sway over these shamans of death, and crossing them is seen as crossing Wyrd the Grim herself. Thankfully Wyrd’s Ravens often keep to themselves tending to the Deórhyrstas corpses for mummification in the sacred burial mounds. Only those approached by members of the cult are allowed to join and learn the mummification arts of the Grim Ravens. (Art by Hasbro: Magic the Gathering: Cryptolith Rite Card) Cult of Vili The Cult of Vili leads a sizable cult of exclusively women. It is under Vili’s teachings do women learn to be the most desirable wives, and nurturing mothers. These women train as seamstresses, cooks, and are taught the value of feminine traits. They are soft spoken around men and attentive hosts to any guests to their hearth. Make no mistake though any who threaten their home will learn the phrase, “Hell hath no fury like a woman’s scorn.” Like many Deórhyrst women they know how to use a shield and will not hesitate to clobber a rude guest over the head from behind with it. These women are also fierce defenders of their husbands honor. To speak ill of her husband is to speak ill of her and her children, so a sharp tongued lecture is all any back-biter can hope to get away with. The Cult of Vili are the pinnacle of the average Deórhyrst man’s ideal woman. These women are the silent enforcers and the most pure according to the Dómbóc. Headed by a High Mother it is she who decides who are pure. Cult of Frouwa The Cult of Frouwa are a well sought after cult due to their practices. These female warriors seek service in life to Frouwa in hopes of reaping the Goddess’s boon. Upon death in battle they believe they may be offered a place amongst her guard the Disir. With Frouwa being the goddess of honor, fertility, and motherhood they look to sire a son or daughter whom they may raise to become a great hero or another member of the cult depending on the sex of the child. The Cult of Frouwa often seek out powerful human kings, or well known fighters to seduce. After they are pregnant they will return to their temple without even a word to the father. If the father was not of the faith he is wise to stay away if he hopes to have any kids ever again. There they will bear their child, and it will be raised by the cult with the members acting as it’s many mothers. This practice earned them the name of Frouwa’s Daughters. When in their temple they wear white gowns and flowers woven together into bracelets and circlets, but anywhere else they are clad head to toe in leather armour and furs with flashy, well maintained spears. Any woman who knows how to fight may apply to train with these elegant and deadly female warriors. (Art by Dustplat) Cult of Tyw The Cult of Tyw is one of the most prominent and respected cults in daily life, and like the Cult of Wyrd is feared for its zealous members. Tyw is the god of justice, balance, and purity. He is by far the most zealous of the Wælcyrge. His followers share this trait with him, and as such are as likely to flog anyone they deem dishonorable in the street as they are to breathe. They wear heavy plate armour and wield massive two handed war-axes at all times when patrolling the streets. These monks are the local law enforcement for many of the larger clans, but their loyalty is to the Grand Judge of their chapter. Clan kings or queens often appoint a Grand Judge to the position of Marshal to gain their loyalty and have a reliable garrison to enforce their will. Traditionally only the most devout who prove themselves just and honorable to the chapters Grand Judge may join. Different chapters exist and infighting has happened on rare occasions. The feuds are often over differences in interpretation on how to dole out punishments for the craven. Despite this you can rest assured none are pushing for leniency just various methods of pain and death. And it is woe to the man that dares betray his oath to Tyw for he will find no comfort and spend the rest of his days looking over his shoulder. This cult views it as their duty to keep all Deórhyrstas on the path and to punish those who dare leave the faith. (Deer Knight by SM Chun) Cult of Vindlér The Cult of Vindlér are close allies to the Cult of Tyw due to the close relation ship between the two gods. They often build their temples close to the chapter houses. Both cults seek to guide and uphold the codes and teachings of the gods. These two devout groups of worshippers are easily considered two sides of the same coin. Unlike their violent ally, the Cult of Vindlér are uncharacteristically peaceful for any Deórhyrst. They long brown robes that drag across the ground with the common brigandine over the top, and travel to foreign controlled lands. It is during these journeys that they seek new converts to Deórhyrst. They often do this by staying with the local population and growing close with them. The monks eat and drink with the Dwolla all while discussing their differences and highlighting the nature of the Deórhyrst. When they feel like a convert is possible the potential new Deórhyrstas are invited back to the respective temples under the cults protection. It is here the Monks of Vindlér really get to work. They treat and pamper their guests to show the hospitality of Deórhyrst culture. The guests are even treated kindly by other members of the clan and other cults out of respect for the noble work of Vindlér’s followers. As a matter of fact disrespecting these cults warrants the rather of the Cult of Tyw. After the visit is complete the monks escort the guests back to their homes ensuring their safety, but also ending the protection until the next invitation is made. Members are the most devout Deórhyrstas and are declared worthy by the Grand Monk of the temple. Cult of Fænir The final clan and easily one of the most respected is the Cult of Fænir. Fænir is the god of wisdom, history, and stewardship. His followers are the teachers, advisors, and scholars of the Deórhyrstas. While all men of the Deórhyrst are expected to grow beards, the Cult of Fænir, or the Unknowers, grow beards so long they drag on the ground to represent the vast well of knowledge they possess. If they are women they will grow their hair to touch the ground instead. No matter the sex of the the Unknower they all wear decorative bone headdresses. Stone temples are built to act as lecture halls, libraries, and homes to the members. All Deórhyrst, even members of other cults, often seek the monks in these stone temples when in need of advice or knowledge. Typically any can join this cult, but it often requires years of study before they can be accepted by the members. One must be fluent and knowledgeable of the stories of the gods, and also must be quick with their words. The Unknowers may seem friendly at first to any outsider, but they too still have a grim side. They often put on a smile for the unfaithful and trick them into coming to their hearths. Ultimately this often leads to being kidnapped and used as a test subject or interrogated for any scrap of knowledge the unfaithful has. All of this done at the order of the leader who is often simply called The Elder. The Elder is as the name implies always the oldest member of the local scholars. (No artwork shown here is owned by me. If known the artist was given credit under the image.)
  4. Excerpt from the Tahkayt Hezzifan, or "Long Story", the oral poetry telling the tale of the A'tmuzigh people. __________________________________________________________________________________________________________________________________________________________________________ The Tahkayt Hezzifan is part of a lengthy and dramatic ceremony performed by A'tmuzigh Elders and Oracles, as a form of oral transmission of knowledge. This extensive spoken poem tells the tale of the creation of all things originating from the primordial One, continues by going over the A'tmuzigh's history as a people group, and ends with the prophecy of the end of all life and the world's inevitable return to its primordial state. The Tahkayt Hezzifan differs from tribe to tribe, but its beginning and end stays largely the same regardless of tribal allegiance. The following excerpt takes key sections of this lengthy poem to showcase the A'tmuzighs' beliefs. ____________________________________________________________________________________________________________________________________________________________________________ In the beginning At first the world was darkness and ocean, A vast expanse of free spirits in constant motion, The gods in the heavens would all claim their share, Yet could not distinguish what spirit was where, The gods, used to feuding and constant estrangement, Came together as one in an uneasy arrangement, So they created the Sun high in the sky, Hoping its heat, the ocean would dry, The Sun in the heavens, as it shone and it shone, Revealed from the ocean, lands of bare stone, The spirits from water were stranded, and so they would die, Raised their gaze to the heavens and thus they would cry, “Oh water, oh life. Without you, we wither!” Some of these spirits would crawl and would slither, To escape to the ocean, away from the land, Those who did not turned to dust and to sand, The gods were displeased at what had thus happened, The spirits on land left to die and abandoned, So they came together, to save what could be, And created the Moon, to bring the tides from the sea, The tide healed the spirits from the water it grants, Those close to the ocean became creatures and plants, Yet some spirits remained far from the shore, Pleading and screaming and dying in scores, The gods came together for one final time, They took from the water of the ocean sublime, Glanced one last time at the withering crowds, They scattered the water in ponds, lakes, and clouds, In the midst of the deserts, as spirits did fall, From the rain, an oasis, as if by their call, They drank and they drank, ‘til they could drink no more, The spirits soon realised they could see no shore, The oasis appeared, and had been their salvation, Yet now they were stranded, and forced in prostration, Their heads bent to drink water brought from the rain, Their bodies battered by winds who sought to bring pain, The sands and winds, now jealous and vicious, Sought to enslave those whose calls were auspicious, The spirits thus bent, and their bodies assailed, Tried to fight back, but surely