Jump to content

Search the Community

Showing results for tags 'aluria'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

Found 6 results

  1. Treaty Of The Azure Sea -Aluria and Vortice- Agreed on the 12th of Sun’s Smile Year 175 of the Second Age - The Unified Domain of Vortice and Principality of Aluria This document refers to The Principality of Aluria, and The Unified Domain of Vortice; hereafter referred to as ‘signatories’: ARTICLE I: SOVEREIGNTY The signatories, do pledge mutual recognition of sovereignty and agree: I. THAT the power of the rule of each signatory in their respective territories shall be fully respected by the other; II. THAT the signatories accept the other's authority as the representatives of the will of their peoples and thus shall recognize no other position claiming such. ARTICLE II: NON-AGGRESSION I. The Signatories formally enter a pact of non-aggression. II. The Signatories refrain from participating in any conflicts that put them at odds with one another. III. Residents of the Signatories are protected while in the Respective territories so long as they act within the laws of the respective realms. IV. Attacks from third parties residing in the territories of The Signatories will not be considered acts of aggression. Still, they must be dealt with by the government of the offending party's residence. V. Guilds or mercenary contracts stationed within the territories of The Signatories will be subject to legal prosecution if offending the pact in city limits or on citizens of either city. VI. The signatories enumerated do mutually agree that any forces affiliated with their banner, nation, reigning bloodline, etc., shall not engage in military action against the other signatory. If such were to occur, the signatories shall endeavour to resolve the issue diplomatically. ARTICLE III: Cooperation I. Citizens of any standing of The Signatories can, if they are found in committence of a crime in the territory of the other, be sent back to the other, for punishment. ARTICLE V: Friendship I. The Signatories shall exchange cultural events, and knowledge of their peoples history, and traditions. Through these events, in the hopes, they may foster an inner understanding of each other's lands. Thus also connecting their people through friendships. ARTICLE V: DURATION I. The Signatories agree to enter into a pact of the aforementioned clauses, for the duration of 12 years and after such treaty ends, renew at a meeting appointed by either side. Signed, His Royal Highness, Jakob Calavénon High Prince of Aluria, Talonnii Head Of The Calavénon Her Highness, Lenora Jusmia, The 10th Sovereign of the Depths, Monarch of the Unified Domain of Vortice. His Highness, Gusiam Jusmia, Monarch Consort of the Depth, Department Head of Foreign Affairs to the Unified Domain of Vortice.
  2. Treaty of Dove & Fox -Aluria and Helious- Agreed on this 13th of Sun’s Smile Year 145 of the Secound Age - The Principality of Helious and Principality of Aluria This document refers to The Principality of Aluria, and The Principality of Helious; hereafter referred to as ‘signatories’: ARTICLE I: SOVEREIGNTY The signatories, do pledge mutual recognition of sovereignty and agree: I. THAT the power of rule of each signatory in their respective territories shall be fully respected by the other; II. THAT the signatories accept the others authority as the representatives of the will of their peoples and thus shall recognize no other position claiming such. ARTICLE II: NON-AGGRESSION The signatories enumerated do mutually agree that any forces affiliated with their banner, nation, reigning bloodline, etc., shall not engage in military action against the other signatory. If such were to occur, the signatories shall endeavor to resolve the issue diplomatically. I. The Signatories formally enter a pact of non-aggression. II. The Signatories refrain from participating in any conflicts that put them at odds with one another. III. Residents of the Signatories are protected while in the Respective territories so long as they act within the laws of the respective realms. IV. Attacks from third parties residing in the territories of The Signatories will not be considered acts of aggression, but must be dealt with by the government of the offending party's residence. V. Guilds or mercenary contracts stationed within the territories of The Signatories will be subject to legal prosecution if offending the pact in city limits or on citizens of either city. ARTICLE III: Cooperation I. Citizens of The Signatories can, if they are found in committence of a crime in the territory of the other, be sent back to the other, for the purpose of punishment. ARTICLE IV: Trade Alliance I. The Signatories shall be allowed to enter each other’s territories in order to trade whatever items may they be selling, unless it breaks any of the aforementioned articles, or the laws of A Signatory. II. The Signatories shall each be granted a tariff-free stall within the lands of the other by an appointed member of the