so failed, Their skin became tough to combat the storms, And thus, over time, did they change their forms, No longer ethereal, now flesh and bone, Among them, Mezeg, a spirit well-known, Rose up in defiance, with his body as shield, He rallied his kin, no longer they yield, The spirits of plants first came to his aid, So he could make tents out of fibres arrayed, The winds no longer reached those who resisted, The spirits of animals then rose up and assisted, Wool made up their clothing, and from milk they could sip, Free were they now from the sands and their grip, And so in their tents, did the rebels proclaim, “No longer are we slaves, and so we shall name”, “Ourselves for the freedom we have fought to achieve”, “And in remembrance of those we have lost and we grieve”, “The Freefolk we are, A’tmuzigh in our tongue”, “A people whose battle will be heard and be sung.”, And so did he march with his people and brothers, From oasis to oasis to free all the others, Mezeg was his name, the Liberator, his title, A man who believed that freedom was vital, And thus he marched on, breaking the chains, Liberating the others from their plights and their pains, A dolmen he carved at every oasis he saved, To remember all those who died when enslaved, And so that his people, no more would be slaves, Whether to spirits of winds, sands or waves, In the end The gods in their folly made the Moon and the Sun, Dried up the ocean and broke up the One, All spirits were meant to be one and the same, And thus do we see, and so we proclaim, The spirits apart will grow wild, corrupt, This growing imbalance, the world will disrupt, The gods will look down and see their mistake, They treasure this world and so their hearts will ache, First the Moon they remove, their tidal creation, The oceans will rise, flooding every nation, Then the Sun will depart from high in the sky, Thus in the end, all life must die, Darkness once more, the world will envelop, And the primordial ocean will redevelop, The spirits at peace, one and the same, All things as they should, so shall they reclaim. ____________________________________________________________________________________________________________________________________________________________________________ This poem is available in-game through a book of the same name, Tahkayt Hezzifan, purchasable on AH or in Valhelm Square, next to the bank. (OOC: If you wish to play an A'tmuzigh character or are interested in the lore, please feel free to contact me on Discord at Northern_Watcher#0790)
  5. Among the A’tmuzigh, it is said that every grain of sand in the desert is inhabited by a spirit. A semi-nomadic farfolk tribe scouring the deserts, hopping from oasis to oasis, the elders say the A’tmuzigh are as old as the sand itself. Although political strife and conflict have whittled down their numbers, a select few tribes of the A’tmuzigh still remain. Their relative isolation has made it so few in the great cities, even those nestled amongst the desert dunes, know more than myth and legends of this tribe. City folk say they ride sandstorms and worship idols in the form of monoliths in the desert, engaged in ritual cabal with the spirits of the sand. Although some A’tmuzigh have opted to live in urban centres, those often experience ostracism, discrimination and forced conversions, pushed to the very edge of society, often finding work as mercenaries, fortune tellers and petty criminals. ____________________________________________________________________________________________________________________________________________________________________________ History The distant past of the A’tmuzigh is hazy and shrouded in legends. With no written language to call their own, the A’tmuzigh keep track of their history through complex oral traditions, involving lengthy ceremonies passed down from generation to generation. One of these ceremonies, aptly called the Tahkayt Hezzifan, or “Long Story”, involves an elder or oracle re-enacting the A’tmuzigh’s history through poetry and dramatic gestures. The Long Story begins when the world was but an ocean, vast, empty, and dark, yet constantly in flux, populated with myriad spirits. The gods, looking down from the heavens, would all claim a part of the spirits, yet could not distinguish one from another. To resolve this, they came together and created the Sun. The Sun brought light, but also heat. As it remained perched up in the heavens, always shining, more and more of the water began to evaporate, creating land. Among the spirits stranded on the land, some learned to live without water, becoming wind, rocks, sands, and dust, while others started to die. The gods, angry to see their spirits die under the burning Sun, came together once more to create the Moon, which would bring water to the land in the form of tides. Some of the spirits on land then became coastal plants and animals. The tides could not reach everywhere, and thus the gods came together one last time to create rain clouds, ponds, lakes, and oases. According to the Long Story, it was dying spirits saved by an oasis that became the first A’tmuzighs. At first, these spirits were weak, depending on the precious water to survive. They became enslaved by the spirits of the sands all around them, shackled to the oasis which became both their prison and their salvation. Weakened, they lost most of their spirit-like qualities, and battered by the spirits of the winds and sands, over time, they grew flesh and bone to protect themselves. Despite this, more and more fell to the constant assault. Seeing his brethren die, one of them stood up in revolt, Mezeg the Liberator, and rallied the rest to his cause. They requested the aid of the plant spirits, who helped them make tents out of their fibres. They called to the animal spirits, who supplied them with milk to sustain them, and wool to clothe themselves with. No longer at the mercy of the winds and the sands, Mezeg and his followers then scoured the desert going from oasis to oasis, liberating those that had suffered the same fate. These liberated groups became the different A’tmuzigh tribes. Wherever Mezeg would liberate a tribe at an oasis, he would erect a great carved dolmen in its place, as a reminder of the suffering they had to go through. Mezeg proclaimed that his people would be named the A’tmuzigh, or “the Freefolk”, so that they may never forget what brought them together, and so that they may never be slaves to the spirits again. The Long Story continues by describing the A’tmuzigh’s pilgrimage from oasis to oasis to commemorate their liberation. It also goes into detail about the tribes’ relations amongst themselves and towards others, narrating inter-tribal warfare, civil wars and the rise and fall of empires in the desert. This section of the Long Story tends to change from tribe to tribe and can be told differently depending on the orator. The A’tmuzigh have a strong belief in Fate, and it is represented in how the Long Story ends. Through poetic narration, the Long Story states that the creation of the Sun was the result of the gods’ folly and vanity. It says that spirits were meant to return to their primordial state. It foretells that the spirits, separated for too long, will grow ever more corrupted and disorderly, and the world will fall into chaos. Seeing the chaos, the gods will remove first the Moon, then the Sun, from the heavens, and the Ahezfan Tallis, or “Great Darkness”, will begin, a process by which the waters will rise once more, and the spirits will slowly go back to the state they originated from. __________________________________________________________________________________________________________ Religion and Beliefs The A’tmuzigh’s core beliefs rest in the concept of animism; the belief that all things are inhabited by a spirit. This, however, does not mean that the A’tmuzigh revere all things nor that all spirits deserve reverence. For one, the A’tmuzigh believe that all corrupted or malicious spirits should be avoided at all costs, and some zealous A’tmuzigh have taken it upon themselves to hunt down and destroy corrupted spirits in an attempt to delay the Great Darkness. The A’tmuzigh worship a pantheon of various gods attributed to different aspects of life or natural phenomena. However, extended contacts over time with the various Qalasheen tribes following the Rashidun have left their marks on the A’tmuzigh religion. As such, the greater god of the pantheon is thought to be Allah, extending his influence over a wide array of lesser gods and divinities. The A’tmuzigh pantheon follows a strict hierarchy, with Allah at the top, and minor spirits at its base. Each level exerts some form of influence or control over that underneath it. The A’tmuzigh have lesser gods for many different things, ranging from matrimonial relations, to animal husbandry, to fermentation. These lesser gods and divinities tend to vary greatly between different tribes, some A’tmuzigh tribes even abandoning them altogether in favour of the idea of Allah being the only god, but one with multiple aspects. Many rituals and religious practices are also influenced by the Rashidun, such as the ban on the consumption of pork, pigs being thought of as having “corrupted spirits” and the ban on consumption of alcohol and drugs, thought to degrade one’s own spirit. Some A’tmuzigh tribes also practice intermittent fasting, being only allowed to drink water from sunup to sundown to remember the hunger and pain of their enslaved ancestors. Other tribes pray multiple times per day, between one and five, prostrated in the direction of the oasis their people originated from. The act of prostration is meant to represent the position their ancestors were in during their ordeal, with their heads bent down to drink water from the oasis. Many A’tmuzigh tribes also perform a special religious pilgrimage, called the Amddur, or “the Path”, supposedly following in the footsteps of Mezeg delivering their kind from enslavement, going from oasis to oasis. Some A’tmuzigh tribes also practice a form of ancestor worship, where they offer sacrifices in the form of food, drink, or cattle to the spirits of their ancestors in exchange for guidance and protection. ______________________________________________________________________________________________________________________________________________ Society The A’tmuzigh are a semi-nomadic people, alternating between a nomadic pastoral lifestyle scouring the deserts and periods of prolonged settlement. Although permanent A’tmuzigh settlements did exist, none have survived to this day. Camels, goats, and sheep are the A’tmuzigh’s main livestock. The camels are used mostly for transportation, but their milk is also used in various ways. Sheep are used for their wool, and goats for their milk and meat. Under dire circumstances or for religious ceremonies, camels and sheep may also be slaughtered for their meat. In oasis settlements, the A’tmuzigh cultivate figs, dates, and cactus, as well as various herbs, such as sage, mint and thyme. Palm trees are also used for sustenance, the A’tmuzigh cutting down branches and consuming the soft inner core of the tree. Since the A’tmuzigh tribes differ in many aspects from one another, their religious beliefs and way of life tend to influence one another greatly. Those of the A’tmuzigh tribes who are more heavily involved in trade tend to have beliefs more closely resembling those of the other Badawi tribes, such as monotheism, while those with scarcer contacts with cities and other tribes tend to have more conservative beliefs and views, more closely adhering to their polytheist and animist roots. Although most A’tmuzigh live in small nomadic tribes of between one hundred to four hundred individuals, oracles, the very old, the ill and the invalid remain sedentary, either in semi-permanent encampments at oases or at religious sites where permanent dwellings are built. The A’tmuzigh social structure is traditionally comprised of a complex hierarchy of blood and tribal relations. For example, an A’tmuzigh’s obligations to their chief supersede their obligations to their sibling, but their obligations to their sibling supersede their obligations to the chief’s spouse. Similarly, their obligations to their sibling supersede their obligations to their cousin but are supplanted by their obligations to their parents. The A’tmuzigh make no distinction based on gender on these matters, with a brother or sister considered being on equal footing. Each A’tmuzigh tribe is headed by a tribal chief. The chief is selected during a complex ritual where an oracle consults the gods to know who is destined to rule. The chief is selected amongst a panel of candidates chosen by elders within the tribe. Should a chief die without a new chief being chosen, their spouse will take up leadership of the tribe until a new chief is selected. Should the chief not be married or should they be widowed, their closest of kin will take up the responsibility, with siblings closest in age taking precedence. ______________________________________________________________________________________________________________________________________________ Gender and Sexuality Women and men are viewed as equal within A’tmuzigh society. Women may also attain positions of leadership, such as chief or oracle. Despite this, the A’tmuzigh do hold beliefs regarding gender roles. Women are believed to be better suited to raising children and are refused the right to fight if they have children of their own. Women without children can become warriors but must put down their arms should they become pregnant. Moreover, certain household tasks such as cleaning, cooking, and sewing are associated with women but are not exclusive to them. Other tasks such as caring for cattle, merchantry and the production of trade goods are associated with men but are also not exclusive to them. Tasks such as agriculture, fighting and religious rituals are not associated to any gender. Among the A’tmuzigh, there are those that are born different from the rest. These individuals, called Dukklen Yessiwel, or “mixed spirits”, are believed to be the result of two or more spirits inhabiting one body. This catch-all term can refer to people who are twins, albino, homosexual, bisexual, do not identify as their apparent gender, have schizophrenia, multiple personalities or many such differing characteristics. Such people, although accepted in A’tmuzigh society, live under certain expectations and restrictions. For one, the A’tmuzigh believe that since these people house multiple spirits, they are more susceptible to corruption. Thus, people who are “mixed spirits” are not allowed to practice magic, with the exception of oracles, and are not allowed to partner with other “mixed spirits”. Some tribes allow “mixed spirits” to partner with another by following a set of strict rituals, while others prohibit it altogether. This leads to many of them being obliged to live a life of celibacy, or one of exile, if they can not or will not partner with someone of the opposite gender, or that is not “mixed spirits”. However, these same people are often valued in their tribes for their spiritual knowledge and are often appointed as oracles or guardians of holy sites, and occasionally tribal chief as well. ______________________________________________________________________________________________________________________________________________ Culture The A’tmuzigh share many traits in common with their Badawi brethren, such as their dress and language. The A’tmuzigh wear long garbs, veils, and turbans and speak a tongue related to the Qalasheen tongue. Those within the A’tmuzigh engaged in trade tend to wear garbs made of finer materials, such as cotton or silk, and tend to display signs of wealth in the form of expensive trinkets and delicate embroidery, while those who do not tend to wear garbs made of wool or linen, plain or decorated with simple geometrical patterns. A’tmuzigh men wear turbans not only to protect their heads from the sun, but also as a form of modesty. They will only remove their turbans in public under special circumstances, and only around those they trust. A’tmuzigh turbans are usually white, brown, beige, red, yellow, or blue in colour. The turban may also be brought in front of the mouth to offer protection against the wind and the sand. A’tmuzigh women tend to wear long dresses of similar materials to those of men’s garbs, either cotton, silk, wool or linen, and display a similar aesthetic to their male counterparts. However, they tend to be slightly thinner and looser, while being more richly embellished. Many but not all A’tmuzigh women wear a veil, either in the form of a piece of cloth wrapped around the head or as an extension of their dress. Oracles of either gender are required to wear a head covering. Although the A’tmuzigh speak a language related to the Qalasheen tongue, many expressions, words, and greetings may differ because of their intrinsic beliefs and history. For one, the main form of non-verbal greeting among the A’tmuzigh is bowing. Bowing is seen as a form of respect and acknowledgement, where both participants bow to each other simultaneously. Although a superior such as a tribal chief is not obliged to bow to a lesser member of the tribe, they will nonetheless often do it to show mutual respect. Although some A’tmuzigh use the greetings “As-salamu alaykum” and “Wa-alaykum salam”, also common is the phrase “Blessings upon you”. An A’tmuzigh meeting another for the first time and asking their name, upon receiving it would respond “Blessings upon your name” or “Blessings upon your kin”. When bidding farewell, some would use “Ma’a salama”, but others would use “May spirits spare your step” or “Walk free from bondage”. Other differences include the A’tmuzigh practice of libations, where before drinking, an A’tmuzigh would pour a small amount of the liquid on the ground as an offering to the spirits, or that of lithomancy, where powerful spirits bound to small rocks or tokens are worn or carried as a form of protection against other, more malicious spirits. The A’tmuzigh language does not have its own script, and thus is written in the Qalasheen script with minor modifications to show pronunciation differences. There are some within the A’tmuzigh, often those amongst the traders or those living amongst the city folk, who have learned the art of writing. Some of these men and women have produced great works of writing in the form poetry, which is highly valued in A’tmuzigh society. Those among the A’tmuzigh who know how to write are often viewed highly by their tribe and enjoy a higher social status. Although few among the A’tmuzigh practice magic, it is not unheard of nor is it particularly frowned upon. For example, A’tmuzigh oracles are known for practicing forms of spiritual magics such as far-sight, spirit-walking, and spirit bindings. A’tmuzigh tribes that follow trading routes and trade with cities and settlements produce mostly leatherwork such as clothing and satchels, as well as embroidered garbs, rugs, and cloths. Some also do business in trading medicinal, alchemical, or aromatic herbs and concoctions, while others make their coin selling trinkets and charms. __________________________________________________________________________________________________________ Military The A’tmuzigh have no formal military per se. Some within tribes may choose to pursue the ways of the warrior to protect the tribe or become guardians of holy sites, while some others are trained to become scouts or raiders. Those who do so are trained in melee combat and archery by other tribe members. Training in the ways of combat is available for any child above the age of 13 wishing to learn. A’tmuzigh warriors tend to specialise in the use of melee weapons and hand-to-hand combat, using a combination of a one-handed spear or sword and shield. A’tmuzigh raiders are renowned for their mounted archery skills on camelback and are also proficient at melee mounted combat using lances as a charging weapon. A’tmuzigh warriors and raiders wear a shorter tunic and pants, with armour made of reinforced leather or multilayer linen overtop. The leather armour has an outer layer of fabric displaying embroidered geometric patterns, showing tribal allegiance. Some A’tmuzigh warriors from wealthier backgrounds or appointed to prestigious roles such as guarding holy shrines may wear metallic armour, such as chainmail or bronze plate. A’tmuzigh weaponry is diverse, with mounted raiders using an allagh charging lance, tagheda thrown javelins, and taganze bows, and warriors using a combination of an agher shield with a one-handed spear, takoba long sword or a flyssa short sword. ______________________________________________________________________________________________________________________________________________ (OOC: If you wish to play an A'tmuzigh character or are interested in the lore, please feel free to contact me on Discord at Northern_Watcher#0790)