Signatories citizenry and/or government. ARTICLE V: Friendship I. The Signatories shall exchange cultural events, and knowledge of their peoples history, and traditions. Through these events, in the hopes, they may foster an inner understanding of each other's lands. Thus also connecting their people through friendships. ARTICLE V: DURATION The Signatories agree to enter into a pact of the aforementioned clauses, for the Duration of Indefinite and after such treaty ends, renew at a meeting appointed by either side. Signed, His Royal Highness, Jakob Calavénon High Prince of Aluria, Vi'cotr Of The Alurian Domain, Talonnii Head Of The Calavénon Her Serene Highness, Ember An'na Munnel, Co’trine ou’ Yagrasylvvy, Gine ou’ Silme'pol, Ambassador ou’ Sol’Helious, Sil’rumeiry Sentinal ou’ da Sol’ tarrio, Ac’Luzxi ou’ Kni’ich Sol’ Helious, Taur, a’ Ruke ou’ Alterk, a’ Lunderia, Magin ou’ Vali’mae, Co’tr ou’ Voclia, Cond’pos ou’ Oblen, Vaton ofu’Achyae & Sievis, Gin ou’ Sen’nyor, Haelunai’Gine lu da Sol'talonii ou’ Munnel
  3. The Belief of Spectivism [!] Spirits of the dead approaching The Spirit Realm. The Religion’s Origins A fair bit of the Calavénon believe in a vague and relatively old belief of the remembrance of spirits since before they landed upon the shores of any continent. They’ve always had hopes and beliefs that nobody was truly gone once they died. During their long sea voyage searching for land, many Alurians had to leave the dead floating in the sea, having only their memories of them to hold onto. As the situation grew direr, the large Alurian fleet was separated, and the survivors wished to honour those who didn’t make it by creating a shrine. Lighting a candle for them, and if they could, adding the deceased’s possessions or perhaps a depiction of sorts. No matter if it was a simple stick figure or a painting. The Lady of Spirits [!] A painted depiction of the Lady of Spirits with grand nature spirits. None truly know what the Eos was like before The Lady of Spirits. Some believe there was nothing at all; others believe the world was barren before her arrival. All that is known is that once she arrived, Existence itself began to thrive. She was still, at the beginning, settling herself to have three powerful children during this calm moment of her existence. The parents of all grand spirits like themselves. The first child is known to mortals as the sky, surrounding Eos with winds. The second child is known as land, raising scapes from mountains to forests to be. Then the third and final child from The Lady herself is known as the sea, filling the cracks and crevices between the landmasses land had left behind with sparkling blue water. These children are the fathers and mothers of everything after themselves, ranging from the lava flowing within volcanoes to the birds soaring in the sky. Once these three children were born, The Lady of Spirits wandered about Eos. Filling the continents of the world with magic, predating even the first elves. And during this, she also created a realm for the spirits of the deceased to reside in, referred to by mortals as ‘The Spirit Realm.’ However, where there is creation, there is also destruction. Such as being the sister of The Lady of Spirits, The Mistress of Darkness. The Mistress of Darkness [!] A painting of The Mistress of Darkness and her spirit lantern. The Mistress of Darkness is said to have been born around the same time as her sister, The Lady of Spirits. However, unable to assist her sister in creation due to her lack of ability to ‘create’ children as The Lady had done, she became the first manifestation of darkness Eos had ever known. For she was darkness. Jealous of her sister’s children, she used her powers to corrupt the minds and stole the spirits of many; she was too weak to corrupt grand spirits, so she settled for manipulating the lesser spirits of mortals. When a corrupted mortal’s physical body dies, they are unable to enter The Spirit Realm, their spirits trapped in the glowing lantern of The Mistress. The Spirits of the Deceased [!] A painted interpretation of The Spirit Realm. Once a mortal perishes, their body keeps hold of their spirit until it fully rots or somehow disappears, releasing their spirit to permit entry into The Spirit Realm. It is for this reason that the cremation of bodies after death is a common practice, so a deceased spirit may more swiftly enter this realm. There is a way for mortals to attempt to contact their deceased loved ones. However, that is through a festival called The Night of Spirits. The Night of Spirits [!] Messenger lanterns flying into the air for The Lady’s eldest child to help guide them to The Spirit Realm. The Night of Spirits is a colourful festival, one with food and laughter to celebrate the travels of the deceased into The Spirit Realm rather than lament over the loss of loved ones. During this celebration, those participating dress in their finest clothing, donning a mask upon their face as well. As the festival comes to a close, everyone lights a