  6. https://www.youtube.com/watch?v=z0PvZGVPiJU Clan Orvar “Fly High, Fly Far” ((Clan Orvar is based on a pagan human culture I created, inspired by the Celts and the Norse. I would HIGHLY recommend reading this post (Gorundyr Culture and Religion) which contains all of the details and knowledge on the Gorundyr culture and religion, which Clan Orvar is apart of. Any additional beliefs listed here are strictly followed by the Clan!)) A Clan is Reborn Far in the eastern reaches of the Konigsreich of Vandoria, within the mountainous valleys of Hallowvale, a call could be heard. Dozens of warhorns thundered around the vale, echoing off the steep cliff faces and sharp inclines. Loudest of all came from the blaring of an enormous horn, carved of bone and inlaid silver, nestled in the center of the village. Just as it had come, the booming faltered, and behind the horn appeared a mountain of a man, his once prominent brown hair graying, and his face creasing with age. His gaze lingered on the crowd for a moment before speaking, voice powerful and firm. “Gorundyr! Kinsmen of Orvar! Today we stand upon hallowed ground, the first of which we have had since our ancestors were forced to flee our homeland in Anthos. Today we can all look up at the snowcapped mountains, towering gorunpines, and take our first breaths as a free and unified people." Morvan would pause, a smile lighting up his aged face, and scan the crowd before continuing. "Be proud of your accomplishments, as the gods surely are. They have blessed this vale with their power and blessings. Once again, our proud people has a home, and as the Yagar of the Gorundyr people, I grant this village the name of Tyravik. With this, we honour Tyr, the first Chieftain of Orvar, may he smile down upon us from the isle’s of Halvengr! Fleyja sevlla, fleyja fjarri!” With that, Morvan began to stamp his foot into the ground and let forth a roaring cheer. All around him, his Clan and Kin joined in, chanting in the old tongue of the Gorundyr. Tyravik was established, a new home for Clan Orvar, one which would see the rebirth of the Clan and the restoration of a once great people. Clan Traditions and Beliefs Riders of Halvengr An ancient belief held by Clan Orvar, the Riders of Halvengr are a spectral band of ancestral spirits that visit the mortal realm during the winter months of Yul Tine. These souls are said to have a longing for their past lives, their sole desire to visit the land of the living and enjoy the cold rush of air on their face as they ride. Riders are said to visit living descendants and leave gifts or good wishes behind. In return, it is expected of the living to light beacons of fire among mountain paths and leave gifts and offerings such as food, ale, mead, cloaks, and anything else of significance. It is very popular for people to travel and often camp out at night, when the riders are said to be the most active, to chance a sighting, especially among children. A Bloodline of Giants The Orvari are very proud of their heritage and blood, and there is one myth that is held in the highest regard. It originates from the times of the Chieftain Tyr, one of the first Gorundyr to split off and form his own Clan after Havardr and the Joriin ascended to Halvengr. A period of strife and war struck the Gorundyr after his departure, and it was the fragmented original clans of the Gorundyr that attempted to fill the power vacuum. During this time, a savage war erupted between the Clans and a group of giants, led by Fariik. These giants were not of stone or ice, but flesh. While Fariik and his tribe were mighty warriors and far more powerful than the average Gorundyr, what they made up for in strength, they lacked in numbers. Soon they found themselves on the defensive, forced into the mountains and hills. Each year, when the snows melted and the mountain passes were traversable, hunting parties would scour the land in search of giants. It was seen as a great honour to slay one and take it’s bones as trophies. It was Tyr who strayed from this path and extended an open hand to Fariik and his tribe, seeing the giants as friends and not foe. Tyr and Fariik pledged an oath to defend each other's peoples, and to join together as one. While the union was an improvement, the damage had already been done, the giants had suffered terrible losses to their population. It was with this that Tyr ordered the mating of human and giant in an attempt to bolster their numbers. While the existence of Giants is now merely a legend, it is said that due to Tyr’s efforts, their population survived for decades. Now, Clan Orvar defends its claims that the blood of giants courses through their veins, and they hold much respect for their lost ancestors. They contribute their larger size and strength to this myth, though no one can truly know for sure. Heirlooms and Relics Clan Orvar holds in its possession several sacred heirlooms that they trace back to their ancestors, and in some cases, their early creation. These objects are given great care and attention, each of which are on display in the Ritual House. Dyrnwyn, Blade of the God-King - Crafted by the Legendary Taranis for the God-king, Havardr. Forged out of the heart of a stone giant. It's hilt is made of meteorite and bleached whale-bone with a small flaming hammer engraved on the pommel. Havardr discarded the weapon when he was granted ascension by Gorund and had Taranis craft him Dagor’kaen, a mythical spear forged from light itself. Dáinsleif - Wielded by a Asulonian priest named Hagnar, Dainsleif is the first Sivaas Feyn, a class of blade used for ritualistic purposes and to combat eldritch abominations, be it beast or spirit. It’s blade resembles that of a long sword forged of a strange brownish gold metal. Up it’s fuller are several bright glowing runes, said to recite the oath Hagnar gave to Gorund and infuse the blade with holy power. The Tapestry of Creation - An ancient artifact that tells the story of the creation of the Gorundyr, from their beginnings as fledgling creations of Lagara to their descent from Halvengr, and their first steps as mortals. It is drawn on one single length of tan parchment, with it’s images and runes inlaid in gold and silver thread. Yisigil - Given it’s name by Barid, Yisigil was crafted after the Yagar’s victory over the other Gorundyr clans and has since then been considered a sacred object in the Clan. It resembles the other common Gorundyr round shields in design, but is vastly more ornate and decorated and has no practical use. It is a symbol of unity and accomplishment, and fills all clansmen with pride when they gaze upon it’s form. +UHLFBERH+T - A lesser known artifact forged by Morvan of Orvar, his kinsmen Byrnjolf, and two Adunians named Cymrych and Gavin, the Uhlfberht is an exceptional blade forged from a special process that resulted in stronger and more flexible steel. The forging of the blade took months to complete and now serves to represent the bond between Clan Orvar and Douglas of the Adunians. The blade has become a status symbol in the clan and is gifted to the personal champion of the Yagar, whomever comes into the position. Skildir - An ancient winged spear steeped in myth, Skildir is believed to be the fang of the mighty lord Auroth, gifted to an old warrior of Clan Orvar. The only text supporting this myth was an old runestone situated in Asulon, where the spear itself was found. It seems the lonely wanderer had reached the end of his life, and left the spear encased within the stone to pass on to the next generation and whoever was worthy of finding it. Now, it is in the possession of Ruari of Orvar, the fifth son of Morvan of Orvar. He wields it with a savagery that only Auroth himself could match. The Warband of the Haukvengr The Warband itself is one cohesive unit that is held together by brotherhood and respect. All warriors are trusted and only those who are respected will be allowed to fight alongside their brothers and sisters. If a band is started with the intent on raiding and searching for wealth and glory, all warriors within are given an equal share of the plunder. While the Haukvengr are the main military force of Clan Orvar and thus draw from any of the Clan’s warriors, they are also act as a group of holy warriors for the Gorundyr faith. Should any threat come upon the gods, these zealous warriors will rain down their fury upon it, be it man or beast. Military structure is relatively simple and is outlined as follows. Yagar Morvan of Orvar, Yagar of the Gorundyr, and Chieftain of Clan Orvar, leads the warband as its commander. The Yagar acts as the ultimate authority in all military, religious, and clan affairs. It is the Yagar who chooses who is worthy of fighting alongside him and who gains his blessings before battle. Haskir Haskir are treated as elite soldiers who serve the Yagar directly, acting as his most trusted soldiers, advisors, and bodyguards. Usually, battle-hardened veterans, the Haskir are both respected and feared among the Gorundyr for their immense prowess in battle. Often, they are left in command of the warband should the Yagar not be present, and are given leave to make some decisions should the need arise. Uroksvaal Uroksvaal are some of the fiercest warriors who fight in the warband, acting as terrifying berserkers. They are usually heavily religious, performing rituals before and after battle and sacrificing their prisoners in the name of Ankou and Barid. Almost all Uroksvaal pay homage to Barid and his lineage, praising him as the greatest warrior god the Gorundyr have ever had. Knidviik Knidviik, or Shield-Maidens, are highly respected female warriors that fight in the warband. They are given the same status and respect of the higher warriors, and are to be treated as any other would be. Shield-Maidens devote themselves entirely to battle and drawing the favour of the gods, often choosing to remain unmarried, though it is not unheard of. Vraaniik Vraaniik are those who have been accepted into the warband as trusted warriors, serving as the bulk of the