candle, placing it into a lantern for it to travel through the sky’s domain in hopes that the grand spirit, the eldest child of The Lady of Spirits, will guide these lanterns into The Spirit Realm. These lanterns often have messages written inside of them for the deceased to receive, knowing their loved ones still remember them and shall one day join them. Marriage Practices [!] The lit candles of a newlywed couple burning brightly. When a Calavénon and their partner wish to conjoin in marriage they must light a candle to symbolise their union. Both families would bring a candle the colour of their Coat Of Arms. For the Calavénon, their candle would be a teal or cyan colour. Normally this candle would be passed down throughout the family, re-adding wax to keep it growing and attaching a new wick whenever needed. It's understandable if the other family wouldn't have a traditional candle to pass down. Once both families present their candles and light the candle after their vows it will then decide if they are destined for each other, if the candle stays lit then the couple may marry however if the candle should go out for any reason then they are not meant to be. Once the candle has been lit it must then stay lit and if it at any point goes out then its destined for the couples love to also dwindle. After the marriage the wedding can proceed to festivities which tend to include food and alcohol of different varieties. Games are also quite common such as a game which is similar to hide and seek, all must try and find the bride within the confinds of whichever nation she is to be wed at. If they are unlucky in finding the bride it is customary to pay her 50 mina for each participant as a sign of good luck in her marriage. Typically after marriage the wed-to-be's surname would be hyphenated regardless of gender. A dowry is also quite common where the bride and groom's family are to give the bride land or money to take care of each other and acquire cattle and such. Light coloured lily’s should be planted around the altar of the bride and groom to symbolise prosperity, marigolds can also be planted to symbolise good luck for the family. In terms of attire when it comes to the ceremony it's traditional for the Calavénon family to don the Coat Of Arms colours which is typically cyan. The other family isn't required to don their coat of arms colours however it is HEAVILY suggested or else they will recieve side eyes and various glares from the family.
  4. Calavénon Talonnii Talonnii History The Calavénon's have continuously proven to be a rather versatile talonnii. Always have they been willing to reform and evolve to adapt to a particular environment, but never have they lost sight of who they are whilst doing such. They take pride in the fact that no matter what obstacle or string of challenges may cross their path, no matter who or what may stand in their way, they will always manage to find a way to overcome it. Today, they continue to walk the lands of Almaris hand-in-hand, closely knit, and never to be divided. The Talonnii had its start within Elvenesse - or, what is known today as the Crown of Amaethea. Their bloodline is derived from the very Illitian elves that inhabited the lands, and after moving on from the luscious soils of the mali'ame, the Calavénon's sought to live within the Kingdom of Oren, where they were quick to become Nobility, and later on, came to lead Selestia. Despite their humble beginnings within Elvenesse, it is safe to say that Selestia is truly where the talonnii began to cement themselves. Then came the Monarch Vivian, the past monarch of Vortice, who evicted the lands granted by Gail Cordius. The County of Selestia, after Jakob Castington and his people were wrongfully evicted and accused of not paying taxes to the Monarch, decided to rebrand as the city of Ando-Alur. Jakob Castington, alongside five Dark elves came to discuss the founding of a new state after what became of their old County, where born from the disunity present within their brand of elves at the present time. The meeting was long, many plans discussed and thrown out before they settled on a state freely accepting all, including Magicians - a stark contrast to all previous Dark Elven establishments. They decided on a location within the High Elven borders to settle, creating a city boasting a warm and friendly environment. The first Ando Alur city was led as a Princedom, by Prince Vulnir Syllar, and Prince Jakob Castington, with a council beneath them. Though small at first, the city began to slowly gain traction with its values - inevitably leading to the further gathering of allies and new residents. However, not all was easy; creatures of the depths soon rose from the waters that surrounded the city. The solution to this seemingly never-ending swarm of monsters was one used before, so long ago in previous realms, it was almost forgotten as a possibility; the use of a Voidal Tear. With Mages from across the continent gathered, enough energy was collected to punch a hole into the