military. If one earns this rank, then it is a sign of respect and trust to their persons. While Vraaniik are typically less experienced and skilled than some of their more veteran soldiers in the warband, they are treated with a great deal of respect. Grengr Grengr are the initiates, the unblooded and untested, whom wish to prove themselves worthy of being accepted into the warband. They are treated less than the other warriors, though still not cruelly so. Simply put, they have not earned the full respect of the other warriors, nor their trust, and are expected to prove so before being treated as equals. Korvr Korvr is the name given to the young warriors of the warband, ranging from the age of five to fifteen, when their coming of age ushers them into adulthood. Korvr are left out of the main battles, instead taken on and trained by the other warriors in the warband. It is the responsibility of the elder, more skilled warriors, to ensure the young grow up strong and skilled in all things, not just war. Visk do Kein Before battle, the Haukvengr will participate in a ritual called the Visk do Kein, a ritual of battle, in which each warrior prepares himself for the potential of death. Offerings and prayers are given to Ankou in hopes that should they fall, their passage through the spirit world will be heeded so that they may reach Halvengr. Next, the warriors group and paint their faces in pigments and colours, even sometimes doing so with the blood of sacrificial animals. As the Haukvengr march, they chant and sing, calling out to the gods as the warhorns urging them forward sound around them. During battle, or just before the initial charge, the warriors of the Warband will consume a dozen of what they call gjota mushrooms, which act as a psychedelic and aid in battle. After several minutes, their conscious mind will go blank, sending them into a blood rage, the only discernible word coming from their mouths being that of Barid, the god of war. The Orvari Code Clan Orvar, as all Gorundyr, live by a strict code of honour and belief. It is this code that resonates so closely with the ideals of the Vander that binds these peoples together. From their oaths to the the first Rovin king of Aesterwald, to their rebirth in the Konigsreich of Vandoria, Orvar honors the Vander Code through their own ancient ideals. Show devotion to the gods through prayer and offering. Uphold the honour and integrity of clan and kin. Speak no lie and break no oath under the watchful eyes of the gods. Strive to grow and protect family and home. Obey the Yagar and respect his wisdom. Fight those who would do harm upon kin, until your last breath. Pay respects and continue the legacy of your ancestors. Slaying one's kin is worse than death and fouls the soul. Never turn your back to a fight, nor turn down a challenge from the worthy. Never abandon the Gods for another, for it is they who granted the breath of life. Breaking this sacred code is a grave crime and will result in death and banishment of soul. Orvari Old History Early Origins Clan Orvar traces its roots back to its earliest peoples through a sacred tapestry from which the origin of the clan is told. It depicts a beautiful woman sitting atop a massive tree that appears to connect the stars to the floating island it sits upon. Lagara, as they call the woman, sits intently as she watches a great eagle descend from his perch on one of the thick branches. The eagle swoops down to the earth with what appear to be children clinging to its wings. It is these children who are regarded as the first mortals. As they dismount, the eagle announces that he is Argal, Master of the Sky. It is with this declaration that he spreads his massive wings and takes flight once again, resuming his unending watch over the tree and the evil that lays imprisoned beneath. As the children grow, so does a spark within them; a great desire to explore and discover the mysteries of the land that had been given to them. Some figures are shown to visit a sacred forest where they meet Andarta and her forest spirits. Others are shown climbing the highest mountains, calling to Argal from their peaks. All of the gods are visited and a bond is forged between the Gorundyr and the powerful beings that created them. The desire for adventure was engrained into the early descendants of Clan Orvar, leading to the creation of their motto “Fly High, Fly Far”. This thirst for adventure calls to all who have Orvar blood within their veins. Clan Orvar traces its earliest roots back to Havardr and his Joriin do Rah, meaning tribe of the gods, and thus so can all Gorundyr. Havardr was the earliest of men to bring the Gorundyr together, far before there was even thought of clans forming. He lead a united people, and in his death was given ascension as a divine being by Gorund, as well as certain others that had served him in life. Losing such a powerful figure shattered the Gorundyr, however, starting the formation of Clans. It was here that a man named Tyr formed his own clan and named it Orvar. As the Gorundyr warred, Orvar grew stronger and accepted more survivors into its ranks, cementing it as one of the original clans. The Legend of Barid Orvar Early Orvar history remains largely unknown as there are no written records of such, only tales passed down by from past generations, as all written works that had once existed were destroyed. The restoration of knowledge can be attributed to one man, at least as far as Clan Orvar goes. Barid Orvar, also known as Barid the Reaver, was born into the clan at its worst. Destitute and crumbling under its own weight, Orvar had very little power and wealth. From a young age, Barid always had a fire in his eye and a taste for glory. A tactical genius and brilliant fighter, he set out to bring glory to his clan and gain the respect that they deserved. One by one the other clans fell to his might, either destroyed, brought to their knees, or assimilated into Clan Orvar. It was his extreme ferocity in battle that earned him the title “the Reaver”, a name that would bring even the strongest clans trembling to their knees. It only took him two years to unite all of the Gorundyr under his rule. Shortly after the war, the remaining clan chieftains gathered at a moot to discuss Barid. It was no doubt that this man was blessed by the gods and demanded respect. The other Chieftains bent their knee and swore loyalty to Barid, naming him the Yagar, or High Chieftain of the clans. With this power, he ushered in a new era of stability and growth for the Gorundyr. After fighting for so long, Barid spent a large amount of time travelling to far off lands and brought back the relics and knowledge of other civilizations. On one of his journeys he met a group of humans with pale skin and light hair who taught him how to read and write in their tongue. Barid brought this gift back to his Clan, as well as plenty of slaves. Upon his death, Barid was exalted into divinity. Havardr noticed the man's intense ferocity and skill as a tactician and warrior, choosing to elevate him as a member of the Joriin. This was seen as a high honour to Clan Orvar, as no other member of a Clan had been granted such since the Joriin themselves ascended into the heavens. A Mighty Clan Falls Prosperity would not last for Clan Orvar, however. During his rule, Barid fathered many sons that would soon tear his kingdom apart. Fueled by greed and a desire to surpass their father, the sons split the kingdom into pieces and started a civil war that would rage for decades. On one side, there was Moban and Ragaros, the two eldest sons. They were as close as kin could be, fighting to preserve their father's legacy and avenge his death at the hands of cowards. On the other, there was what all would come to call the three ‘Kinslayers’, named so for their crime. Due to greed and jealousy, the three sons Tethuk, Morodon, and Viseng, entered Barid’s clan hall itself, armed with daggers. They lured him to a private chamber with the intentions of talking about land being granted to them, where they struck. Barid was brutally slaughtered by the three, as well as two of his wives and a daughter, half sister to the three. It was this crime that would condemn the three not only in life, but death, and sparked a war that would rock the foundations of the Clan. It was not a long and drawn out war, however, but a brutal and short one. The gods had no love for Kinslayers, nor did any being of good soul. Moban and Ragaros quickly slaughtered the armies of the Kinslayers and brought them to justice. They and their remaining servants were lined up around a massive pit filled with coals lit aflame. Made to endure the intense heat, each one watched as the other was ritualistically killed, known as the Blood Eagle. Upon completion, the Kinslayers and their ilk were kicked into the pit, cleansed by Gorund’s flame. Orvar was certainly better off than it was before Barid, but it was no longer the mighty hammer that he had forged with fire and blood. The many long years of war weakened the Gorundyr, allowing a new enemy to rise up and drive them to near extinction. Fleeing Anthos The Scourge, they were called, though the Gorundyr did not know it at the time. The Priesthood declared them the minions of Maratsu and that the raven god would soon break free of his prison to bring about the end-times. The harsh frozen land of the Savaar, a place called home for as long as they could remember, now a living nightmare. The dead rose from their graves in the snow, the demons descended down upon their towns, and the plague rotted at the bodies of the dead. Fierce warriors they may have been, the Gorundyr were not prepared for the relentless onslaught that the scourge had brought to their doorstep. Abandoned by the gods, the people of Clan Orvar gathered what survivors remained and, with heavy hearts, left their lands and headed south. What they found surprised them. There were others like them, humans and entirely different beings, fleeing from the same threat. Their isolation had kept them ignorant of the world around them. Finally, they came upon a large host that had gathered outside a magnificent temple. The Scourge descended upon the host and a mighty battle was fought. Whether these strange folk were friend or foe, the Gorundyr could not be sure, but they joined in the battle. The strongest warriors formed