magical realm, causing a never-ending flow of magical energy. This was utilized by those gathered in order to enchant the city itself, tearing it from the earth and into the sky - safe from the monsters below. But of course, all good things must come to an end. After circumstances that were once lost to time, much like the history of the ancient elves, the family has at long last chosen to reclaim their lost history. They are doing so by adopting their true family name, ‘Calavénon,’ to honour those who came in times before them. Physical Traits and Appearances The Calavénon are in the juncture between housing leaner mali and bulker mali. There is naught the pressure to pick one path when it comes to militaristic and arcane matters - for was it not Ando-Alur who accepted both with open arms? More often than not a child of the Calavénon lineage will be born with varying shades of crimson and auburn for hair, the few that do not have paler ashy blond(e) locks. In terms of eye colour the Calavénon are often seen sporting lovely shades of blue or green - rarely is there a Calavénon with gold or purple pigment within their iris’, but it is not a phenomenon that is unheard of. Traditions A Candle's Flame - The ancient ceremony of intertwining fates is a festivity the Calavénon take rather seriously, but despite this, the day is bound to be full of entertaining games and delectable treats. Whilst the ceremony is in motion, the to-be-weds are expected to bring with them a candle - one adorning the signature hues of that individual's talonii. It is these candles that they will be setting alight. Once the vows have been shared should the flame of either one of the candles blow out for any reason, it would signify the union unsuccessful and bound to fail in the near future. It is considered shameful and is looked down upon by the Calavénon's should the wedding persist after such a phenomenon. At Twilight - The death of a Calavénon is truly a sorrowful occasion. The aching feeling of losing a loved one, losing blood is a circumstance never to be wished upon anyone who walks these lands. To honour those who they lost, the talonnii will cremate the lost loved one in a ritual. The ritual is held outdoors at twilight, and notably, beneath a clear sky. In order for the ritual to be complete, the ashes are scattered, to be either taken away into the wind, or upon lanterns up into the sky. Whichever one is chosen is based on what the deceased was said to have preferred. It is believed that the light of the sun and the moon together will guide the spirits of their loved ones to a better place. The Night of Spirits - A celebration to commemorate their loved ones - living or dead. It is a festivity open for all where attendees will be asked to dress in their finest garments and adorn a mask. To bring the festivities to a close, any who wish to participate will write a note and place it within lanterns that will be provided by the talonnii - these lanterns will then be sent into the sky with hopes that The Grand Spirit will guide the lanterns into The Spirit Realm for the deceased to receive. Boozy Bazaar - The Calavénon talonnii is known for their exquisite wines and other fruity beverages. As such, every so often, the talonnii has made it tradition to host various festivities to celebrate their success in this industry - this festivity in particular being their 'Boozy Bazaar' where people will come together to enjoy their drinks. A fan-favourite game within this event is 'Quip or Drink', where participants will be asked a question that they must answer or be forced to drink. Family Tree https://www.familyecho.com/?p=START&c=138r4dlxhfi&f=604347530538248458
  5. Settlement PRO MC Name: Oh_Ontario Settlement Name: The Principality of Aluria Proposed Settlement Locations (Highlight 3 on the map): Tile 51, Tile 52, Tile 56 (51 is our preference) Settlement Lore (could include previous roleplay posts showing involvement with the community) (1000 words minimum): The Written History of Ando’Alur to Aluria Ando Alur was founded by a group of five Dark Elves to discuss the founding of a new state, born from the disunity present within their brand of elves at the present time. The meeting was long, many plans discussed and thrown out before they settled on a state freely accepting all, including Magicians - a stark contrast to all previous Dark Elven establishments. They decided on a location within the High Elven borders to settle, creating a city boasting a warm and friendly environment. The first Ando Alur city was led as a Princedom, by Prince Vulnir Syllar, with a council beneath him. Though small at first, the city began to slowly gain traction with its values - inevitably leading to the further gathering of allies and new residents. However, not all was easy; creatures of the depths soon rising from the waters that surrounded the city. Formidable monsters that took great courage to face, and even greater steel to defeat. The solution to this seemingly never ending swarm of monsters was one used