one warband and fought alongside the great host, all of them ready to die so that their people could survive. The Battle raged on, only to be interrupted by a large tidal wave engulfing the land in the distance. Many began to flee at the sight of the wave, pushing into the temples depths where a portal lay. The horrors of Anthos were behind them, just as quick as they had come, and Clan Orvar found themselves in a new land. They saw that the gods had been angry with them, and that the strongest among them had been spared to bring about a new era for their people. Morvan, now Chieftain of Clan Orvar, vowed that the Gorundyr would be a strong and united people once again Athera and Onwards Blinded by Athera’s majesty and the promise of a new life, it was not long before Clan Orvar suffered in the new world. Persecuted for their faith by most, and only tolerated by others, they remained fractured as a people for the majority of the lands lifetime, remaining largely nomadic. A few remained in the northern reaches of the land, settling down both in Aesterwald and Nerezza, until both were destroyed by the Church of the Canon and Orenian crusades. Now, in Vailor, much remains the same. Many have perished and those who have not remain pilgrims and wanderers, seeking the whispers of the gods in the far reaches of the land. A burning ember lies deep in the hearts of those who call themselves Orvar and Gorundyr, a hope that one day the Clan will have a home of its own. The gods call out to the Gorundyr people and urge them not to give up hope, for the unrelenting spirit of this great people will never be extinguished. Noteable Figures Tyr of Orvar, the first Chieftain. Tyr forged his clan from the remnants of Havardr’s kingdom after his death and led them to prominence. He is said to have sat atop a throne carved from the remains of an ice giant, it’s frozen heart still beating faintly within. Tyr is credited with the alliance between human and giant, as Orvar was the only clan to offer aid and friendship to Fariik and his people. Hagnar, the Warrior Priest. As a young man, Hagnar was a simple farmer who struggled to survive in the harsh snows of Asulon. In his accounts, he attributes the changing of his being to an event on the icy banks of Hanseti. Hagnar lost his footing and plunged through the frail ice, sinking deep into the sea. As he drew his last breaths and his vision faded, he recounts only seeing a brilliant flash of light and spoke of an immense heat. The water around him started to boil violently, and he found himself expelled back to the surface, landing upon the shores. It was after sometime that he regained consciousness and found he had suffered no harm, nor did he feel the effects of the cold upon his flesh. From this day on, Hagnar pledged himself to Gorund and joined the priesthood, devoting his entire life to the eradication of the eldritch. Barid of Orvar, the first Yagar. Clan Orvar found itself destitute and weak, barely clinging to life in the frozen wastes of the Savaar, but their luck would change. Barid, from his very birth, showed a renewed spirit that inspired his kinsmen. Upon his coming of age, Barid would join the Haukvengr warband and begin his legend as a fierce warrior. Eventually, Barid united Orvar and all of the other Gorundyr clans, crowning himself as the first Yagar, or High Chieftain. It was his deeds in life that drew the gaze of Havardr and his Joriin, and upon his brutal murder by his sons, he was welcomed into their pantheon. Now, Barid stands as one of Orvar’s greatest ancestors, for not only was he deserving of respect in life, but also now with his godhood. Aventia, Legendary Shield-Maiden. Once a member of the powerful Clan Oghma, Aventia married into Clan Orvar after her clan's near destruction by Barid. Beforehand, Aventia was a well respected foe, and it was her warband of Shield-Maidens which screamed defiance in the face of Barid. When her clan faced defeat and found their name tainted by their refusal to acknowledge Barid’s superiority, Aventia abandoned the clan and set her eyes on a man named Moban, the eldest son of the Yagar. With his refusal to acknowledge Aventia as a worthy bride, she challenged him to a series of duels, defeating him at every turn. She had shown that her spirit was great and earned the respect of the Clan, and thus Moban’s hand in marriage. Application MC Name: RP Name: Skype Name(You may PM it): Teamspeak?: Timezone: Profession(s)(Include level): Will this be a main character?: Open Characters Below is a list of characters of the main Orvar bloodline that have yet to be played. These are all children of my characters siblings, and are mostly blank slates, though their births and such happened ingame. Any questions? send me a private message or add me on skype. Skype: doctorowyn Torkel’s ((BooMziE, skype: mrboomer337)) line: Alvilda (Daughter), Arvid (Son), Eirik (Son) Aeron’s line: Brynjar (Son) Senua’s line: Eylof (Son), Fiske (Son), Eydis (Daughter) Feel free to message me on skype with any questions regarding the Clan or Culture.
  7. Character Name Ketiley of Orvar Nicknames: 'Tiley Age: 49 Gender: Female Race: Highlander Status: Married Description Height: 6'4 Weight: 200 Body Type: Curved but toned and thin Eyes: Hazel/Green Hair: Bright pastel blonde Skin: Fair Markings/Tattoos: raised scar-like birthmark of a Celtic knot tree upon all of her torso, discoloured birthmark of Celtic knot hear on back of left hand Health: Hearty Personality: Kind, Gentle, Tough, Loving, Forgiving, Caring, Leader, passive until provoked Inventory: Assortment of flowers in her braid, hair, and around her crown Further Details: Though lengthly and thin but toned, her appearance is laxed, feminised, and quite attractive for her age, looks more like she's in her 30's. Life Style Alignment*: N/A Deity(s)*: Gorund, Andarta, Lagara, Ankou, Argal, Draug, Beira, Oknar Religion: Pagan/Odjoriin/Gorundyr Alliance/Nation/Home: NA/Caliphate/Anthos Savaar Job/Class: N/A Title(s): Sonaak (Priestess)/Koraaviik (Seer) Profession(s): Chef Special Skill(s): Diplomacy, way with people, archer, strategist, cooking Flaw(s): Trusts easily, heartbroken easily, bad temper, Perfectionist Weaponry Fighting Style: Support, Stealth, Archer Trained Weapon: Bow and Arrow Favored Weapon: Bow and Arrow Archery: Very Good Biography Parents: Oddessa of Oghma, Alikr of Oghma (Both dead) Siblings: Ryn and Huntyr (Both dead) Children: Aedan, Aero, Eogan, Curan, Kaira, Sivvee, Oddessa, Ruari Extended Family: Aela Obsidian-Arm, Aeron the Farsighted, Ragaros Sheepskin, Torkel of Orvar, Hafgan the Simple, Andartus of Orvar, Tyke of Orvar, Percival of Orvar Pet(s): Avee (Large, pure white, Dove) History *(Out dated, haven't played in a while) Hailing from Savaar, Anthos, Ketiley’s family knew there was something unique about their eldest child from the moment they were aware of her existence in her Mother’s womb. The moment she was born; a mark of Lagara placed upon the back of her left hand, having locks as golden as the wheat, and pure-green eyes like the wondrous leaves of life, the Priesthood quickly recognize her as blessed by Lagara. having Ketiley was raised into the Clan Oghma for the first ten years of her life before the clan was completely obliterated by High Chieftain Barid. Because her parents refused to swear allegiance, they were put to death, while her Brother, Sister, and herself vowed themselves to the High Chieftain. Throughout growing up, Ketiley was quite attractive, was blessed with a soft, musical, and gentle tone, though her wrath was fierce. She sang to her clan quite often until it was obliterated, then began to only share her voice with her Siblings. It is said that Ketiley’s voice could easily hypnotize a person into a blissful state, leaving them satisfied, calm, and happy when she finished. Though she lost her parents at a young age, this did not stop Ketiley from enjoying life and keeping a smile upon her face quite frequently. Ketiley did not miss nor mourn her deceased parents, for she knew of their disloyalty to the High Chieftain, seeing their death as honourable and necessary. She was a proud Gorundyr and quite competitive, doing everything to her fullest extent. When the Black Scourge came, Ketiley thought she was ready enough to face it head on. She quickly realized her pride got the better of herself, only to watch her Brother and Sister fall. Ketiley began to see her life tearing at the seams, wanting to give up and ready to fall with her Siblings. Many a time she plunged her sword into her Siblings with the intent of putting their controlled bodies to rest, crying as she did this. Each time slowly dying on the inside. Come a year and a half later, after fleeing to Thales, Ketiley received word that Orvar had fled to this land as well. This sparked her will to live once more, the thought of High Chieftain Barid coating her troubled mind. The light of rumored words of Yagar’s clan possibly still alive spread over the darkness that clouded her thoughts, bringing the hope of survival of the Gorundyr to renew her faith in the strength of her people, once more. Several years has passed since Ketiley has met, bonded with, wed, and bared children for Morvan of Orvar and have settled within the kingdon of Aesterwald. Having two eldest Twins preforming The Coming of Age, a singular child that was birthed in secret a year after the Twins, and two newest twins that are safely hidden away in a far away Ritual Home, home of the Gorundyr Prestrs and Prestress', or Priests and Priestess' for those whom are unfamiliar with the terms, Morvan and Ketiley wait patiently within their new-found hold, govern by the Konig of Aesterwald, for her children to come home. Many of her kin, the Orvar, have scattered and taken upon themselves to journey about upon Pilgrimages for several different reasons, as Morvan and Ketiley, along with her children, also sought out to walk a Pilgrimage to seek their gods. Ragaros of Orvar has returned from a horrible fate of falling to the clutches of Maratsu, the Fallen one, and has somehow regained himself through his pilgrimage. Now awaiting their Children, Morvan and Ketiley are told by Ragaros that he wishes to sacrifice himself to the Gods as a celebration for their Childrens' arrival from The Coming of Age quest. Artwork Mark of Lagara upon her torso Lagara Birthmark on left hand.