before, so long ago in previous realms it had almost gone forgotten as a possibility; the use of a Voidal Tear. With Mages from across the continent gathered, enough energy was collected to punch a hole into the magical realm, causing a never ending flow of magical energy. This was utilized by those gathered in order to enchant the city itself, tearing it from the earth and into the sky - safe from the monsters below. The Floating City of Ando’Alur For a time, everything was simple and easy. Times are prone to change however, and in the coming years council members and citizens would come and go, as is expected of any settlement, and soon very few of the original council remained. When the city’s voidal tear, improperly contained, began to infect the surrounding landscape into a voidal hollow, the new council members decided to put a stop to it before anything dangerous truly occured. Boomsteel. This metal would come to be what they used to destroy the tear, in anything but a safe way. With it, the tear was completely destabilized and the enchantments on the city ceased all function, crashing to earth once more. A cataclysmic event for the region, where the city and surrounding space was completely obliterated. Of course, a Voidal Tear is energy, and energy is no physical substance to actually be destroyed by such an attempt. Free from all confines, the Voidal Tear would finish its transformation of the landscape on a large scale into a Voidal Hollow, and the citizens who once lived inside would scatter. Ando Alur was remade along the shoreline, a far enough distance away to not be directly influenced by the lingering voidal energy. It was here that it became a coastal city, and began to enter its current ‘modern’ state. Of course, given the events of their previous city and a newfound distance from Haelun’or, the city grew clearly more distant from its mother state. Those within did not abide by the Purity Standards of the High Elves, and oftentimes considered themselves in their own ways, entirely independent - despite still being a vassal in technicality. In truth, the Alurian people had as much in common to Haelun’or as mice do to rats; a similar shape and nothing else. In all of the commotion, those who lived in Ando Alur held true in their faith to their home, doing what they could to maintain a kindred spirit among their people, hosting events such as the Alurian Revival Ball, which serves as a reminder to themselves as well as anyone else that they would not fall to their hardships, instead striving to meet them head on. This was followed by a number of smaller events as well, most notably a drinking festival not long after. The Remnants of Ando’Alur, after it crashed to the ground - Along with the beginning of the Voidal Hallow around it. During these times of tensions, the last members of the original council were brought forth to the head of their government properly, and changes were made on how the city was governed. A Prince and Princess - Jakob Castington and Amara Ortaure’na respectively - were decided upon, along with a Lord to handle the daily ongoings of the city. Though the Lord Regent disappeared after only a short time, leaving Jakob to take over as the face of the state as well. The tensions between Haelun’or did not go away during this time, growing to a boiling point before finally snapping when haelun’or sold Alurian land to a neighboring nation without consulting those who lived upon the spot. Forced to move, the Alurian people prepare now to depart their home in search of a new land to settle. Such a spot of course, determined by Amara and Jakob - who ventured on their own into the wilderness, and inevitably came across a ruined underground city. By its structure, one could tell that in times long before Descendants lived upon Almaris, this ruined half-city was likely above ground rather than below. The current city of Ando’Alur, along the shoreline. They decided to build on top of this location, named Aluria - a simplification and well-needed change of their earlier name. Plans began to be drafted immediately, to build a castle and city over the underground structures, as well as to excavate out the site into a suitable undercity. In the coming years, Aluria planned to begin construction of their new city fully free of the oppressive state of High Elven dictatorship. In this time, they would need to begin restructuring their Government again. They wanted something new - a fresh take at how they functioned, completely separated from their previous iterations. No longer would they have a state defined by a haphazard group simply following the orders of a Prince, and instead would stage a government with a proper chain of command, from the Master of the Keys down to the head of their Medical Department. Each would hold a vital purpose in the running of new Aluria. Now, the head of the nation would merely serve as a political face - required to do very little beyond negotiations with outside forces with his Ambassador, with the inner workings of