  8. Deities: Sáventón. King of the Gods (older brother of Qyrfros), He wears a Crown moulded out of a pure white Gold, he is a towering Figure, neither Brutal nor Elegant, his Armour consists of a Simple look, Mortal armour, in a grey/silver colour. He wears a huge cloak made from various different Furs that covers his Shoulders and his back, it drapes along the floor behind him. In battle he wields a simple War-axe along with a Simple wooden round shield. Sáventón is said to be the first of the Gods, it was he who was created Thorgir, God of Wisdom. A large, thin man in blue robes with Golden accents, he often holds a Staff, he has long white Hair with a long White beard. Asvaldr, God Of Light. Asvaldr is incredibly attractive, he is young with long, Gold flowing locks with a perfectly pruned Beard that splits off into two Plats. His armour is full plate, the Majority of it a Shining silver starlight, the trim of the armour is styled as the Golden wings of a great eagle, the Chainmail of his armour is said to be made from pure starlight, it twinkles with every spec of light in his Halls, His helmet is composed of the Same design, exposing his mouth and eyes, the back of the Helmet styles two Golden wings again resembling an Eagles. Finally he wields a large Kiteshield that acts as if a Mirror, the trim of it Gold, in his main hand he holds a Golden Sword that shines with immense Beauty, the Hilt again styled as Eagle wings. It is said that those who follow a Particularly good and Righteous path will end up in Innos hall, where they will eventually go to War with Beliar for the last time during Angurmiror Kárágór- God of Balance. Seen as a massive and brutish figure clad in a darkened and crude looking platemail, the torso covered by an ebony tabard with an eye upon the centre. Its helm masks its visage, taking a crude shape, the metal lost its shine, save for the centre line that ran down the helmet, and around the serpentine esque eyeholes. He can be seen with a massive scutum shield and a large bastard sword. It is keen on creating both good and bad within the world, order and chaos are its agenda, with the right amount creates perfection in the bulwark's eyes. Beliar, God of Darkness. Not much is known of Beliar, he is depicted of having dark transparent Robes that cover the majority of his body, his legs inexistant, the torn robes seem to float freely as he does, his face is as black as night, his facial features seemingly nonexistent, a mere shadow. He does not speak a word to a single soul, he merely glides across his Dungeons, terrifying the men inside with what he will do to the World next. Yrasil, God of Victory Amalie(Twin of Reftia), Goddess of Marriage, Love. Seen as a small, thin woman with flowing white hair, not exactly beautiful yet Kind and Motherly. She wears Blue robes similar to those of Qyfros, It is said that those who have deep enough love for each other will go to her Halls, however for this to happen they must either die while still together or they must remain faithful to their dead lover until it is their turn to enter the halls, Emdur, God of Haste/Work. Reftia (Twin of Timheia), Goddess of Fertility Gónthórián, God of War. A huge mammoth of a Man with long Brown locks and a thick brown Beard, he wears Theatrical armour styled with Huge 2 inch thick heavy plates around his Waist, His right Shoulder is covered with the same 2 inch thick plates, with large Bull Horns that protrude outwards from it, his shins are covered again with the 2 inch thick plates, the knee caps in the style of Jawless Skulls, around his Thighs he wears around 4 layers of thick, large ringed Chainmail covering the majority of his thighs in a Tassett like fashion. His covers almost all of his Face, the eyes shadowed out, his mouth and jaw exposed however, Horns also protrude from his helmet, one of them cracked and damaged. He holds a Huge Round shield about the size of himself, it is not made from wood but of the Bones of the men he has slain, all compacted to make a Strong shield with a Blackened Steel rim and Boss. Those who are passionate enough about War to enter the Halls will Dine and Drink for eternity, they will also Fight each other over and over as much times as they wish, without feeling the Pain or Suffering of wounds yet still feel the Adrenaline of a Fight. Frigg, Goddess of beauty, innocence(Sister to Rán, Twins) Seen as a beautifully figured woman in a dress of pure Diamond starlight which exposes part of her legs and arms. Her hair blonde and wavy, her eyes a pure blue, she has feathered white Dove wings that arch from her back. Tyr, God of the Sea. Depicted as a man with Kraken like tentacles as legs, his arms and chest strong and mighty from pulling Oars, his skin Ocean Blue, it is said that those with Ocean Blue eyes are blessed by him. His halls are said not to exist, instead, it is said that he travels the Seas of the Halls in a Large, Nordic vessel, the Oars pulled by the Men who are Sailors, they drink, feast and Row for eternity, enjoying every moment. Rán, God of Hate, Deception(Brother to Frigg(Twins) A grim looking, evil man with Grey and wretched hair, he is old and decrepit, his left eye the colour of blood, he holds a Crudely made staff in his left hand and has claws that protrude from his Fingers. Dóndrákar, God of Death, Afterlife. Depicted as a crude Raven with ruffled feathers and inexistant eyes, his wings are missing many feathers, the wing Bones can be seen through it, some say that the Raven is depicted as half man half Raven, while others say he is wholly a Raven, some even say that he is composed of Hundreds and Thousands of Ravens, however this is a rare belief. Zamváhstáh, God of all that is Evil, the fallen one Life after death: When a Darweigin dies it is not as simple as reaching the High Halls, First their soul must be taken to Judgement, their soul will be gathered by Dóndrákar and then they will be taken to Adanos Halls for judging, if they are judged as a Just or Righteous person they may stay and feast there however usually they will be taken to the halls of other gods. There are several different Halls for different people, for example a Warrior may go to the Halls of Gónthórián while a Craftsman may go to Emdur’s Halls. Here they would drink with their God and feast with them and also perform their craft/skill there. They believe that very few men go to Sáraventón’s halls, this would be considered as a Blessing, these Men/Women would have to devote their life to this God in order to enter his halls, they would also have to show their prowess in Battle, Skills and overall Morale, Honour and Discipline. If a Darweigin has lived a particularly poor life by having a lack of respect for their Kin and often doing Heinous and Unforgiving acts it is believed that they will be confined to the Dungeons of either Rán or Beliar for eternity where they will be Stripped of all Titles and Honour and will be Tormented by them for Eternity. It is said that if a Man permits the Worst of acts that they will be sent to the pit of Zamváhstáh which is a fate feared by many, there they will be forced to watch their Loved ones suffer and will be Beaten, Flayed, Chained and Starved for Eternity. Military structure: Merkismathr Only one may hold this rank within the clan. The Champion, anyone may hold this, they're the best warrior and may show their worth within honour duels. Anyone within the clan may try to grab this rank within Tournaments held by the Chieftain. They do not gain any rank within the military structure, but have the respect of the warriors and chieftain and may be used to fight other clans. Shield-Maiden. The women warriors of the Leidang. These women have proved themselves able to have the same power as a Huskarl. Each of these women have a number of arm-rings and also will have a necklace showing their rank, they've the support of the men and the women of the county and are also the private guards of the leaders. Huskarl. The Huskarl. The top warrior of all. Able to access the armour stores and, in the absence of one of the three leaders, may control the Leidang. They're elite of the elite, war-hardened. They've proven themselves multiple times within war. The personal knights of the Country. They've the respect of the lower ranks and the leaders. Normally these men bare a huge amount of arm-rings given to them by One of the three leaders, this shows their prowess. Also normally have their own necklace to show their rank-A wolf's head with an axe head in its mouth. Berserker. The Berserker, men whom are known to be furious in battle. Each of them showing their anger within battle and channeling this rage into their fighting. Although not always the elite soldiers, each of these men are known to bare some prowess in battle and would bear a name to show this. Well respected, these men can normally control a small amount of men, and in some cases, they're able to lead the training during war-games of the Leidang. Each of these men normally have some arm-rings. Ráðningar. Are chosen by their superiors to handle the introduction of new warriors into an established war-band. The warband must be of well-minded men to create the ultimate shield-wall. The warband will be led by this rank, however, will contain a Berserker and Huskarl to help the Radningar with any of the inferior decisions. The Huskarl has the final say if the decision is bad, but overall the Radningar may appeal to the Clan Chieftain over a decision. Thegn. Older or veteran warriors.. Thegn's are seasoned soldiers, participants of multiple expeditions and shield walls. They are fierce men, brought up learning warrior skills,and have survived the brutalities of the shield wall and war.This Rank is the next step to becoming one of the three top tier ranks. Dreng. The standard rank within the Leidang. These men are the new recruits and hold only the title of Younger. These men have only little respect within the culture. These men have to prove themselves within the shield-wall and battle that they can earn the loyalty and brethren ship within the clan. Stúrandér Any child from their 10th birthday up to their 15th birthday. They can now begin serious training as warriors and may go to battle with the warriors/raiders. They do not go into battles, but to fetch and carry items, loots, or take water to the thirsty and tend the wounded. Lifestyle: Building style: Old Norse. (This is just an example, Jamziboy style) Physical appearance: The physical appearance of a Darweigin is rather simple. It is common for the people of Darweigin decent and heritage to have blonde, red, aubern, fair, and dark brown hair. Their eyes are usually