the nation all controlled by various figureheads. Namely the Law Master and Lord Sentinel, one of which determined the laws whereas the other upheld them, respectively https://www.lordofthecraft.net/forums/topic/204919-the-fall-of-ando-alur/ https://www.lordofthecraft.net/forums/topic/205982-the-alurian-jade-pact/ https://www.lordofthecraft.net/forums/topic/202779-%E2%9D%82-the-principality-of-ando-alur-%E2%9D%82/ https://www.lordofthecraft.net/forums/topic/202811-the-adventure-to-ando-alur/ https://www.lordofthecraft.net/forums/topic/205984-the-alurian-dove-a-new-age/ https://www.lordofthecraft.net/forums/topic/206446-the-alurian-revival-ball/ https://www.lordofthecraft.net/forums/topic/206705-the-voidal-hollow-awaits/ https://www.lordofthecraft.net/forums/topic/206898-the-alurian-drinking-festival-a-last-hurrah// https://www.lordofthecraft.net/forums/topic/206970-ando-alur-burns/ https://www.lordofthecraft.net/forums/topic/205988-ando-alur-laws/?tab=comments#comment-1868442 Settlement Government Structure Explanation: Aluria Government exists in a Princedom, led by a Prince and/or Princess together to exist as the face of the nation in all matters political, as well as to set the standards and goals of the nations. The word of the High Prince/Princess comes before all else. Beneath them lay the Witan Council, a separate council that works alongside the main collection. There is no limit on how many can be in this council, members of it simply being declared so by the Prince/Princess, and taking on a role of "nobility" in society. Officially, they are the advisors to the Prince and Princess, though in moments of emergency authority goes to any other council member before them. The Law Master serves as the head of all judicial affairs, the judge in court cases and tasked with the creation and upkeep of a modern law system. The Law Master serves as final authority in the absence of the Prince and/or Princess. The Law Master ensures that taxes are upheld. Working hand in hand with the Law Master is the Lord Sentinel, tasked with the upkeep of a Guardforce. He is in charge of anything military related. The Ambassador is a key political figure. He answers only to the Prince/Princess, able to be sent to act as the face of the nation where necessary - though more often than not he works with the Prince instead, working hand in hand in cases where dealings with other nations are had to provide support and key argument points wherever the Prince might fail. The Keeper of Tomes is in charge of the Library of Ando'Alur, tasked with both keeping a recorded history of Aluria, as well as providing any needed information of magical substance to the council. The Master of Internal Affairs is in charge of communication with the common people, ensuring their voices are heard, as well as helping organize public events. The Medical Director is in charge of maintaining a functional Clinic, with doctors available during emergencies. In cases of public health crises, they are given top authority on how to deal with it. Druidic Ambassador - The head of the Druids in Aluria, acting as their voice in the council. In cases where other groups join Aluria, they will be given similar positions. Media Officiant - The "Secretary" of Aluria, they are tasked with drafting any official documents for the nation, with the Prince/Princesses Approval. The positions above serve as a chain of command, minus the Witan Council, where authority is passed down among them based on who is present in any given circumstance. In cases where the Council Meets and casts votes, each position votes a singular time - Whereas the Prince/Princess collectively(even if there is only one at the time) are given two votes. If a Council Member is deemed unfit for their position, they may be dismissed by either the Prince/Princess alone, or a two-thirds majority among the other Council Members. If a Council Position is deemed useless as a whole, the Prince/Princess alone have the authority to remove such from existence, with common practice being to put the council member, if they themselves did not do poorly, into the Witan Council. The Witan Council must decide amongst themselves who their spokesperson is, with any members of it being allowed to attend council meetings. They, being a quasi-nobility, act as a second vote for the common people, alongside the Master of Internal Affairs. Medical code of conduct - LINK Settlement Builds and Infrastructure (photos required): https://imgur.com/a/jOlBmis How does this settlement offer a unique niche not already found in an existing polity on the server? Aluria offers a fresh take in the current landscape of LoTC, an active nation with a heavy magic-presence emphasized by the current council and its citizens. Beyond this, Aluria is no race-specific city-state, allowing anyone of any culture, race, or religion inside so long as the boundaries of law are respected. With a central focus on the Void, Aluria intends on becoming a natural home to wizards above all else, providing all with a