gray, aqua blue, dark blue, brown, or slate gray. The height of a male stands normally up to 6'5" and occasionally inches further. The women are usually 5'9" and up. Their physique is usually that of a brutish structure. The frames of the males grow more and more muscular as they reach their coming of age. Their harsh and hellish lifestyle with the numerous training of battle from an early age helping to develop such. recipes History: The Darweigans are obvious descendants of the Humans. Back in the days of Anthos the Darweigans born within the harsh mountain terrains of Anthos within the North. The Darweigans. A collection of different clans laid rest within their lands in peace. Away from the wars that raged within the southern lands. The clans themselves however were never closely tied, each bringing war-bands together to raid deeper south, united under the different Chieftains of the Clans. For many Centuries these men raided. As the years went by however they had to raid deeper South, raiding only smaller villages and coming home to their families with nothing. The Clan of Fáóláinson, under the leadership of Thórvurdir raided east. In the hopes of new life to be found. He, only bringing a few in number pillaged the lands as he sailed. Raiding whatever he could find. Upon returning, he was smitten by the other Clans. War was raged against the Clan of Fáólainson, the series of Skirmishes were brutal. Shield-walls against former friends. Former Shield-brothers. The war lasted for ten years. The lands that once prospered were nothing but a wasteland. Upon the last day of the battle. A new man stood within the Fáolainson shield wall. A mere teen, though he stood taller, stronger than most humans. His name was Thórvárdr. The battle was a massacre. Lasting four hours. The dead lay upon the snowy fields of Kollsvik. The Fáolainson’s looked upon the dead from the hills. A cruel smile raised upon Thórvárdr’s face.. Peace was once again brought the Darweigans, living peacefully under Clan Fáolainson. The former enemy tribes now peaceful once more. The Clans soon prospered once more, peace brought to them, the raiding having being stopped for many years brought new gifts, until the time the gods rained hell fire upon the mortal raises of Anthos. Smiting them with only one choice but to leave with the rest of them. Having packed small supplies. The clans did not dwindle and escaped at a quick pace. Upon entering the ruined site of Cloud temple, the men, women and children all stood, scared of what was about to become of them. The prophecies had for told of such an event, the name of it, Vegnirik. Many thought this was the end of the races all together. However. The gods had toyed with them. The needles had been thread. Ushering everyone out of Anthos. Thórvárdr was killed. Leaving the Darweigans once more..alone for the gods to spindle their destinies. Common practises: Skalds: The creator has it’s priests, as does every religion. Skalds are seen as the gods whisperers, believed to, at birth have direct contact with a certain god, these priests are sought out by men and women a-like to find out what the future will bring to them, however these men are often said to have a certain glimpse into it, and never will they know the full picture. ((OOC note: Normally the Skalds guess the future, they have no real direct contact to any god for that matter, they’re simply believed to be.)) These men normally set out on pilgrimage, seeking out mounds of the gods, in which they may delve deeper into their knowledge so they may preach it to the Darweigan people. The Blood-eagle: The brutal execution performed to the traitors. The men are sacrificed to Addnos, and sent to the halls as to where they will be judged, the blood-eagled deprives on cutting down a person/s back and braking the ribs from behind and pulling them out of the wound. All who watch the Execution must watch, out of respect for the man whom is getting executed, if one does not watch, then they are to be punished by whatever the chieftain deems necessary. The Grand Hunt: The Grand Hunt happens once every Elven month. Men of each Clan come together in Friendship, bringing their best hunters with them. The Grand Hunt lasts three days. On the first day feasts are held to Celebrate the fallen of battle and to also celebrate the Harvest brought in by the farmers. The second day consists of the big hunt. In which the different Clans set of at a route, and try to bring as much animal pelt and meat as they can back. The winning Clan gains all the Animal pelts from the rival clans. The Third and last day consists of eating all the meat that was brought back from the prior day,as well as more food from the harvests. Alcohol is also present, which normally leads to brawling. Feasts: Feasts are a common occurrence, bring allies and Darweigans together to celebrate. Such as an alliance being formed or a battle being won. They’re normally for anything that needs celebrating. Feats can have many different outcomes. Depending on whom is around. Be it just Darweigans. Men may be sacrificed to the gods to win their favour. Songs are sung of ancient heroes and the battles that were won by them. It all varies. Weapons and armour The men and women of the Darweigans normally wear a standard Chainmail Hauberk which covers their body and also down to there waist, most normally wearing standard trousers/pants in which are covering mail from underneath to protect the flesh beneath. However the Warlords of the Darweigans normally have a mixture Chain and plate, due to the expense of it all. Many of the men wield swords of fine steel, however many have the choice of what they would want to weild. Axes being more common due to the ease of pulling a shield down within the shield-wall. Also the Standard warrior carries a rounded-shield, even if they wield a two handed blade, this is for extra protection, if they’re in need of it to protect against arrows. (Darweigin is basically a mixture of the different Scandinavian countries, the gods are heavily based of odinism, which Ancient Vikings believed in. The Culture is open to anyone, but please before hand, if you wish to create a Clan, send me a message through either my skype: jakeyd6 or through the forums. Thanks)
  9. Character Name: Morvan Orvar Nicknames: Bloodborne, The Indomitable Age: 24 Gender: Male Race: Human (Gorundyr) Status: Rebuilding his people; Defending the North Description Height: 6’9” Weight: 383 pounds Body Type: Thick, Muscular Eyes: Dark Green Hair: Brown, shoulder-length, but usually kept in a braid. Skin: Pale Markings/Tattoos: Each arm has a spiralling wreath tattoo, starting at the wrist and ending at the shoulder blades. It then joins to his natural birthmark, that of a jagged hawk. Morvan believes Ankou gave him a piece of his divine soul and thus reveres him above the others. The tattoos are done in the Celtic style and represent the unity of the two remaining sky gods and the brotherhood that they share. Health: Healthy Personality: Curious, Adventurous, Charismatic, Bold, Spiritual, and Ambitious. Morvan does what he views as best for his people. He likes to get in the thick of battle and believes that he cannot fail in the eyes of the gods. He is perhaps too trusting of outsiders and puts a lot of weight in friendship and strength. Finally, Morvan can be too rash at times, often making decisions before thinking of every possible outcome. Inventory: Morvan keeps many charms and pendants representing his gods on his person; Wristbands made of leather and eagle feathers, a necklace wrought in the image of Lagara atop the Heart Tree, and a hunting knife adorned with a wolf-head pommel are among the most important. Life Style Alignment*: Neutral Deity*: Argal and Ankou are the two Gorundyr gods Morvan holds in the highest regard. Religion: The Gorundyr faith and their pantheon of gods. Alliance/Nation/Home: Morvan is the leader of Clan Orvar, the last remaining survivors of the Gorundyr people from Anthos. Job/Class: Warchief of Clan Orvar, Hunter, Blacksmith, Brewmaster Titles: Chieftain, Battlelord Profession: Blacksmith; crafting weapons is his speciality. Special Skill: Herbalism, his mother taught him how to concoct tonics and other herbal remedies. Flaws: Rash, compulsive, and quick to trust. Zealous if his beliefs are threatened. Weaponry Fighting Style: Close-quarter fighting style. He likes to get in the thick of battle and use his size and strength to demolish his enemies. He is also known for a more reserved fighting style when using his shield, typically when forming a shield wall with his brothers. Trained Weapons: Battle axe, Bearded axe, Shield, Bastard Sword, and Longbow. Favored Weapon: Bearded axe. Archery: Prefers to use his longbow for hunting, though he will use it in battle to cover a retreat. Biography Parents: Mabon (Dead) and Aventia (Dead) Siblings: Torkel, Hafgan, Aeron, Mullo, Senua, Aela, Percival (Half) Children: Aedan, Aero Extended Family: Ragoros (Uncle), Andartus (Cousin), Tyke (Cousin) Pet: Falahnyr, a large eagle that Morvan uses as a hunting companion. History Born to the icy wastes of the Savaar in the northern reaches of Anthos, Morvan’s arrival coincided with the first scourge attacks on the Gorundyr. Helpless against these demons, the people of Clan Orvar took his survival as a sign from the gods. Very few other children had lived through the harsh cold and plague that assaulted his people. The gods had given them one who would lead them safely from the maw of the scourge. Morvan’s birth took a severe toll on his mother. As she sat losing blood and her vision began, she saw a cloaked figure enter the hut. Its face appeared black, with blood red eyes peering out from under its hood. It spoke to her in the ancient tongue of the Gorundyr and moved over to Morvan. The figure reached towards him and carved a small rune into the flesh of his forehead. As quick as it had come, it was gone. Aventia, Morvan’s mother, lived through the ordeal and told him the tale when he was older. He believes Ankou gave him a piece of his divine soul on that night and he has pledged himself to the gods service. Morvan fled the Savaar with the remaining vestiges of his people and took up leadership of the Clan after Mabon, his father, fell in battle at the cloud temple. Ambitious and proud of his heritage, his sole goal is to rebuild Clan Orvar and preserve the legacy of the Gorundyr. Artwork Sigil that would be found painted on his shield. The two birds would be black, the background hide painted dark blue. Similar to what he would look like, though he would be larger.
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