safe place to perform their experiments and crafts, so long as it is not abused. This is in part due to Aluria's previous relationship with the Voidal Tear that turned into the Hallow around Haelun'or, leading many in its government to believe that they have a duty to ensure such events are dealt with properly and do not happen again. How does your settlement tie to the greater lore and narrative set by the community on LotC?: Aluria has already existed under the name of Ando'Alur for some time, providing to server narrative and serving as a home for numerous magicians and other key figures. In particular, in its short life already having created a flying city - and subsequently crashing it to earth, causing a catastrophic level Voidal Hallow to emerge, threatening the regions around it. Now they are left to deal with the aftermath, working to fix their problems and re-gather their scattered wizards. Have you ever run a settlement on LoTC before and what experience do you have with leadership within roleplay communities among the current groups of players? I have been running Ando'Alur for some time already, proving every day my competency in keeping a Settlement going without imploding on itself. Along with that, those who work alongside me have their own experiences to offer. HeftyDonut, holding multiple positions throughout their tenure on the server. TwistedFries, a previous settlement leader. BonesOfTheEarth, the old leader of Northgate, a settlement from the last map. Collectively, we all have actively led our city since the construction of the current city, learning what works best for us and how to best keep our city functioning. On top of Ando'Alur and the other respective settlements we've guided among us, I lead the Selestians, a vassal of Talon's Port previously before merging into Ando'Alur. Do you understand the metrics for maintaining activity and the grounds for settlement removal, along with the standing polity cap? Yes.
  6. Alurian General Medical Clinic -Code of Conduct- 19th Of The First Seed Year 54 Of The Second Age Medical Personnel: Medical Director: The medical director is the head of anything and everything medical related to the clinic of Aluria, being appointed by the prince/princess of Aluria through showing the prince/princess the ability to lead and show they’re of great knowledge within the medical field. They are tasked with the ability to maintain the clinic which means upholding the values and rules of the code of conduct , appointing a surgeon general to help the upkeep of the clinic. The director is able to rewrite the code with approval of the prince/princess, and revise it at any time. Surgeon General: The surgeon general is the second in command under the medical director, being appointed by the medical director, the surgeon general’s duties are to help maintaining the clinic and the code of conduct being the acting medical director if they are away, hiring those who educate the young medics of today, the surgeon general is tasked with giving the medical exam one needs to pass to become a practitioner of the clinic. Deputy Surgeon General: The third in command to the medical director who is appointed by the surgeon general and being approved by the medical director. The job of this role is to help both teach those under them and hire those who wish to teach. Finally, they are also able to help the surgeon general in the duty of giving and ‘grading’ the medical exam one needs to become a practitioner. Chief Practitioner: The chief practitioner is the role one ‘lucky’ practitioner get’s for a term of four years (four IRL weeks). They have shown that they are capable of being more than just a normal practitioner within the clinic and can handle the extra duties of assisting in the education of the apprentices and average practitioners. The chief is also able to assign and re-assign medical cases according to the practitioner's skill set. Practitioner: A medic that has completed the education and passed the medical exam given by clinic management, therefore receiving their license. They may now practice medicine within the Principality of Aluria. Apprentice: A medic that has not completed the education and has not passed the exam given by the clinic management to receive their medical license. Though they are allowed to assist in cases with someone who is a practitioner or more to gain more knowledge on the practice. Auxiliary Practitioner: Auxiliary practitioners are the nurses/midwives, combat medics and those medics that have not devoted themselves to being within Aluria as a practitioner or have skills that most do not have as a practitioner such as being a fulltime midwife or nurse. They have been approved by the surgeon general in order to practice medicine within the walls and lands of the principality. Medical Curriculum: Current Used Medical Curriculum (Click It!) The medical curriculum of the Alurian General Medical Clinic has been given to the medical director from the surgeon general of Haense. Though we are able to use the paper based curriculum gifted to us by our allies in the northern parts. The clinic management has approved it best to only have your teachers based around the curriculum and it does not have to be generally exactly what the pages say within this post above. The management finds it best for those teaching to teach their students the easiest way possible… Which is how the student has told their teacher they wished to be taught such as, very hands on, book work, and or private or group lessons. Medical Licensing: Obtaining Your Exam: When the apprentice has found themself wishing to become a full practitioner, there shall be a meeting with the surgeon general or deputy surgeon general on if both the apprentice and teacher think the apprentice is ready. Then they shall move on to discuss when the apprentice shall take the exam. The Written Exam: Once the apprentice and the teacher have completed talking to one of the general’s of the clinic management they shall forth to begin the written medical exam. This exam is to mainly cover some questioning of the code of conduct and then theoretical events where medical knowledge is needed. The Practical Exam: Once the apprentice has then passed the written exam they shall move on to the practical exam, this exam will be given on a cadaver (a deceased body, meant for studies and educational purposes). The surgeon or deputy surgeon general will harm the cadaver, give detail and then allow the apprentice to begin the healing of the body. This will demonstrate to the exam giver that the apprentice is able to handle things that are randomly thrown to them, showing the skills to be a practitioner. Licensing: Once the apprentice has then passed both of these exams they are finally qualified for the role of practitioner they may practice freely within the principality. The rules of the the licensing are the same as those of the north which are the following in our own words: Should any apprentice practice without getting a license, they are at risk for all wounds caused and will be brought under the eye of the court for malpractice. Should any member of the clinic management practice without a license or have gotten their license renounced, they will be prohibited from practicing medicine inside the Realm of Aluria and in case of getting caught one will be brought under the eye of the court for malpractice. Should the medical director, surgeon general or deputy surgeon general lose their license, they will be deprived of their position, restricted from practicing within Aluria, and brought before the court for malpractice and gross incompetence. Patient Care: Patients may refuse treatment so long as they are fully conscious when the attending practitioner arrives. Only the clinic management (Medical director ---> Deputy Surgeon General) may overrule this should they deem it necessary ! Another descendant or next of kin may NOT refuse on behalf of the patient if said patient is unconscious Practitioners may NOT refuse to treat a patient of the citizens or allies of the Principality of Aluria unless the following has happened to the medic or patient, which is able to be overruled by the medical director Have assaulted (verbally or physically) the medic in question Have disregarded previous orders from a practitioner or higher ! If the patient gets severely crippled, wounded, or dies due to the practitioner refusing to treat the patient, the practitioner cannot be held liable if the patient falls under any of the above mentioned categories. Morgue Procedures: Morgue Entry: Morgue is and should always be a place of peace, and respect. Meaning those who have the right to enter the morgue are the following: The medical director, the surgeon general, the deputy surgeon general, and those who have been approved by the medical director to enter the morgue. Proper Care of Corpses and Cadavers: The proper care of the clinics corpses and cadavers should be upheld by the Surgeon general and their deputy. When working with the bodies they shall be stored up to twelve months before cremated. This is to prevent a disease or infection from breaking out outside the clinic, along with this adds to the fact of the limit of time a family has to receive a body from the clinic, for possibly proper burial or other reasons. Cremation: Once a corpse has been sitting within the morgue for the twelve months the clinic shall hold the right to begin the cremation process. Reporting: Basic Medical Reports: To keep track of patients and who works on them, after an operation a practitioner should feel out a medical report and hand it to the medical director. Depending on the times of Aluria there will be pay according to the number of operations. Morgue Reports: Reports are written by those working the morgue at the time on the person who has undergone autopsy, then being given to the surgeon general who will then hand it over to the medical director, so they may have the report in case a problem arises within the morgue. Signed by, Renae Athri’onn
×
×
  • Create New...